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‘Elden Ring’ Is a Gaming Marvel. But Why Is It So Damn Hard?


Ering lden there should be an easy mode.

By now, most would find that statement undisputed: who doesn’t want the latest gaming phenomenon to be experienced by as many people as possible? Sure, interactive accessibility has a long way to go, but great strides have been made in recent years to give players of different abilities the chance to peruse the games. story.

But that’s not how From Software does things: the office software that became a pioneer in this gaming field is famous for the density of its releases. While previously known for the Armored Core mech action series, the company’s cultural cache has grown massively after empowering relative newcomer Hidetaka Miyazaki to create a new subgenre of the game. Action role-playing since is named “Spirit Likers”. 2009 the soul of the devil, a PlayStation 3 exclusive whose remake would be the killer app for the PlayStation 5’s launch 11 years later, laid much of the groundwork for what’s to come, but it’s still pretty relevant. Next, 2011 Dark soulswill change video games forever.

It’s hard to deny the impact games have had on modern development. Its DNA is now found in everything from indie lovers to Latest Star Wars game: dense, mysterious, and interconnected levels are rife with monsters that can and will kill you if you don’t master the intricacies of their combat. And Miyazaki let things take its course: Bloodborne, Dark Souls III (he only oversaw the first sequel), Sekiro: Shadows Die Twiceand now Elden Ring. All are beautiful, brutal, and beloved.

For some people, soul-like experiences that are spiritually significant, and those who are as savage to their detractors as any fundamentalist. “Git gud” (“do it well”) is a popular chorus aimed at ordinary people who wish they could get into the series but lack the patience, time, or skill to actually connect. After a game journalist openly admitted to using mods to help him beat SekiroThe last boss of, a viral tweet mocked him: “You are not only fooling the game but yourself,” that… okay man.

Elden Ring will make such people very happy: it’s another beautiful, puzzling game filled with ferocious monsters ready to suck you in. But what remains, the army? People might want to see what the crazy thing is, but it’s understandable that they don’t like the idea of ​​screaming frustration in front of their television for dozens of hours. What, if anything, do Elden Ring there for them?

Honest? Not much… at least in terms of gameplay, but perhaps some of the fun is to be found in the world itself.

Elden RingMythology was created in collaboration with Game of Thrones author George RR Martin, whose only previous game writing experience came with the 2012 adaptation of the critically acclaimed series. Although his role in Elden RingIts creation is about shaping the world and its history rather than directly influencing the game’s story, he’s clearly a fan of where the company took its ideas.

As you might expect, it involves a lot of high fantasy: you are a “Punished” who entered this world long after it was destroyed by The Shattering, a war War caused by the breaking of the Elden Ring. Many people have tried to reform Ring and have been unsuccessful – you wouldn’t, assuming you’re willing to spend days of your life getting the job done. Hard-to-pronounce names and massive historical events are referenced repeatedly in minimal dialogue, and there’s no way in the game to keep track of any of them, which requires all except for the most profound investment to eventually end up with a fan-made Wiki to find out who they just talked to and also if they really should care.

But they don’t really need to. Obviously, a lot of thought and effort went into creating all of this, but you rarely need to get in on the story while playing often. For better and for worse, Elden Ring play a lot like Dark souls with some interesting things. There are ten different classes to start with, each of which can change the experience quite a bit, but whichever you choose: battles are about distance and time. Know when to toss, block, cross, strike, hit, magic.

And I’ll admit there was a slight mistake before: the battle in Elden Ring very satisfied once you get used to it. It’s not the most intuitive, especially when trying to combine weapons and extras, but when it’s just you and some Eldritch abominations, you’ve been dying to kill for the past 30 minutes as you slowly Removes more and more of its health with each pass attempt, it begins to click. Suddenly, you realize that you already have it on the wire. Your heart starts racing — this could be it! But you also know that an improper reel or unsuccessful squeezing can lead to a combination that ends all in seconds. You keep going, trying not to lose your patience and running until you need to back down… and when you do that, when you’re the one to deliver the final blow and take down the enemy, it feels great. That’s why people love these games. I totally get it, even if I don’t understand the weird guarding on it.

