I'll have to watch for what he means by 1 since I liked the late game bosses, but 2-4 are my biggest complaints about the game as well.1. Late game boss design
2. Level balancing in the open world
3. Some recycled content
4. Boring "shrine style" dungeons
5. Poor exploration rewards
Pacing, makes fights drag longer than they should and takes away from the back and forth nature that was in previous games.If it's reasonable to dodge or block what's wrong with it?
They should also give bosses more frame traps.
If he was doing nothing but praising the game would you be saying this...? Would he need more time than the people who were calling it a masterpiece after 3 days of release?
I see it as a solid critique; incredibly high highs, and surprisingly low lows.
I've only watched about 10 mins so far, but I'm finding it hard to disagree.
The last 25% of the game is absolutely stupid and lacks a ton of polish, and in no way did this game deserve the perfect scores it largely received.
If he was doing nothing but praising the game would you be saying this...? Would he need more time than the people who were calling it a masterpiece after 3 days of release?
I see it as a solid critique; incredibly high highs, and surprisingly low lows.
The thing is the optional content in ER pales greatly in quality compared to the optional content in the rest of Souls games. I think in Bloodborne something like 40% of everything is completely optional, but the quality matches the rest of the game.So your complain is there is optional content? I genuinly dont get your complain. In every Souls game you can just fast foward to a boss and ignore everything else.
Joseph Anderson is a youtube critic who built his channel on long, very engaged, thorough critiques of games, who for the past 5 years or so has gradually morphed into more and more of a parody of himself where his "criticism" consists of literal hours of identifying "plot holes" and "balance problems" with his nose so close to the trees that he seems totally unaware that there might be a forest. It's like reading a 200-page book review where someone spends the entire length going, "why did the author use 'teal' here? wouldn't 'cyan' have been preferable?" and "In this scene, Teddy is surprised to find his sister eating breakfast in his house—however, given that it was morning, what meal did he expect her to be eating?"
it is perturbing to me that his genre of video is considered the more "academic" wing of the video criticism that has supplanted essays and long reviews.
FWIW, I found the game to be almost agressively boring, especially at this length. I keep thinking that if I get through this boss, something interesting will finally happen, that if I get to this area, I will finally find something interesting... Initially it's exciting to find new area but soon you realize that it's just recolored rocks with new filter, church, basement, and mine, with none of good writing that can elevate this repetition in other games. City, village? Same, empty and dead, it's just a cover for someone to attack you from. I just grab shiny shin and ride away, because why engage with any of it.I hadn't heard of this Youtuber before, but I'm very glad this was posted - I completely agree with him on most of his points, and it feels nice to have some validation of my feelings. Everywhere I go people seem to think Elden Ring is one of the GOATs, and while it's definitely a masterpiece, it has some real, serious flaws. Top 3 that resonated with me: recycling content, exploration is rewarded enough, and the combat just doesn't feel fun anymore.
Like, most games show you the levels of your enemies. From is "above it", I assume, just like they are above visible map signs. I would respect that if it was truly different with enemies being randomly placed on the map (difficulty-wise), with all dragons being more or less X, gianst Y and so forth, it would be organic. But we clearly have level-based areas, just without numbers, so you can't calibrate how OP you want to become. The enemies are same-y, only in some areas they ate their morning porridge for some reason.Like yeah, the hazards of open world design. Maybe let thematically significant bosses with a lot of buildup be unique then?
3 and 4 kind of have to happen because of the size of the game and especially for 4 I don't know of a better alternative. 5 I def disagree with as well.
Joseph Anderson is a youtube critic who built his channel on long, very engaged, thorough critiques of games, who for the past 5 years or so has gradually morphed into more and more of a parody of himself where his "criticism" consists of literal hours of identifying "plot holes" and "balance problems" with his nose so close to the trees that he seems totally unaware that there might be a forest. It's like reading a 200-page book review where someone spends the entire length going, "why did the author use 'teal' here? wouldn't 'cyan' have been preferable?" and "In this scene, Teddy is surprised to find his sister eating breakfast in his house—however, given that it was morning, what meal did he expect her to be eating?"
it is perturbing to me that his genre of video is considered the more "academic" wing of the video criticism that has supplanted essays and long reviews.
