UPDATE: OPPOSITE CONCEPT VIDEO IS OUT ua-cam.com/video/0MVXpK62QHM/v-deo.html I want to address a few things because some folks are making assumptions that are just outright wrong and are maybe getting heated for the wrong reason: Obviously Elden Ring isn't my favorite game in the series but I still LIKE it a lot, I've replayed it a shit ton of times and would consider it an A tier game. The purpose of this video isn't to bash it or to say it's the worst, and I hoped the video came across that way with me giving it credit where it deserves it, I'm by no means implying ER did any of the things mentioned outright BAD, unless I strictly say so, but I also understand the premise of the video maybe gives the wrong idea. I've been a fan of the series for almost 10 years now, played all the games multiple times, and from my perspective, the point of the video is looking at things that I felt could've been done better because they obviously HAVE done it better in the past, but for one reason or another they didn't; I would hope most of them are objective but I understand that not all of them are, and have some subjectivity. Now yes, some of the things I comment on simply discuss some of the things some of the games have done BEST in the series, but on the flip side, I also could've talked about things that Elden Ring outright did TERRIBLY, like most of the duo boss fights and such, but I opted out of it since it's a very documented critique, and I couldn't necessarily pin that to one game, most of the games did duo fights even a bit better. I also hope that this video would maybe be an incentive for anyone who hasn't played the prior games to give them a shot, because there's PLENTY of reasons to do so, or to LEARN about some things that maybe aren't even done the best in ER, even if they're still done well. I'm passionate about game design and just want to see the best out of Fromsoft as they can have, so it's just a tad disappointing seeing some steps back in some mechanics of the series, but there also could've been external reasons for some of the differences. Nevertheless to me this video was a fun thought experiment and I'm glad most of ya'll just took it as that, trust me I'm not THAT upset about the majority of the things I talk about lmao, but it is an opiniated video so I did expect some disagreements, but again, just keep it civil 🤷♀
"I also could've talked about things that Elden Ring outright did TERRIBLY, like most of the duo boss fights and such, but I opted out of it since it's a very documented critique, and I couldn't necessarily pin that to one game, most of the games did duo fights even a bit better." nah, i summoned and cooped in the duo fights and had some of the best most chaotic moments ive had in the entire series, maybe you souls vets should learn that just because it isnt designed to be beaten solo, doesnt mean its bad, fromsoft are tired of designing every boss encounter to be done solo, especially in an open world game, so no, they didnt make duo fights worse, they just wanted to take a different approach for a game this big. maybe make a video of the many MANY things does better than the older games to even out your nostalgia bias?
@@flamingmanurethis is not nostalgia, I think many of the takes on ER overblown or straight up wrong, I put ER above DS1-3 but the Duo bosses are not good. Even if it was balanced with summons in mind, they are not unique at all and being two enemies that don’t mash well together. I will defend what ER does right but will not defend the flaws. Are some of the people overblowning it. Hell yes! Is it true also yes.
@@flamingmanureThat’s the thinest argument I’ve heard defending Elden Ring. The game is made so that people can choose to play however they want, even the devs said that. Keep in mind that when designing variety in playstyles, you have to try to make them all as fun as possible, and this is where FromSoft jumped the shark with Elden Ring. They couldn’t handle making the variety of playstyles work well with combat encounters and just combat in general. Unfortunately they made a huge misstep there, and it’s sad (especially because I was extremely anticipated for it), because I want the team to succeed because I loved their previous works.
lol why are you so gung ho about duo boss fights in ER, I've never seen someone defend putting two basic enemies / repeat bosses into a room together and claiming they're so good so passionately. Of course doing shit with friends is fun, there's less things that AREN'T more fun that way, doesn't make it good. But you commented on my retrospective video so you'd have already seen me discuss this in the godskin duo section so you know my constructive thoughts on this, riiiiiiight? :)
I mean most of them are unique but elden ring is probably the least unique as it literally takes so many reused assets from all the other games re used boss animations etc etc not to say it's a bad thing but it did take out the "oh shit that's such a cool enemy or boss attack" moments for me when literally all the other games had already done this shit before not to mention it looks graphically and artistically very similar to ds3 but thats just me
@@hionajoseph4611I disagree a lot from soft has been reusing animations for years and no one ever complained until now the boss animations only a few for certain moves are reused I think it’s the most uniqe as it’s open world and the world looks uniqe as long with the bosses design and how it plays into the lore if you look the graphics are simmiliar to ds3 like bloodbourne is but they all have uniqe style
@@hionajoseph4611also I disagree with the ds3 thing ds3 was very grey and dull on purpose elden ring is a lot more vibrant and uniqe ur looks simmiliar cause the game engine
@@dificulttocure A good lesson that just because what you do is unique it doesn't mean that it's good. Elden Ring's open world was by far the worst aspect of the game and it doesn't help that 80% of the game is pure fluff reused content or have very little to nothing of note in it. Quantity over quality was where they went wrong. I just hope they make the DLC better with a more linear place as all the best content even for Elden Ring is in the linear places.
Bloodborne had an amazing "limb break" system too, which would be super awesome if it was integrated to Elden Ring, judging by how many huge bosses there are
@@lucaschalub585 damn, I want to buy that game now even more! But I am forcing myself not to, as I am already playing Sekiro, Nioh and Elden Ring, and those were quite fucking expensive for me, ahah
i think elden ring’s biggest weakness is that it might be a little too massive. my first playthrough was easily one of the best times i’ve had playing a game. however, i haven’t been able to finish a subsequent playthrough since because every time i do, i get burned out and i get option paralysis. i don’t have these issues with the other souls games. in the past year alone i’ve played bloodborne 3 times.
Is lack of replay-ability always bad. Most open world games have this because a major portion of enjoyment is the sense of discovery which you can’t replicate on another play though. Are you really going to say it’s flawed in that way simply because you can’t replay it when you stated on your first play-through it’s one of the best experiences you ever had? I’d say a great first playthrough in this games case is better then it being replayable
I’d actually somewhat disagree here. I was thinking… And I’d compare Elden Rings open world to Botw, Skyrim and Witcher… and came to the conclusion that Elden Ring is actually significantly the smallest out of the bunch…. I remember thinking why the game felt big on subsequent play through, when it wasn’t. ER focused on Density/population of content rather than pure *size* That’s why, after that moment of realisation, I’d complete Elden Ring far quicker than any other open world game on the list lol
I do agree with @kfc4056 that not all games have to be replayable like that, I know that's something Sekiro got a lot but I think it's one of those games that you can just cherish a playthrough every few months or years, but it is unfortunate that you WANTED to replay and its not turning out well 😥
Dark Souls 2 also is the only game where backsteps are actually useful because they have s, being able to dodge attacks with backsteps made for some pretty stylish combos in pvp/pve.
Backstepping is often useful to me in general regardless of any i-frames. Because I can use it to not get hit or get some distance to breathe without spending much stamina.
Back steps are useful in Elden ring for backstabbing and skill expression. Also who gives a fuck about back steps when we have a dash that turns you into smoke and a spear that lets you become lightning
They should have incorporated back step or even side steps like the Black Knife Tiche. I liked Tiche fighting style with a knife. Because knife weapons otherwise are totally useless having almost zero range.
