ReportWire

Tag: Souls

  • 8 Games To Play This Weekend

    8 Games To Play This Weekend

    [ad_1]

    Diablo IV – Nostrava Stronghold

    Diablo IV – Nostrava Stronghold

    Play it on: PS5, PS4, Xbox Series X/S, Xbox One, Windows (Steam Deck OK)

    My current goal: Conquer every Stronghold

    You read that right, on Steam Deck baby! The step-by-step process to get the just-released Diablo IV working on the Deck took me a little over 30 minutes and was relatively painless. However I do highly recommend using a Steam Deck dock and USB mouse, as there’s a decent amount of copy-pasting and the Deck’s touch-screen controls can be finicky.

    Since installing, I’ve played nothing else. Partly because I accidentally unmounted my Steam Deck library so it no longer recognizes what I’ve already installed on there through the store (oops) and partially because Diablo IV on the Deck is simply that rad.

    It’s impressive how well the Deck’s default controller scheme jells with Diablo IV. Blizzard’s action-RPG is perfect to play while listening to a podcast or catching up on the borderline dispiriting amount of quality spring anime series I have to watch.

    How’s performance you may ask? Pretty good, actually. After tweaking some essential settings, and turning off Cross-Network Play (yes that really did make a difference) I consistently get 40-60FPS let’s say…80 percent of the time. However, entering or leaving a major hub (Kyovashad for example) or a hectic world event has my poor base model Deck wheezing and running at single digits. Using an ultimate spell in a large crowd of enemies will also have your audio popping off, and not in a fun way either. And as you can imagine D4 is a battery Greater Evil. I recommend playing with your AC charger plugged in for sessions longer than 30 minutes.

    But like cmon, being able to tackle a Stronghold while laying on my couch? That’s objectively awesome and I look forward to parking my ass on aforementioned couch after I send Claire this blurb. Bye! — Eric Schulkin

    [ad_2]

    Claire Jackson

    Source link

  • That Bloodborne-Looking Pinocchio Soulslike Has A Demo Now

    That Bloodborne-Looking Pinocchio Soulslike Has A Demo Now

    [ad_1]

    Screenshot: Neowiz / Kotaku

    During Summer Game Fest, host Geoff Keighley debuted a new Lies of P trailer that came with some gorgeous classic music. There was a treat in it, though: the Bloodborne-inspired Soulslike is not only coming to most platforms on September 19. But you can play the action RPG right now if you wanted to.

    GamersPrey

    [ad_2]

    Levi Winslow

    Source link

  • Elden Ring Player Murks Malenia In 15 Seconds On Hardest Difficulty

    Elden Ring Player Murks Malenia In 15 Seconds On Hardest Difficulty

    [ad_1]

    Elden Ring legend Let Me Solo Her might want to watch his back, as another Tarnished is out here making a name for themselves by killing Malenia, Blade of Miquella in record time. Sure, Let Me Solo Her might have beaten her over 1,000 times, but this guy has killed Malenia in roughly 15 seconds. It’s one of the quickest times I’ve seen yet.

    Read More: Elden Ring’s Malenia Tells The Fairytale I Always Wanted To Hear

    Scarlet Rot Queen Malenia is an optional boss in FromSoftware’s most popular Souls game yet. Encountered in Elphael, Brace of the Haligtree, a legacy dungeon located in the northernmost part of The Lands Between, Malenia is notorious for her difficulty and one-hit kill potential. In stats FromSoft dropped earlier this month, it was revealed that Malenia was attempted some 329 million times. While that number doesn’t reflect player deaths, I’ve no doubt Malenia’s body count is in the millions at this point—though struggling Tarnished could always call up Let Me Solo Her via his summon sign to get a little help with the two-phased fight.

    Or they could just watch redditor RS_Lionheart for useful tips, who absolutely murked the Goddess of Rot in 15 seconds on, get this, New Game+7, the highest difficulty Elden Ring has to offer after you’ve beaten it eight times over. That’s a lot of journeys through The Lands Between.

    Beating Malenia the fast way

    In an April 20 YouTube video, RS_Lionheart showed off exactly how he bodied Malenia. He starts the clip with a dizzying array of buffs and consumables ranging from the Golden Vow (an incantation that increases attack and defense) and the Frenzyflame Stone (a consumable that continuously restores your HP), among others. After almost 50 seconds of getting swole via performance-enhancing goodies and rotting steroids in front of Malenia’s fog gate, RS_Lionheart walks into the depths of the Haligtree to begin the fight. He skips the intro cutscene and finishes the first phase of the battle in seven seconds, using the cross jumping slash attack of two Bandit’s Curved Swords.

