Played through it for the first time about a month ago. It's aged like fine wine, though performance is pretty shit on a base PS4. Play it digitally on a Pro/PS5 if you can.
That's my main gripe with it. I enjoyed it, but after I got the platinum I put it in its case, uninstalled it from my PS4, and haven't played it since. The sheer number of re-used assets made me feel like they wanted to make this big open-world game, then didn't have enough stuff to put in it so re-used everything.
Aren't there only 8 bosses that aren't reused somewhere else? Like you can fight Morgott again, you can fight the Regal Ancestral Spirit in an optional fight, you can fight Astel in multiple places, etc. If Godrick the Grafted were a game and Godefrey the Grafted was the sequel, people would be complaining it was like FIFA 20 and FIFA 21.
Almost no fights are unique, since they had to fill so much space. And I think that hurt some of the fights (the tree spirit was awesome the first time I fought it, but by the 6th time I didn't care, while I always think of the Radagan fight fondly,) and made the game feel bloated and drawn out for the sake of being bloated and drawn out.
I enjoyed the game, but by the time I finished it definitely felt like it overstayed its welcome and I've got no desire to replay it.
running the same horrible netcode since demon souls
PC ports being a joke
exploration can be tedious at times
didn't find any armor i liked a lot, but that's pretty opinion based, some of it was really cool
i'm too much of a scrub and it wasn't as fun after ash capital leyndell or whatever
i suck at the game and my opinion isn't worth much
too open world, i really hate open world games. previous games were very dense in their environments not just bloated copy/pasted pointlessly huge areas. please do not reply with cherry picked nonsense i dont want to debate you.
I don't know why, but I kept finding the NPCs and I finished almost all the storylines on my own without any guides.
I think it's because I wasn't intentionally trying to finish them, and if I ran into an NPC again 10-15 hours later it was all hunky dory to me and I just exhausted all their dialogue until I'd see them again.
It's possible I missed something, but no. I 100% the game and the only time I used a guide was to complete Ranni's quest for the Moonlight Greatsword (and I'm not sure I even had to, I just wanted that blade as soon as possible).
There's a lot more things in-game that tell you where to go now, like messages left, or the NPCs have been moved slightly. If they're in your line of sight they're also marked on your map now.
When the game first came out it was so fricked no one even knew if most of quests were finished, which was also a valid thought because half of them weren't.
Lol god actually makes us live here, he can shoot us. He doesn't let us have sex or own a house. I'm not sure why this is okay, but I'm assuming it isn't. We've got a huge problem, you didn't know that god could just snipe your ass right now. This is huge bro. He's torturing people.
Same monsters with same model and moveset in different locations can have different stats, with one of them being much more powerful than the other. This is Ubisoft-level of game balancing.
The story is a little too hidden away. The only Fromsoft souls games that had good storylines/good lore were Demon's Souls and Dark Souls 1. They struck the right balance of actually telling you wtf was going on + keeping some things intentionally mystified. But ever since Dark Souls 1 they've intensified the cryptic bullshit to the point where there's hardly anything left to connect any dots with.
This is not just a critique of Elden Ring, but every Fromsoft game after Demon's Souls and Dark Souls 1.
bloodbornes story is their only game that makes sense for the way they like to tell stories, you can choose to pay attention or just go out and hunt some beasts
the more you do look, the more maddening it becomes trying to piece it together because its beyond your comprehension
because (you) the player dont have all the answers and never will and (you) the character are just an infant amongst the infinite cosmos literally incapable of understanding horrors beyond comprehension
this is why its my favourite in the series
How? Dark Souls 1 has the most informative intro cinematic in any Souls game ever and the majority of item descriptions reference things you've directly seen.
I sorta thought this too, Elden Ring doesn't necessarily have complicated lore but it does have a gigantic quantity of it. Understanding the basic story is pretty easy, the dialogue for important npcs and expositions for bosses do a good job at telling you what's going on and what being an Elden Lord even is and why you should care. There's so many small details beyond that though with both items tucked away in obscure spots and references to real-world mythology and occultism. A lot of it contains reused concepts from previous games (not exactly the same of course), which really does make ER feel like three games in one especially with the DLC around the corner.
