ELDEN RING

ELDEN RING

View Stats:
Je Saist Jun 23, 2024 @ 6:02pm
Repost from X/Twitter on Elden Ring
Collectively speaking I normally make a point of telling developers or publishers that I published something that mentioned or involved a product of their's. Considering I just left a lengthy post on X/Twitter dealing with the fallout from Elden Ring's DLC expansion, it only felt fitting that I have the guts to post the commentary on Steam as well.

That being said, as evidenced by my game library, I do not own Elden Ring on Steam. This is not a review of any specific From Software title or an expansion of an existing title.

It is a damning indictment of the artificial praise that From Software receives.

It took me literal years to try and figure out why I didn't enjoy From Software's titles and a large part of that is specific terminology isn't always applicable. Something that might be understood by developers or publishers might not be understood by the client base, or vice versa.

The actual mechanics of a From Software title generally aren't that complicated, but that in turn is one of the fundamental problem(s). The player is limited in the actions that they make take in any given circumstance.

For every From Software game then, this means that the player is forced to WAIT on the opponent.

The example that framed why this a #BadThing was highlighted by [/b]#EldenRing[/b]. #Godfrey, the first Elden Lord, is seen to use the Guidance of Grace to find the player. Thus, the player is a BOSS to Godfrey.

However, almost every boss fight in Elden Ring requires a specific set of actions determined by animations. For the most part, for most builds, there is absolutely NOTHING the player can do to influence a fight.

The player cannot interrupt a boss. The player cannot put the boss in a defensive posture. The player cannot even attack the boss except for that ONE moment when the Boss, lore wise, screws up.

Now yes, there ARE exceptions. There are From Software builds that rely extensively on magical damage, and players can just torch a boss into oblivion from range. There's a player who ran up their Poise Stat in Elden Ring so they could just flat TANK boss hits and NOT be knocked out of attacking.

The problem here is that From Software games, by default, remove Player Agency.

The player of the game, just in playing the game and not making special effort for a very specific build, is locked into the script determined by the animations. In effect, outside of those very specific builds, the player's choices don't matter at all.

In fact, there's a number of DPS/Build-Checks in From Software games where if a player hasn't reached the character statistics as determined by the developers, they cannot progress any further in the game. Depending on the game the player might not even be able to Go/Travel back to a previous area to level up a bit more, or even be provided with a method to change their character so that the character statistics aligns with the developer's expectations.

That Is BAD.

That's bad design, PERIOD.

That, I think, is what we are seeing with #ShadowOfTheErdtree. From Software's inability to balance a game so that the game adapts to the player initiated actions is on full display.

It's not that the bosses are hard. It's that the requirements to work through the (new) animations the (new) bosses possess in order to reach the pre-determined / pre-scripted moments when the player can input an action command, were determined through very limited internal testing.

Side Note Here: From Software loves to recycle content that was cut from previous games, so data-delvers might find that quote/unquote "New" bosses are just content that was cut from previous titles.

Once you realize that From Software titles are built on an agonizingly archaic game design, it really calls into question everyone who says that From Software makes good games.

No. No they don't.

From Software makes mechanically precise games... but being mechanically precise is not the equivalent of being good.
< >
Showing 1-11 of 11 comments
vamirez Jun 23, 2024 @ 6:08pm 
My, you must be a really important person if you inform the developers. Wow.

Also you very obviously have no clue what you are talking about.
Kriskunie Jun 23, 2024 @ 6:10pm 
Clowns are supposed to be funny, this isn't funny.
count_zakkula Jun 23, 2024 @ 6:13pm 
Theyve made the same game multiple times now and as long as we keep buying it they're gonna keep doing it. Theyare at their best when not trying to make dark souls. Sekiro and bloodborne were the only ones i didnt rush through
Last edited by count_zakkula; Jun 23, 2024 @ 6:14pm
Sgt. Flaw Jun 23, 2024 @ 6:14pm 
Dude...all you need to do is git gud
zero Jun 23, 2024 @ 6:15pm 
#okay

you saying its bad doesn't make it bad either, hope this helps!
Sgt. Flaw Jun 23, 2024 @ 6:17pm 
Originally posted by Tom Macdonald:
what makes you say its not balanced?
HE couldn't beat it
Evernight Jun 23, 2024 @ 6:19pm 
Idea. Make your own game if you dislike fromsofts work so much. Just a thought
Sgt. Flaw Jun 23, 2024 @ 6:20pm 
Originally posted by Evernight:
Idea. Make your own game if you dislike fromsofts work so much. Just a thought
With that big ass OP I'd imagine he has the brains for it...right?
Casul Gamer Jun 23, 2024 @ 6:28pm 
Originally posted by Je Saist:
Now yes, there ARE exceptions. There are From Software builds that rely extensively on magical damage, and players can just torch a boss into oblivion from range. There's a player who ran up their Poise Stat in Elden Ring so they could just flat TANK boss hits and NOT be knocked out of attacking.