Yeah, it's a distinction without a difference and responses to that nature fail to understand the problem and point of that criticism.Gotta love walking into a thread and seeing the pedanticism of "no, they don't read your input, they just instantly cast black flame the first frame of your flask animation!" as if somehow that removes the experience.
Yeah, it's an issue for me as well. They don't give you enough runes usually, so why bother? That's why I'd love at least small section that you could clear out as a sense of accomplishment. Make the world in general the way it is, but let me clear small pocket areas for good so I'd want to engage with those enemies. I'm at a level now where I just don't bother unless I have to.I always liked the I guess progression scaling the first Kingdom Hearts had in Traverse Town, where they'd increase the level of enemies and add stronger ones in the further you progressed in the story. I know that wouldn't work here due to the open world nature, but while you didn't get the satisfaction of stomping enemies, it made return visits enjoyable to play.
My problem with enemies on this is the fact that in the open world you can usually skip past any enemy thanks to Torrent, so fighting weaker enemies is pointless because they give you no runes and you can ride past them, and if you're having a hard time with stronger enemies you just ride past them. In the dungeons it's fine, but in the open world the levels of the enemies doesn't really matter at all.
The thing is the optional content in ER pales greatly in quality compared to the optional content in the rest of Souls games. I think in Bloodborne something like 40% of everything is completely optional, but the quality matches the rest of the game.
The irony is that the optional content in an open world game tends to get more attention than optional stuff in a linear one. Often, the "meat" of an open world game is in the optional content, and as such it gets a lot more scrutiny. So there is an especially big disconnect between the expectation of quality for From AND the expectations of the open-world format.
1. Late game boss design
2. Level balancing in the open world
3. Some recycled content
4. Boring "shrine style" dungeons
5. Poor exploration rewards
Overall I think the bosses in ER are a weak point compared to how great everything else feels. Both in terms of combat design and repetition. You can really start to feel how From's ramping up on boss movesets is stretching their gameplay design especially when they don't make player character movements/capability uniform like in Sekiro and Bloodborne.
In those games the hard fights feel like a legitimate dance/back and forth because of how the player movement and ability synergizes with the bosses. In DS3 and now epscially ER its feeling like your character is even more bumbling than intended because everything else is so much more ridiculous relative to the player character.
I still don't buy that. I'd just wait for them to throw the flame then estus.Gotta love walking into a thread and seeing the pedanticism of "no, they don't read your input, they just instantly cast black flame the first frame of your flask animation!" as if somehow that removes the experience.
it's reading inputs. If you don't think that I'm not sure what else anyone can say to you.
You can use a slow casting spell and realize the enemies just dodge way before you shoot a projectile. They literally dodge because you press a button. Not because you threw something at them.
In a game that buffers inputs, input reading is not nonsense at all. Your "if I was a boss argument" is silly man, come on now lol.
That's a very fitting way to put it, thank you.Yeah, it's a distinction without a difference and responses to that nature fail to understand the problem and point of that criticism.
The Godskin Apostle boss fight is one of the more clear cut examples of this with his fireball, but the problem isn't that the designers have created a mechanism for punishing poor healing, it's that the punishment mechanism is such that the only way to avoid it is to heal when you are comically out of range or to do so at the end of one of his attacks so he's locked into an animation.
The problem with that is that 1. When I'm healing, I'm usually out of range of all his other attacks EXCEPT the fireball, so it's not like I was healing while next to him, I was healing at what is otherwise a safe distance EXCEPT in the case of that one attack, which feels very arbitrary. And 2. Because the only real safe time to heal is while he's doing something else, what this means is that I have to wait for him to start another attack. And there was one comical point in the fight where I am just walking at a distance of 15 feet away from him, doing nothign because I know anything I do will be punished, while the AI also seemingly does nothing, waiting for me to try something so it could punish me.
It results in complete this complete dead space in the fight where I'm not making any decisions because I know the only right choice is to wait and be reactive to what the AI does, which itself seems to operate on the same principle meaning both of us are doing sweet fuck all. That's the problem input reading introduces, it makes you reactive on the boss fights AI in order to accomplish waht you need.
but throughout this video, he keeps talking about these things like they are facts.
Magic Glintblade is a perfect example of this. The AI will dodge when the Glintblade is created (button press), but not when the blade is actually traveling.
If im not mistaken, they always read your inputs, right? i remember Gwyn launched at you if you tried to heal at a certain distance, but that was not as common as in ER.