I think ER handles it better than DS3, though. DS3 had a very troubled development and one of the most important characters in the game is just a mid-boss in middle of the game, not even the last boss of that area and like 80% of his story is learned after you kill him or in different areas, including a DLC area. Ringed City + Painted World manages to tell a great story with Gael (anyone calling him the "literal who" was just not paying attention at all) but if I had to rank how effective each of the games were at telling their story, assuming you do 2 playthroughs at least because that's only fair, then
DeS > BB > DS1 > DS2 > ER > DS3
DS2's is barely above ER's, that game just had a lot of isolated scenarios that revolved around some common themes.
The main story is great in being able to tell you where to go without a waypoint on your screen, but it feels like for a good amount of side quests I have to look up what to do because of how obtuse it can be
Elden Ring is a 200 hour game and about 25% of it is reused assets... I would have preferred it to be a 150 hour game that was all unique.
Just because Skyrim had a bunch of samey dungeons that started to feel indistinguishable from each other after the 5th one doesn't mean that it should be the baseline in creating an open world rpg.
RPG stats fricking suck for action games. Have to fiddle with limited respec bullshit whenever I want to change weapons without feeling nerfed. Playing through Ninja Gaiden and DMC was fun flipping through several weapons whenever the whim suited me and made for way more diverse and engaging gameplay rather than stats funneling me into one or two playstyles at a time.
The open world was unnecessary and the worst part of the game, the various points of interest are all samey and get old by the time you get to liurnia.
Legacy dungeons good, and the best part of the game, but too short
Rewards for exploration suck, you get some bullshit you cant use because its for a different build or you get frick all, like some merchant that sells early game shit in fricking caelid
Recycled content is a dead horse but a valid flaw, fighting the same bosses multiple times with the only variance being HP and dmg is ass
the open world aspect sucked
you can't tell me the best parts of elden ring weren't the more traditionally designed areas like Stormveil, Raya Lucaria, etc.
1. Every dungeon was the same dungeon
2. Some of the bosses were the same bosses
3. Lack of REAL build diversity
There is build complexity on paper, but the real functional builds are samey. Your choices are basically magic user or spellsword. There are way more equippable things and types of skills / buffs / etc than the souls games but a similar number of actual functional builds.
How far in the game did you get? There's so many viable builds in eldin ring and some dungeons stuck out like the one in mt gelmir and the maze in the mountaintops
>too many copypaste bosses >too many poorly designed bosses >weapon upgrade progression was utterly fricked on release and is still really bad after multiple patches
I'll name three >Millicent dies >you can't convince Melina to return or get a special ending if you use the needle after taking the FF >the knight greatsword has the hollowslayer R1 but not the poke
I will take no questions about my three flaws. I'm objectively correct.
>Why did mommy Selen have to suffer? She literally said she'd take you back if Ranni threw you away kek
Because, in the end, even with all her brilliance and talents, she's nothing but a whelp when coming face to face with true power. Reminder that you only beat Rennala because you have plot armor and you had to.
>still locked to 60 FPS >still releases with blatantly unfinished content and hours upon hours of cut material in game files >quests are still "interact with NPC until they repeat themselves like robots and then rest at bonfire/reload the game to trigger next phase" >input buffering is still fricked, it was a problem back in DeS - in 2009 >same with enemy leashing/pathfinding, it's too easy to exploit it >archery is still the shittiest implementation in any AA+ aRPG out there >online hasn't evolved since Dark Souls >UI is still janky, with ER now doing pop-up prompts that interrupt your button inputs (eg. when reviving Torrent) >they still cannot program more than 10 NPCs scattered across the map, games 20 years ago figured out how to do cities/villages >despite lower fidelity (textures resolution, details and NPC quality is often below industry standard) the games still can have performance issues >some most obvious QoL features are still missing - lock-on still snaps camera in front and you cannot disable it, you can't turn off the compass/individual UI elements with rest of the HUD staying >there are still the same glitches that were present in DeS/DaS (moveset swap etc.) >there is less consequence for our actions than ever - it's optimal to kill merchants on sight, to join every faction, and now there are "no fight" zones and immortal NPCs >story doesn't exist, there is no plot, you are just a random Dark Souls Guy dropped into not-Lordran and do Dark Souls stuff and find scattered lore pieces so that loretubers can make up shit, previous From games had plain stories with good establishing intros >combat hasn't evolved beyond spamming the roll button, there are no new interesting mechanics >overall jank in everything - platforming, physics etc.
After playing DD2, touching Fromslop is infuriating. The fact we STILL just stab at giant enemy's toes or how archery sucks or how there are no interesting builds/classes is embarassing.