    RS_Lionheart

    Once her famed second phase begins, RS_Lionheart throws a Freezing Pot consumable to ground Malenia, then proceeds to jump-attack the winged queen to death. The total time it took? Just a little over 15 seconds.

    The Elden Ring build for beating Malenia’s ass

    In Reddit messages with Kotaku, RS_Lionheart, who has 15 different characters across two accounts and nearly 2,100 hours in Elden Ring, explained that he stacked a few different buffs onto the character he mained in order to beat the brakes off Malenia so quickly.

    “Before the start of the video, I used Seppuku twice to bring down my health and sorted my inventory by recent acquisition,” RS_Lionheart said. “Then, I used a Frenzyflame Stone to start the buildup of madness, followed by Golden Vow. After that, I drink a Cerulean Flask and used the Ash of War: Cragblade on my left-handed Bandit’s Curved Sword. I then switched my Dragon Communion Seal to an Antspur Rapier and used Bloodboil Aromatic. After this, madness should be inflicted, so I swapped the Black Dumpling Helm to the Mushroom Crown and drank another Cerulean Flask, followed by my Physick (Thorny Cracked Tear and Stonebarb Cracked Tear). Then, I inflicted poison on myself with two Roped Fetid Pots, swapped the Mushroom Crown to the White Mask, and inflicted blood loss using Seppuku again with the Antspur Rapier. Once blood loss was inflicted, I swapped the Kindred of Rot’s Exultation and the Lord of Blood’s Exultation to the Red-Feathered Branchsword and Claw Talisman. After that, I switched the Antspur Rapier to my other Bandit’s Curved Sword and applied Cragblade again before heading through the fog gate. Also, it’s important to note that the other talismans I used were Millicent’s Prosthesis and Rotten Winged Sword Insignia to boost successive attack damage. I also wore the Raptor’s Black Feathers to increase my jump attack damage.”

    According to RS_Lionheart, he’s helped a good number of other players struggling against Malenia either by placing his summon sign near her gate or offering advice on his YouTube channel. She already has a massive health pool, but in New Game+7, her HP is increased by nearly 40 percent, making her all the more challenging. While he couldn’t recall exactly how many players he’s lent his dizzying buff-based strategy to, it’s not something RS_Lionheart is particularly fond of doing for one simple reason: Lag.

    “I have a more simplified version I’ve used at a lower level (around 150) which has higher survivability (considering co-op can be unpredictable at times with lag and latency),” RS_Lionheart explained.

    Lag aside, co-op is difficult for another reason: enemy scaling due to the number of additional players. Bosses take less damage, have more health, and hit way harder when playing Elden Ring with a friend or two. That’s part of why RS_Lionheart would prefer not to embark on such a challenge in multiplayer—and understands why many players may not want to attempt besting Malenia at all.

    “The reason I enjoy a challenge like this so much is because it’s a thrill to try to do something that hasn’t been done before,” RS_Lionheart said. “That’s all the motivation I need when I’m doing research on a boss to figure out exactly how much damage I need to do before I do it. It’s very fun to me and in my opinion, takes a very full and complete knowledge of Elden Ring to attempt in full.”

    Read More: Elden Ring Player Will Keep Crushing Malenia With New Builds Until DLC Comes

    That said, while the feat is very impressive, just one day later on April 21, a friend of RS_Lionheart smashed his 15-second record kill on Malenia, defeating the notorious Queen of Rot in a little over 10 seconds! Though his friend did not defeat the Queen of Rot on New Game+7, aside from a different weapon choice he went in with the exact same build as RS_Lionheart.

    Sax Slave Gael

    “He is a very skilled creator who runs the Sax Slave Gael YouTube channel,” RS_Lionheart said of the 10-second-killer. “I’ve learned a lot from him as I’m sure he’s learned from me through the past few months. I think competition like this is great because it pushes the boundaries of what is possible in Elden Ring.”

    Elden Ring is already a punishing experience. Being one of the most difficult bosses in the game, Malenia strikes fear in the hearts of many players, myself included. But now that we’ve got a solid buffing strategy for breaking her down, maybe she isn’t so scary anymore?

