ER is a game that expanded significantly on what the previous From Soft games did, delivered quantity AND quality in spades for most of his course, maintaining a decent level of challenge across the board, etc.
I guess making it open world is a way of expanding it, at least in the size of the map. Quantity, yes, quality, so-so, the design of enemies is kind of uneven, even of bosses, not any of them are really that different from past games. And the decent level of challenge is straight up not true. It is pretty much schizophrenic in this aspect. Following the "intended" path, you have Marggit, that is harder than Godrick who is harder than Rennala, yet Radahn is arguably harder than all of those, and then Morgot is easier than Radahn, and then the Fire Giant is easier than Morgot, and then Malenia is harder than anybody, and Maliketh first phase is harder than the second, and them Godfrey is arguably easier than Morgot even, and then Radagon is harder than Elden Beast but both are at the level of Morgot.
And this following the "intended path" more or less, and not taking into account using busted shit like, for example, a bleed twinblade you can get in Limgrave for example, to fucking destroy most of the enemies. Seriously, it felt like a bad joke in one of my replays when I decided to go with twinblade bleed and Margit transformed from a decent challenge into a fucking joke, so much so I lost the will to continue that build because I was killing everything with no effort. And the only thing I did was adding bleed to a twinblade. And you even have to ignore basic mechanics like spirit summoning cause it really fucking trivializes most fights.
It's also a game that offered a MASSIVE amount of variety (with a certain dose of padding on top, admittedly), while DD2 has only the padding to show off and not the baseline variety to back it up.
I disagree, Elden Ring doesn't have a "massive" amount of variety. Reskinned enemies like the soldiers and knights, using regular enemies as bosses in side content to a degree not other souls game has ever done. Enemies from past games are reused with new skins. Some enemy types are pretty much not even a blip on the players radar as their moveset is insignificant. And when it comes to enemy design in DD2, the enemies are far more interesting on average than ER due to the nature of combat. A Cyclops and the possible interactions it has are quite a lot more interesting than a Troll in ER for example.
In fact, the game is almost in that nefarious "Breath of the Wild" tier when it comes to an astonishing lack of enemy variety. What's worse is that most of them seem to come straight from the first game.
Vistas/scenarios aren't really doing that much better. Bar a couple of notable spots most of the two "biomes" in the game have a same-y feeling across the board.
The first point right here is bullshit and you know it. Even if the bestiary is small, it is better than BotW in number, and don't get me started in quality. And regarding the second point, then I guess is a matter of subjective opinion. I find the map design satisfying. Vermund alone has very distinct areas like the forest, the misty marshes and the mountains, which are different to navigate and have each one interesting locales.
And the fact that the game goes out of its way to PUNISH me if I want to restart a new playthrough with a new character for whatever reason is nothing short of demented design.
Can't disagree here. I think it may be tied to the pawn system.
Yeah... It kinda helps that it's always been good. And they kept refining it.
I mean, I wouldn't call it good. Is serviceable. The game really depends a lot on bosses and enemy design because the combat alone cannot carry it and even then in that aspects they aren't really that impressive. Souls have always been a complete package of exploration, character building and action, for me they are in truth just 3D Castlevanias, with all that it implies; simple combat, top tier exploration and good character building. If it were for the combat alone, they wouldn't really sell.
Contrast with games like Nioh, for example, were so many people claim how the level design is worse, diablo-like loot is lame and the story is laughable, yet the combat alone carries the game, and you can have enemy gauntlet levels and be fucking pleased due to how fun it is. Even fighting basic enemies is fun due to the possibilities and player expression it allows. DD2, while not being as deep as Nioh, it has a very unique combat with tight design and mechanics not usually seen in other games as well as a decent amount of freedom on how to play your vocation through skill selection. Souls have been keeping itself very basic for quite a long time.
Also, they keep "adding", small things, to the combat system, but I wouldn't call it refining it. Sure, they added Ashes of War on DS3, but they took out basic moves like the kick and parries, like I said before, and put them on Ashes of War. Our basic movesets is the same since Demon's Souls, with the only real exception being the new guard counter, which is pretty nice I admit, and the jumping attacks, which we already have but now we are less vertical impaired. Attacks properties are very basic, and once you get a weapon you like for whatever reason, due to how upgrading works, usually it stays with you the whole playthough, never expanding your possibilities with it beyond numbers. In fact the way they add new things is very thoughtless, that is why you have shit like Ashes of War dominating and jump attack and guard counter spamming, which are so fucking good they are almost always the best answer to strong threats, while weak enemies are your classical R1 spam. From a mechanical stand point, stance breaking is probably the best addition, and that shit has been in action games even before Dark Souls came out, like in Monster Hunter. The A part of ARPG in ER and Souls in general is very weak and basic. Not bad, but as the saga progresses and they fail to update the combat system, they cling to trying to mask it by making bosses with more complex and flashy attack patterns, that are yet as simple mechanically as past games.
I will never take any reductionist "Just spamming an attack" or "Just rolling all the time" take on these games seriously.
It doesn't help your case that once you accept to do that, the judgement over other action series has to become even less charitable.
I don't do it, cause otherwise I would get fucking bore of the games, to the point I know I'm actively nerfing myself as I play most of the time. And even if I did, it doesn't invalidate though that the game combat is still lackluster. You can beat games like Nioh abd DMC with only one basic combo and a dodge, still has a myriad of options in the moment to moment combat, which Souls lacks. Also, please, spare me the use of this free of jail card of "if you use this argument, your opinions are invalid" bullshit. If anything, DD2 suffers from the same issue than ER: both games have certain options that are way too good and you have to no use them if you want to avoid trivializing the game completelly. What DD2 has over ER is that once you restrain yourself, the moment-to-moment options that DD2 gives you are far more interesting than what ER offers.
What I can say is that ER has been a game that offered so many good moments, interesting discoveries and amusing fights it started to feel like a classic in the middle of playing it. No need for nostalgia to kick in.
Dragon's Dogma 2 is the exact opposite so far. It's the game that I anticipated for years under the assumption "If they polish the rough spots of the first it's going to be a jewel" and it's constantly bumming me down.
It's arguably not even superior to the first in every area, let alone improving things across the board.
And for me, my experience with ER has been similar to DD2: started the game very promising, best shit ever, but halfway I was sick and tired of it and its repetitive nature, as well as dissapointed in how it could have been great but they took the worst decisions. Still like it a lot, I think is a very good game, excellent even, but disappointing. My use of overrated may be bad, and the term itself meaningless, yet I find it appropiate when I see how many flaws of the game are forgiven or ignored, and is presented as some great step foward while if anything at times it feels like a step back. You could take all the open world shit out and the game and it would have been better for it, but then it would just be Dark Souls 4, not a bad thing at all, but lets not kid ourselves that the game was a great step foward from past games.
Having said this, I sadly have to agree that in parts DD2 has been a regression in certain aspects and haven't learn about their past mistakes, and I can see why you feel the way you do about the game, even if I disagree that ER is in another league. Despite how it may appear, I consider both fantastic ARPGs, some of my favourites ARPGs even, but deeply flawed. I would even concede that ER achieves better what it sets to do than DD2 does, yet I can't agree on your assesment of its quality.
I mean, it could be, if it leveraged its strengths better and didn't play itself half of the time (you could literally sit back and let your pawns do most of the work in most situations). Also, if it didn't make every single encounter feel so repetitive and unengaging.
Here you are right. I think difficulty is, before anything else, the weakest point of the game and the enemy variety compounds it. Doesn't matter that now each goblins fight differently if you kill them in 1 hit.