DS1: Fairness in interactivity. If you could see something, you could affect it, and the rules were usually consistent between the player and enemies. Managed to throw firebombs over the boss fog and hit the boss? You can bring it down to 1 HP. Is there a gap in the wall? You can usually make the boss fall off. Meanwhile, Elden Ring has bosses that leap backwards on narrow bridges, and get saved by invisible walls.
@@MrSnakexxxx the enemies are all meant to be stronger than the player, it makes beating them feel like a challenge and makes it rewarding to succeed, if winning was made as simple as cheesing, or, as you say, "if the fights were made fair", it'd take away the whole purpose of the initial difficulty, and make every fight way less rewarding.
@@jeef4692 A good example is the bow cheese for commander Niall iirc. The boss arena has a small hole that you can use to shoot him from a certain angle a distance away and as such cheese him. I don't support cheesing bosses but that's a good example of what Galgamos said.
One thing that was really strong in Demon's Souls but has been steadily getting weaker to the point of almost non-existence in Elden Ring is boss arenas that influence the fight. DeS arenas had features like hallways, cramped spaces, multiple levels, environmental hazards, destructible barriers, interactable objects, traps, narrow bridges, and even interactions between boss mechanics and the environment (Dirty Colossus' flies can be burned away with the torches in the arena). But by the time we get to Elden Ring, despite adding jumping and a lot of verticality in exploration, virtually every boss arena is just a large, flat, empty room, sometimes with a few pillars. With as many repeat bosses as ER has, some arena variety could have done a lot to make them feel less repetitive.
One of the unfortunate side effects of the games focusing more on the combat and bosses than.. everything, making the world as immersive as possible. I will say, for this reason I do kinda appreciate the overworld bosses a bit in this regard, since it feels the battle feel more natural, but on occasion it can backfire if the terrain is a w f u l. Like with Ekzykes
@@theoroberts3727 Even if that's true, so what? I'm talking about arena design, not boss mechanics. Demon's Souls having clunky bosses doesn't make ER's arenas any less boring.
@@BertoPlease i want to say i enjoy souls and bloodborne more than ER because of its environments. And i would argue that most players enjoys souls is because of its tight and interconnected world design. It always felt so good when I finished exploring the areas and end it off with a boss fight and especially the when the boss is good. It felt like a horror game with added combat elements most of the time, and the satisfaction clearing an area and looting everything is unmatched. The lack of deliberate area design and the switch to more boss and combat focused is what made me dislike ER. ( and i think what made BB the best souls to a lot of people is because its a perfect balance of both area and combat)
@@derrickcrowe3888but that's really intertwined. DeS generally had gimmick boss fights that were 90% environmental, whereas bosses in Elden Ring almost always focus on being a tight 1v1 experience. If arenas would be more complex, boss behavior would be exponentially more complex too. There's only a limited amount of permutations that keep a boss fight fun and able to be made with the resource limitations development of these games have.
Elden Ring did something very special, it brought back the feelings of "surprise" and "wonder" to me since my first Souls game. You see, DS1 was my first From game, and the genuine surprise and exploration were the best parts of the experience. In the subsequent games, I never *truly* had that feeling return, I felt like I always knew what the "formula" was. It wasn't until I played Hollow Knight that those feelings returned. And then came Elden Ring. From the beginning, when I got snatched into a cave and walked out into the burning red hellscape that was Caelid, I was shocked. And then I was teleported to what felt like the top of the world, at Leyndell. But before I got to Leyndell proper, I rode down an unassuming elevator that just keep going, and going ...and going. Wow. THERE'S AN UNDERGROUND MAP?! It was unbelievable. Then I got to Leyndell proper, and it was Anor Londo, except it was all explorable, not only that, but there was an entire sub system of sewers, and then, a secret boss! But did it end there? No... I jumped on the altar and it moved... I kept going down further... and further... and further... behind 2 more illusory walls, and I was in the Deeproot Depths. Simply put, the wonder of exploration was absolutely incredible, and no other game did that better than Elden Ring.
I agree, it was all really refreshing coming from the previous games. They even took your knowledge from ds3 bosses and flipped it on its head. Enemies now had more delayed attacks and combos to throw your muscle memory off. I loved it.
Humorously enough, the Tonitrus is my favorite base-game weapon in Bloodborne. I ran a Strength Arcane build in my blind run, and the Tonitrus with 3 bolt gems hit like a truck.
@@BertoPlease That's fair. I used it as a Boss/Kin Killer to great results. Funnily enough, you not liking the Tonitrus fits with the lore behind it. The Hunters of Archibald's time didn't care for it either. "Unfortunately, for reasons untold, the hunters of Archibald's time did not fully take to the device."
Honestly I think my biggest criticism of Elden Ring is a bit of a dual issue. Player builds can hit ridiculously hard, especially magic and weapon ashes. Enemies in return hit way too hard, yet have some of the most complex movesets and attack chains in the series. Which I feel caused a lot more relying on weapon ashes and powerful spells to spam. Because learning to fight some of these is a pain to run back, when I could just spam a hard hitting ranged ability and keep space. It also contributed to me personally feeling less like I learned how to fight quite a few of the bosses, and more of I learned how to exploit them. Where as in the previous games I felt more likely to learn and master their movesets.
Yes, you are spot on. I tend to play every Soulslike with some kind of basic weapon on my 1st char. Just a hit and roll style without magic, which I consider default way to play. On subsequent chars I go through caster styles etc. In Elden Ring the fighting-game style boss chain attacks filtered me hard. By Faram Azula I was like "why am I doing this?" The game simply moved away from "learn the boss [moves]" to comet azure him before he pulls some bullshit. Like yeah, someone will learn to beat Malenia with fists on a dancepad and blindfolded. Not an argument, autism finds a way. Doesn't change the fact that they went over the top with combos and chaining attacks. There is very little room to even attack the bosses with normal attacks. At one point you try INT and notice that you just gotta burst the boss down 1st or hit him from a distance, that's how you get around them being overturned. inb4 some rivers of blood/moonveil soylord: git gud
@@M.M.1996 with elden ring you have to use positioning a lot more paired with roll and jump attacks and force openings, don't wait for a boss to give you an opening instead you should make your own.
@@M.M.1996 I noticed with both Sekiro and Elden Ring were specifically trying to push players out of the hit and roll style into a more flexible approach to defense, given how much less distance rolls covered in both, but also how blocking was improved, running was made more effective than rolling for re-positioning, and jumping was made available as an evasive maneuver and not just a traversal tool. I've found From has been trying to figure out how to keep rolling from being overpowered but still an option ever since Dark Souls 2. Bloodborne and DS3 decided to lean into it as a specific challenge instead, designing the bosses around well-timed rolls and not much else, though it was mostly Bloodborne that went "you want to roll all the time, well I'll give you a reason to roll all the time" and made enemies never let you get far enough away to not be a threat you had to time rolls against, while DS3 didn't do that, giving the player a lot more opportunities to just roll out of range, something Elden Ring no longer allows.
ngl cheesing some of the bosses was really funny but the fact so many of them felt like a chore than something I want to do (like any video game should) was a shame. Mimic Tear for example was one of my favorite bosses because figuring out that you can go in fully naked with no equipment and just have a naked fist-fight to the death was hilarious. I dunno if that was actually a cheese strategy or intended though. Fire Giant though is a massive pain in the ass that isn't fun whatsoever because you can't see half of what it is doing simply by being too big. The nearly one shot fire balls didn't help anything either. It's just un-fun.