     

    [ad_2]

    Levi Winslow

    Source link

  • UPDATE

    UPDATE

    [ad_1]

    A few days ago I posted this photo. Some brave souls ascended a peak above town in the middle of the night and cut in a thousand foot dong visible for miles.

    UPDATE. A few days ago I posted this photo. Some brave souls ascended a peak above town in the middle of the night and cut in a thousand foot dong visible for m

    Welp, the decided risk a heli drop ski patrol to wipe it out. But after several hours at max altitude they only managed to give it hairy balls and a dick vein before admitting defeat.

    [ad_2]

    Source link

  • Wo Long: Fallen Dynasty: The Kotaku Review

    Wo Long: Fallen Dynasty: The Kotaku Review

    [ad_1]

    The term “Soulslike” generates a specific kind of game in the mind. It conjures something that’s hard as hell, with fearsome bosses to beat, intricate levels to explore, tight combat to experience, and a world rife with enough lore to fill several tomes. You may call games in the genre alluring, unforgettable, and sometimes super cheap, but if there’s one word you likely wouldn’t use to describe Soulslikes, it’s “approachable.” Until now. Team Ninja’s Wo Long: Fallen Dynasty is a terrific game, one that excels in so many of the ways we’ve come to expect from great Soulslikes. It has brutal, pulse-pounding combat, a haunting world, and some memorable bosses. And the fact that it manages to deliver on all of this without compromise, while also being the most accessible Soulslike to date, is nothing short of a marvel. In other words, next to Nioh 2, Wo Long: Fallen Dynasty might be my fave Soulslike.

    Wo Long is the latest Soulslike from action game aficionados Team Ninja, whose previous efforts in the genre comprise the Nioh franchise. Set in 184 AD during the Later Han Dynasty, the game tasks you with stamping out the Yellow Turban Rebellion, a peasant revolt that sought to disrupt ancient China. However, weaved into this mythically fictionalized retelling of the historical events of the Three Kingdoms period is an even greater threat than the poor, emboldened to rise up by some bad dude. Nah, it’s a mystical drug called Elixir that’s corrupting the lands, poisoning the people, and raising the dead.

    This is what you, a nameless militia soldier you customize through Wo Long’s impressively robust character creator, are actually fighting against: Not just the brainwashed poor, but also the grotesquely transformed, as the power-hungry jerks who take Elixir either die and come back as zombies or have their bodies forever changed with new limbs and animalistic features. In narrative and environmental terms, Wo Long is a lot like Nioh 2, but in ancient China with a dash of Bloodborne horror, and that’s dope.

    In Team Ninja’s Nioh 2 follow-up, a captivating, dying world

    Wo Long: Fallen Dynasty Fengxi Boss Battle

    It’s telling that development producer Masaki Yamagiwa cited Bloodborne as “a new form of motivation” that inspired Wo Long, because the world is lathered in similar Lovecraftian imagery. It takes its time in reaching the depths of depravity, however, with the game steadily building on the horror as the story’s stakes ramp up. You start at the tail end of a fiery onslaught on the Yellow Turban Rebellion, the environment a desecrated mess of ransacked homes and burnt trees. After battling a few Yellow Turban lackeys here and a possessed rendition of Tony the Tiger there, you’ll encounter the first of many two-stage bosses, Zhang Liang, who ingests an Elixir ball and grows a snake-like arm covered in blood-filled crystals. It’s a haunting, 1v1 battle on a moonlit, flower-covered field as Liang swings his now-deformed left arm in the hopes of crushing you to death so that darkness reigns. Things only get grosser as you slash your way through each distinctly detailed locale.

    This isn’t an open-world game, though. There isn’t as much freedom here as in something like Elden Ring. Instead, Wo Long’s level structure is more reminiscent of Team Ninja’s Nioh 2 and Stranger of Paradise: Final Fantasy Origin. As the narrative unfolds, you’re taken (via lore-filled loading screen) to the subsequent location. Sometimes this is the lavish Mt. Tianzhushan, with its vibrant pink-colored leaves, lush bushes, and glistening waterways. Other times, it’s the devastated Guandu, crumbling to pieces as veins protrude from the array of suspended buildings. All the while you’re set on a fairly linear path, with a few available shortcuts to make backtracking less frustrating: ladders to reach an upper level, a bundle of wood that acts as a stepping stone, and so on. In its world design, Wo Long is focused and intimate, hooking you in with little details like rotting produce in abandoned villages and decaying bodies pierced on the battlefield, visual elements that breathe life into an otherwise desperate, dying world.