What really differentiates? Elden Ring from it soul world precursor: “Lands Between” is a bit different from previous FromSoft languages: it doesn’t stray as far as Sekiro what to do with its stylization based on historical Japanese architecture, but Elden Ring sees you riding your ghost horse through the often impassable grasslands through the castles and ciphers dotted around it. There’s more color in the world than we’re used to, and while some previous games have had contiguous open worlds, allowing you to chart your own route along a series of roads connected together, Elden Ring is a much more typical implementation.

You keep going, trying not to lose your patience and running until you need to back down… and when you do that, when you’re the one to deliver the final blow and take down the enemy, it feels great. That’s why people love these games.

It has one Elder Scrolls vibes, like a post-apocalypse Skyrim with less dialogue and much better combat and I think people who have spent hundreds of hours in that game can easily do the same here. After a brief tutorial, where you’re given more information than you can actually handle, you’re pushed up a high cliff where you can see far into the distance where you’ll soon be. It’s huge – almost amazingly so. There was a moment when I accidentally opened a trap near the bottom of the world that teleported me to the top of it and I suddenly realized that all the blank space on the map screen wasn’t just weird design — it was the sign that I have yet to see. There’s so much going on here, and it wasn’t in last week’s gorgeous release Horizon: Forbidden Westit will almost certainly be the best open world of the new generation.

And I think that’s where people who might not be as enamored with combat can still find something to hang on to, because there’s a certain joy in the action of exploration that’s separated from the encounters. against the enemy and feels the stakes are a bit lower than in its predecessors. Sure, you can always run past monsters you don’t want to be involved with, but it’s a much less terrifying prospect when you’re on a horse. And while you can’t avoid combat entirely, a lot of open-world encounters can be forced by going in tight circles around your opponents while you attack them with weapons. mine. And those who can’t, well, just accept that death will come and try to find humor in it. I definitely laughed when I first accidentally summoned a dragon that in one hit dealt 50% more damage than I hit.

That said, I really don’t recommend playing Elden Ring if you’re worried about the fight being too hard unless you have hours to practice, because otherwise it will be. That’s just the way these games are, and I wish it weren’t so black and white. I understand that creating a new difficulty mode and trying to balance the whole thing properly is quite a laborious task, but it’s not the only option to improve the experience for the less enthusiast. . Straightforward invincibility would be great for adventurers, but perhaps something akin to the critically-acclaimed “God Mode” Hades could work here: every time a player dies in that game when the mode is on, the damage they take on their next run is reduced by 2% for as long as they are active, down to 80%. It is not forced on anyone and it allows the player to achieve his own equilibrium when the game is challenging in a satisfying rather than frustrating way.

Give me, Elden Ring whirling between those descriptions. This is probably an inevitable result of the open-world design, because every enemy needs to be exactly as hard as the other, or your ability to take on the bad guys in an almost random order. course can make you, like me, die multiple times against the first four sets of bosses in the hidden catacombs and then completely clear the fifth on your first try. I think I had to hit that one first. Sorry!

But playing the game now, while others are participating, let’s make the game a little more relatable by creating community engagement in a general solo affair. While it’s possible to actually join other games for individual battles to help or harm other players, you’ll be spending more time with leftover players around the world. This has long been part of FromSoft’s design, but coming up with a treasure chest and seeing a note from a player saying “It’s a trap” and another saying “That name is talking lie, it’s not a trap” makes the experience more vivid, whether it’s a trap or not. And when you see the white ghosts of other players who are at that very moment in the same part of the map, you know, doing their thing. The world is also littered with blood stains, which can be touched to show you the red ghost of another player’s last few seconds.

Sometimes this is just funny, like watching someone accidentally steer their horse off a cliff. Other times it’s helpful, like seeing them react to an invisible trap you know is approaching. Sometimes it makes me feel better about my own failure because I passed a bloodstained area without leaving anything behind. And the first time I checked a note after beating a boss to see “You did it!!!” pops up on the screen, cool! Heck, it’s still fine in the tenth.

But I know that I will eventually come to a point where time is too tight and the battle too long. Where I couldn’t do it anymore because I couldn’t devote my life to a virtual sword. Sadly, I’m not “gud” enough with Elden Ring. But looking at the amount of time I spent on it, I was fine.



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