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Bir çeviri sorunu bildirin
Miquella's Haligtree would have been cool with some unique enemies. I found it odd that it didn't have any. But I really liked seeing Cleanrot Knights there again.
But if you can't see that repetition is a preference and not just inferior, then I don't know what to tell you.
The comparison is between a large open-world game like ER is now and a condensed, linear experience with less repetition of the content.
On a technicality I think Miquella's Haligtree actually does have a single non-recycled enemy: the tiny Pests you fight in the lower swamps and church. At least, I don't recall seeing those anywhere else
In any case I think there's a distinction to be made between criticism of Elden Ring's reuse in its concentration/specific use and a criticism of largescale reuse in general. Elden Ring as an open world game of broadly similar size and scope to its current form cannot exist without a broadly similar level of repetition.
Like, at the end of the day, there was no way they could deliver 3-5 times the content of DS3 for the same price, no? The play area was made so much larger that maintaining the linear level of uniqueness seen in other titles was never going to be feasible. To argue against reuse on this sort of scale is to essentially posit that ER should have been a linear game, and this is where Lenox's matter of taste comes in: some people prefer each of those styles of game.
Never fought most of the trash copy pasted bosses when I replayed the game. I just ran on the horse for literal hours while only doing the cool boss fights and important stuff.
Would've loved this game way more if it wasn't open world.
But this is just for replayability, as a first playthrough it's mostly fine. And I still like it more than the previous souls games because the builds and combat are significantly better.
Believe it or not, multiple people coming to relatively the same conclusion adds credibility to their anecdotes, rather than subtracts.
It is irrational to base an opinion of something solely on matters of comparison.
If you think about it, Elden RIng's world structure is pretty much a carbon copy of Dark Souls 2, except upscaled to the extreme:
- An item tucked away in a corner in Dark Souls 2 --> A full-blown Catacombs in Elden Ring
- Diverging into a sub-area (e.g. Cathedral of Blue in Heide's Tower of Flame) --> Getting sidetracked into Siofra River from Limgrave
- Dark Souls 2 offers four diverging paths in its first half, then a linear progression to the key items in the second half --> Elden Ring offers four full continents of stuff and then some, before collapsing back down to a linear track at Leyndell Capital
----------------------------------------------------------------------------------
Similarity comments aside, I think there is a golden zone for repeating content. Too little and the enemies/bosses you make can go underappreciated. Too much, and your players will be making fatigue posts about Erdtree Avatar #10 in the forums.
The threshold for Too Much Repetition I think is a lot lower for bosses than for enemies. You hardly bat an eye at Stormveil being filled almost entirely with Exile Soldiers, but by the 3rd Cemetery Shade that's been glorified with a healthbar you're already rolling your eyes.
Even for normal enemies though, populating the same Footsoldiers, Soldiers, and Knights literally everywhere does start to get old by the time you're past Leyndell. It would be nice if Elden RIng had actually tried mixing together more than one genre of enemy at a time together more often.
(these ramblings are incomplete but I needed to put my thoughts down)
Ac-shu-aall-ee...
nice try - but it really doesn't.
I see it now! In the exact same way as God of War is an extremely upscaled Minecraft.
Oh my god... mind blown.
He cracked the ♥♥♥♥♥♥♥ code guys, it's Minecraft all the way down.
Even if the content isn't so copy pasted we have to bust out our magnifying glass and play Where's Waldo with the difference, but its still extremely homogenized content. They have just a single boss encounter that uses not just two different looking bosses, but two bosses with completely different play styles. They have only 7 "levels" in the entire game that can't be solved by thinking of it as a hall way?
It's not the copy and pasting, its the extreme homogenized content.