    There’s an oddly captivating quality to that desperation, one that helps drive home the game’s broad view of humanity: We are power hungry. If it serves us, we will do what is necessary to get power. Wo Long explores that and the sacrifices people will make to achieve power in an on-the-nose but nonetheless enthralling way. Through Elixir, the drug that essentially unlocks the host’s unstoppable inner demon in exchange for their life, an ultimate big-bad can pull the strings while everyone lusts after the thing he’s in full control of. There’s political intrigue as warlords like Cao Cao and Sun Jian debate the best strategy to put an end to the war, while Elixir stealths its way through the ranks because of fools too weak-willed to maintain vigilance in the face of power. There’s even romance and heartbreak, as characters profress their unyielding love for each other just before taking their last breath in the icy ground. It’s dire, but it speaks to just how destructive power is when chased by the corrupt.

    Wo Long is the most accessible Soulslike I’ve played

    A Wo Long: Fallen Dynasty image showing the player character stabbing a demon soldier in the chest.

    Probably can’t even feel it, hyped up on all that Elixir.
    Image: Team Ninja

    I’ve made the comparison that Wo Long is Nioh 2 but in ancient China a few times in my impressions of the game, but now having played through the whole thing, it feels even more applicable. If you’re at all familiar with the Nioh series, Wo Long will feel like coming home. That’s not to say that all the same pictures are hung in the same spaces or that all the same furniture is placed in the same rooms. There are some notable differences that set these two Team Ninja games apart, particularly when it comes to combat and difficulty. Wo Long is significantly faster in its animations, meaning the pace of engagements is much quicker here than what you see in the Nioh games.

    This might make for a more challenging experience, but because Wo Long demands and rewards aggression, the increase in speed is a boon for anyone who wants to treat these games as a sort of hack-and-slash adventure. By relentlessly attacking an enemy, you raise your spirit gauge while diminishing your opponent’s. Think of this dual-colored bar at the bottom of the health gauge as being similar to Sekiro: Shadows Die Twice’s posture meter. Completely drain an enemy’s spirit and you’ll open them up for a devastating fatal strike which, in most cases, kills in one hit and, in all instances, lowers their morale ranking.

    This morale ranking system is a vital component—the backbone if you will—of Wo Long’s understanding of difficulty within the Soulslike genre. When you play these masocore-like games, you’re sometimes relegated to farming for experience points to increase your level high enough to deal with whatever foe that’s putting you in a quick grave. You could switch up your build. Maybe try out a new armor or weapon. But the only way to really grow stronger in most Soulslikes is to accrue enough XP to buff yourself. That’s all true in Wo Long, too. However, exploring ancient China and raising battle flags, this game’s version of Dark Souls’ bonfires, is another way to become more powerful because planting flags increases your morale.

    Similar to God of War’s power level system, upping your morale ranking in Wo Long increases your damage resistance. So, if you encounter an enemy with a morale rank that’s higher than yours, you can bet your ass is in for a beating. But if you pull up on a sucker with a lower morale rank than yours, well, it’s likely curtains of them. And it’s not just battle flags that affect your morale, as raising the smaller marking flags dotted across the map establishes the floor (the invisible fortitude rank) that your ceiling (the morale rank) can never drop below. In this way, scouring the map is not only encouraged as a means to find new goons to fight and loot to collect. It’s almost required to make it through the game. It’s through this morale ranking system that Wo Long’s accessibility begins to shine.

    The morale ranking system makes up just one prong of Wo Long’s approach to accessibility. The other comes in the form of reinforcements, which you can call upon at the various battle flags you’ve planted. This is a blessing because so often, Soulslikes are largely these individual affairs with obtuse multiplayer offerings. There’s multiplayer here, too, but in an expansion to Nioh 2‘s benevolent grave summoning mechanic, Wo Long lets you call up an NPC homie whenever you want, so long as you have the required tiger seal item to do so. (The consumable is pretty easy to come by, found on dead enemies and in random chests around the maps.)

