And we are donion rings.
I've been at the final boss for ages but I stopped playing so I could study up for a job interview. I think that kind of made the last fight worse because I totally lost my momentum and a bit of my mad gamer skillz had left me thanks to my aging wizened hands just not retaining muscle memory like they used to. Or I was just tired.
Overall I think it was a really solid game. I would never make the claim that this game is Dark Souls 4. The combat is way different, and the pacing and priorities are clearly adjusted. Frankly I would be more likely to call the game a child of DS3 and Skyrim, with a great big world and lots to do but way more focus on satisfying and varied combat rather than individual hyper-intense bossfights ala DS3 or mounds of npc quests ala Skyrim. I don't think that's bad though. As much as I love the DS games, I can recognize that there's only so much you can really do with that kind of game - stuff like the ash summons, majorly wildcard build variations, and major bossfights that include quirks are fun and interesting departures that probably wouldn't mesh well with the DS formula. Its like the Bed of Chaos fight - nobody really defends that because whether or not you agree that a puzzle/quirk boss can be fun, DS1 was not set up such that having a boss like that makes sense or plays well. Elden Ring made a departure where you can have bosses like Rennala, Radahn, the Godskin Duo or Melania where there are some specific mechanics at play, and it doesn't feel nearly as out of place, nor does it become unsatisfying or outright annoying. The inclusion of mounted enemies and mounted bossfights was also pretty cool, and it made the whole situation feel a lot more dynamic. You get to move quickly and hit hard, which is usually not an option in this type of game.
I'm very impressed by the variety of options you have for builds. Certainly some things are just better than others, but the instant you include things like Legendary Arms or Ash Summons you've basically committed to a tier list. I think that's fine though, since they included the ability to farm or earn the ability to purchase different upgrade stone/ghost flowers so there's really no reason to feel like you are trapped with one or another option because "its the one you committed to" by using up all your materials. I do wish they would have done a better job distributing different weapons throughout the game progression though. For story reasons it makes sense that most stuff you find in Hogwarts, or rotten Hogwarts, is magic style, but even in Limgrave I was frustrated early on by how much shit I couldn't use because I went STR instead of DEX. As things progress and you get more drops though, the options open up pretty quickly. I ended up pushing some points into DEX/FAI and was able to use a lot of weapons by the midpoint of the game. By no means was every item drop useful, but fundamentally it wasn't any worse than any sort of class/specialization-based game that has item drops. My only complaint is how much the game pushes you to have a varied build. That might be on purpose to force players into a position where they can adapt more readily to a given boss, but I still think its silly how many colossal weapons need a notable FAI/DEX investment to use properly. Or alternatively, how many DEX weapons seemed to also need INT for no reason.
The lore is pretty deep and interesting, and the stories you can choose to engage in were pretty worthwhile from what I played. You can choose to ally or oppose the whole black knife crew, and the active storytelling as part of those questlines is pretty cool since both sides are clearly fucking around a little bit, although you are still limited to a lot of "finding out stuff that happened" rather than taking a direct hand in guiding those stories. The game not having a traditional story is a fairly common complaint I've seen, but personally, I take no issue with environmental backward-facing storytelling. There are a lot of clues that indicate the whole civil war really didn't happen long ago - something along the lines half a year based on what I was seeing - but so much of the big stuff has already happened and we aren't really part of it. We showed up with the pizza and the room was already on fire basically. I don't really want to actually leave that sort of storytelling in Fromsoft games, mostly because everybody else tells stories in the present and half of them suck. Using a lore-based approach free's us from the potential of the story just being shit, although in exchange it does really shift the onus onto the player to figure out what is going on, which I understand some people might find exhausting. That said, there is definitely a bit too much leaning into the same Fromsoft themes, although I did notice in ER that the tone of the themes is very different from previous Fromsoft games. Usually "burn it all down" or "take the money and run" are presented as the more positive positions, but in ER the endings are really more about picking a path forward out of different personal values and the "fuck everything" choice is shown as being the less cool option. I was a little annoyed by the fact that I accidentally neutered the final boss by choosing a specific weapon. I realized afterwards that for story reasons the weapon I used would be extremely effective, but at the time I was just like "whoa did that chunk off like a quarter of its health almost?" so the lore definitely did get between me and a good fight at least once.
Ultimately I'm most impressed with the game progression, which does something that I don't think an Elder Scrolls game would have the rocks to do. Or maybe I'm attributing positive intention to something that was more of a concession due to time/resource limitations. I felt the game played like a pyramid. You start out, and you have three or four major landmasses with a huge amount of stuff to explore and do. You proceed forward past the first story gate and the game tightens up. At least three areas open up to you, although they have reduced in size and scope from the first portion of the game. Then we get to the endgame and things tighten substantially. I loved that because it felt like the game let me see the world and have my fun, and then it began the slow process of funneling me towards the final encounter, picking up momentum and gravity the whole way. Big story elements happen, stakes get raised, and fewer places are available to you to progress. Contrast Elder Scrolls/Fallout games where the game remains enormous from start to finish, and then you sort of step out of the world to fight the final boss. Lots of content, but no sense of progression to the final encounter and no reason to feel any differently about it than any other fight. Skyrim in particular was bad for this, but a lot of Fallout games have the same problem.
So yeah. Good game. Lots of hours. Gonna play something easy for a while. Something with way less investment. Core Keeper looks fun.