Caelid
Radahn Fight
Volcano Manor
Rykard Fight
Haligtree
Malenia fight
Dragonlord Placidusax
Mohgwyn Palace
Mohg fight
the sewers
the entire lord of frenzy questline
Ranni questline
Fia questline
And a ton of more stuff.
Yup, pales greatly in comparison to the Bloodstarved beast and the Celestial Emissary.
(I adore Bloodborne, but what you're saying is ridiculous).
There's no "wait for him to throw the flame" with the Godskin Apostle, the trigger is either on pressing square or on frame 1 of the healing animation. Someone had video proof in another thread, Google's making it hard to find, I'll come back later if I find itI still don't buy that. I'd just wait for them to throw the flame then estus.
Yeah, it sucks when you're in a panic feedback loop, but it really does seem to be cued off distance if you don' just play facefirst into the pattern.
Much like if you shoot an enemy, they'll start a projectile evasion routine where they pace back and forth, then eventually slowly back off. Killed a Crucible knight from a ledge just waiting for him to stop pacing since he'd just drop his shield eventually when the routines reset.
Yeah, this thread is wild.I feel like the odd one where Elden Ring is one of my favorite games of all time and yet some of his criticisms literally mirrored my own. I find it hard to disagree with the video.
Also half of this thread feels like people who know they can't argue and so they just shit on the person who made the video cause it's easier lol
Huh. I guess it just worked for me for magic reasons then.There's no "wait for him to throw the flame" with the Godskin Apostle, the trigger is either on pressing square or on frame 1 of the healing animation. Someone had video proof in another thread, Google's making it hard to find, I'll come back later if I find it
As a mage build in ER it's funny how often this happens. Thank god for Rock sling. You really notice the input reading with that spell.I will leave this post here for the argument surrounding input reading. To me, its a very bad implementation of something many games do but here it just feels much worse.
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Oh brother.Caelid
Radahn Fight
Volcano Manor
Rykard Fight
Haligtree
Malenia fight
Dragonlord Placidusax
Mohgwyn Palace
Mohg fight
the sewers
the entire lord of frenzy questline
Ranni questline
Fia questline
And a ton of more stuff.
Yup, pales greatly in comparison to the Bloodstarved beast and the Celestial Emissary.
(I adore Bloodborne, but what you're saying is ridiculous).
Agreed. In games like this, if enemies are reading inputs as blatantly as in the Godskin Apostle fight it instantly kills the pace of combat. Like for anyone who has ever played a FG single player mode it is blatant that's what's happening.Yeah, it's a distinction without a difference and responses to that nature fail to understand the problem and point of that criticism.
The Godskin Apostle boss fight is one of the more clear cut examples of this with his fireball, but the problem isn't that the designers have created a mechanism for punishing poor healing, it's that the punishment mechanism is such that the only way to avoid it is to heal when you are comically out of range or to do so at the end of one of his attacks so he's locked into an animation.
The problem with that is that 1. When I'm healing, I'm usually out of range of all his other attacks EXCEPT the fireball, so it's not like I was healing while next to him, I was healing at what is otherwise a safe distance EXCEPT in the case of that one attack, which feels very arbitrary. And 2. Because the only real safe time to heal is while he's doing something else, what this means is that I have to wait for him to start another attack. And there was one comical point in the fight where I am just walking at a distance of 15 feet away from him, doing nothign because I know anything I do will be punished, while the AI also seemingly does nothing, waiting for me to try something so it could punish me.
It results in complete this complete dead space in the fight where I'm not making any decisions because I know the only right choice is to wait and be reactive to what the AI does, which itself seems to operate on the same principle meaning both of us are doing sweet fuck all. That's the problem input reading introduces, it makes you reactive on the boss fights AI in order to accomplish waht you need.
Oh brother.
I think calling half of that stuff is "optional" is kinda futzing it due to the format of ER (technically all legacy dungeons besides CFA and Leyndell are optional), but even if we're counting it, it doesn't change my opinion.
When I say optional, I refer to stuff that is not obviously main-quest content. For being extremely curious and investigative in Bloodborne, you get Old Yharnam, Upper Cathedral Ward, Cainhurst Castle. For the same sense of curiosity in ER you get...Carian Manor, Castle Sol, Shaded Castle, Castle Morne? Another catacomb filled with imps who all behave the same across 200+ hours of gametime? Sure it's a lot of stuff, but it's samesamebutdifferentbutstillsame.gif.
