We've been trying to tell you all -_-Is this what it looks like on PC? It looks nothing like this on PS5.
PC is da way! Also having a good eye for angles and lighting certainly helps haha
We've been trying to tell you all -_-Is this what it looks like on PC? It looks nothing like this on PS5.
Yes, this. One of the biggest appeals of FROM games is the feeling of genuine discovery that almost no other games have.Tbh, you're probably ruining the experience by watching a streamer play the game.
I'd say the biggest draw of the game is discovery through exploration, and the surprise of what you're going to find and the awe-inspiring vistas. Once you already know what do expect, it probably just feels like heavily padded Dark Souls.
This isn't intended as bait to rile up people who are fans, it's just that from what I've seen (been watching a couple of ongoing playthroughs since it's release) nothing has struck me as amazing as what seems to be the general consensus, to me most of the game looks fairly standard for a souls game albeit leaning a bit more towards the open world game design than previous entries, I will say that a lot of the visuals and character designs aren't to my personal taste which probably impacts my opinion of the game but to those who rate it high what am I missing?
The sense of adventure and discovery is probably only matched by games like Breath of the Wild and Elder Scrolls, so that's probably one of the biggest factors leading to it's success and popularity. The dungeons and castles and what not are standard Souls fare, but the overworld is pretty fresh from From.
"I quit Fallout New Vegas after dying 50 times to the Deathclaws"
Go to Stormveil Castle hahaI know this is doing to go down with the whole thread jumping on the op for this, just like that "it took 40 hours to figure out how to use magic" thread, but I'm about 10 hours in and I'm not really seeing the exploration bits either. The open world so far has been incredibly sparse and plain looking, with the dungeons being a notable decrease in level design compared to the intricate puzzle boxes of their other games.
And I still haven't found a staff to use magic
Im pretty sure its their first with a non-scripted time of day and weather system, packs of animals running around or being herded, destructible trees and structures everywhere (id say area music but Sekiro did this). Its not the most interactive compared to BOTW, but their earlier games were almost entirely static in comparison. Its a large jump in some ways and they continue to prove me wrong every time the sound of a new game is too different or weird.
It's a good open world, but I honestly don't see why it's revolutionary in any way aside from the crazy density of stuff to find in some areas. There's a lot of stuff to find, but pretty much all of the stuff you find is either for you to kill or to help you kill other stuff with it.
The exploration is fun because there's a lot of enemy variety and the map design is mostly great, but other than that it's just another open world game. If you enjoy the classic Souls formula but appreciate more freedom in where to go next (like I do), it's very enjoyable.
This has been precisely my takeaway as well.
I think Elden Ring is a fantastic game, but what can other developers take away from it? It isn't doing anything revolutionary; it just has strong core mechanics paired with a massive amount of unique content/assets.
There's no secret sauce here. It's just From doing what From does on a massive scale.
The open world isn't anything special but the Souls formula of discovery and scale works well with its structure.
People like it more as a gigantic Souls game than as a Rockstar/Ubisoft open world. It does some open world things really well, IMO, like easy travel with Torrent and making the world hostile and mysterious instead of immediately overloading the player with tasks and activities, but it doesn't reinvent the wheel.
Except there is secret sauce here. It's the same secret sauce as Breath of the Wild. An overwhelming majority of open world games are just large & open for the sake of creating a sense of scale. Players are guided by handholding, extremely specific quests, markers, and almost no regard for environment and visual stimuli in front of them. It's extremely difficult to pull off an open world design that lures a player to follow their curiosity and to then reward that curiosity not with just usable items, but with stunning vistas, expansive sub-areas, and even more intriguing things to explore. It's extremely difficult to design something that allows the players to explore and to have that exploration be worthwhile. It's a rare occurrence and it's why Elden Ring is being celebrated.This has been precisely my takeaway as well.
I think Elden Ring is a fantastic game, but what can other developers take away from it? It isn't doing anything revolutionary; it just has strong core mechanics paired with a massive amount of unique content/assets.
There's no secret sauce here. It's just From doing what From does on a massive scale.
It's extremely difficult to pull off an open world design that lures a player to follow their curiosity and to then reward that curiosity not with just usable items, but with stunning vistas, expansive sub-areas, and even more intriguing things to explore. It's extremely difficult to design something that allows the players to explore and to have that exploration be worthwhile. It's a rare occurrence and it's why Elden Ring is being celebrated.
