Elden Ring (Part 1)

Seeing the giant head bosses and horse trampolines and so on, I’m not particularly worried about imaginativeness. Seems to me From’s method all along has been mash up some well-worn genres at the structural level and fill in the details with much more inspired gusto than anybody else.

15 Likes

I could do without a crafting mechanic but we’ll see

6 Likes

In my experience dark western fantasy by way of Japan has been pretty good

3 Likes
3 Likes

Does this game have fall damage?
Only when not on the horse? Do you…do you have to horse double jump to negate it?

2 Likes

The jumping is a mess. The verticality is a mess. This isn’t different than most open world games, but like… yeah. The sense of space visually doesn’t sync w/ the mechanical sense of space and that sucks

5 Likes

it’s neat that from have made their very own kool-aid man, lo i shall sup and surely succumb

7 Likes

Zelden Ring more like

8 Likes

it cracks me up still hearing that sword-slash death sound effect when a dozen zombies get stomped by a wyvern

8 Likes

Hardcore fans who dreaded the professionalized aaa erasure of jank, have no fear

16 Likes

From has always excelled at building dense interwoven spaces and filling those spaces with reasons for players to cautiously traverse them, so magic horse double jump really does not feel like it’s playing to their strengths imo. Plus those magic trampolines seem like such a step back mechanically from botws glider.

But hey its a from game so all the little stuff dotted across the overworld is bound to be a while lot slicker than the average ubisoft.

I do like the look of the summoning mechanic though. Fuck summoning big guys, ima get an army of lil gremlins pokin at dudes ankles for me

6 Likes

the creature design is cool but environments so far seem bland and interchangeable. feels like it’s vibing somewhere between the cold sparseness of DS2 and the too-comfortable briskness of DS3. the catacombs in particular should’ve been an opportunity to show off some tight corners and chokepoints but it looks like more of the copypastable chalice dungeon/carthus stuff

and the idea that we’ve the luxury to prepare for combat this time instead of being thrust into it unwittingly is definitely getting away from what appeals to me about these games

3 Likes

Unbelievably excited to blame all the parts of this game I don’t like on George R.R. Martin.

20 Likes

Games this large need a multiplicity of aesthetics to balance each other out and avoid exhaustion. So I agree with your first point that it needs claustrophobic spaces to counterbalance the default openness.

By the same principle, I actually want time and space to prepare for combat, and it also sounds like we had a different experience of past From games there. I spent a long time chilling in Firelink trying out the animations on the different weapons I collected, and I also took advantage of the training NPC in Sekiro. The hub areas in From games have been sparse and desolate compared to the bustling towns some games have, but they still played that (IMO necessary) role.

2 Likes

Zelden Rim

4 Likes

I totally agree that the prerelease media for this game looks mostly bizarre, like they plopped the dark souls physics and rendering engine into the middle of an open world with a weird palette without a clear idea of why they were doing that. but I trust from a good deal and I’m looking forward to the result

11 Likes

Wondering if there’s a lategame glass ceiling a la Bloodborne that changes the world.

14 Likes

DkS2 is the best because it’s the only one where you can get stabbed in the back while pushing double doors open with both hands

12 Likes

I’m half-serious with that by the way. If the door animation is uninterruptible, then in terms of ingame time, those huge double doors take 0 seconds to open and they might as well not be there. You can just go ahead and do it while surrounded by skeletons and easily get out of the apparent death trap without breaking a sweat.

It’s another version of anothergod’s insightful comment “The sense of space visually doesn’t sync w/ the mechanical sense of space and that sucks”

4 Likes