To be extremely clear: I love ER! You don't need to convince me the game is good, and I promise I am not trying to scare potential fans away. I probably have more hours in the game than most on the forum. With that said, the optional content in this game feels more optional, and more "videogamey" than any optional content in a From game has for a decade or more, which is a disappointment AND surprising considering the pedigree.
When From Soft says "open world", I sat right up in my chair because they are known for such crafting such unique spaces. But that's just not really what happened here, and why I think ER will be remembered in the future as a great game with a pretty standard open world after the hype dissipates.
no they don't. If they are in their "ready stance" (which many bosses have) they will heal punish you - but it's not when you press the button. Using your example it's when your character has put away their weapon.Lol, this is absolutely true. Not all of them, but it's clear and obvious as day at some moments.
The crucible knights ALWAYS do that dash thrust the exact moment you press the button to flask.
Agreed. In games like this, if enemies are reading inputs as blatantly as in the Godskin Apostle fight it instantly kills the pace of combat. Like for anyone who has ever played a FG single player mode it is blatant that's what's happening.
And I'm not even against input reading happening, but it needs to be less apparent and not happen as often as it does in that fight.
I will leave this post here for the argument surrounding input reading. To me, its a very bad implementation of something many games do but here it just feels much worse.
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Yeah, this thread is wild.
Finished watching the whole video. I absolutely love Elden Ring but I share almost all of his critism of the game expect for the poor exploration rewards. Always felt great to me finding a unique reward in a side dungeon even if I couldn't use it for my build. Great video.
The thing is, and I suspect there is a reason he decided to make a video like this, that his opinions have an aura of self-importance, as if he believes what he is saying somehow slipped by everyone else and he managed to discover it with his critical mindset.
He literally is the prototypical Internet critic, something most people decided they want to be sometimes during the past 10 years.
You can be critical without behaving like a critic, I really believe there is a difference. And your opinion is worth a hundred% more if you openly put yourself into it, show some passion and visible subjectivity.
For example, his critique of the fight with Margit (which was called out here already), would be something we could all talk about and laugh at, if he simply admitted that he fought the boss the wrong way, took things out of context and made a boss move seem much worse than it actually is, which he really did do.
5 to me is one of his more salient criticisms if anything. Beyond mixed usefulness of talismans and the stingy enemy/armor drops, accommodating to a new weapon in particular that you might find can be a laborious usage of resources that might not be worth the investment. At some point, players will factually be settled into a flow state of what works, and maybe there will be a better weapon somewhere in the world, but that can take a lot of hours of grueling exploration and encounters which is just as likely to be something entirely different that you'd have to respec, spend valuable upgrade materials on, and add onto some additional unspecified time of testing to maybe come to the conclusion that it's better than what you had previously. At that point when laying out the amount of potential sunk cost, the prospect of exploring can become a very menial task if you're only doing so for the incentive that you'll find something that'll be useful for you in future combat scenarios. What's more, this aspect is one of several other criticisms (several of which he outlined) that compounds onto the game's structure. It's probably why this is on the lower end of his grievances because this criticism is mostly a tertiary concern if you're looking at Elden Ring in a vacuum of avatar strengthening highlights.So my takes on these issues
1. Not there yet but maybe Ill have something more to say about this when I get this far.
2. Doesn't bother me much. Outside of the truly bonkers endgame areas where enemies feel crazy strong and beefy the majority of the areas accessible from the start have a good mix of easy and tough encounters with the majority being avoidable where needed. Could it be tweaked to be smoother? I suppose but you are given so much flexibility in the open world that nothing feels overly oppressive.
3. The recycled content argument is a pretty low blow. Every game does this and this one still has more variety than most considering how it reuses its assets. It's a massive effort given its cross-gen base. Hitting them for this feels like a really cheap criticism
4. Outside of the visuals I found the dungeons to be awesome. That said I enjoyed the Chalice dungeons in Bloodborne so I am a little crazy in this regard.
