Uh whut…Ranni’s side quest is all there is to do you say? I personal didn’t miss factions/covenants/whatever because they never made any sense in Souls games in the first place. Especially for trophy hunting. What’s the point of joining any of them if you’re just in it for the loot? Certainly wasn’t for loyalty or any role playing. As soon as you stumble upon next one it’s like “Whelp, see ya later Sunlight Bros, got other shit to grab lolz!”Not DS3, Sekiro, or Bloodborne? Ds2 I understand as that was a bit linear, but how can you leave the others out?
One of the big problems with the Souls games as a series in general though is that exploration is often for nothing. You explore and maybe you find a weapon, but you've already likely invested in your current weapon and stat set up that unless you find a weapon early game you probably aren't going to bother switching up your style randomly. And this is further an issue in ER where 99% of anything you'll find is useless to what you're currently doing. While you can respec, most players don't change up their player style on a whim once they've got something working. Maybe later playthroughs they go back and try a new weapon but that isn't exploring anymore since you know where to go to get whatever it is you want.
That being said, I believe that the other souls games don't suffer as much as ER ring because there are less items to find, which means you're more likely to find an upgrade material that's useful, or a cooler piece of armor, or covenant item which ER doesn't have. How did they make a massive world but not think to have factions within it that the player could join and level up in? This further adds to the emptiness of ER's world and design. There are no real secondary things to do in ER beyond Ranni's quest. In Dark Souls games there are quests, but better yet there are factions that all ask you to do different things for them. Invade players to kill them, invade to protect, join to help kill bosses, collecting items for turn ins. It's surface level sure, but it's SOMETHING to do beyond reach the end of the game.
When has FROM ever given guidance in past games nearly as generous as the guidance of grace? I mean, if people just want to beeline through shit then yeah, they’re gonna hit *that wall* and are probably better off just playing something else. The whole bloody point of putting an impenetrable golden horse force just outside of the opening area is to tell the player, “Hey, maybe go try something else, anywhere else!” Nothing’s stopping them from doing so.So there is also another thing to talk about regarding Elden Ring, and it's entirely the fault of the players.
People love Dark Souls, and have been playing Soulsborne games for a decade at this point. Which has colored our mindset whenever we see a game made by FromSoft. Technically ER is not a Souls game and there really isn't any reason to try and play it or even compare it to a Souls game, as difficult as that might be. While ER shares some obvious DNA with the Souls stuff before it, it also is built for a much different player approach as well.
For every crazy fucking boss, there is an equally crazy and broke way to make them look like a punk. And that is, I think, the true intention of ER. If you want to play it like a Souls game you can, but it'll be a lot harder than you might expect. But if you play it like ER, then you'll have a much easier time because the game balances out the crazy bullshit the bosses do, by also giving the players that crazy bullshit.
I'll freely admit, part of my hate for the game comes from it not being a Souls game. Bad level design, bullshit enemies and encounter design, overworld nonsense, very much things that aren't Souls-like.
On the flip side FromSoft didn't so anyone any favors with the complete lack of guidance. This approach works in a Souls game because there experience if fairly streamlined and there isn't a lot for the player to fail to figure out. However with a huge map of nothingness, ER needed to do more to flesh out the player experience. Some more quests, factions, things to do in the world to help promote exploration beyond "run around blindly and fight shit" would have gone a long way. In that regard FromSoft is very archaic in how they design things as there seems to be little consideration for long term player experience here. Again in a tight world like Souls it's fine because the level design itself can guide players to what they need to know, it doesn't translate in an open world though.
People familiar with FROM games might’ve been thrown for a loop not unlike what happened with Sekiro. Sekiro’s combat is significantly different than Souls, and the game just didn’t click until people were ready and willing to understand and accept that. It's ultimately no different with ER. It obviously has its fans judging by the sales and completion rate, but also no biggie if it’s not for everyone. It’s just doing its own thing as the latest in a string of games that’s bound to have different high’s and low’s depending on whom is asked.
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