>terrible port >all npcs were wasted potential. >animations and graphics are still stagnant >pc still moves like an old man despite the bosses moving around like wienerroaches pumped up with energy drinks >weapons are gimmicks and not that interesting to handle
once you explored the dungeons on your first playthrough you have 0 reason to do them on second playthroughs, they get boring and the rewards are 80% irrelevant
Ranni is a garbage character and I hope the dlc fixes it with killing her. It doesn't help that the other npcs are minimal as hell to even tell how their characterization is.
1. The game should drop upgraded weapons in higher level areas so that you can switch weapons without having to reupgrade everything, OR, the weapon upgrade system should go back to maxing out at +10 like in DS2 and 3.
2. Redmane Castle isn't a real legacy dungeon and that's lame
3. The teleportation portals should have different models based on their location in the world
4. The mending rune endings should have cutscenes
5. Fortissax's lore should be rewritten to be Fia's true form
6. The game should make much greater use of netural enemies for storytelling purposes, such as having Kennith's demihumans be neutral once you help him reclaim his castle, or the soldiers in stormveil turning neutral once you replace Godrick
7. They should have implemented a quest where you replace Morgott
8. Godfrey should be fought somewhere in the mountaintops or snowfield, not in Leyendell, and Gideon should be made much harder
9. Evergaol Vyke and Godefroy should be removed from the game and replaced with something that actually makes some fricking sense
10. Increase Malenia's poise and remove her hyper armor
11. Implement faster field enemies that force you to engage or at least juke them, rather than just being able to run by everything
I think that's it
>Godfrey should be fought somewhere in the mountaintops or snowfield, not in Leyendell
this, replace fire giant with godfrey and the endgame is instantly 5x better
Yep. NTA, but I love the fact you can run past everything in souls games. That's why it's so replayable. You can just do a boss rush play through. If you were forced to fight every fricker along the way, it would just be lame and annoying.
The game uses invading NPCs too much. There are a couple instances where it'd be better to just have some named guy attack you like the fire prelate guy or the guy near the shaded castle.
Feel free to crucify me but the game could have used some randomized loot especially in the dungeons. Also a bonfire ascetic mechanic to fight bosses again.
Bonfire ascetics wouldn't have worked well with the open world, the remembrances should have been used for refighitng bosses. Maybe by feeding them to the roundtable hold grace or something
Only Elden Beat and Fire Giant are bad
Godfrey is fantastic
Elden Beast is absolutely dogshit. I would have quit the game had he not been the literal final boss of the game.
I'm a melee build, so I had to run all across the map to MAYBE hit him once and then he'd submerge again and pop up in the other end of the map AGAIN and I spent the whole fricking time running back and forth just to shave a bit of his health each time. Garbage fight.
It would have mechanically and thematically fit to allow you to use Torrent during that fight, but they missed on that opportunity. Instead it's a giant slogfest of running back and forth.
My first time around I respec'd into a Greatbow build from the standard noob Katana bleed build. To be honest it's not a completely irredeemable fight it just requires patience that I don't have. It's a cool spectacle
The immersion of being an adventure in a dark and perilous world is still calling and could have had a great evolution with open world. From just can't do it or refuse to.
Sadly we never got the final product/miazaki's real vision for the game. All we got was a cheap knock-off made for a decade old console. >Game feels empty, especially towards the end because the ps4 could not handle too many assets and npcs on screen at once >Online Co-op is extremely limited because consoles cannot render too much of the map at once, its why items like the Effigies have such a tiny radius >Still missing many basic PC QOL features to this day, yet armored core somehow has them? >Devs were left patching/fixing important things like NPC quests (most of which still just abruptly end btw) 2 months after launch >DLC announced but its nowhere in sight because they have to cut as much content as possible so that it can run on the PS4
Really just makes you think what gaming would look like without such limitations....oh well guess we'll never know!
>jatrans >hatred for face buttons >no quest journal >slow combat motions >slider-based character creation, guaranteeing horrific ghouls >British accents >open world >locked at 60fps unless you want to disable EAC and online shit
>writing could be better - doesn't feel like you have much of a relationship with the other characters (Melina is the best example) and the enemies should be more than just zombies shambling around >too many repeat bosses >last third of the game is clearly rushed >some really good content, like Kale's quest, was never put in the game >caves, catacombs, and tunnels felt like a chore sometimes >upgrade materials for regular weapons can be too sparse, meaning you can only get a couple of them to a high enough level till late in the game >certain weapons and spells make the game too easy >the way you use weapons is a little too goofy and unrealistic >too many copypasted armors
That said, it's still a great game. Wish they'd do more with it, but it doesn't look like Miyazaki or from really want to despite its success and it being held in such high regard.