    You could always use a partner or two on the battlefield

    Here’s A Soulslike That Anyone Could Play, Probably

    Through summoning, you can fight alongside a plethora of historical figures, such as general Sun Ce and warlord Liu Bei, while tackling the game’s many difficult and unpredictable enemies. The best part, though, is you don’t always have to summon; Wo Long will, more often than not, start you with an ally already in tow as part of the game’s mesmerizing narrative. So, you’ll roll up to, say, Guigugou Valley in Ji Province, ready to battle with warrior brothers Guan Yu and Zhang Fei at your side. You can heal your reinforcements when they go down in combat and they never leave your company unless you decide to whisk them away with a different consumable item. Team Ninja understands that Soulslikes are, at times, far too punishing for the laygamer, and this inspiring reinforcement mechanic seeks to remedy that difficulty.

    It’s these two elements, the morale ranking system and the summoning of reinforcements, that make Wo Long the most accessible Soulslike I’ve played in…maybe ever. Sure, there are no real accessibility options for adjusting things like damage taken and enemy visibility. Features like those seen in The Last of Us Part I and Rachel & Clank: Rift Apart would go a long way to opening up the genre to an even wider audience. However, just by implementing some design choices that both encourage exploration and galvanize the idea of seeking help, Wo Long makes it evident that developers can create their punishing games without wholly gatekeeping the experience. Hell, when I was getting bodied throughout my time with Wo Long, I just summoned a comrade or two and all of a sudden, I felt empowered to take ancient China head-on. If this is the power of friendship, then Soulslikes need way more of it.

    Don’t get it twisted, this is still a very hard Soulslike

    A Wo Long: Fallen Dynasty image showing the player character fending against famed soldier Lu Bu.

    Now this is an asshole.
    Image: Team Ninja

    With all of that said, Wo Long is still a hard-ass Soulslike. There are a plethora of grunts that have no problem showing you the casket to rest your head in, and they’ll do it with the quickness if you’re not careful. On top of difficult jerks, the world itself is out to get you as you can take massive damage after a fall and can be reduced to a single health point when taking an unfortunate dip in the water. But nowhere is the challenge more pronounced than in the intimidating boss encounters, fights with screen-filling demons like a malformed, tentacled cow or terrifying soldiers such as helmsman Lu Bu.

    It’s these moments that feel like familiar territory for Soulslike players, those who associate grueling difficulty with the genre. And they are very challenging skirmishes that demand attention, skill, and patience, lest you get clapped in one hit. But again, thanks to the morale ranking system and summoning reinforcements, these engagements aren’t as insurmountable as they may first appear. The enemy might be obsessed with power, but strong friendships can’t be easily broken. That’s the penultimate lesson I took away from Wo Long.

    That’s what I hope developers in the genre and players of these games take away, as well. Sometimes, you need help to take down an army, especially one with demons and evildoers high on performance-enhancing drugs. Doing it yourself is possible, as shown in something like Bloodborne. But as 1986’s The Legend of Zelda put it, “It’s dangerous to go alone.” So, why not take some reinforcements with you? You’ll be grateful you did.

     

    [ad_2]

    Levi Winslow

    Source link

  • Elden Ring Was The Most Completed, And Most Quit, Game Of 2022

    Elden Ring Was The Most Completed, And Most Quit, Game Of 2022

    [ad_1]

    A woman in ornate armor stands in front of a giant monster with a sword.

    Image: FromSoftware / Bandai Namco

    2022 was truly the year of Elden Ring, with FromSoftware’s latest game exploding into the mainstream unlike anything it had previously created. As such, a lot of people played and finished Elden Ring. In fact, according to one set of data, Elden Ring was the most completed game of 2022. But funnily enough, the same source also pegs it as the game players were most likely to abandon before reaching the end.

    If you’ve read Kotaku (or any other gaming website) in 2022, you are likely already familiar with Elden Ring, the latest game from Dark Souls creators FromSoftware. And like Dark Souls and Bloodborne, Elden Ring is a tough-as-nails action-RPG with a heavy focus on mystery, world-building, and boss fights. However, this time around FromSoftware added a true open world to its popular “Soulslike” formula. The end result? One of 2022’s most acclaimed, best-selling games. The open world in particular helped sway many to try Elden Ring for the first time, letting players avoid harder areas until later and ostensibly making it easier to finish than past FromSoftware adventures. And it seems that design choice paid off.

