Elden Ring Impressions - It's Got Crafting Now.

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CriticalGaming

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Well, I was up at 2am to start playing Elden Ring today and to say I have been excited for an new FromSoftware Souls game is putting it a bit mildly. When the reviews started dropping for the game I was on a business trip and in an airport where I couldn't really watch or do much with anything outside of written reviews. Nevertheless, the 10/10's pumped out by every outlet were exciting. Here I am now 10 hours into Elden Ring and I have to say, it's got some issues that to me keep it well away from the 10/10 scores reviews have given it.

Elden Ring is best described as Dark Souls in a Breath of the Wild world. It's completely open form and with the invention of a jump button it is the most explorable thing FromSoft has ever made. That exploration comes at a cost within a FromSoft world and i want to express my biggest issue with the game right off the bat. The explorable world means you encounter a lot of scaling problems. What happens is you roam around trying to find things, but your ultimate goal is to find things that you can actually fight. You see because Elden Ring is a Souls game, it can be difficult to tell whether you suck at the game or you've stumbled across enemies too high of a level for you.

So your first few hours are going to be running around just trying to see what you can fight. Which leads to another problem. This exploration yields power and that power seems to scale faster with you than it does with the enemies. So as you've been running around just trying to keep things managable, you'll then start stumbling into the true low-level stuff and you'll faceroll it, which in turn yields you more power. And admittedly the power is a lot of fun, especially the spells, and so you won't turn it down because it's so fun to use.

Basically you are either too weak for shit, or too strong for it. And I feel like the exploration could have been a bit more directed in this regard. Perhaps some minor objective markers, or just overall better enemy placement.

With enemy placement Fromsoft has decided the more the merrier, as many many many of enemies are almost always placed in groups of 2-10, and while stealth is sort of an option to pick out a few, eventually you'll have no choice but to agro the whole party. In other games this isn't much of an issue because usually your resources aren't so limited. But Souls games have never been great games for mob combat. While the open world does let you run away, fight on your horse for hit and run tactics, do so removes a lot of the epic dueling feel that previous games have had. Plus once you start getting strong, often you can charge in on your horse and cut the whole group down with one or two swings before they even know you are there.

The other problem with the open world design is that I can't seem to memorize the levels the way you used to. Part of the fun of Souls games was the mastery of the map, the earning of shortcuts, and memorization of enemy placements. That doesn't happen here because the open world is often painfully plain in a lot of places and one group of rocks looks like another group of rocks. I guess that's why we have a map now.

Basically I don't think the open worldness of the game helps the Souls formula. While it sounds cool on paper, you lose a lot of that tight design work and challenge that FromSoft is known for. And it has crafting now, because it's an open world game so you MUST have crafting. So the whole world is litered with animals to hunt, flowers to pick up, and moss to loot. Which....I mean....fucking why? That's not what I want in a Souls game, to grind harmless animals and pick a bunch of fucking flowers so I can keep craftable supplies on hand for whatever the fuck the game throws at me at any given time. This shouldn't be here, full stop, there is no reason for it, there is no benefit to having it in a game like this and all it does is distract the player from finding loot and enemies to fight which is the joy of playing a Souls game.

Outside of that the other problem I have is that the lock on is really fucking unreliable. An enemy will come rushing out me and I'll be pressing the R3 trying to lock on and nothing happens, I don't know if this is another open world problem or what, but often I can't seem to lock onto enemies until they are close enough to hit me and I need the lock-on to happen well before that. This has led to unearned panic moments from the game.

Otherwise, I mean this is Dark Souls 4 basically. Souls has gone open world, and exploration is more annoying now, but outside of that it's Dark Souls 4. The combat has been cleaned up and the player has a few new tricks thanks to being able to jump without a running crazy button combo. And for what Souls combat is worth it is everything you want it to be. The bosses are where the game really shines and they are pretty great.

I wonder is things will change as I get deeper into the game because it is still obviously very early and I will update this post if something "clicks" which is often the case with a lot of FromSoft games.
 

hanselthecaretaker

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How many hours are you in so far? Only three myself so I haven’t even seen a boss yet, other than the one on horseback by Santa Claus. I’m mainly roaming areas that weren’t available during the network test so the closes thing I’ve seen to a boss are giant bears.

I’m torn on crafting. One one hand it’s pretty effortless to collect the shit; just his triangle while running over it, and it might end up being preferable to converting various soul types into currency for buying consumable shit at often times ridiculous prices from vendors that are only at certain locations, but at the same time it feels like typical open world busy-work meta game stuff. I’ll hold judgement until I’m at least a castle/legacy dungeon or two in to see how it pans out but yeah.


