Finished the game at level 170. I'll preface this by saying that this is the first single-player game I played that made me wanting more even after 100 hours. This may sound like a dazzling endorsement and it probably is, but I do have my rather big share of gripes with the game:
- Too much copypasted content. I thought a lot about this during my playthrough, and now I believe it is an inherent problem with the open world formula. There's only so much content a studio can realistically put into a single game, and in the attempt to create a massive game world, they invariably resort to copypasting a lot of stuff. The reason why copypasting is so cancerous is that not only does it make the player yawn the third of fourth time they fight the same boss, but that it also retroactively cheapens the FIRST encounter. It undermines the mysterious nature of the game world, making it feel artificial, even formularic. I've always had the belief that open world is inherently bad design and Elden Ring reaffirms this.
- It doesn't have level scaling, which is good. Unfortunately it does have area scaling, which is very nearly as bad. Nothing ruins the sense of progression like discovering that fucking skeleton in Mountaintops of the Giants has like 10 times the stat of the same monster in Limgrave. Worst offender is the Dragonbarrow, where every monster has about 2.5 times the stat as their brethens in Caelid - literally a fucking street across.
- The narrative kinda jumps the shark after Mountaintops of the Giants. Whereas the story made at least some sense up to this point, after this they kind of stopped even trying. You do a thing, get teleported to some place for some reason, do another thing, get teleported again for no reason, then fight some bosses who seem to have no tangible motivation. The closer you get to the end, the less sense the story makes. From's story had always been vague, but usually not so vague as to be incomprehensible. This sucks because the storytelling is actually quite decent for the first half of the game.
- Boss design is a stepdown compared to Sekiro and even DS3. Humanoid bosses spam 360 degree attacks and do nonsensical cancels, while monstrous bosses block your camera and can't be locked on. It's amazing that, in a game with so many bosses, there are maybe two I would consider as being as good as Midir.
- The game also suffers from pretty much all the itemization issues of earlier games, such as upgrade material discoraging you from trying out new stuff, and things you acquire early on overshadowing cool and rare tools you get later in the game.
Despite all the issues, however, I enjoyed most of my 150 hours in the game. I think it did a lot of things very well:
- The game balance, I think, is actually very, very well done. From unapolegetically filled the game with a vast array of (often very frustrating) challenges, but also provided you with the tools you need to overcome them. More than any of its predecessors, Elden Ring encourages you to think and examine your options. There are a lot of things in the game that, at first glance, appear to be straight-up bad design; but then - sometimes after painstakingly bruteforcing your way through the obstacle - you look more closely at your options and realize you had the right tools all along. The instakill chariots in tombs are obnoxious, but there's a craftable item that allows you to facetank a hit from them. Losing runes from dying is infuriating, but there are many options - some renewable - that let you circumvent this mechanic. There's an area that is literally crawling with dozens of basilisks, but there's an item that makes them leave you alone. And although I complained earlier about the bosses being badly designed, it should be noted that there are always ways - many ways - to beat them; all you need is to find the right tools. And when you do figure out the right tools to deal with a problem, it feels enormously satisfying. Such a design philosophy was almost unseen in modern AAA games, but Elden Ring embraced it. I think this is also why so many people felt frustrated by the game - From's previous games allowed, and even encouraged, players to overcome challenges by persisting and keep banging their heads on the obstacle until they master it, but Elden Ring punishes you much harder for adopting this approach. This is, perhaps, why the game is so divisive for people who are familiar with From's games, but personally I loved it.
- The level design of legacy dungeons. This had always been From's forte, but I think Elden Ring was on par with, if not better than, any of its predecessors. I loved pretty much all of the legacy dungeons, from Stormveil to Leyndell, from the underworld to the Haligtree, every single of them. Only Farum Azula was somewhat weak and even then it's not that bad. Massive, mysterious levels filled with secrets wonderful and horrifying, these dungeons are stunning visually and gameplay-wise. I think Elden Ring is, to this date, the best AAA RPG to capture the the feeling of epic fantasy adventure, with its vast range of strange and gorgeous environments. Even some of the mini-dungeons were good; I liked all of the Hero's Graves, and I laughed my ass off when I realized From took the oldest trick of DOS-era dungeon crawler and put it in a fucking AAA open world RPG released in 2022. Hard to not respect that.
- The open world has some good things about it. First off, it's not that large. It's still large - too large - but it's closer to the scale of Might and Magic 6-8, where it's still realistically conceivable to explore everything, than actual massive behemoths like the Elder Scrolls or BotW. Secondly, it's less of a huge open field and more of a series of very loosely connected levels of uneven design quality. I still don't like it, but I hate it less than I do most of the open world games on the market. My favorite open world region is Mount Gelmir because, ironically, it's neither very large nor very open. (I loved the underworlds, but I wouldn't even consider them open world.)
- Vast array of character builds. With so many weapons, spells and ashes available, trying out stuff is a lot of fun. Really happy that they reintroduced power stance, too.
Overall, I found Elden Ring a very enjoyable and challenging game, and would say it's on par with if not better than any of the souls games. I'd still rate it below Sekiro, though these games are such polar opposites it feels a bit silly to compare them. One thing that is undeniable is that it's Dark Souls 4 in all but name, so if you had played another souls recently you could get burned out rather quickly. And no, it will not be as fun as your first souls. A souls veteran coming in expecting something groundbreaking will be disappointed. On the other hand, if you want a solid, challenging RPG with a lot of content, then Elden Ring is a pretty decent pick.