I can't believe people are seriously saying "play the game" unironically. It's $60. Why would anyone just up and buy a game they're not even sure about?
🥴 yeah that must be it - you nailed it lol.You pretty much nailed it OP. Elden Ring is a GREAT game, but that's it. But for some reason people have to put it up on a pedestal just like they do BoTW and pretend it was some life altering shit. People really need their hobbies to mean something I guess.
Except there is secret sauce here. It's the same secret sauce as Breath of the Wild. An overwhelming majority of open world games are just large & open for the sake of creating a sense of scale. Players are guided by handholding, extremely specific quests, markers, and almost no regard for environment and visual stimuli in front of them. It's extremely difficult to pull off an open world design that lures a player to follow their curiosity and to then reward that curiosity not with just usable items, but with stunning vistas, expansive sub-areas, and even more intriguing things to explore. It's extremely difficult to design something that allows the players to explore and to have that exploration be worthwhile. It's a rare occurrence and it's why Elden Ring is being celebrated.
This.
Huh? Elden Ring is one of the only ones designed from the ground-up with no handholding. The only other similar games we have include Outer Wilds.But how much of this people not turning off the handholding and how much of it is the game not being designed without the handholding in mind?
I remember there was a video that talked about this and actually tried playing with guidance turned off in several open-world games. I think the only one that passed the test at the time was The Witcher 3, where NPCs would actually tell you about landmarks and such to look for, whereas others were more reliant on the user using points of interest markers on their map or in-game navigation. I think in many cases, games are designed where the handholding is the preferred way to go about it. I'm playing Horizon Forbidden West, and even with guided mode options turned off, I still feel like I'm just beelining it towards the next thing on the map vs. exploring/discovering organically.But how much of this people not turning off the handholding and how much of it is the game not being designed without the handholding in mind?
What is revolutionary is that it focuses on actual game essense,it has a huge open world with every corner hiding an interesting reward instead of endless collectibles,quest with shopping list and handguiding arrows and markers.
In a sense,this is revolutionary in 2022 and that is the sad part of our days...
For my part, I don't agree. I think very few of the corners hide actually interesting rewards; very little of what you find will be relevant to your actual character, and often the best/only think you'll get from items is a sentence or two of lore (and most of that is very generic and not elucidating to the story and world).
For me, the combat and exploration experience is the reward (As it always has been with From). Rounding a corner and saying, "What the hell is that?" is where the game shines.
Not having a laundry list isn't the common way things are done today, but if anything it's a return to a more retro style of game design, and something we've seen from games like BotW already in recent history.
The open world isn't anything special but the Souls formula of discovery and scale works well with its structure.
This isn't intended as bait to rile up people who are fans, it's just that from what I've seen (been watching a couple of ongoing playthroughs since it's release) nothing has struck me as amazing as what seems to be the general consensus, to me most of the game looks fairly standard for a souls game albeit leaning a bit more towards the open world game design than previous entries, I will say that a lot of the visuals and character designs aren't to my personal taste which probably impacts my opinion of the game but to those who rate it high what am I missing?
For my part, I don't agree. I think very few of the corners hide actually interesting rewards; very little of what you find will be relevant to your actual character, and often the best/only think you'll get from items is a sentence or two of lore (and most of that is very generic and not elucidating to the story and world).
For me, the combat and exploration experience is the reward (As it always has been with From). Rounding a corner and saying, "What the hell is that?" is where the game shines.
Not having a laundry list isn't the common way things are done today, but if anything it's a return to a more retro style of game design, and something we've seen from games like BotW already in recent history.
I asked myself "how the fuck is this game STILL going" in a positive way at like 4-5 different points. It just keeps going and going and continues to stun with one unique location after another.No open world game has yet to so consistently reward exploration and engage the player on this level for THIS long.
I'm 140 hours in and about halfway through the game.
This is solid advice - it's such a great adventure, when you play it.
"I quit Fallout New Vegas after dying 50 times to the Deathclaws"
I asked myself "how the fuck is this game STILL going" in a positive way at like 4-5 different points. It just keeps going and going and continues to stun with one unique location after another.