@@The_Novu you don't need to see what the fire giant is doing in the first phase because you can hear it and just see what his feet is doing, the fire balls only come out when you're far away but at that point you should be using torrent to close the distance and avoid them. Fire Giant also doesn't roll so much if you're in front of him.
from a DS2 fan: - availability and ease of upgrading normal (smithing stone) weapons. true, there are bell bearings, but they can be a hassle to hunt for and they're usually a step back from the damage you need for the area - leveling curve. i maintain ds2 has the best leveling curve out of all the souls games, even if you think you have to spend points on ADP. you can get to drangleic castle comfortably with under 15 vigor. imagine trying to do that in elden ring. also most damage to weapons and spells comes from upgrades and not leveling so you don't have to minmaxx your build and can generalize, experiment, and have fun without needing to respec - weapon infusions. almost everything in ds2 is infusable, even boss weapons. in Elden Ring the only somber buffable, not even infusable, is Bloodhound's Fang - man i really just want bonfire ascetics back as a form of boss refights I love elden ring but every time i replay ds2 these are the mechanics i miss in it and other souls games
Ds2 has the most refined poise system too, surprised Ds1 was mentioned instead. I know some people like ds3 "active poise" or whatever but that's only avaliable to 2 handed heavy weapons lol, Ds2 had an hybrid system that even took your stamina into account.
I feel if elden ring had a bigger ratio of castle to open world the game would feel a lot bigger and more interesting. Oddly enough, despite the open world being you know, an open world, I often find the experience of exploring it to be tiresome and disinteresting. I still do get sidetracked often so it's not too much of a complaint, but larger dungeons and more alternate pathways would certainly mix things up more than just a large landmass. If you just chopped out a lot of the needless space I feel like it would even be an improvement.
That’s the problem with open world games. They feel filled with copy paste small areas and hav r the occasional bigger area that is actually where your meant to go. There needs to be more unique and significant content. Have big unique dungeons and then medium and small ones. I feel like Elden ring did that a little hid with the shaded castle and castle morn and also some other smaller castles but other than that the rest of the game is big dungeons and small copy paste dungeons.
Not really, maybe it’s just that you don’t like open world, most people didn’t have any problems exploring everything. Elden Ring open-world isnt big compared to other open-world games
@@FranklinThe1 The dungeons problems are that they look the same. The Layouts of most of each dungeons don’t repeat each other but does uses similar architecture. If the small dungeons a little more different look per region it wouldn’t feel as samey. Like how the cave in snowfields all iced over.
I think the thing I liked the most from the main Souls series that's much more limited than Elden Ring is how free you were to attack and kill NPCs. Not for sadistic "hehehe, let's kill everyone" reasons, but because these are games that trust you to live with the consequences of your decisions. If you kill a major NPC, you cut their storyline short. If you kill a merchant or blacksmith, you no longer have access to their services. If you hit an NPC, they're forever hostile to you until you pay out for absolution (which not all these games offer). And then, occasionally, there would be additional content hidden behind attacking someone friendly. The most dramatic example would be attacking Gwynevere in DS1, which unlocks an alternate Anor Londo and the Gwyndolin boss fight. Elden Ring is far stricter in ways that feel just the tiniest bit condescending. The pacifism effects in places like the Roundtable Hold and Volcano Manor are bad enough, but the magical protections on certain NPCs out in the world are weirdly immersion breaking. "Hey, Roderika, where did you get this magic force field? Why can't I have one?" Ball bearings mean there are no consequences to killing merchants. Killing the Beast Clergyman in Dragonbarrow doesn't result in an empty boss arena in Azula, while killing the Pursuer early in DS2 lets you skip him later. That's not to say Elden Ring doesn't have consequences for killing NPCs. The biggest example off the top of my head is killing Patches cuts you off from the Tragoth assassination quest and keeps you from getting the heaviest armor in the game. But these moments are far rarer than in the rest of the series.
I think the reason for that is the change in objective. In almost every souls game, you're in a cycle and will likely not be remembered, leading your actions to be lumped into the group(the undead, hunters) You aim to become Lord in elden ring, and I feel like you're hold to your title of royalty and should act as such. Maybe I'm coping for it
Honestly i just greatly prefer the more linesr semi-openworld feel of other Fromsoft titles as it has more of a metroidvania feel to it, Each area feels like its own distinct place that feels amazing to discover rather than something you just kinda wander into like the regions of ER. And the areas that do have their own charm to it in Elden Ring are almost always spoiled by repeat bosses or enemies. I found that my favorite areas in ER were the ones that felt like something outta Dark Souls, Volcano Manor, Subterranean Shunning Grounds, Haligtree. The open world regions are fun to explore the first time around but on other playthroughs it honestly feels like a chore, To the point I'm just running past everything to get to the next part of the game i like. Everyone talks about its atmosphere but tbh its probably the least atmospheric Souls game to me. As far as the bosses go, While i still prefer DS3 & Sekiro bosses, The main bosses of the ER are all fantastic IMO, If theres anything i can comfortably say i enjoy more in ER, Its far and away the lore. I LOVE ERs lore, It makes each boss fight feel so much more significant than ever before, And tho some hate it, I enjoy how the bosses live up to their lore, Malenia is like this terrifying legend who's never known defeat, Willing to do whatever it takes to win, And her fight fits perfectly. This applies to Radahn, Mogh, Renalla, Godfrey, Maliketh, All the main bosses fit their lore perfectly IMO. Overall i think its an incredible game, And that first playthrough will always my favorite, If i ranked it among the other Souls games, I'd say BB>Sekiro=DS3>DS1=ER>DS2>DS.
This is why the Legacy Dungeons are by far peoples' favorite part. Like, I can understand it being the favorite, but we're talking to the point that people often talk about wanting the rest of the map to be like the Legacy Dungeons. That says something.
What i miss in ER is the big forhead moment you get when in DS1 you kick the ladder to the Undead Burg bonfire from the Drake bridge, opening the first shortcut in the game for the first time.
The thing is that the moment you realize where you are, you also realize how in depth the world has been designed; like when you unlock the elevator from firelink to the two gargoyles which liks you to sen's fortress (and the blacksmith) and the darkroot garden. When you have a map so massive and so full of checkpoints you lose the connection with the world. Yes its beautiful and everything but you can quickly get burnt out.
the replaybility in ER is far above the older games if you have the time, it has far more customizability and things to test your builds on, but i agree that the size is a problem. my biggest issue with this game is balance tbh, im fine with running around to get stuff for my build, but im not fine with end game balance being based on exploring atleast 80% of the map for your hp and damage to become viable, thats what kills it for me, then again i dont have the time that i used to to replay any game for long so it doesnt really matter to me in the end.
