Skinwalker
biggest fear: vacuum cleaner
Don't get too upset over the "I hate this game so much that I've played it for 500 hours" retardation, there's one for every great game out there.
Lack of enemy variety
NG+ system is lacking
no covenants
large areas lacking in content
tons of caves etc. with no reason to ever go in them once you know they only contain some shitty item nobody would want and nothing unique, not even an interesting layout.
Fuck, half the questlines didn't even work on launch.
You mean, a single meaningful event that could have been presented in the base game and a lot of weird and random black phantom enemies? DS2 technically started a good NG+ implementation, but it wasn't done in a particularly good way, and I feel like it would take a lot of time to balance and actually make something meaningful. There's a reason it's the only Souls game that tried it. It's an idea that is good on a paper, but doesn't change much when playing.If the expansion added something like the NG+ mechanics in DS2
It didn't 'just so happen'. It was designed. Someone decided that having this ratio of enemy variety to explorable terrain was a good idea. They were wrong.It just so happens to be so large even FromSoft's inhuman ability to churn out distinct enemies couldn't keep up with it.
Honestly, most of your replies boil down to 'open world games are just shitty in these ways' but you're wrong.
You can make a dense open world game that doesn't waste the player's time with 50 dungeons whose reward is a spirit ash you'll never use. They could have combined the 50 caves into 10-20 larger, more elaborate and interesting caves
or spent less time making caves and more time making bosses and enemies.
The earlier areas of the game are far more interesting than the later ones- you've got random minibosses, merchants, lore elements, NPCs and questlines all over the place in the first few areas. By the time you get to the snowfields everything is significantly watered down, which feels especially bad since you've also already seen all the content twice or more by now. How many godskin nobles have you killed by the time you get to Farum Azula? If in the early game you can find something interesting every 5-10 minutes, in the late game it's more like every 30+ minutes. Most people complain that the game wore out it's welcome after Leyndell and this is why. It's not a matter of too much area, it's that the areas start getting repetitive and empty. SotN and Hollow Knight are also very large open world games and they don't have this problem because they didn't bother adding a new area without adding new enemies as well, and offering more interesting upgrades as you go. The last third of an open world game should be just as interesting as the first third. There's no reason it can't be.
I mean, yeah, that's basically what I'm arguing. Dark Souls WAS open world. It was just done better. You don't need a fucking horse and expansive plains everywhere with flower picking to be open world just because that's how Bethesda did it.let's go back to Dark Souls.
Consecrated Snowfields and the roots leading to the Haligtree are also really, really fucking barren. So is Mohgwynn Palace, which honestly felt a lot like Lost Izalith to me. Some area slapped together at the last minute with filler enemies scattered around. Comparing these areas to Liurnia and Altus is disingenuous. I'd say Limgrave, Lirunia and Altus are the 3 best areas in the game, and the bar all the areas should have been at. Gelmir and Caelid are more bland, but still somewhat interesting. Everything past the capital is a slog between remembrance fights.Mountaintops of the Giants is literally the only place where this criticism is true
Such as?If you expected them to start designing realistic enviorments like a western RPG
Such as?If you expected them to start designing realistic enviorments like a western RPG
I mean, which western RPGs have realistic environments?Such as?If you expected them to start designing realistic enviorments like a western RPG
Such as game being designed as a real place. Realism and LARPing can alleviate some of the issues inherent in opern world, such as recycling and repetition. I don't know how Japanese games like Ghost of Tsushima work but in the case of FromSoft you know they are just hard wired to action gameplay no matter what. Anybody who thought they were goiong to LARP in Elden Ring was just fooling themselves.
I think you're forgetting that every talisman/weapon/spirit ash you'll never use is a talisman/weapon/spirit ash someone else will use. There is nothing wasted in ER's dungeons, and every reward is unique.It didn't 'just so happen'. It was designed. Someone decided that having this ratio of enemy variety to explorable terrain was a good idea. They were wrong.It just so happens to be so large even FromSoft's inhuman ability to churn out distinct enemies couldn't keep up with it.
Honestly, most of your replies boil down to 'open world games are just shitty in these ways' but you're wrong. You can make a dense open world game that doesn't waste the player's time with 50 dungeons whose reward is a spirit ash you'll never use.
I mean, which western RPGs have realistic environments?Such as?If you expected them to start designing realistic enviorments like a western RPG
Such as game being designed as a real place. Realism and LARPing can alleviate some of the issues inherent in opern world, such as recycling and repetition. I don't know how Japanese games like Ghost of Tsushima work but in the case of FromSoft you know they are just hard wired to action gameplay no matter what. Anybody who thought they were goiong to LARP in Elden Ring was just fooling themselves.
I think you're forgetting that every talisman/weapon/spirit ash you'll never use is a talisman/weapon/spirit ash someone else will use. There is nothing wasted in ER's dungeons, and every reward is unique.
ftfyThat argument can be use on allSoulsgames.
Unless you count the Omen, which closely resemble the Oni from Japanese folklore in their design. Not demons in an Abrahamic sense though, but another example of Elden Ring blending western and eastern elements.666th page reminds me that there aren't any demons in Elden Ring's world. Feels pretty fresh (even Bloodborne had demons early in the development, but they were scrapped). It's more Antique view on godhood, rather than Abrahamic.
Dark Souls never had any demons in the "Abrahamic" sense. Neither did Bloodporn, although the eldritch entities and the Faustian allure of their blood certainly come closer thematically than the Dark Souls chimera monsters.666th page reminds me that there aren't any demons in Elden Ring's world. Feels pretty fresh (even Bloodborne had demons early in the development, but they were scrapped). It's more Antique view on godhood, rather than Abrahamic.
Fair enough, but those games did have demons, even as a Dungeon and Dragons trope (except for Bloodborne and Sekiro, who's Demon of Hatred is based on Japanese mythos). Not Elden Ring though. There are imps, but they are hardly demonic in nature, more like automatons.Dark Souls never had any demons in the "Abrahamic" sense. Or Bloodporn. Or Sekiro. Maybe Demon Souls, not sure about that one.666th page reminds me that there aren't any demons in Elden Ring's world. Feels pretty fresh (even Bloodborne had demons early in the development, but they were scrapped). It's more Antique view on godhood, rather than Abrahamic.
Miyazaki, what the fuckThe word may perhaps derive from the term ympe, used to denote a young grafted tree.
Not even as a D&D trope. Just generic hybrid/chimera monsters. You could remove the word "demon" from the game, and no one would think of calling them that.Fair enough, but those games did have demons, even as a Dungeon and Dragons trope