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They aren't the same, BB Chalice Dungeons were procgen
But at the end of the day, OP is not deliberately comparing the two and saying "out with that, in with this" rather just "add that to this game" and truly, not a bad idea. The game lacks randomly-generated levels to prowl through. For some people, this means if they want practically infinite "new" experiences and discoveries, they have to go back to Bloodborne to get it.
If you haven't, look up how many bosses there are in BB, then look at how many are exclusive to the Chalice Dungeons. This data point alone is why I doubt the formula can be even remotely successful in Elden Ring.
I know there's not a ton of effort involved in that process from my exposure to modding, but getting it all together and somehow improving upon both BB's CDs and ER's caves/dungeons/catacombs seems like something that might have needed to be conceived a good while ago. Lot of effort building a functional system and then bug testing it extensively... Would harm the quality of the final product, I think
Play rougelike cancer if you like random generation slop so much
I rather have 5-10 hr of unique bosses and one of a kind dungeon instead of random generated copy pasted caves and dungeon worth 100hr
They were a good PvE endgame, where you could keep exercising the skills of learning level layout and enjoying new combat situations long after the base campaign became stale.
Chalice dungeons differ from ER side dungeons in that they:
-offer a significant mechanical challenge in their higher difficulty versions
-offer large, navigable levels with shortcuts and and exploration objective
-contain a vastly higher diversity of locales, enemies, and bosses
ER side dungeons are by and large filler content that is either simple or frustrating to complete and have very low longevity. BB's chalice dungeons offer a PvE endgame based on the tenets of the Souls gameplay system (level navigation and boss fights).
TLDR the principle difference is that BB chalice dungeons offer good and replayable dungeon crawling, while ER's side dungeons don't.
A few differences between Chalice Dungeons and ER Dungeons:
- Chalice Dungeons were procgen, ER dungeons are not procgen
- Some of the Chalice Dungeons had modifiers, none of the ER dungeons have modifiers
- It has been a while since I've played BB, but iirc Chalice Dungeons had randomized enemies or bosses, ER dungeons does not have randomized enemies
- Chalice Dungeons were RNG, but you could share codes so others could use your Chalice Dungeon, similar to seed sharing in Minecraft, ER dungeons are fixed so they're always the same
How many lategame dungeons are in ER? There's 3 in MTotG, 3 in Consecrated Snowfield, and maybe being generous you could count one or two of the really hard ones from other areas.
There's less than ten. They're not terrible dungeons, but they're static - you do them once and then you lose the level learning aspect for the rest of your characters and they become just another mediocre level.
BB dungeons remain fresh because it's a new dungeon you have to learn every run.
It isn't really nostalgia. It's simply the fact that Elden Ring dungeons are static, you play them once and that's the experience. Chalice Dungeons are procedurally generated, so while they may be similar, they're still varied and have randomized bosses/mobs on top of modifiers. The two types of dungeons offer different experiences. Static/hand crafted means the developers crafted it to their vision, procedurally generated means you can play it over and over and get a different experience. That's why I mentioned "endless" in my OP. Elden Ring static dungeons doesn't offer "endless" runs as after you experience them once, you know what you're going to encounter each time you go through the dungeon again.
Take games like Warframe and Remnant for example. Both of those games use procgen and because of that, even though maps are similar, your runs are different each time. The experience becomes stale slower than if the maps were static. There are benefits to both types of dungeons which is why I'm hoping they're added rather than me requesting the existing dungeons be replaced, or FromSoft changing how they do dungeons/caves in Elden Ring.
Some of the vanilla caves and dungeons were fun to run through, but again, it's a one time experience thing, and that's just how it goes with static maps. You'll never get a fresh new experience of discovering a location on Haligtree again after seeing it once because it's a static location. Hope that explains it for you.
The ER catacombs are alright but they can't match the feeling of dread like when you're descending layers and layers of chalice dungeons not knowing what awaits next, not to mention the cursed and defiled ones where your HP is halved for added challenge. Then a large amount of unique enemies, bosses, items. For example, bumping into the mole was really memorable and made me feel like I found a new obscure species. And lastly the root chalice system which made it infinitely replayable (pvp is especially fun there). Considering how big and ambitious ER is, I can't judge it harshly for the lack of these features. You can tell they did their best with the limited amount of time they had.
If they somehow do manage to implement endless dungeons in ER, I'll just play ER until Bloodborne 2 comes out.