Definitely Melina should've had more things to do, say, be involved in the main syory before we burn her. I literally felt nothing when she sacrificed herself
I wish I could like Fromsoft games, I just can't stand their graphics, art style, atmosphere and story telling.
Any good souls-like but more lively and colorful (preferably not anime)?
stomaching second playthroughs as a completionist autist is hard because the game drags on in terms of its content bloat, great for your first run and less so after
Think it is the weakest game fromsoft put out overall. Could not have the motivation to go back and do a replay compared to all the other games due to too many open areas with frick all going on, reused bosses and lore doesn't have the same impact or bleak feeling to it for some reason
>the game is so hard you are forced to use summons and OP magic cheese spells just to beat the game
It's not properly balanced. This is the first game I've played where cheesing through the whole game is the rule and not the exception.
Not enough unique locations within each area of the map. By the time you get to the consecrated snowfields, finding a catacomb, heroes grave, or generic cave just isn't interesting and doesn't invoke the sense of exploration and wonder they wanted to achieve. By the same front, those areas also have too many of the same resused bosses and enemies. If the amount of locations and areas were cut by 1/3 it would've been much more solid.
So what do you need to do to get to the DLC? Beat Mohg and interact with the arm? Does that mean I can be at literally the end of the game with everything completed, just waiting to select how to mend the ring back, port out and go touch the arm? Or is it too late by then?
>Does that mean I can be at literally the end of the game with everything completed, just waiting to select how to mend the ring back, port out and go touch the arm?
yes
That's not true. The only duo fight where this was the case was the double crucible knight fight, and that was an oversight which was corrected in the first patch
It ends
/thread
hopefully the dlc will add procedurally generated dungeons like Bloodborne
is bloodborne worth a buy in 2024 or did it age poorly?
yeah it's the best game of the franchise
Played through it for the first time about a month ago. It's aged like fine wine, though performance is pretty shit on a base PS4. Play it digitally on a Pro/PS5 if you can.
too much copy pasted/reused content
That's my main gripe with it. I enjoyed it, but after I got the platinum I put it in its case, uninstalled it from my PS4, and haven't played it since. The sheer number of re-used assets made me feel like they wanted to make this big open-world game, then didn't have enough stuff to put in it so re-used everything.
Aren't there only 8 bosses that aren't reused somewhere else? Like you can fight Morgott again, you can fight the Regal Ancestral Spirit in an optional fight, you can fight Astel in multiple places, etc. If Godrick the Grafted were a game and Godefrey the Grafted was the sequel, people would be complaining it was like FIFA 20 and FIFA 21.
Almost no fights are unique, since they had to fill so much space. And I think that hurt some of the fights (the tree spirit was awesome the first time I fought it, but by the 6th time I didn't care, while I always think of the Radagan fight fondly,) and made the game feel bloated and drawn out for the sake of being bloated and drawn out.
I enjoyed the game, but by the time I finished it definitely felt like it overstayed its welcome and I've got no desire to replay it.
It pretends to have a story and works hard as hell to sell that lie, instead of simply having one.
running the same horrible netcode since demon souls
PC ports being a joke
exploration can be tedious at times
didn't find any armor i liked a lot, but that's pretty opinion based, some of it was really cool
i'm too much of a scrub and it wasn't as fun after ash capital leyndell or whatever
i suck at the game and my opinion isn't worth much
Even though I'm a ranni lover they should've given us options to marry the other girls too
That not a single living person has ever ONCE beaten the game.
Not enough Melina
Even after saving her we get certain death lol.
Melina is a ghost idiot
And we're undead, why can't i frick ghosts
I couldn't have sloppy sex with ranni
Body type A B
I made a few men and a few women characters to try different builds.
Literal humiliation ritual
Too much riding on a horse with no threats. Shit quest design. Shit unbalanced weapon upgrade paths that favour Somberstone weapons.
Heavily inspired by LOTR
too open world, i really hate open world games. previous games were very dense in their environments not just bloated copy/pasted pointlessly huge areas. please do not reply with cherry picked nonsense i dont want to debate you.
people think the scene in the box art is just art, not realizing it's an actual depiction of a historical event.
