25 hours in, liking the game a lot so far. Cleared both Limgraves and the Weeping Peninsula as well as Stormveil Castle. I am taking it very slow, as I will definitly replay this game, so I want to find everything.
This is the best open world I have seen yet so far, and it achieves this by having really good progression systems.
To elaborate, a lot of the "great" open world games of the past, like Twitcher, Skyrim and Ghost of Tsushima have no to very weak rpg mechanics. The stuff you stumble upon in the world are mostly linear uprades, sometimes stuff you can't use or are too strong for so it is shit clutter which you sell. Elden Ring has dozens of interesting weapons, having very wacky stat requirements as well as the entire stamina system. Armor is pretty good this time around as well, so you can't just go naked and wield your favourite weapons, that will get you oneshot by a stiff breeze. With these weapons very few pieces of loot are either a direct upgrade to your playstile, and few are unusable. Instead you have a lot of weapons which you might use if you put two more points in dex and apply the appropriate ash of war to give it your scaling of choice. As a faith build with good strength and decent dex the only items which are completely useless for me are items with intelligence scaling, the rest I am giving a try at least.
This treasure trove of stuff that is usefull for you makes traversing the overworld section much more fun, which shows mostly good level design in itself.
Yes there are too many wolves. Yes there are parts of the overworld where the density of loot, enemies and dungeons is too little, and as such you feel like you are wasting your time there. Yes the catacombs want you to play content that is basically Chalice Dungeon tier, only a tiny bit better as they are all handmade and not algorithmical generated. All of these are drawbacks that come with the new open world system, but overall I am really enjoying the gameplay loop between the horseback exploration, the mid tension of doing minidungeons and exploring locations in the overworld and the full on Soulsborne experience inside of the Legacy Dungeons.
Combat is great, Bloodborne/Dark Souls 3 but heavy weapons and armor are no longer useless. Still no poise, but breaking the posture of enemies is really really good, and that helps heavy weaponry stay afloat. Armor does a lot, wearing proper armor makes fights much easier. Spirit summoning is surprisingly great, most bosses have movesets meant to punish most spirits, so they are far from trivialising bosses, and if you want a big help from your spirits chosing the right spirits for the boss is surprisingly engaging. Particularily the monster spirits are great, it is plain fun to fight with some of the more degenarate summons like Warhawks or Jellyfishes at your side.
If Stormveil Castle is representative for the rest of the game, then there is nothing wrong with the level design in legacy dungeons either. The place is huge, and has more hidden secrets, including entire secret areas and bossfights, than any person could reasonably find. There is so much stuff hidden in there I am almost convinced that even with a walkthrough the first time you will find new secrets on a replay. It is also chock full of traps, branching paths and just generally interesting level design. One thing I realised is that the prelevance of "Does Not Open From This Site" doors is greatly reduced. I wonder if FromSoft reacts to community feedback here? Recently some voices have become loud that FromSoft is flanderising themselves with the overuse of this design tool, here they are almost completely gone.
I also think the lore is better than usual for FromSoft. They are less beating around the bush this time, NPCs straight up tell you some things, which could have been terrible if the lore was bad, but honestly I am digging it. I am surprised by this myself a bit, as I strongly dislike ASOIAF, but I guess I have no problems with GRRM if he writes actual high fantasy instead of gritty War of the Roses remixes.
So it has good combat, good character building, good level design, good lore, a good open world, what is missing?
Almost nothing really. The hub area is a bit boring, every prior hub has it beat in interactivity, amount of NPC interaction and secrets. The ratio between open world exploration and legacy dungeon exploration is a bit off, it feels more like 75% 25% if you are thorough, I would prefer a spit closer to 50/50 %. The game is maybe a bit too kind when it comes to QOL, attaching and disattaching Ashes of War for example is literally free, the random player hostility is never what Dark Souls was about, but still it is surprising to see Elden Ring be so generous with QOL stuff. There need to be more enemies which make interesting challenges on horseback, 80% of the stuff you fight on horseback in the early areas are humans, wolves or giants. That or these little bat fuckers. Instead of putting all the bears into that misty forest they should have spread out a few of them across the world.
Considering it is a huge change in the gameplay formula to go from no open world to this, it is impressive they hit the mark so much.
There are dozens of breaking points where this could have gone wrong, from open world traversal to r1 spam fest to spirit summoning, but the game dodges pretty much all of these pitfalls.
This is good, my second favourite FromSoft after Bloodborne, and as Bloodborne is much further from an rpg this will become the FromSoft game to enter my rpg top 10 lists from now on.
That is if nothing changes in the later levels of course, but with Elex 2 and a really good Battle Brothers Ironman run I started it will take months for me to finish this