@@jaya.regalado5086people in the souls community from what ive seen recently are just bashing Elden ring for no reason when 1. They don’t actually understand the mechanics and full systems of the game 2. Half the complaints are literally issues from other games that they don’t want to admit is just them being upset 3. The changes made where to change up the formula while still keeping the core gameplay loop. Which they did well. However since it’s not just dark souls 4 open world edition people seem to think because it’s not a carbon copy of every single aspect of it it’s bad 4. Bosses the main complaint seen is that there are too many undodgable moves which is false all are dodge-able. Only 2 moves waterfowl dance and the roll from the noble are unavoidable at certain positions or in waterfowl’s case very hard to dodge. And the other complaint with the bosses is they attack to much without leaving openings, this is completey false every boss has punish windows and can be beaten hitless. The key difference is unlike previous games the bosses don’t sit there while you hit them they go into another combo after a hit or two unless poise broke. Basically everybody doesn’t like the drastic changes because they enjoy the old. From soft made a more approachable and overall more enjoyable game for the average person just happens most souls fans don’t like what they changed regardless of the complaints being mostly unsound
@@Ckrost it’s ok for some people to just have different preferences and taste in games, if someone doesn’t like elden ring it doesn’t matter because as long as you enjoy the game then you can keep having fun
In Dark Souls 1 I loved , that you needed "Humanity" to reach out to other players. It's only semantics, I guess, but it just seemed so fitting. I also loved the "foreshadowing" that the verticality of the game gave you - Landing in Firelink Shrine you could see so many places, It was quite unreal and satisfying to actually visit them later (ER kinda does the latter, too, and better than most other Soulsbournes I played, but DS1 did it best in my eyes).
I feel like these are good fair points, however I'd like to add onto this with the following: Demon Souls: The character tendencies actually affected how much damage Demon/Soul Brandt did, the more evil you was, the more damage Soul Brandt did. Now apart from Dark Souls 2(With Forlon weapons) this idea was never touched upon ever again which in my opinion was a huge shame. Also I'd like to add that the Word tendencies altered the world depending on how many times you died vs how many bosses you killed while in physical form, again another idea which was never touched upon again and finally I'd like to talk about another unique boss: The Old Hero. The boss is blind, so if you fight it in soul form it's actually much easier because it can't hear you. Dark Souls 2: Honestly this game felt like it had the most unique bosses/areas weirdly enough. I don't know if it's down to personal taste but there was something about them that really stood out. While I can say that spears of the church & old monk boss fights are amazing(Which they are), there was something pleasing about the Looking Glass Knight literally spitting out players from it's shield. The whole ascetic of fighting in the rain, the atmosphere etc. made that fight one of the best in the whole series. Also the power stance system in this game was and always will be the best. The ability to infuse and buff weapons too was a great touch, it made almost any weapon useable with any build Bloodborne: I'm surprised I heard nothing about chalice dungeons. Those were incredible and damn right scary, the fact you had literally infinite areas to explore is amazing and how it never got touched upon again is beyond me.
I was VERY close making Chalices my entry for Bloodborne, I know they're not super popular and I think neither are catacombs but at the very least the reward you get for going through the chalices is IMMENSE, and I generally find them less annoying than catacombs. You do gotta be in the right mood for them though haha
Demon Souls is the peak of this vision of playing an old cryptic obscure game that was somehow made with modern technology. It's truly a miracle it exists at all.
With regards to Elden Ring's world, my main gripe is how static and dead it all feels. I don't get the sense that I'm going on an adventure in a fantasy world (as I would in something like Skyrim), but rather that I'm playing a massive video game level. Every item and enemy is in the same place every time, there's only very limited friendly interaction with only a few NPCs, and those NPCs are nailed to the ground. This worked well in the more tightly designed worlds of the Souls series, but not in an open world game.
Yeeah the minimal NPCs made sense in the older games, often being extremely hostile, borderline post-apocalyptic worlds and helps with the isolation, but it kinda backfires in this one doesnt it
@@BertoPlease Indeed, though I do think they could have made it feel hostile and apocalyptic while still making it feel "alive". Some other youtuber described it as feeling like the world is still there when you exit the game. I don't get that feeling in Elden Ring. What makes Elden Ring's hostile world a little harder to swallow is the inclusion of those very few NPC characters within it. Characters like Kenneth Haight, the merchants, Ranni and her crew, Irina and her father, and even Godrick the Grafted. Their presence implies that the world isn't a completely non-functional, stagnant world like the Dark Souls series. So why is everything hostile and static anyway?
Honestly I do feel like the NPCs have suffered in that regard even since DS2 maybe? Definitely by DS3 though, where they're just where they are for the convenience of the player, in DS1 they felt like they had their own lives, adventures, goals, etc
I love the series because each game exceles in some areas, they all have their merits and playing more than one game in the series doesn't feel redundant.
as a sekiro enjoyer: the boss fights in sekiro are made to make you understand the flow of combat. in ER, you can have a magic build, so its apples to oranges there
@@lukes401k on that note I do think elden ring did the best job out of dark souls 1 2 3 with dealing with mage builds. Mainly because ER blatantly reads the players inputs, so the bosses are a little more punishing against mage builds. Although mages are still busted.
Maybe it's time to say that NPC battles have always been bad because PvP in all these games is essentially played with one button only and as such there can't be any interesting aspect to such fights; the situation is particularly aggravating because infinite stamina and mana plus high defense and HP makes them deadly in L2-to-win Ring. A feature missing from both DS2 and Sekiro are boss rematches: it takes just about a lifetime to get to Malenia. BB had something similar via Chalice Dungeons, speaking of which these are still the only endgame content in the whole series. Something interesting DS2 did was also peculiarity in boss arenas, like the raisable platforms for the Dragon Rider, the Ballista in the Pursuer's, the water flooding the Flexile Sentry's ship, the removable poison against Mytha. Cutting limbs off mid-fight like tails for dragons and arms from the Last Giant and the Rotten were fun little additions. Lastly, one thing all these games do better is giving you access to full armor set early from the start: the first attires I can think of in ER that can be acquired early (minus purchase or farming) are the Sage's Set in the poison cave of Liurnia or the Royal Knight's Set in Raya Lucaria.
I prefer Looking Glass Knight over Old Monk or Spear of the Church. Looking Glass Knight was a badass encounter where the boss would summon a player to help him against the host, which could end up on a 3v3 with the host having two summons, and the boss having two players (who by the way, could heal the boss if they handled miracles). Also, the summoning animation was epic.
Demon Souls: Better Immersion Dark Souls 1: Better World Enviroments Dark Souls 2: Better New Game Plus+ Better Overall Experience Bloodborne: Better Gameplay Dark Souls 3: Best PvP and Core Game Elden Ring: Re uses an insane amount of bosses, lack of impressive scenarios like the castles (no Anor London, no Lothric Castle), duo bosses are a mess design wise and finally, it ruins Souls games core. Soul games are about you being a normal dude fighting a giant or the legendary lord of fire, but Elden Ring makes you special too. Swords with flame arcs that recover your HP, huge AOE weapons, broken spells and miracles, it loses it's souls to the sake of mainstreaming. Put super cool main protagonist weapon in Elden Ring, we don't want to hurt player's feelings by not making them super special...lmao. And they say Elden Ring is a masterpiece, sure buddy, whatever let's you sleep at night. Thanks for the video Berto! It was great!
Enemy variety, weapon variety, armour variety... POISE existing, the ability of climbing ladders faster, a better attention to dark spells, being able to re-fight bosses, many armour gear that actually have special abilities, the best replayability of all, a fairer PvP system (despite the rage it gets, its still the best), spells consuming stamina for the sake of balance... the list goes on. The only thing I absolutely despise in DS2 is how Estus regenerate HP, comparing to DS1.