If the open world formula favors anything it will be simply if FROM can pull off their trademark design at this much expanded scale, and have it feel justifiable. I saw one area that hinted at the possibilities involving a minute-long elevator ride down into a New Londo/Profane Capital type area, so we’ll see.
 
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FakeSympathy

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Pretty much the same thing I said in the other ER thread, but more focus on the gameplay rather than launch issues.

I myself have clocked in 4.5 hours. I think the game is actually more accessible to new audiences. As you mentioned, the game tries to follow typical tropes found in open-world games. As much as I agree with how unfitting it is, I do think it makes it so that the game feels more familiar and easier to grasp compared to other soulds games. You can always choose to not tackle the group of enemies and go around it or run past them on your horse, which makes the exploration is a lot safer. I haven't encountered any areas where you take damage from falling. Unless it is a 100% pitfall, I found myself landing safely from any height. Also, because the overworld is pretty big, and groups of mobs are scattered, you can explore any part of the map without any risk of triggering them. Normally I would loath open-world design, but this overworld is perfect in its size and activity. Not excessively big map nor the repeated activities within each region (I'm looking at you, Assassin's Creed!). There are dungeons that revert back to the traditional exploration of the past Dark Souls games, but thanks to the ability to jump and no fall damage, they are easy to explore.

The other thing that makes the game accessible is the spirit summons which does make fights easier. I have just beaten Margit. Yeah, that took several attempts. But the lone wolf spirits helped by making the boss target them, and I hit him from the side. Following the tradition of the series, if you summon an NPC or another player the boss becomes harder with higher HP and maybe damage resistance. But your spirit summons count as an item (replenishes after reaching the next sight of grace), and you use them over and over again. I can totally see a lot more people solo-ing each boss by abusing the crap out of the spirit system.

Taking a page from Sekiro, I also noticed how different skills, aka weapon arts, can be used with various weapons. Granted, some weapoons have unique skills that can't be overwritten, but this level of flexibility will allow players to come up with crazy builds and challenge runs.

Honestly, I like it. Still has the ball-breaking difficulty DNA which is also rewarding, yet accessible enough for newcomers.
 

Dalisclock

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Quick, probably dumb, question: Does the game have a town or hub area like Firelink, Majula or the Hunters Dream where all the merchants and such gather to chill?

Not a big deal but it's alwaya nice to have that little spot where you can refresh, reload before heading out again.
 
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FakeSympathy

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Quick, probably dumb, question: Does the game have a town or hub area like Firelink, Majula or the Hunters Dream where all the merchants and such gather to chill?

Not a big deal but it's alwaya nice to have that little spot where you can refresh, reload before heading out again.
Yes there is! You'll eventually reach it, rather early in the game too! Weapons and spells are disabled there, except for the big arena-like hall. There's a reason why that's the only place in the hub area where fighting is allowed, and it's best you stay away from it until later level.

There are quite a number of NPCs you can meet there, and secrets to discover as well
 

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Yes there is! You'll eventually reach it, rather early in the game too! Weapons and spells are disabled there, except for the big arena-like hall. There's a reason why that's the only place in the hub area where fighting is allowed, and it's best you stay away from it until later level.

There are quite a number of NPCs you can meet there, and secrets to discover as well
Cool. I've always been a fan of the little hub town in games. Even though DS2 is my least favorite souls game, I really like Majula as a hub area, especially that music.
 
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hanselthecaretaker

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Cool. I've always been a fan of the little hub town in games. Even though DS2 is my least favorite souls game, I really like Majula as a hub area, especially that music.
Probably the game’s most redeeming factor, aside from the sheer variety of everything (for better and worse).
 
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PsychedelicDiamond

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Not particularly far into the game, haven't left, or even very thoroughly explored, Limgrave yet and only just made it to Margit but so far I'm pretty impressed. That said, I'll be very surprised if the rest of the game can live up to the level of quality set by the starting region. I'm not dismissing the possibility that it might actually pull it off, but neither am I gonna be surprised if it's front loaded in terms of quality content.

Because, let me be frank, what I've seen so far is really impressive, especially for developers who haven't made an Open World game before. I was afraid it might end up like Metal Gear Solid V where you can clearly tell the developers didn't have a very good grasp on open world game design yet. But so far Elden Ring doesn't have to hide behind defining open world epics like your Horizons, Ghost of Tsushima's and Red Dead Redemptions, while pursuing a design philosophy that's still very much in line with Miyazaki's earlier games. It strikes a succesful balance between open ended and rewarding exploration while maintaining a deliberate sense of pacing that doesn't lay all of its content bare right from the beginning. It so far has managed to not settle into a predictable routine.

There is plenty of ways for the game to screw up, but the opening area is all on its own a masterclass in open world game design.
 

hanselthecaretaker

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When something gets popular enough….



A good heads up that highly applauded messages regarding questionable territory might still be a trap.
 
