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The DLC is empty indeed, the exploration got messed up by the Scadutree system for it's the only item worth chasing after and it's limited in quantity so you have to flip every rock and consequently the whole balance was built around it. Since the exploration sucks, people tend to skip it, resulting in running into the dungeons underscaled.
Most of the performance issues of the DLC originale from the waterfalls in the map. For some reason they tank the fps REALLY hard which I think it because of the transparency in the water.
Difficulty is a two-edged blade, because one of the two difficulty problems is that the scadu blessing system ruins the scaling and then there is this lazy adhd boss move design where the game just keeps blasting attacks way beyond what the game formula can handle.
Given how they recycled way too many enemies from the base game, how many empty or worthless areas there are and the overall experience suffering from the scadu blessing itemization, I agree that it's a 7/10 at best.
I would have guessed 3/10, tops.
Difficulty was good. After the smoke cleared from the frustration, I realised it brought me back to the early days of fighting margit and seeing the fog gate many times before I beat him. I think we're at the absolute upper limit with radahn, but I feel it's still doable by most of the player base with enough patience.
The issue with gamers these days is they want to clear content in hours to join the cool kids club, when it used to take weeks or even months.
If people were more patient, they'd enjoy being beaten by radahn and slowly learning his patterns. He's actually one of the most interesting bosses from has ever made.
1) Rating the game highly gives you a better chance to review any future games of this developer before they're available to the public
2) Reviewers often are out of touch with the fandom of the game and focus on stuff very few (if any at all) players will care about
3) They do often test the games in perfect environment, on the best machines available
4) In the current age, reviewers aren't allowed to write anything that might be "controversial", like criticizing poorly written characters, which often times happen to be nothing but a checklist for diversity
5) As a reviewer you want to publish your work ASAP as you're racing against others, which often times leads to the review of the whole game being written from experiencing the first hour or two
There are more reasons but i don't feel like writing the whole essay about it
Play it or dont.
/case closed
1. I don't think it sucks, who are those people? You? My steam friends never once uttered any complain whatsoever. I'd like to be introduced to these people you speak of, about whom you seem to think that they represent some sort of majority.
2. They are not? Strange, I defeated them the same way I defeated the other 200+ bosses since Demon's Souls. Learning, dying, resurrecting, gitting gud, beating them. Apart from camera issues on Lion and Bayle I never found any boss 'did too much', or had combos that weren't precisely telegraphed.
Strange how two perceptions can differ so vastly.
3. I experienced a few stutters in boss fights and a few drops of fps during DLC. Not one made me die, not one enraged me to the point of going 'this is worse than every other new AAA game these days ( which all stutter at release )'. Sure, it's not perfect technically, but it's such a minor nuisance, out of multiple dozens of hours there overall wasn't a single complete minute that was spent on stuttering or lagging.
4. Why are claims such as 'the game formula cannot handle it' simply put out without even trying to argue for or against it?
Just by the facts, the bosses work and you can beat them and you can dodge their every move. How do you arrive at the conclusion that it is too much for the game formula? Who even is the benchmark for 'too much'?
-Overworld navigation and general dungeon design aren't particularly interesting or difficult. The legacy dungeons I've done so far have been effortless cakewalks that pose no challenge whatsoever, and the designs themselves are too simplistic to be engaging to explore.
-While I wouldn't say any of the bosses are too difficult so far, they have been mostly obnoxious to fight. Waiting for the boss to stop flailing around the arena while murdering visibility with particle effects so that you can get one or two hits in at the end of their 30 hit combo, isn't fun, it's tedious. Another issue is that bosses both do and/or take too much damage. Potentially fun fights end in seconds, win or lose, because either the boss killed you in three hits or you killed it. Or it's just a damage sponge.
A toxic mix which landed them my negative review.
Once I learned how to work around that*, it turned out they had hidden a pretty good game in the tedium, too good to leave the review at negative.
* beeline for the map fragments indicated on the blind map. The tree fragments are mostly located at points of interest, so mark these on the map and only go there, ignore the fluff. Also: traversal map[eldenring.wiki.fextralife.com], Google, Fextra (preventing me to waste many more hours, no shame).
I'll keep my thoughts brief.
You cannot trust gaming review articles for weighty opinions on a product. Heck, I wouldn't even trust those metrics at all, especially if they're weighted that heavily. That's just unrealistic.
The optimisation should be better, yes.
The boss and enemy mechanics are perfectly fine, outside of glitches or technical issues. It isn't because you're trash. It's because you likely aren't making use of a lot of the features within the game to engage more with the enemies you're fighting. Most people I've seen with this take have extremely linear play styles or fixed approaches, then get pissed off when these don't work.
The 'map is empty'. It really isn't. I'll challenge your example of the Cerulean Coast.
Mauseleum, Ghostflame Dragon, Side-Beach with Mutant Queen and Glintstone Lightsaber, lots of those giant coffins littered around with grave ghostwart, lots of ghosts to kill, cemetary shades, master yoda, huge ravine that master yoda guards, continuation of Thiollier's questline, items specific to that area, sleep pot throwing giant, huge ravine surrounded by silver slimes, beach full of finger creepers leading to next area - etc. You can call that empty, but that's disingenuous, imo.
I will not deny, however, that the Abyssal Woods is one of the worst areas ever designed by Fromsoft, and that the Finger Ruins are more like set pieces as opposed to being playable areas. The rewards for the side quest are garbage, and the only thing you have to do at these ruins is mass murder lampreys or collect finger mimics. I'll grant you, these specific areas are not particularly engaging or fleshed out beyond being set pieces.
The dungeons were fine. They were never a strength of the base game. But I did appreciate the jar dungeons and some of the forges. It was nice to be able to run into a place without being expected to kill a boss at the end for a change. Also, some of the new crypt dungeons are awesome invasion hot spots.
It isn't perfect just like ER but what it does it does so much better than other games
I mean no disrespect by not reading the body of your post; I don't need to in order to answer your title question.
Review ratings are bought and paid for. That is all.