I'd also say DS2 does Dual Wield better The stat requirement and the stamina usage are kinda annoying but you can at least use different weapon types with each other and there are unique movesets for some weapons.
Dark Souls 2 vs Elden Ring: Spellcasting Mechanics and Support - Duplicate Spells are useful. - Spell Merchants don't just sell Spells. - Farmable FP Restoration Items. - Items that restore both HP & FP. - Cast Speed is tied to Mind. - Passive FP Restoration. - Catalyst Shields/Weapons. - Dual Spell School Catalysts. - No DMG+ Talisman Reliance. - Catalyst Infusions (Used Elden Ring terms instead of DS2 terms. Used Catalyst as shorthand for any spellcasting instrument.)
@@davidboyajian1399 DS1, DS3, Elden Ring: Yes DS2 is the only game in the series to use Attunement instead of a primary combat stat (Str, Dex, Int, Fth, or Arc) to determine Cast Speed. Dexterity never made sense as the stat to determine cast speed in the series to me. You're playing as Mages casting spells, not Ninjas using Ninjutsu.
Like DS2 had, yes it’s powerstancing was a stamina hog but there were SO MANY unique combinations of how to dual wield and certain weapons had excellent powerstance fun times. Powerstanced majestic greatswords my beloveds.
@@luckydragon6067 the majestic greatsword was an amazing weapon period, simply for how awesomely unique it was on all fronts. Hell, DS2 was so experimental and interesting when it came to movesets, so many weapons had their own character to them. Still want another loyce greatsword type weapon one of these days...
The lore in particular I do NOT feel equipped to discuss at aaalll, anything I say will be extremely subjective and not have any bones to stand on, just me rambling about what I like or don't care for 😅 The atmosphere I certainly considered for a few (especially Demon's and Bloodborne), but that's also... not necessarily subjective but I think it's something that you either care about or you don't, so for a lot of people it'll probably go over their head I think and it's kinda hard to try to argue why the atmosphere enhances the game unless you get into hyper specific examples, and while I could do that, I just wanted to discuss something else in most cases. But yeah u rite, they're good in a lot of these
What i really enjoy about bloodborne is the fighting system pushing you to be more agressive, the dark atmosphere and somehow, even after more than 1800 hours, i still enjoy playing it
I think something that was improved from Dark Souls 2 to Elden Ring that wasn't iterated fully by DS3 was the weapon modification system in Elden Ring is more freeform than DS3, but not the loosey-goosey "Yeah, sure, you can do that!" of DS2. I think Elden Ring strikes a happy medium between the more aggressively curated system of DS3 and the freedom of DS2.
One thing that I think really would have fixed the world design issue, that being that it's too big with too little filling the space that's actually worth repeat exploration, would have been to expand on what Demon's Souls did. The Round Table already exists in its own pocket dimension, like the Nexus, so allowing us to choose which part of the continent we want to go on would have both made the setting feel realistically large (since they can just throw in some detailed backgrounds to make it feel like we're exploring a continent and not a small island with like two villages total) while also giving plenty of freedom to explore as we can choose which place to start with. Like in Demon's Souls, you can throw in some requirements before allowing us into the Leyndell, like needing to kill a few Demigods or finding a key or something. Unlike in Demon's Souls, you can enhance exploration by throwing in even more pocket areas, like the underground cities and Farum Azula, but make them accessible through telporters and questlines, like they did in base Elden Ring. I think this would work the best because it allows them to focus on the best parts of their linear but detailed designs, while not being too needlessly large and riddled with empty space. Every area would be handcrafted, a lot more dungeons can be interconnected instead of being dead-ends with copy paste bosses, the map wouldn't feel so out place, and secret areas (like Farum Azula and the underground cities) would feel even more interesting to discover, with more time and detail given to each. Of course I'm not a game designer, so this is merely an opinion at best.
About the DS1 segment: repeat playthroughs do indeed unfortunately become tedious, but the size of the world makes the first playthrough or few a truly magical experience. From a dev angle the first playthrough is the most important. Ofc it is subjective if you like it or not.
@@adolfhipsteryolocaust3443 Having the counter be "you can play less of the game" isn't an answer to "I wish it wasn't as tedious to go through the game".
This is my first fromsoft game but personally elden rings biggest downfall to me is the enemy scaling. It gets really crazy after Leyndell and no matter how much I want to play or how many play throughs I do; the damage dealt just makes the game unenjoyable
I think biggest mistake of the Elden Ring is Legacy Dungeons being too open too I love the linear and straight foward but complex and beatifully crafted maps of Soulsborne games There are no places like Tower of Latria,Anor Londo,Central Yharnam in Elden Ring And funny thing is Despite being more open Actual dungeons itself are even more linear and simpler than previous Souls Dungeons/maps Like Point of Soulsborne maps is You memorize every enemy in the map Minimize the usage of your resources so you can save them to boss Open shortcuts Then beat the boss But in Elden Ring You don't have to worry about enemies because they are mostly placed to fit the setting rather than actually being there for the challange You don't have to minimize the usage of resources because Stake of Marika exists Shortcuts are stupid because there is no point at discovering one Elden Ring Dungeons feels like a huge open random place rather than something that is there to challange the player Bosses of areas except fews like Maliketh,Malenia feels like they are only there randomly rather than being the final challange of the area I don't feel the satisfaction of finally defeating a boss and moving to a whole New area with New challanges and things to memorize Stormveil despite destroying both in amounts of content and stuff to find First Area of Demon's Souls or Cainhurst Castle from Bloodborne still feels way better than it I still think Elden Ring is the best game among Souls games But I think it can be weakest game when it comes to being a Souls game
I remember playing through The Ringed City when it first came out with 2 of my friends. None of the bosses were scaled properly for three people, including Spears Of The Church, meaning their health resistance and damage skyrocketed. Combine that with how the Paired Greatswords were at first, and it was not a fun experience haha. Especially when the boss reaches low health and starts running away waiting for the Painting Guardian to heal them
I feel like the only reason I have a slightly sour taste about the open world in ER is because we had some of the most beautifully designed legacy dungeons we’ve ever seen. The open world was still fun and definitely cool but when I experienced things like Leyndell, Stormveil, Farum Azula etc, I just ended up thinking that I would be more than happy to get rid of one of the open world zones if it meant that we’d get another one of those legacy dungeons.
Weeping peninsula feels like it should've been the tutorial area. I could see dying to the tutorial boss, getting thrown into the sea, and washing up on the shore next to the merchants shack to the far south
I agree with everything you said here, including the fact that I'm one of those vets that found Elden Ring relatively controversial. It did a lot that I loved, but it also did a *lot* that I absolutely loathed. Overall I enjoyed it, but it only actually ranks a little bit above Dark Souls 2 for me in the end
I think DS1 did summons a lot better than Elden Ring, specifically NPC summons. In ER anyone who wants to kill a boss easily can just google Ranni's quest, the location of some Ghost graveworts and beat the game easily, and for NPC summons they're mostly always there regardless. In DS1 however there were no spirit ashes, and most bosses had NPC summons, however you had to work for them by interacting with the NPC, like talking to solaire and saving him later, or defeating the lady in the swamp to get her help. This meant you almost had a connection with the person you were fighting with. ER doesn't do this nearly as well, the only exception being Alexander, but then again you can only summon him in 2 fights. If they removed ash spirits they could add lots more NPC summons, i personally think Bernahl for Maliketh if you did volcano manor quest and helped him in the old roundtable, and millicent for Malenia if you'd done her quest. They could almost be more powerful then NPCs are now, as it would still take time and effort to summon them in, and them being personal to each boss encounter is much better than just summoning in the same +10 mimic for every boss.