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CriticalGaming

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I am 25 hours into the game at this point and I have found a pretty strong weapon, but most of all, I found a farming spot that is very easy and nets 5000exp every minute or so. Which has let me do my favorite thing......powerlevel!

That's right. These bosses think they are hot shit. Let's see how fucking hot shit they think they are when they get broken in two hits and then killed by my viseral attack. Suck it *****!!!!!
 

Piscian

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I realize this is complete blasphemy, but I just requested a refund. The game runs like shit, actually crashed on me a minute ago and frankly its a shitty mmo with a Dark Souls skin. You can call it more "accessible". To me its just feels more generic. Also - fuck crafting.
 
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CriticalGaming

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I realize this is complete blasphemy, but I just requested a refund. The game runs like shit, actually crashed on me a minute ago and frankly its a shitty mmo with a Dark Souls skin. You can call it more "accessible". To me its just feels more generic. Also - fuck crafting.
I wouldn't call the game generic by any means. The crafting is pretty forgettable after having played for nearly 20 hours at this point.

But the performance issues are unforgivable and i don't understand why they haven't rolled back to patch 1.01 to reset the game to the version that the reviewers played without the tech problems. So you're refund is justified. Maybe try the game again once it actually works and it on sale or something.
 

hanselthecaretaker

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I wouldn't call the game generic by any means. The crafting is pretty forgettable after having played for nearly 20 hours at this point.

But the performance issues are unforgivable and i don't understand why they haven't rolled back to patch 1.01 to reset the game to the version that the reviewers played without the tech problems. So you're refund is justified. Maybe try the game again once it actually works and it on sale or something.
I’d like to hear the other explanation for that too. Like apparently it worked well enough to be considered par for the course or above average for a FROM game technically, but then *yoink* here’s a new patch with something something “improvements” frame pacing bs or whatever. What gives?

But like I said, haven’t had any of these issues so far myself. It’s been as smooth as the network test code and that was arguably better than Sekiro’s performance overall.
 
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FakeSympathy

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Now at 17 hours.

The Boss fights..... OMG, the boss fights are absolutely insane! Just beaten Rennala, Queen Of The First Moon. The second phase was beautiful and I enjoyed a hell out of fighting her.

As for the performance issues, It seems it only happened when fighting tree sentinel. I haven't encountered another boss in the overworld quite like TS, but it was the only mini-boss in the game that was giving me the stutter hiccup.
 
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hanselthecaretaker

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Now at 17 hours.

The Boss fights..... OMG, the boss fights are absolutely insane! Just beaten Rennala, Queen Of The First Moon. The second phase was beautiful and I enjoyed a hell out of fighting her.

As for the performance issues, It seems it only happened when fighting tree sentinel. I haven't encountered another boss in the overworld quite like TS, but it was the only mini-boss in the game that was giving me the stutter hiccup.
Did you visit the town of sorcery and the adjacent swamp by chance? Imagine if Blighttown was the starting area of the game, only with more powerful enemies, and that’s how it felt. Kinda stumbled into it by accident trying to find a way out of the crystal caves I got transported to from a trap chest. I pretty much noped my way outa there for now, but seeing as I want to do a magi-dex kinda build I’ll for sure be going back once I’m ready for it.
 

Dirty Hipsters

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How many hours are you in so far? Only three myself so I haven’t even seen a boss yet, other than the one on horseback by Santa Claus. I’m mainly roaming areas that weren’t available during the network test so the closes thing I’ve seen to a boss are giant bears.
After 4 hours I've fought and beaten 4 bosses and seen 2 more all of which I just found while roaming around. None of them are story bosses, just dudes hanging out in caves guarding loot, paths to new areas, and the occasional NPC.

So far the only bosses I've had any trouble with are the ones that you're supposed to fight on horseback because I find the horse combat to feel really awkward. Maybe I need a different weapon for horseback.
 

PsychedelicDiamond

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Did you visit the town of sorcery and the adjacent swamp by chance? Imagine if Blighttown was the starting area of the game, only with more powerful enemies, and that’s how it felt. Kinda stumbled into it by accident trying to find a way out of the crystal caves I got transported to from a trap chest. I pretty much noped my way outa there for now, but seeing as I want to do a magi-dex kinda build I’ll for sure be going back once I’m ready for it.
Yes, I imagine many players ended up at the bloody swamp after falling for that teleporter trap. Much like with that underground city, I decided I was probably underleveled for it and made a note to save it for later.
 

hanselthecaretaker

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Yes, I imagine many players ended up at the bloody swamp after falling for that teleporter trap. Much like with that underground city, I decided I was probably underleveled for it and made a note to save it for later.
I managed to get a spell from one of those invisible lizards there before finding a site of grace and being invited to the Round Table, so kinda lucked outta there for now.