Yeah, and SotE was the size of Limgrave
(stacked 6 times)
The verticality is absolutely the best part. My biggest gripe with Elden Rings world is that it’s an “open world” game in kind of the same way Ubi games are. Traversal is largely trivial, so you stop paying attention to the map after you’ve reached major areas.
In my opinion, Dark Souls I is also an open world game, but instead of a 2D map all the zones are tangled up together in a confusing but interesting web.
Shadow of the Erdtree brought some of that back by having zones stacked on top of each other to a much heavier degree than the base game, while also segmenting off geographically close regions.
I wanted to be a level designer for a lot of years, so this is admittedly a bit of a soft spot for me, but I absolutely loved having the game world come at you as as a challenge, almost a character to be fought and bested, outside the legacy dungeons.
Agree, it felt so satisfying reaching an area and realising “hey, I saw this spot from afar in the beginning of the game - and now I’m here”
I’m glad to hear.
Elden Ring’s open world is good, but not their wheelhouse. They certainly embarrassed EA, but I don’t think they’re competitive with Rockstar.
They embarrassed EA, but more importantly Ubisoft. Open world games are pretty much all Ubisoft is known for these days.
I certainly think they can compete with Rockstar. Elden Ring is just a different genre from RDD or GTA. Had Elden Ring not been so difficult and had all the normie garbage like quest markers and other hand holders, it likely could have outsold GTA. But because From makes hard games (even though Elden Ring is their easiest game) and because they didn’t hold the players hand, people passed on some sales.
Same. Elden Ring’s biggest weakness is its open world, in my opinion. It makes the first playthrough great, but it makes subsequent playthroughs a chore. Especially when you’re aware that 90% of dungeons/side areas have completely worthless gear and runes. Your subsequent runs just end up being you riding Torrent for long stretches of time from point A to point B.
This is why playing a randomizer is so damn fun. Every cave/catacomb/ruin can have “the” item! Makes exploration fun again.
My disappointment isn’t with the enemy variety or gear drops. It’s with the dead world. My first hours in the game I saw a wolf walk through a herd of deer both ignoring each other. When you’ve just come off RDR2, seeing wildlife as decorations running 2 scripts that both depend on player interaction is lame.
Even FarCry3 had emergent game-play through enemy/wildlife AI.
True other games have had that, but it really wasn’t a goal for Elden Ring and I don’t think it really hinders it. The immersion into a real world was clearly a tentpole design decision for Rockstar in RDR2, but not Fromsoft. Which is fine for you to miss in Elden Ring, I just think we gotta manage expectations sometimes where not every game can have every thing.
The DLC is really the right balance for FromSoft.
The zones in the base game are slightly too big.
In the DLC, it’s still open world and extremely flexible in how you explore it, but there’s less wasted space.
It’s very tightly knit and the pacing is better as a result.
It’s like Elden Ring was watching masters of their craft cut their teeth on something new, and then the DLC was them applying everything they learned in that process.
Can’t wait for their next game in that same vein (especially not held back by last gen consoles).
As long as they allow different types of play and have quality of life changes. Also improve the interface and performance on PC.
Good! Elden Ring felt too large at times, especially some DLC areas. Where I had the most fun was contained dungeons and castles. I think that’s really where their level design shines best.