5. This is his most ridiculous criticism. The exploration rewards in this game are fucking incredible and one of its best aspects. Will you find stuff you won't use? Sure but thats a limitation put upon by player choice. I fail to see how this should be a knock against the game. What a dumb criticism in my eyes.
ikr. i adored my time with it, a friend of mine is already doing his third playthrough of it, and we still had similar criticisms.I feel like the odd one where Elden Ring is one of my favorite games of all time and yet some of his criticisms literally mirrored my own. I find it hard to disagree with the video.
Also half of this thread feels like people who know they can't argue and so they just shit on the person who made the video cause it's easier lol
the bolded feels like projection and just attacking him without attacking his argument. reads like armchair psychology. he voiced his opinon once, people liked his delivery and opinions, and he capitalized on it. it isn't rocket science nor inherently bad.The thing is, and I suspect there is a reason he decided to make a video like this, that his opinions have an aura of self-importance, as if he believes what he is saying somehow slipped by everyone else and he managed to discover it with his critical mindset.
He literally is the prototypical Internet critic, something most people decided they want to be sometimes during the past 10 years.
You can be critical without behaving like a critic, I really believe there is a difference. And your opinion is worth a hundred% more if you openly put yourself into it, show some passion and visible subjectivity.
For example, his critique of the fight with Margit (which was called out here already), would be something we could all talk about and laugh at, if he simply admitted that he fought the boss the wrong way, took things out of context and made a boss move seem much worse than it actually is, which he really did do.
Interesting, I'll definitely see it after work cuz I find strange most points on this list (everything except 3 and maybe 2).1. Late game boss design
2. Level balancing in the open world
3. Some recycled content
4. Boring "shrine style" dungeons
5. Poor exploration rewards
Like I said, its not that it happens and more of how obvious it is that it is happening.Artorias, a well liked boss in DS1 does it pretty consistently on any estus heal. Its always been a thing, but its also always been fine to just leave that range or wait for a real opportunity. Same with enemies insta-dodging as linked before. If people don't like that that's fine, I get it, but Elden Ring is not introducing new concepts or outliers there.
Most of his lows are there because of the design of the game itself and him refusing to accept the game for what it is though.
If we look at the main things he dislikes:
1. Late game boss design
2. Level balancing in the open world
3. Some recycled content
4. Boring "shrine style" dungeons
5. Poor exploration rewards
Only the first one can be taken as an actual flaw, or "low", and even that is something most people won't agree with. Yes, it is subjective, but throughout this video, he keeps talking about these things like they are facts.
Everything else will be different for all players because it is an open-world game.
The recycled content one is especially stupid, but I have already talked about this in this thread.
Oh brother.
I think calling half of that stuff is "optional" is kinda futzing it due to the format of ER (technically all legacy dungeons besides CFA and Leyndell are optional), but even if we're counting it, it doesn't change my opinion.
When I say optional, I refer to stuff that is not obviously main-quest content. For being extremely curious and investigative in Bloodborne, you get Old Yharnam, Upper Cathedral Ward, Cainhurst Castle. For the same sense of curiosity in ER you get...Carian Manor, Castle Sol, Shaded Castle, Castle Morne? Another catacomb filled with imps who all behave the same across 200+ hours of gametime? Sure it's a lot of stuff, but it's samesamebutdifferentbutstillsame.gif.
To be extremely clear: I love ER! You don't need to convince me the game is good, and I promise I am not trying to scare potential fans away. I probably have more hours in the game than most on the forum. With that said, the optional content in this game feels more optional, and more "videogamey" than any optional content in a From game has for a decade or more, which is a disappointment AND surprising considering the pedigree.
When From Soft says "open world", I sat right up in my chair because they are known for such crafting such unique spaces. But that's just not really what happened here, and why I think ER will be remembered in the future as a great game with a pretty standard open world after the hype dissipates.
3 and 4 kind of have to happen because of the size of the game and especially for 4 I don't know of a better alternative. 5 I def disagree with as well.
FWIW, I found the game to be almost agressively boring, especially at this length. I keep thinking that if I get through this boss, something interesting will finally happen, that if I get to this area, I will finally find something interesting... Initially it's exciting to find new area but soon you realize that it's just recolored rocks with new filter, church, basement, and mine, with none of good writing that can elevate this repetition in other games. City, village? Same, empty and dead, it's just a cover for someone to attack you from. I just grab shiny shin and ride away, because why engage with any of it.
...
It's like they made relatively cool world but forgot to put almost anything interesting in it. There are some cool boss fights and cool enemy designs, but I need something more, much more.