Mountaintop really reminded me of DS1's wider areas like the forest. There is one way forward and a couple of loops and a good amount of area that doesn't have much content. I really enjoyed this zone. It's completely different from the mountain climb of Mt. Gelmir, and a little less density in content is good for this point in the game I thought. I really like how they just threw all the weird stuff from their games in this zone. There is the invisible bridge, the undead boss that doesn't have a meter to hide it and slightly (or in my case greatly) confuse the player on what to do with the giant summons, a little frigid outskirt thing but just briefly, etc. The three dungeons here are also really good as the game at this point has shown everything, so it just tried to have fun with it. One dungeon was a maze which I second guessed myself a few times but realized fairly quickly. The hero's grave here is very basic with just small puzzles and an invisible wall to make things not as difficult to reward those that are still hitting stuff. The spiritcaller's cave makes it about finding the snails instead of fighting stuff. I also really enjoyed the boss at spiritcaller's cave. I bothered to learn the moveset of the godskin bosses so this felt like a mini-boss rush to test whether I actually knew them or not. I can imagine this one being annoying due to lack of stake though, but I really enjoyed it as, much like Margit/Morgott, I can test how much improvement there is in my play and loadout.
The fire giant seems to be the spectacle fight of the game (Radahn is partially spectacle too but mechanically it's still standard 1v1 in my opinion) where torrent really makes the fire giant moveset make a lot more sense in terms of function, for phase 1 at least. I liked that there is visual difference to his legs to show which one you should attack and a mini transition when the support bone gets broken off. I liked the presentation of the fight, although was a little disappointed that the quick shots from the trailer weren't anything meaningful. Its HP is quite a bit but during phase transition he loses like 20% of it so it's actually not too bad, although another 10% lower probably wouldn't hurt. Lower total, higher HP threshold for phase 2, and it might flow a bit better. I wonder how smaller weapons would feel here.
I like that the grace is at the far end of the forge. It gave the player a chance to look around at the sheer scale of everything. The mountaintop is so high that it's above the clouds and you can't see anything that came before, unlike at all other points in the game where you can trace where you came from. I still have west side of the mountains to explore so I haven't accepted what I'm assuming is some kind of lockout from Melina. I thought it would have been crazy if end of Capital is the halfway point, and that was indeed a bit too out there. The mountain top zone felt like a really well developed Kiln of the First Flame zone instead, but unlike the Kiln, reaching the destination here is not yet the end of the game I'm sure. There is still crumbling faram azula left at least.
I want to note that there is a really clear jump in expected level and upgrade required from capital to mountaintop. I did the game as (thoroughly exploring each zone before moving to next) Limgrave, Liurnia, Caelid, most (all?) underground stuff (siofra, ainsel, ainsel main, both eternal cities, deeproot, lake of rot), Altus, Mt. Gelmir/Volcano Manor, Leyndell, Mountaintop. I was properly or just slightly overleveled till Lake of Rot, and Altus, Mt. Gelmir, and first part of leyndell I just felt way overleveled (it felt like expected upgrade level is also around 14-15 but I was already higher when entering the capital). However once you hit mountains, and to a lesser degree sewers, there is a pretty big jump in enemy HP. I think I would do Limgrave, Liurnia, Altus, Caelid, Capital, underground for subsequent playthroughs which should feel pretty accurate in upgrade progression at least. Since Volcano Manor needs mountaintop to completely grab everything (I screwed that up this time), and while the zone is really cool to navigate the enemy type was pretty dull and the boss is gimmick, it won't matter if I'm overleveled for it.
I felt a bit of a slog during latter part of Liurnia and early parts of caelid due to lack of clear direction when just trying to explore the giant maps, and also a little more fatigue when I was overleveled for all of altus plateau and parts of volcano manor. But from the Capital through mountaintop I thought the pacing of the content has been really solid. It might be because going through the zone is more focused and linear in a way, which is what I prefer as I don't like open world in general. That being said, I think Elden Ring being open world is necessary for a lot of the moments to hit properly. I'm not at the end yet but I think they struck a really good balance between open world and linear content in this game.