None going to first of a game google spoilers for a spirit ash they wouldnt yet. Also you don’t really get any of the stronger ash of wars until 1/3 of the game w/ mimic being lock behind Radahn to get it. There’s also advantages to summoning npc summons due to them being way more tanker and have heals on them in comparison to spirit where they have no self preservation. Also what do you meaningful ER npc helper? Yura can help fight Agheel, talking to Roger and Nepheli they will help with Godrick. After finishing her quest she’ll help with Godfrey. Befriended Blackguard and help Millicent will be with Magma Wyrm Makar. Freaking Melina helps fight Morgott and gets a modified BKA move test to help. D help with the Tiban Mariners after you join his side w/ Gurrang and later the Vagrant Duo. Blaidd assist with kill the Bloodhound. The list goes on. ER has plenty of these, what are you talking about? I can understand spirit summon do cheapen the npc one but saying they dont those npc interactions is nonsense.
The whole point of spirit summons for new players to ease into boss fights and learn their patterns. It is a tool for reaching out to new players and an awesome addition. This is completely different from npc summons in dark souls, as the npc is there to help the player with specific aspects of the boos, like Solaire distracting Ornstein so you can kill Smough. As I said before, spirit summons are there to help new players learn bosses so they can progress. Both are entirely optional, and removing them would be an awful choice. Fromsoft decided to not add the npc summons to specific fights to make it more challenging, wether or not you used spirit summons or not. I personally think you picked a wrong summon, lost, saw this video while being pissed, and decided to take your rage out on a almost perfect game.
@@zubz5944its not perfect, but it seems to me souls veterans are just blindly biased to the older games and alot of them are writing headlines like this for clickbait, due to how highly regarded it is, its miyazakis magnum opus by a long shot and he himself has said that its the closest hes ever gotten to his ideal perfect game, this makes me feel like elden ring is so good the older games have to gang up on it in individual merit points to stand a chance lol. the problem with ER is alot of its design is based on player competency and self guidance, its not a developer guided tailored experience like the older games, in essence alot of souls vets fucked the game up for themselves. elden ring vs older fromsoft games is like breath of the wild vs older zelda games(except in dungeons, botw doesnt have dungeons like the older games, while the legacy dungeons and underground of ER curbstomp the older games, especially in level design, not a single area in the older games comes even close to touching the legacy dungeons of ER), overall it truly is miyazakis magnum opus.
Bro this was a feature edded to the game precisely for this reason 😂 You yourself said that anyone who simply wants to defeat a boss can summon the mimic that's why they edded this. That doesn't mean you have to use the mimic or any other summon if you don't want to
What I wanted ER to take from previous FS games: Demon's Souls type world tendency (the world changing based on your morality), Dark Souls armor variety (too many oversized helmets in ER and many same armors of different colors), DS2's SotFS NG+ changes, the ability to reject Melina's accord and beat the game without her/Torrent/the Hold (DS2 SotFS even added rewards for completing the game without lighting bonfires and without dying), old fashioned covenants, Bloodborne dodge by default, quality over quantity weapons like Bloodborne, mechs.
I’ve only played ds1 aside from elden ring so far, but here’s what I’ll say is needed if it could ever get fixed: A gauntlet of sorts for bosses. Either making sites of grace kept in ng+ or keeping medallions/key items,making the bosses take less time to run through and more back to back would keep the most fun part of Elden Ring constant. Making it to where you can go to the prerequisite bosses immediately to continue the boss line easily, or even making it to where you can fight any boss at any time regardless, and only making you beat them all to START a ng+ rather than in order. Either way, it would be a decent improvement imo.
@@bully2681 mh yeah, maybe. but stuff like maria, gascoigne, gehrman are just going so hard, its quite easy to forget there are some bad ones cause these are easily the best in the whole soulsborne franchise
@@Exel3nce true, I might even add Ludwig, Orphan and even Martyn there. It has some of the best bosses in the franchise but the bad ones are too many. DS3 has bad ones too but you got Gael, Midir, Friede, SoC, Twin princes, Demon Princes, Dragonslayer, Champion Gundyr, Nameless king, Abyss Watchers, Dancer, Pointiff… Not all of them are best of the best but are far better than the average BB bosses. For BB has really 6 bosses that stand out and 3 of them are DLC
Elden Ring has amazing bosses when it feels like it: Morgott, Radahn, Maliketh, Godskin Apostle, and of course my third favorite boss in gaming: Mohg. It just has a smattering of okay bosses and a few notable bad ones. I'm still in the middle of my RL1 run, and I'd say that has fared fine in the game's large open world. I've been steadily making my way throughout the game, imposing that I can't go get the strongest gear and smithing stones until I beat the previous regions. This is my second proper playthrough, so I've been going for full completion. The dungeons are more engaging with this challenge restriction, and Fia's Champions were pretty brutal, as was Juno Hoslow. P.S. should I go through and compile all of my comments on the 1.00 series into one big one on the community post for you?
I do like a lot of the bosses a lot, and for base game (aside from Sekiro :) ) might have some of the best in the series. I do find a lot of them have some annoyance that I wish it didn't have is my only complaint
@@Exel3nce Maliketh is unintuitive and can quickly kill you, not a poorly designed boss. If you can get past those two then he is actually a great experience. I'd recommend looking up an RL1 +0 weapon fight with him; that's what changed my perspective on the fight.
One thing i gotta say is how they make so much lore that is so different from every other soulsborne game and it all is so good the creativity is incredible
Honestly the dark souls games are more quality and Elden ring is more quantity. I’ve had fun in both games but the souls and blood borne felt way more impactful and not necessarily short, but I admittedly spent a lot more time on Elden ring than an individual souls game.
Gotta comment on your mention of Weeping Peninsula, strongly disagree that there is not much going on in that area, it provides a great place for the player to grasp key mechanics of the game. There are multiple churches to visit which shows the player the value of finding these areas to upgrade their flasks, there are several good weapons to be found, there's a tower for increasing your spell slots, a mine that has plenty of upgrade materials, introduces us to the first walking mausoleum, has a unique quest that most will start upon arrival, a small legacy dungeon to get players familiar with the concept before taking on Stormveil, I mean I could probably keep going on how great Weeping Peninsula is for the game and overall experience, but most importantly it's entirely possible to miss this area on a first playthrough which further reinforces what FromSoft is going for with Elden Ring. Great work on the video, Peace and Love!
Oh for a first time playthrough I agree that Weeping is a good detour, I meant more so for a repeat playthrough, aside from the sacred tears and maybe the memory stones, there's not usually much reason to go there haha, but maybe that was the point
It’s just a far range parry. It’s no different than any other parry. Also I think gun parry aggressively simplifies the hunter fight and makes them less interesting as whole.