    According to data on HowLongToBeat.com, Elden Ring is 2022’s most completed game, with nearly 6,000 users of the site reporting they have played and finished the massive open-world RPG. That’s an impressive number when you look at the runner-up games on the list. Stray, that adorable futuristic cat game, was completed by nearly 4,000 users. Meanwhile, in third with 2,500 completions, was Game Freak and Nintendo’s Switch hit, Pokemon Legends: Arceus. To see such a big and difficult game top the list is both a sign that Elden Ring is very good and also a hint at the kind of audience that is primarily using HowLongToBeat.com.

    A screenshot of HowLongToBeat's 2022 stats showing Elden Ring at the top of two lists.

    Screenshot: Howlongtobeat.com / Kotaku

    But perhaps more interesting is that Elden Ring is also the most “retired” game. When users “retire” from a game on Howlongtobeat.com it means they have given up on it, either permanently or temporarily. Now, even though only 261 players officially retired from Elden Ring on the site, that’s still more than double any other game in 2022. Even if the dataset is a bit small and weird (how many people are logging into this site to admit defeat?) it’s still an interesting data point.

    This all makes sense to me. Elden Ring was the most talked-about game of 2022, and with that many people playing, it makes sense that a good chunk of them might give up on it. Other data seems to suggest around half the people playing Elden Ring never reached the end. So I buy that Elden Ring could be the most completed game of 2022 while also being the game more people gave up on than anything else.

    Some other interesting 2022 data from the site: Turns out Elden Ring is also on the most backlogs, has the most reviews, and is the longest game of 2022. However, Naughty Dog’s The Last Of Us Part 1 is the most positively reviewed game, and Diablo Immortal is the worst-reviewed.

    [ad_2]

    Zack Zwiezen

    Source link

  • 2022 Was the Year Of Elden Ring

    2022 Was the Year Of Elden Ring

    [ad_1]

    2022 was the year of Elden Ring, of Miyazaki, of Malenia. The highly anticipated FromSoftware title held the industry by its throat for months, dominating the conversation around difficulty, damage scaling, and player builds (including everyone’s favorite nepo baby, Elon Musk). It took over streaming, it renamed every animal ‘dog,’ it created legends. 

    After over a decade of FromSoftware games holding court as the quintessential ‘git gud’ franchise, locking those of us without a masochist bent out of the discourse, Elden Ring’s open world opened up the gates for an entirely new player base. As such, it catapulted the work of Hidetaka Miyezaki to entirely new heights: Elden Ring is by far the best-selling FromSoftware title, it’s snatching up GOTY awards like Rowa Fruit, and it’s still generating passionate conversations 10 months after its release.

    By subtly divesting from the tried and true FromSoftware formula and giving us a game unshackled by a single, punishing, linear path, Elden Ring offered up the Lands Between on a beautifully ornate (but slightly Tarnished) silver platter. And we gobbled that shit up.


    Feeding The Difficulty Discourse Machine

    Elden Ring's Abductor Virgins

    These guys are called Abductor Virgins, and they suck.
    Image: FromSoftware

    The Souls game discourse has almost solely revolved around difficulty. Before Elden Ring was released, FromSoftware’s Yasuhiro Kitao told Eurogamer that the game was “made for all sorts of players,” not just “hardened veterans.” This sent the fanboys into a tailspin, but it piqued the interest of those who have never been able to enjoy the punishing gameplay of FromSoft’s oeuvre.

    I wrote about Kitao’s quotes back when I was at GamesRadar, suggesting that what would make Elden Ring great would be its approachability, and that that approachability was made possible by its open world. It’s a helluva lot easier to avoid difficult areas if you can run around them on horseback, but previous Souls games forced you to choose between the difficult path and the bang-your-head-against-the-wall-because-it’s-impossible path. The promise of ample choice made me think that maybe, just maybe, Elden Ring could be a game I’d enjoy.

    Elden Ring Tarnished

    Image: FromSoftware / Kotaku

    Conversely, Forbes published a response to my piece, one that hoped Elden Ring’s open world wouldn’t ruin the FromSoftware vibes by focusing too much on “making these games approachable rather than tough and gritty.” This was months before the release date, but the discourse machine turned and turned and turned, smoke spewing from every inch, its cogs grinding and grating with each new take chucked into its gaping maw.

    Until February came, and brought with it the Lands Between, wide open for exploration like a darker, deadlier Breath of the Wild. Players quickly learned that most of them were accidentally skipping the combat tutorial, and a bit more slowly learned that the first boss (that fucking Tree Sentinel) was avoidable. Many of us who could never latch onto a FromSoft game willingly clung to Elden Ring’s teat, as we learned we could, in fact, get on a horse and fuck off away from some horrifying eldritch beast.