They know though. The original roundtable and what went down with them is on par with M=R. You can piece together most of it from in game references.
Subsequent playthroughs become a list of chores you have to do to really start playing the game unless you deliberately want to gimp yourself.
The quests felt way too tedious to find. The world is just too big for the vague type of hints that the npcs gave.
I don't know why, but I kept finding the NPCs and I finished almost all the storylines on my own without any guides.
I think it's because I wasn't intentionally trying to finish them, and if I ran into an NPC again 10-15 hours later it was all hunky dory to me and I just exhausted all their dialogue until I'd see them again.
>finished almost all the storylines on my own without any guides.
theres like 40 quests in the game
I highly fricking doubt it
It's possible I missed something, but no. I 100% the game and the only time I used a guide was to complete Ranni's quest for the Moonlight Greatsword (and I'm not sure I even had to, I just wanted that blade as soon as possible).
There's a lot more things in-game that tell you where to go now, like messages left, or the NPCs have been moved slightly. If they're in your line of sight they're also marked on your map now.
When the game first came out it was so fricked no one even knew if most of quests were finished, which was also a valid thought because half of them weren't.
Personally my biggest issue is most quests left me with a feeling of getting a bad ending
Lol god actually makes us live here, he can shoot us. He doesn't let us have sex or own a house. I'm not sure why this is okay, but I'm assuming it isn't. We've got a huge problem, you didn't know that god could just snipe your ass right now. This is huge bro. He's torturing people.
I thought those teleport things were weird and lazy
Way too many hours of gameplay before fashion souls is possible. Needed more early accessible armors.
Lots of the armored is accessible early.
Feels like transmog would be more welcome since there's a good amount of armor I like but the stats aren't what I'm looking for
don't remind me of that armour with feathered cape
such a disappointment
Kinda agree, at the end of the day i preferred the initial loadout
farum azula is unfun
Same monsters with same model and moveset in different locations can have different stats, with one of them being much more powerful than the other. This is Ubisoft-level of game balancing.
The story is a little too hidden away. The only Fromsoft souls games that had good storylines/good lore were Demon's Souls and Dark Souls 1. They struck the right balance of actually telling you wtf was going on + keeping some things intentionally mystified. But ever since Dark Souls 1 they've intensified the cryptic bullshit to the point where there's hardly anything left to connect any dots with.
This is not just a critique of Elden Ring, but every Fromsoft game after Demon's Souls and Dark Souls 1.
bloodbornes story is their only game that makes sense for the way they like to tell stories, you can choose to pay attention or just go out and hunt some beasts
the more you do look, the more maddening it becomes trying to piece it together because its beyond your comprehension
because (you) the player dont have all the answers and never will and (you) the character are just an infant amongst the infinite cosmos literally incapable of understanding horrors beyond comprehension
this is why its my favourite in the series
I still have no idea what dark souls 1 is about, currently trying to get past those basilisk and mushrooms under the hollow tree
How? Dark Souls 1 has the most informative intro cinematic in any Souls game ever and the majority of item descriptions reference things you've directly seen.
DS1 is vague as frick. If you don't read item descriptions all you know is some guy fought dragons and a bunch of people claimed embers.
The intro cutscene is more cohesive and well-written than ER's entirety.
Black person it's the same shit.
>here's a bunch of people that battled, now go frick em up
At least Elden Ring's characters have actual character.
>Black person it's the same shit.
It's not but you don't seem to have the brains to distinguish it regardless
Malenia is the video game equivalent to an AI reading a Fandom entry.
In what regard?
I sorta thought this too, Elden Ring doesn't necessarily have complicated lore but it does have a gigantic quantity of it. Understanding the basic story is pretty easy, the dialogue for important npcs and expositions for bosses do a good job at telling you what's going on and what being an Elden Lord even is and why you should care. There's so many small details beyond that though with both items tucked away in obscure spots and references to real-world mythology and occultism. A lot of it contains reused concepts from previous games (not exactly the same of course), which really does make ER feel like three games in one especially with the DLC around the corner.