Ds2 Also has the best details in the series. Ds2 has animations showing when you’re low on health or stamina, when you’ve opened your inventory, and more. Ds2 also lets you use ballistas. Which would’ve made ER much better given the castles. Ds2 had powerstancing, which ER tried to recreate with the dual wielding. Powerstancing was more than just one button. It even allowed certain weapons of different types to work together. Also, certain weapons had special movesets when used in the left hand. Ds2 always has invasions available, human or hollow. But, you can deactivate them with an effigy. This made invasions and pvp much more fun than ER’s. Ds2 had pharros lockstone, branches of yore, and torches. These items made exploration interesting and inspired players to come back later. ER only has one equivalent, the stonesword Key. But, because there’s only one type, you soon amass a huge amount and they no longer matter. Ds2 provided lore for reusing bosses or enemies. Bosses would later appear because of the ties of kingdom’s infrastructure. (Why were the Godskin Apostles used so much) Ds2’s bosses were based off of Demon’s souls style of gimmick fights, where the battle could be affected by actions inside and outside the fight, meaning one boss could play vastly different dependent on how you set them up. The DLCs had co-op zones that were meant to serve as challenges for parties. While these areas are hated on by a lot of fans, that’s because they played them solo. The Iron passage even has specific routes designed to allow the party to split up and later regroup! Covenants would affect more than one aspect of gameplay, from pvp, to pve, to map exploration. Ds2 is my favorite!
Personally i feel that Fromsoft games are best when Fromsoft can curate the experience of each zone, DS1 and 3 are great as they feel open world but each area feels historic and that you could piece together the events that came before it all went to ruin (plus how they lived etc) whereas with elden ring i can't even remember of any instances of seeing a DS1 black knight enemy (i.e. intimidating, lore impactful and "run as fast as possible"
NPC quests in this game where a nightmare just because they copied the extremely vague nature of Dark Souls quests without adapting it to the open world and giving you some sort of quest log or indication of what to do after an NPC changes positions. "Good luck, I'll visit the hills up north," or something then you re-load the area and they're gone. Ended up not being that big of a deal but I had to pour over Fextralife just to get back up to speed after I stopped playing due to irl obligations and disinterest. Had I not had a guide open I would've easily ruined several quest lines until the next play-through. Also I hated the over-world map before I had the map completely filled out. It was an absolute nightmare trying to figure out where to go half the time. And the damage scaling when you first get to the mountain tops being ass is just mean. I felt like I was over-leveled when I was hitting 120 but apparently getting to 170 in NG is absolutely normal suddenly? I wasn't close to that in NG3 in Dark Souls 3 ffs. I mean it works now but until I found out that's relatively normal and Fextra's whole "mountaintops is fine when you're lv 90 : ^ )" is absolute bs I nearly dropped the game because I was making no progress at all. Overall though I love Elden Ring to death. 9.5/10 and easily rivals DS3.
If add for DS2 just how much overall experimentation with new ideas and stuff they at least tried. DS3 kind of went back to playing it safe and polished the DS1 experience and they’ve kind of felt that way since
I regret to inform you that just because one game has a culmination of different Soulsborne titles doesn’t mean it’s genuinely good. If anything, any game that uses elements from previous titles to try & bring forth “nostalgia” feels more like cashgrabbing. Which is what Elden Ring is at the end of the day. Yeah, Bloodborne takes elements from Demon’s Souls, especially with the Tower Knight & Penetrator references in the One Reborn & Blood-Starved Beast boss fights respectively, farming for Blood Vials & Bullets like you would farm for grasses, and a singular lamppost like only having one Archstone in a level, but Bloodborne doesn’t go the cashgrab route & remains its own title. The same goes for Sekiro; it’s its own title that doesn’t go the Tenchu route of taking elements from those games, because Sekiro is a standalone game. The only references to previous Souls games is in Dark Souls 3 where there’s the Shield of Want (from Dark Souls 2), reference to the Dark Soul (in Dark Souls 1) & a final boss fight that reintroduces Lord Gwyn (again, in Dark Souls 1). There are plenty others, but those are a few examples. Elden Ring is trying to be a combination of every single Souls game, and it just doesn’t feel right. It’s trying way too hard to be a more… revamped version of Dark Souls 2 but with DS3 combat, if you will. Combine that with a boss fight resembling Gehrman & the Moon Presence (Radagon/Elden Beast), a boss fight that SHOULD HAVE BEEN Tomoe (Malenia), a boss fight that resembles TOO MUCH like Ludwig (Maliketh), similar copypasted dungeons & caves like the chalice dungeons, DS3 combat (as mentioned before), input reading/heal punishes like Sekiro, a pretty unbalanced late-game like DS1, a lot of unfair bullshit even post-ADP like DS2, and you have a game that gets really unfunny & not worth playing very fast. Don’t even get me started on how exploration is no longer a priority by the time you enter NG+2, because you’ll have already explored everything & collected every item/copy of items. What makes NG+ in The Witcher 3 better, is exploration is still key & adventures in Kaer Morhen, Velen, Novigrad, Oxenfurt, Toussaint, etc., never get old. Elden Ring is a major detraction. I can never get enough of Lothric, nor can I get enough of Yharnam. I just get super bored of the Lands Between after a while.
i wanna add the re-use of bosses as enemies. older games re-used them better cause when you met them again they usually had around the same amount of health so you truly felt stronger in the game. in elden ring i didn't get this feeling cause when i met some "bosses" again they got an insane healthboost which always made it feel like i didn't get stronger in the game. best example is the lion misbegotten who i might add is a boss 3 times and gives you a unique weapon 2 times (kinda lazy imo) but when i met him in some area's as a tougher enemy he was like insanely buffed. way stronger than his bossfight. so i would say the older games did it better cause that early challange became a little obstacle later on and you felt like a boss when you could low diff them later on. (capra and taurus demon, the shadows of yarhnam to name some examples)
Eh, previously they'd just reuse a boss as a common enemy, but due to ER's world design, there are simply a ton of places for mini-bosses. I don't think it's too fair to compare the taurus demon to the leonine misbegotten for example, because DS has way simpler and way fewer bosses in general than ER. Leonine misbegotten has a good variety of attacks, and every leonine misbegotten boss encounter after the Morne boss has an extra enemy as a buddy, or new attacks. Also, the taurus demons and capra demons in DS were shit. Way too many in a small area. Fighting a bunch of boring enemies in a boring area isn't improved by having previously fought them as boss fights.
I absolutely could be wrong here, but wasn't the giant Warrior Jar fights based on builds of other online players, albeit still AI controlled? Or was that Fia's fights (which the exception of at least one fixed NPC) that I'm thinking of?
RESPECTFULLY let me know if you agree or disagree with any of my points, or if you have any other things you think we're done better in the past games :) I'll also take feedback on the opposite ideas as I mentioned in the outro!
I disagree with the atmosphere part. I really don’t like how loose the term atmosphere is used in the souls community because it’s extremely vague and nebulous in its meaning. It ultimately feels like people just mean they like the overall design and tone. I struggle with which atmosphere is the best because ER isn’t going for the same vibe, tone, whatever DeS is going for. ER is going for high fantasy, a presenting feeling of adventure and mystery. DeS is dark fantasy, with a more grounded approach. I feel say this is better “atmosphere “ when they are not going for the exact feeling they want to convey is silly. If we’re talking about who do better at conveying the tone From is going for? I think they both do well but in different ways.
