Since the announcement of “Elden Ring” at E3 (Electronic Entertainment Expo) 2019, fans of “Dark Souls” and FromSoftware have been eagerly awaiting information about the game. After a short trailer and gameplay leaks, fans finally get a taste of the game through a twenty minute gameplay demo.
At a glance, this appears to be the first FromSoftware game to truly embrace a modern game design. While the worlds of “Bloodborne” and “Sekiro” were very reminiscent of the classic and brutal action games of NES (Nintendo Entertainment System) – wasting little space and quickly creating an atmosphere – “Elden Ring” is more like games. recent open-world ones like “The Witcher 3” and “Breath of the Wild”.
This apparent new design philosophy seems to impact two gameplay elements that FromSoftware games are known for: exploration and traversal. While “Dark Souls” and “Sekiro” had densely populated areas that were relatively easy to navigate and reverse, “Elden Ring” has great outdoors and animals to ride on for traveling.
With all the new additions to the world design of FromSoftware, I hope they will remember the vertical crawl. Elevators, towering towers, and cliffs offer some of the most memorable sections of previous FromSoftware games. While the new open map design is a welcome change of pace, hopefully we’ll get a big world map as well as a wide one.
In terms of combat, “Elden Ring” appears to incorporate elements from both “Sekiro” and “Dark Souls”. Rather than the slow-paced combat that the “Dark Souls” series is known for, “Elden Ring” shows a faster system with a heavy emphasis on magic. Like “Sekiro”, jumping and breaking an enemy’s position seem to be important when fighting various bosses and enemies.
While we now know more about the gameplay and mechanics of “Elden Ring,” the details of the game’s story remain for the most part a mystery. When it was announced that the author of “Game of Thrones” GRR Martin would be expanding the lore of the game, I was both intrigued and confused.
While FromSoftware creates obscure narratives through cryptic dialogues and mood texts, Martin is known for his strong focus on dialogue and internal conflict. The brutality and political intrigue that made Martin’s books so big seems to be lacking in “Elden Ring”. Rather than just rehashing the same “Soulsborne” story phrase, I hope “Elden Ring” provides a more whimsical take on its plot.
In the art department, “Elden Ring” seems to move away from the horror-streaking “Berserk” look of “Dark Souls”. Instead, it seems to take more inspiration from traditional fantasy art, such as Alan Lee’s illustrations from Tolkien’s books. The grand and epic tone of the released trailers is a welcome departure from the dark and oppressive atmosphere of previous “Souls” games.
Probably the most polarizing change for “Elden Ring” will be its new approach to difficulty. While the punitive NES-style difficulty was one of the hallmarks of FromSoftware’s games, it also made their games intimidating for newcomers. FromSoftware seems to want to change that.
In a interview with the Japanese video game magazine “Famitsu”, game director Hidetaka Miyazaki seems to indicate that the game will have more options to facilitate the combat difficulty of the game, such as stealth, co-op play, and spells.
Although still intense, the combat in “Elden Ring” seems slightly more forgiving than its predecessors and seems more based on creativity than skillful play. For those who have spent many hours in more restrictive games like “Sekiro”, adjusting to this new combat system could be quite difficult.
While I have reservations about “Elden Ring”, I still look forward to the game’s release. The exceptional combat and gameplay will almost certainly live up to FromSoftware standards, and it’s also exciting to have a new one. high fantasy story to live. Based on the look of the gameplay demo and promotional art, I think Miyazaki and Martin will be up to the task when “Elden Ring” arrives in February of next year.