I think ER handles it better than DS3, though. DS3 had a very troubled development and one of the most important characters in the game is just a mid-boss in middle of the game, not even the last boss of that area and like 80% of his story is learned after you kill him or in different areas, including a DLC area. Ringed City + Painted World manages to tell a great story with Gael (anyone calling him the "literal who" was just not paying attention at all) but if I had to rank how effective each of the games were at telling their story, assuming you do 2 playthroughs at least because that's only fair, then
DeS > BB > DS1 > DS2 > ER > DS3
DS2's is barely above ER's, that game just had a lot of isolated scenarios that revolved around some common themes.
The main story is great in being able to tell you where to go without a waypoint on your screen, but it feels like for a good amount of side quests I have to look up what to do because of how obtuse it can be
reused bosses and dungeons
thats it
Elden Ring is a 200 hour game and about 25% of it is reused assets... I would have preferred it to be a 150 hour game that was all unique.
Just because Skyrim had a bunch of samey dungeons that started to feel indistinguishable from each other after the 5th one doesn't mean that it should be the baseline in creating an open world rpg.
Input reading.
RPG stats fricking suck for action games. Have to fiddle with limited respec bullshit whenever I want to change weapons without feeling nerfed. Playing through Ninja Gaiden and DMC was fun flipping through several weapons whenever the whim suited me and made for way more diverse and engaging gameplay rather than stats funneling me into one or two playstyles at a time.
the anticheat i had to uninstall it
The open world was unnecessary and the worst part of the game, the various points of interest are all samey and get old by the time you get to liurnia.
Legacy dungeons good, and the best part of the game, but too short
Rewards for exploration suck, you get some bullshit you cant use because its for a different build or you get frick all, like some merchant that sells early game shit in fricking caelid
Recycled content is a dead horse but a valid flaw, fighting the same bosses multiple times with the only variance being HP and dmg is ass
the open world aspect sucked
you can't tell me the best parts of elden ring weren't the more traditionally designed areas like Stormveil, Raya Lucaria, etc.
1. Every dungeon was the same dungeon
2. Some of the bosses were the same bosses
3. Lack of REAL build diversity
There is build complexity on paper, but the real functional builds are samey. Your choices are basically magic user or spellsword. There are way more equippable things and types of skills / buffs / etc than the souls games but a similar number of actual functional builds.
How far in the game did you get? There's so many viable builds in eldin ring and some dungeons stuck out like the one in mt gelmir and the maze in the mountaintops
It's boring.
I think you got this confused with a Witcher 3 thread.
No. But Witcher 3 was indeed an awful game.
>too many copypaste bosses
>too many poorly designed bosses
>weapon upgrade progression was utterly fricked on release and is still really bad after multiple patches
I'll name three
>Millicent dies
>you can't convince Melina to return or get a special ending if you use the needle after taking the FF
>the knight greatsword has the hollowslayer R1 but not the poke
I will take no questions about my three flaws. I'm objectively correct.
>the knight greatsword has the hollowslayer R1 but not the poke
This is the most objectively correct.
Too many npcs die. Why did mommy Selen have to suffer? She literally said she'd take you back if Ranni threw you away kek
>Why did mommy Selen have to suffer? She literally said she'd take you back if Ranni threw you away kek
Because, in the end, even with all her brilliance and talents, she's nothing but a whelp when coming face to face with true power. Reminder that you only beat Rennala because you have plot armor and you had to.
Haha we don't even get a fully working Rennala if we marry Ranni
>still locked to 60 FPS
>still releases with blatantly unfinished content and hours upon hours of cut material in game files
>quests are still "interact with NPC until they repeat themselves like robots and then rest at bonfire/reload the game to trigger next phase"
>input buffering is still fricked, it was a problem back in DeS - in 2009
>same with enemy leashing/pathfinding, it's too easy to exploit it
>archery is still the shittiest implementation in any AA+ aRPG out there
>online hasn't evolved since Dark Souls
>UI is still janky, with ER now doing pop-up prompts that interrupt your button inputs (eg. when reviving Torrent)
>they still cannot program more than 10 NPCs scattered across the map, games 20 years ago figured out how to do cities/villages
>despite lower fidelity (textures resolution, details and NPC quality is often below industry standard) the games still can have performance issues
>some most obvious QoL features are still missing - lock-on still snaps camera in front and you cannot disable it, you can't turn off the compass/individual UI elements with rest of the HUD staying
>there are still the same glitches that were present in DeS/DaS (moveset swap etc.)
