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In terms of its broad-scale impact I think the way it used difficulty to guide a player's progress and soft-gate content + the entirely gameplay-focused world will be influential, especially in the face of how people seem to be growing tired of waypoint-filled open worlds that pad their runtime with endless collectible quests. The game isn't perfect - I think the narrative is unusually weak even by the low Souls standard, and there's a lot of vestigial features which don't mesh very well with the transition to open world + growing pains (e.g. bloodstain mechanic, the multiplayer, MotG being too sparse in content, etc.). But overall I think they did an amazingly good job.
It's not a sony movie game, it's not a glorified visual novel, it has no woke garbage in it and it has great level design with a pretty good open world. Combat is fun, boss fights are great and manage to be cinematic without resorting to cutscenes or qte's. Multiplayer adds a whole layer of gameplay.
There is just isn't anything like it on such a scale and in actually finished state.
Okay well uhm you as a tarnished gets to explore the lands between and fight for your rightful thrown as Elden Lord... or... burn it all to the ground... or marry a witch... or curse all life and their children's children to eternal doom... I feel like I'm forgetting one here... well anyways, it's a dope story if you can figure out what the story is after at least 150+ hours (any shorter and you're not paying attention to the details such as that one person you feed human eyeballs too that thinks their grapes cause their blind.) any who XD enjoy!
It's really not. It was the best game in 2022 but that year was overall just bad for triple A games. This game is good, not great. This comes from someone who doesn't skip content and that's how I'm able to back up the claims I'm about to make. Players who follow the "intended progression" will very likely not even notice this at all and finish the game in 30 hours or so.
The best way to describe it is "soulslike RPG with open world elements". Why open world elements? Its easy to notice. Almost every point of interest you go into is linear and eventually gets repetitive (eg. caves and catacombs) and has hostiles. No towns or cities that isn't filled with hostile mobs, that's not how an open world should be. Witcher 3 and Skyrim etc did this well in that regard.
The map is borderline useless. The only use it really has is fast travel and finding map pieces. It has zero value otherwise. Guess why most people follow the "trail"? Cuz it's just not good.
Quests I'm not even going to mention. Players who aren't familiar with how soulsborne games handles those will have a hard time and might not even notice when a NPC gives them a quest.
Graphics are all over the place as well. Almost every close up looks wrong. But that has been a trend in every soulslike I can remember from fromsoft. Using the same engine all the time is likely to blame for this.
I'm burnt out of the game after Leyndell capital, clocked 100 hours in this game (which means I explored almost every area before that). I've never had this happen before in any soulslike or open world before.
I play a high variety of games, so I think my judgement is solid. Rarely do I go over 200 hours in any game.
That being said, it's fine at what it is, which is New Souls game.
I think you need to play more games... smh...
So my final Stand on this is, its a ♥♥♥♥♥♥♥ Gift from the Gaming Gods