This might have been true in the older games, but in Dark Souls 3 and Elden Ring bosses are very quick and tanky. Bosses are already in your face by the time you cast the spell. And even if they're not, they have a ton of HP so you don't have enough damage with spells alone unless you're glass cannon. But if you're good enough to fight bosses as a glass cannon, then they'll be easier with melee anyways.
yttik Jun 23, 2024 @ 6:28pm 
Originally posted by Je Saist:
That Is BAD.

That's bad design, PERIOD.

This must be some sort of esoteric joke. What amazing reasoning skills. I'm so glad we give random furries on the internet a voice.
Stazi Jun 23, 2024 @ 6:36pm 
Originally posted by Je Saist:
Collectively speaking I normally make a point of telling developers or publishers that I published something that mentioned or involved a product of their's. Considering I just left a lengthy post on X/Twitter dealing with the fallout from Elden Ring's DLC expansion, it only felt fitting that I have the guts to post the commentary on Steam as well.

That being said, as evidenced by my game library, I do not own Elden Ring on Steam. This is not a review of any specific From Software title or an expansion of an existing title.

It is a damning indictment of the artificial praise that From Software receives.

It took me literal years to try and figure out why I didn't enjoy From Software's titles and a large part of that is specific terminology isn't always applicable. Something that might be understood by developers or publishers might not be understood by the client base, or vice versa.

The actual mechanics of a From Software title generally aren't that complicated, but that in turn is one of the fundamental problem(s). The player is limited in the actions that they make take in any given circumstance.

For every From Software game then, this means that the player is forced to WAIT on the opponent.

The example that framed why this a #BadThing was highlighted by [/b]#EldenRing[/b]. #Godfrey, the first Elden Lord, is seen to use the Guidance of Grace to find the player. Thus, the player is a BOSS to Godfrey.

However, almost every boss fight in Elden Ring requires a specific set of actions determined by animations. For the most part, for most builds, there is absolutely NOTHING the player can do to influence a fight.

The player cannot interrupt a boss. The player cannot put the boss in a defensive posture. The player cannot even attack the boss except for that ONE moment when the Boss, lore wise, screws up.

Now yes, there ARE exceptions. There are From Software builds that rely extensively on magical damage, and players can just torch a boss into oblivion from range. There's a player who ran up their Poise Stat in Elden Ring so they could just flat TANK boss hits and NOT be knocked out of attacking.

The problem here is that From Software games, by default, remove Player Agency.

The player of the game, just in playing the game and not making special effort for a very specific build, is locked into the script determined by the animations. In effect, outside of those very specific builds, the player's choices don't matter at all.

In fact, there's a number of DPS/Build-Checks in From Software games where if a player hasn't reached the character statistics as determined by the developers, they cannot progress any further in the game. Depending on the game the player might not even be able to Go/Travel back to a previous area to level up a bit more, or even be provided with a method to change their character so that the character statistics aligns with the developer's expectations.

That Is BAD.

That's bad design, PERIOD.

That, I think, is what we are seeing with #ShadowOfTheErdtree. From Software's inability to balance a game so that the game adapts to the player initiated actions is on full display.

It's not that the bosses are hard. It's that the requirements to work through the (new) animations the (new) bosses possess in order to reach the pre-determined / pre-scripted moments when the player can input an action command, were determined through very limited internal testing.

Side Note Here: From Software loves to recycle content that was cut from previous games, so data-delvers might find that quote/unquote "New" bosses are just content that was cut from previous titles.

Once you realize that From Software titles are built on an agonizingly archaic game design, it really calls into question everyone who says that From Software makes good games.

No. No they don't.

From Software makes mechanically precise games... but being mechanically precise is not the equivalent of being good.

Buddy, without being mean or anything but this is absolutly not true not even in the slightest. You are not limited in actions like what in the world is this nonsense, it´s active and reactive. it´s an active action RPG, if you don´t perform a dodge or block what ever you prefer when the enemy attacks you get hit, like in every Action or Mmo out there except turn based Games, nothing forces you to stop attacking or do whatever the hell you want if it punishes you or not is yours to figur out.. This whole thing absolutly makes no sence how should it be then? My little Pony western ranche where you mindlessly run around basicly doing nothing and no skill involved? Well wrong Game look for sightseeing, adventure Games like minecraft or Animal crossing?

Next thing is of course you are forced to Bosses it´s a progressiv Storyline ever heard of such a thing? Every Game in the World has it, atleast the good ones. What are you trying to say here? You don´t like the Story? You don´t need to add a progressiv Storyline but then it´s not a RPG anymore it´s a Survival Game. You absolutly missed what genre this Game truly is.

No, no build relays on Magic damage, that is absolutly not true, this was mostly used by Player who saw it on YT and couldn´t beat the Game otherwise, it was cheap and easy to use basicly. You didn´t need to learn any mechanic of the Game other then 4 Buttons and go. This basicly fired back now, all these People are now screwed in the DLC because they can not do this anymore the bosses are well designed and strong, no easy cheese this time probably there will be cheese but not an easy one.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Jun 23, 2024 @ 6:02pm
Posts: 11