    As we collectively made our way through Elden Ring, we were given the gift that comes only with truly open-world games: seemingly endless discoveries by ourselves, our friends, and other players on the internet.


    Braving Brutal Battles For A Glimpse Of Beauty

    Elden Ring

    Need a hand?
    Image: FromSoftware

    The beauty of Elden Ring lies in its world that teems, bubbles, and spews with both friendly and deadly life, that tantalizes and terrifies with its landscapes, that beckons and shuns you in a single breath. I find this beauty in so many moments during my time with the game, like when I accidentally descend down to the Siofra River, not too long into my playthrough.

    In Limgrave, I step on a platform and am whisked down, down, down, until I emerge into an astounding space: a fully realized night sky in a variety of bruise colors, littered with pinholes of light. Crumbling classical architecture obfuscates my view of this impossible galaxy and tombstones line the path leading away from the platform, which glowed a bizarre green during my descent but now lies dormant.

    I am, as the kids say, gagged, and stumble aimlessly away from the platform, paying little attention to what enemies may lie in my path for the first time since booting up Elden Ring. This is a mistake I quickly pay for, as I walk directly into a horde of Claymen. They move slowly, but they hurt, and I am severely underleveled for this area. One of the weaponless magic conjurers takes me out in seconds with his weird bubbles, sending me back to the Site of Grace right next to the platform that brought me here. When I go back to fetch my several hundred runes, the same guy takes me out again.

    “Fuck that,” I mumble before stepping on the stone circle at the center of the lift. “I’ll come back later.”

    And I do, just much, much later. After I’ve discovered I’m a battle mage with an affinity for gravity magic and summons, and long after I fell the Tree Sentinel with a single Rock Sling, I return to the Siofra River from a completely different direction, and lay waste to its inhabitants. Then, after I’ve collected every last item dropped by a fallen NPC and picked all the Ghost Glovewort my eyes can see, I allow myself a second to breathe. I glance up at that still-impossible night sky, and exhale. I earned this. Elden Ring, unlike other FromSoftware games, gave me ample chances to amass the tools and experience I’d need to earn a brief respite.


    Elden Ring Eternal

    Elden Ring Frenzied Flame ending

    I’m an Aries.
    Screenshot: FromSoftware / Kotaku

    But Elden Ring isn’t just somber and serious, it’s not just hours of grueling gameplay with brief, meditative breaks. It’s goofy as hell, like all FromSoftware games inherently are. There are stupid, dirty messages littered all over the ground, dozens upon dozens of ways to die that will make you chuckle in disbelief, and the ever-popular but always somewhat broken online play that encourages players to fuck with one another.

    It’s this combination of punishing play, engaging story (thanks, George R.R. Martin), and asinine antics that make FromSoftware games, especially this one, so special. Elden Ring gives you enemies like Starscourge Radahn, who will in one moment beat the brakes off of you with gigantic meteors flung from a blood-red sky and in another send you into a fit of hysterics when you realize that he is, in fact, sitting on top of a very tiny horse. Elden Ring plays with you, offering up prophecies and moral quandaries that will have you scratching your head, but undercutting it with both accidental and purposeful absurdism.

    Elden Ring Turtle Pope

    Screenshot: FromSoftware

    Elden Ring gives you a gigantic turtle wearing a pope hat. It gives you strange, unsettling storylines about grapes that are actually eyeballs. It tucks a giant bat grandma away amongst a rocky outcropping and gives her a haunting song to sing ad infinitum—or until you slash at her leathery, gray skin. It deflates your hope in humankind at one juncture just to build it back up again at the next.

    It lets you explore this incredibly fucked-up world for hours upon hours, fall in love with some of its characters and revile the rest, taxing you physically and mentally with enemies plucked from the deepest depths of game design hell, and at the end, it presents you with a few options that don’t really fucking matter. It does all of this while making itself playable for us FromSoft plebeians, which therefore (brilliantly) means more of us will be talking about it than any game that came before.

    When we inevitably look back at Elden Ring a decade from now, it will be difficult for us to remember exactly how much it defined the zeitgeist, just how far it permeated popular culture outside of gaming, and just how much we couldn’t stop talking about it. But now, ten months after its release, it’s hard to imagine we ever existed in a world without it.

    [ad_2]

    Alyssa Mercante

    Source link