So...
After all these hours, I've seen everything or almost everything the game has to offer. What a ride it was! Right now, after all these hours, I rank it as my second best FS game, only behind DS1. But as a FS product, it's their best, most polished one.
For me the Souls series is about exploration, new areas, dungeon crawling and secrets and not so much about bosses.
The level design is probably the best in the entire series. Favourite levels are Leyndell, Haligtree, Stormveil, Raya Lucaria & Manor, Underground cities, Volcano Manor. Worst levels/areas for me were Lake of Rot, Consecrated Snowfield (I liked the first snow part), Deeproot Depths. Everything has a fair share of secrets and uncovering some are really rewarding, first of all as an experience and then as loot.
What I can't comprehend is how they're keep making an enormous amount of optional stuff. Fights, areas, levels, small paths inside levels. The amount of optional stuff is insane and this struck me most when I did two NG+ to get the other endings which lasted 2-3 hours (you can see the screenshot with the trophies I won today and check the exact time I got both of the endings I initially missed and I idled for about an hour between 2nd and 3rd to eat).
The game absolutely hit the mark for my priorities. The most memorable parts for me were when exploring dungeons, trying to adapt to overcome challenges (changing weapon types, armor, talismans etc), uncovering new areas and enemies. So, for the most part of these 110+ hours, I was absolutely happy to experience this game.
Ok, let's talk about its issues: The game is too big for its own shake. It wasn't fatigue, if I didn't want to play, I wouldn't play it. But its size makes it a nightmare to balance. Most of the boss fights were either too easy or too hard, only a few of them felt "right". I think this is a problem due to the size: If a player follows the correct path and explores like he's supposed to (as we learn in all FS games all these years), he'll become overleveled. Then the lategame boss fights would be a joke to him. I think this is the reason that the lategame fights are borderline unfair. The bosses almost oneshot players with 50 vigor, this is ridiculous. And on top of that they have everything I hate: Delayed moves, attack spam, AoEs, insane tracking, tracking projectiles, they teleport, their poison/rot/whatever auras last forever.
The fight that encapsulates all these is the Fire Giant, as I zipped twice most main bosses, I feel this one is the worst. Not only because of all the things I mentioned, but also because of the camera. Speaking of which, it's time for FS to do something radical about the camera and lock on. It was nice in 2009, but now it's 2022 and they have to do something. Locking on things that are meters away and not the giant boss you have in front of you is unacceptable. Not being able to lock on an enemy that's on the side of the camera, instead you get the "center camera" toggle is unacceptable.
Also, some arenas were too cluttered with chairs, rocks, ladders, everything and made fights frustrating. And the ability for the enemies to clip through all these while the player gets stuck makes it 10 times worse.
For me, bosses (due to all these reasons) were the worst aspect of the game. Like the chicken and egg eternal question, I don't know if the quality of the bosses brought the ashes, or the ashes make them go all in in bosses BS. There were some cool fights, but most of the time when I saw a boss arena I had my enjoyment from exploring the absolutely great levels drop immediately.
Of course, their presentation is excellent, the best so far. And there are some good fights, relevant to the time I found them: Leonine Misbegotten, Mohg, Margit, Godrick, Rennala, Ancestral Spirit, Astel, Erdtree Avatar, Commander Neil, the slim Godskin, Elemer of the Briar, Tibia Mariner, Rykard, Loretta, Bell-Bearing Hunters, Night Cavalry. Probably these are the ones with some clean tells and not so many BS.
Bosses that could be great if they removed ONE of their many obnoxious elements: Malenia, Maliketh, Radahn (I've fought him pre-nerf), Crystalians, Godfrey, Final boss
Trash bosses: Fire Giant, Magma Wyrm, Ulcerated Tree Spirit, Death Birds, Crucible Knights, Fallingstar Beasts, Godskin Duo
All the others are indifferent and I don't remember them.
I didn't mind reused enemies, I know what to expect from FS after all these years. Maybe they shouldn't present all the enemies in the earlier areas and save some for later ones. I also believe that the endgame criticism is exaggerated, I see people criticizing Haligtree, which I found great as a design and as a landscape and not that hard.
For me the perfect game would be this, with the areas more compact, ditch 30% of open space and ditch the catacombs, hero graves and mines as seperate micro-dungeons and make them one or two big, complex interconnected dungeons with multiple entries depending on player progress or make the transitional areas (like the one when you go from Liurnia to Altus Plateau), ditch Consecrated Snowfield and Deeproot Depths and integrate some interesting thing to the snow and underground area you already have, less repetition of content (who needs so many walking mausoleums?). I don't know if I'm making sense. This could be a 60-70 hour game full of content, without open world padding and easier to balance.
But as it stands now, I'm perfectly happy with the game I played.
So, Elden Ring 2 when?