most of the big important boss fights are gimmicks while most of the optional bosses are non-gimmicks; its a pretty interesting split in priorities; the main path is memorable to do once and trivial to do on repeat playthroughs while the non-main-path bosses tend to be much more often challenging, traditional souls fights
Yeah. Iām definitely spending time hunting for the unique side bosses who arenāt just retreads or reuses of existing mini bosses. I do think it adds a cool sense of scale and progression that now Iām in the late game, I see early game bosses as regular (but hard) overworld enemies. But itās also trivializing them a little bit. Canāt get this much content without doing stuff like that, though, and I do love that thereās so much content.
I do like it when they combine some of the reused side bosses with weird mechanics or affinities I havenāt seen before, though, and I like that some of the repeated boss lines, like the assassins, are connected to a cool plot line, and that their presence tells that story. The totally invisible assassin who only becomes visible when he grab attacks you can go jump down a well though hahaha
everytime I think Iāve found the dumbest boss in this game I just find another. take elemer. oh boy, itās another boss where youāre not allowed to attack or cast a spell. chains 4 hit combos over and over, can hit you with them from any range, can call his sword back to him after any swipe so you canāt time it, has a telekentic grab. not allowed to be anywhere except directly on top of him, but he also has an AOE. if you use any weapon slower than a straight sword there literally isnāt a safe gap for you to attack between his strings, he can punish you during recovery anytime he feels like it. gee, I wonder why players found out that fast bleed weapons were the way to go in this game?
Cant stand it anymore, gonna buy Elden Ring for PS4. My laptop can take over 1 month to fix over how unique the motherboard isā¦
Fuck.
gonna have to look these up, i think. havenāt come across either of them; i had assumed the big jar boy (whose name i forget) i saved was related to this, but i havenāt come upon him again, so i assume not.
the boss fight is not awful but being able to skip it sounds nice
if you check out a tunnel on the border of limgrave and caelid you may encounter him again
you can painlessly cancel the telescope by pressing the use item button again fwiw
did anyone else swap use item with confirm so the controls feel more like a hybrid of sekiro and bloodborne?
for like the first four hours yes
Miyazaki frantically flipping through a set of cards that all say āmultiple gargoylesā whilst sweating after a heckler yells at him to get some new material
Iāve put 400 hours into this game and lemme tell ya: I can never remember its fucking name
Last night I randomly happened upon the academy again and found that at some point I must have collected whatever item allows you to enter. So I decided to take a break from uncovering the world and work on that area.
Needless to say, that didnāt go as planned. I donāt even want to say why in spoiler tags because itās a fun surprise. Soon it was 3:00 a.m. and I had covered lots of new territory on the ever-expanding map and made no more progress in the academy.
The skill that I thought was going to make the game too easy has not in fact made the game too easy. It does trivialize some fights, though.
Ok, lets start this for the 3rd time
yeah i legit cannot remember the names of most things, people, or places in this game
learned a control nuance last night: rolls actually come out on the negative edge (i.e. the release) of the button press, and you can actually hold the button for a bit before letting go and still get a roll. saved my ass a few times where i pressed roll too early, but then held the button slightly longer to dodge yet another delayed attack in this game.
in retrospect i think i should have noticed this sooner because run is also mapped to that button so of course itās not rolling on the press itself, but rather the release.
they should bring back pressure sensitive buttons for souls games
Sorry I aināt reading +1k posts. But what strikes me about Elden Ring is how far ahead From has been planning this. To make a game of this scope you need a breadth of gameplay systems including stealth and horseback riding (Sekiro), areas that can be easily assembled out of extendable prefabs (Bloodborne chalice dungeons), combat mechanics and a metric ton of assets and design ideas to gather from 13 years of an iterating formula.
They had to have been planning this since Bloodborne, and I donāt know where you go from here.
itās been rumored that theyāre putting together a new armored core team, right? they are gonna have near-unlimited resources now which is pretty funny, wouldnāt be hard for them to ship an elden ring 2 in 5 years if thatās all they wanted
The source of the rumor: https://twitter.com/EldenRingUpdate/status/1480535699124273153
I still expect to see Sekiro 2. Thereās obvious room to iterate further on the brand new mechanics, and the good ending implied Sekiro was traveling to continental Asia.
I hope weāll also see more weird lower-budget experiments like that VR orphanage game.
I hope the new armored core is heavily online like 5 and we get a sb team together again but where I have a better than 20 percent success rate of staying connected unlike elden ring