>there is less consequence for our actions than ever - it's optimal to kill merchants on sight, to join every faction, and now there are "no fight" zones and immortal NPCs
>story doesn't exist, there is no plot, you are just a random Dark Souls Guy dropped into not-Lordran and do Dark Souls stuff and find scattered lore pieces so that loretubers can make up shit, previous From games had plain stories with good establishing intros
>combat hasn't evolved beyond spamming the roll button, there are no new interesting mechanics
>overall jank in everything - platforming, physics etc.
After playing DD2, touching Fromslop is infuriating. The fact we STILL just stab at giant enemy's toes or how archery sucks or how there are no interesting builds/classes is embarassing.
didnt read any of that shit. post more clowns please
It's a worse version of Dark Souls
It's natively capped at 60 FPS
open world only detracts from the experience
>terrible port
>all npcs were wasted potential.
>animations and graphics are still stagnant
>pc still moves like an old man despite the bosses moving around like wienerroaches pumped up with energy drinks
>weapons are gimmicks and not that interesting to handle
once you explored the dungeons on your first playthrough you have 0 reason to do them on second playthroughs, they get boring and the rewards are 80% irrelevant
Ranni is a garbage character and I hope the dlc fixes it with killing her. It doesn't help that the other npcs are minimal as hell to even tell how their characterization is.
it has way too much filler and not enough content
1. The game should drop upgraded weapons in higher level areas so that you can switch weapons without having to reupgrade everything, OR, the weapon upgrade system should go back to maxing out at +10 like in DS2 and 3.
2. Redmane Castle isn't a real legacy dungeon and that's lame
3. The teleportation portals should have different models based on their location in the world
4. The mending rune endings should have cutscenes
5. Fortissax's lore should be rewritten to be Fia's true form
6. The game should make much greater use of netural enemies for storytelling purposes, such as having Kennith's demihumans be neutral once you help him reclaim his castle, or the soldiers in stormveil turning neutral once you replace Godrick
7. They should have implemented a quest where you replace Morgott
8. Godfrey should be fought somewhere in the mountaintops or snowfield, not in Leyendell, and Gideon should be made much harder
9. Evergaol Vyke and Godefroy should be removed from the game and replaced with something that actually makes some fricking sense
10. Increase Malenia's poise and remove her hyper armor
11. Implement faster field enemies that force you to engage or at least juke them, rather than just being able to run by everything
I think that's it
>Godfrey should be fought somewhere in the mountaintops or snowfield, not in Leyendell
this, replace fire giant with godfrey and the endgame is instantly 5x better
Heck stormveil is simply the best dungeon
About 11, hasn't that been true for all previous games?
Yep. NTA, but I love the fact you can run past everything in souls games. That's why it's so replayable. You can just do a boss rush play through. If you were forced to fight every fricker along the way, it would just be lame and annoying.
Not only that, i can see many more frustrated player. I still die to most Leyndil Knights
>I love the fact you can run past everything in souls games
That only started in DS3.
Wrong, I'm currently doing that in DS1
The game uses invading NPCs too much. There are a couple instances where it'd be better to just have some named guy attack you like the fire prelate guy or the guy near the shaded castle.
Destined Death
Stuff it, Radagon
Feel free to crucify me but the game could have used some randomized loot especially in the dungeons. Also a bonfire ascetic mechanic to fight bosses again.
Bonfire ascetics wouldn't have worked well with the open world, the remembrances should have been used for refighitng bosses. Maybe by feeding them to the roundtable hold grace or something
only fire giant, elden beast is ok but it should be locked behind the endings that doesnt restore the golden order only
made by rollslopware™, that alone made it certified dogshit
the final bosses weren't fun
Only Elden Beat and Fire Giant are bad
Godfrey is fantastic
Radagon is fantastic
Elden Beast would be good if you could use horse
Elden Beast is absolutely dogshit. I would have quit the game had he not been the literal final boss of the game.
I'm a melee build, so I had to run all across the map to MAYBE hit him once and then he'd submerge again and pop up in the other end of the map AGAIN and I spent the whole fricking time running back and forth just to shave a bit of his health each time. Garbage fight.
It would have mechanically and thematically fit to allow you to use Torrent during that fight, but they missed on that opportunity. Instead it's a giant slogfest of running back and forth.
My first time around I respec'd into a Greatbow build from the standard noob Katana bleed build. To be honest it's not a completely irredeemable fight it just requires patience that I don't have. It's a cool spectacle
People say the open world is the problem but really the souls template itself is past its prime.
The immersion of being an adventure in a dark and perilous world is still calling and could have had a great evolution with open world. From just can't do it or refuse to.
It sucks.
Netcode
Sadly we never got the final product/miazaki's real vision for the game. All we got was a cheap knock-off made for a decade old console.
>Game feels empty, especially towards the end because the ps4 could not handle too many assets and npcs on screen at once
>Online Co-op is extremely limited because consoles cannot render too much of the map at once, its why items like the Effigies have such a tiny radius
>Still missing many basic PC QOL features to this day, yet armored core somehow has them?
>Devs were left patching/fixing important things like NPC quests (most of which still just abruptly end btw) 2 months after launch
>DLC announced but its nowhere in sight because they have to cut as much content as possible so that it can run on the PS4
Really just makes you think what gaming would look like without such limitations....oh well guess we'll never know!
Total console death
>most of which still just abruptly end btw
Because they are replacements for the more fleshed out NPC quests that were scrapped for no reason.
It isn't Dark Souls 1. Actually, a second flaw: it isn't original Demon's Souls either.
Fast travel.
>jatrans
>hatred for face buttons
>no quest journal
>slow combat motions
>slider-based character creation, guaranteeing horrific ghouls
>British accents
>open world
>locked at 60fps unless you want to disable EAC and online shit
>writing could be better - doesn't feel like you have much of a relationship with the other characters (Melina is the best example) and the enemies should be more than just zombies shambling around
>too many repeat bosses
>last third of the game is clearly rushed
>some really good content, like Kale's quest, was never put in the game
>caves, catacombs, and tunnels felt like a chore sometimes
>upgrade materials for regular weapons can be too sparse, meaning you can only get a couple of them to a high enough level till late in the game
>certain weapons and spells make the game too easy
>the way you use weapons is a little too goofy and unrealistic
>too many copypasted armors
That said, it's still a great game. Wish they'd do more with it, but it doesn't look like Miyazaki or from really want to despite its success and it being held in such high regard.
Definitely Melina should've had more things to do, say, be involved in the main syory before we burn her. I literally felt nothing when she sacrificed herself
I wish I could like Fromsoft games, I just can't stand their graphics, art style, atmosphere and story telling.
Any good souls-like but more lively and colorful (preferably not anime)?
There's no good soulslike, but Asterigos and Jedi Fallen Order are vibrant and pretty.
Horribly balanced
stomaching second playthroughs as a completionist autist is hard because the game drags on in terms of its content bloat, great for your first run and less so after
Think it is the weakest game fromsoft put out overall. Could not have the motivation to go back and do a replay compared to all the other games due to too many open areas with frick all going on, reused bosses and lore doesn't have the same impact or bleak feeling to it for some reason
>the game is so hard you are forced to use summons and OP magic cheese spells just to beat the game
It's not properly balanced. This is the first game I've played where cheesing through the whole game is the rule and not the exception.
Not enough unique locations within each area of the map. By the time you get to the consecrated snowfields, finding a catacomb, heroes grave, or generic cave just isn't interesting and doesn't invoke the sense of exploration and wonder they wanted to achieve. By the same front, those areas also have too many of the same resused bosses and enemies. If the amount of locations and areas were cut by 1/3 it would've been much more solid.
(you) Aren't heading over to /trash/ to see /hmofa/'s 3000th thread!
Its a souls-like. That's pretty much the only flaw you need, they're all unplayable, even the actual Souls games.
We don't get the explore the stars with Ranni
No fishing minigame.
GRRM names
from quest design does NOT work with open world
music is forgettable at best
bosses have too many ragdolling moves
death blight lmao
So what do you need to do to get to the DLC? Beat Mohg and interact with the arm? Does that mean I can be at literally the end of the game with everything completed, just waiting to select how to mend the ring back, port out and go touch the arm? Or is it too late by then?
>Does that mean I can be at literally the end of the game with everything completed, just waiting to select how to mend the ring back, port out and go touch the arm?
yes
You can't marry her
big rock wizza balls HD
Lazy dual boss design to not even give them conditional ai. Just copy paste solo encounter ai
That's not true. The only duo fight where this was the case was the double crucible knight fight, and that was an oversight which was corrected in the first patch
more spells should cast faster than a charged heavy attack from a greatsword
Open world
open world, copy pasta, down hill after not hogwarts
The fashion
ER has generally good fashion except for the heavier armors which almost universally look like shit.
I was bored so I made this
The multiplayer one is supposed to also contain netcode issues