Sorry but to me it seems like you are trying way too hard to bash Elden Ring, you are listing what each game does the best and then just say it is better than Elden Ring but you could select any other souls game to compare it to and the video would be exactly the same..
bloodborne's vibe is just unmatched in any game I've ever played and that's a lot. The aesthetic, art, design, concept. The way I see it is that elden ring is the open world dark souls, I would love to see a bloodborne counterpart to that. And I dont mean all of the above are bad in elden ring, quite the opposite. Goes to show how how of a caliber the soulsborne games are
As someone who likes exploring open world games and not be restricted on things I can do in them. I think elden ring is one of THE games being able to achieve that feeling.
Great video. In my dumb and highly biased opinion, things bloodborne does better: Weapons, story, OST, the 'rally' mechanic, system wherein you can break the boss's limbs, the ring a bell to ask for help / raid someone. One thing bloodborne did the worst: NOT COME OUT WITH A FREAKING 60FPS PATCH!!!
2 Things about Bloodborne to add: Limb System (which ER lacked) and beside the Tonitrus/Boomer ones where you only really have one moveset, another type of weapon that struggled due to poor design conventions was the firearms due to no free aim mode. (also trick/gun hybrids get shafted outta most forms of buff/enhancements) rip Rifle Spear (it's not really a rifle, it does shotgun shots)
Mimic tear was an attempt to create an extremely unique boss that was supposed to be similar to your fight with Dark Link in the Water temple in Ocarina of Time. But the major flaw in it lies in it's greatest uniqueness. I don't know how Fromsoftware overlooked this but players figured out pretty quickly that you can pretty much ruin the amazing and wondrous concept of the "You versus yourself" idea by just unequipping all of your stuff and then re-equipping it back after the Mimic tear spawns in, making it the only boss in Fromsoftware history to be able to be rendered literally harmless and what would have been a Dark Link type fight, is now just a helpless soul for you to just knock aside and forget about it in 2 minutes.
This only holds up in todays standard of people incessantly spoiling themselves by watching streamers play games before they do. Or googling strats before ever attempting a boss. The beauty of Mimic Tear is that you DONT know its coming at you. The beauty of Mimic Tear is that you ARE given the choice to think about what to do to fight it (aka stripping). Thats the POINT of the fight. It reminds me of true gems of gamings history like MGS1 psycho mantis swapping your controller, or MGS3 waiting real life days so a boss dies of natural causes. This is what makes Mimic Tear a great encounter, even without being a tough fight.
It has probably been said already, but my big hang up with Elden Ring was the lack of legacy dungeons, and their inneffectiveness due to the inability to balance an open-world experience. During my first play through I was always excited to reach the next legacy dungeon, only to be extremely overpowered or super underpowered when I got there. The bosses I wrecked were unmemorable because they were too easy (they also held no emotional weight), and those that wrecked me didn't feel balanced, presenting me with a choice of beating my head against a brick wall or exploring an open world environment that I didn't want to explore, because it felt empty and uninteresting to me.
IMO, Elden Ring’s greatest strength is that it takes qualities of various past games and mixes them into one. It doesn’t excel at a single thing. It’s good in many things.
The open world and the horse was such an amazing add. I was iffy on Elden Ring when I first played it but I took a LONG break fron ER and replayed the previous souls/sekiro games then finally came back to ER and its such a massive refreshing world.
I think one big thing ER failed at, are the OST. This is personal preference ofc but I found them to be mostly "generic fantasy" rather than being interesting and cool to hear over and over like BB or even the og DS
16:12 It's not just speedruns, though. It also applies to people who simply want to create another character. The ammount of preparation you need to do in order to get to the fun part is ridiculous. That was the reason why I quickly dropped second playthrough, even though it was my tradition to beat From game at least twice with different builds.
I'm sorry to hear you didn't enjoy it, but tbh I enjoy the process of making new builds for the most part! It's a little like Dark Souls 1 for me where *most* of the time you can make a mad dash for whatever you need, unless it's in Mountaintops or something but generally there are things you can get on the way. The only build I actively disliked making was an arcane build cause you don't get most of the fun blood spells until Shunning Grounds or Snowfields 😩
this video makes it more clear than ever that dark souls fans are so jaded and set in their fundamentally flawed ways of looking at games. its as frustrating as it is sad to see someone even make an attempt to compare the intricate environmental story telling and the attention to detail that goes into every location and the spaces between those locations in elden ring to the confined, tedious, cluttered mess that is every step you take in dark souls 1. Exploration is such a key part of Elden Ring and you can gather so much about the lore of the world by just being even remotely invested in the world you're experiencing. To everyone that feels like dark souls 1 is better to explore than Elden Ring, I plead with you, I absolutely beg you to take a step out of your way of perceiving the game and the world around you. I promise if you truly invest yourself in Elden Ring and don't just look at it like "dark souls but with less direction" you WILL have a better time and you WILL see why Elden Ring is a better game.
Commenting before watching. Here's my opinions though I'm listing more than 1 thing for each. DeS: World/Character Tendancy (Yes, I liked it), Creative bosses (might be easier, but a giant stingray, a pile of leeches, fat guy controlled by bird...) DS1: Functional Poise. PvP issues aside I hate that I'm stunlocked by Rats in future games because I want to use a longsword with armour. DS2: Original Ideas. I gotta respect DS2 for actually trying new things, not everything worked but there's some good features. I like spellbuffing infused weapons and that cast speed isn't tied to Dex. BB: Artstyle and Lovecraftian themes. Rallying. Limb damage, the bosses, being able to move as fast as the bosses/enemies, quickstepping for locked dodging. DS3: Reskinning and reusing ideas. (actually this might be tied with ER), lacking originality
Elden Ring has an OPEN MAP and at best it's just a lazy attempt on the OPEN WORLD. Big Map had the priority, everything else came after, that's how it feels to me. They didn't have proper time to fill this map, only just enough to somewhat cover for it's weakness. Let's hope Miyazaki does as he said taking the GOTY humbly promising to make better games. I hope they're not gonna get even bigger open maps like ER.
elden ring becomes a giant supermarket. we travel around getting the items we want and ignoring the rest. upgrading takes too many stones. better to do away with upgrading like they did with armor.
I.. Never really enjoyed Elden Ring. Its a great game, especially against 99.9% of games nowadays. But compared to the other souls games, i really do NOT enjoy the bosses. Attacks either take forever to hit you, then one shot you once you get bored, or they are so fast and heal the boss (we know who we are talking about.) Malenia is one of the worst fights ever made by FromSoft. She is a gimmick fight, and not a Yhorm or storm king gimmick. She is simply a "you can't learn waterfowl? It's unfair? Well you can't beat me unless you get lucky." As someone who spent hours trying to learn it, and eventually did, the rest of the fight is just bad. Easy dodges, hell, easy parries. The only fights I truly enjoyed in Elden Ring were Mohg, Godfrey and Morgott. All three seemed very well made, fleshed out, and weren't one shot gimmicks or overly long attack timings.
Funnily enough I loved Malenia and thought she was very clever EXCEPT for waterfowl, most of the ways people dodge them don't feel like they're intended and just manipulating the AI if that makes sense, and it did kinda singlehandedly made the fight feel very ehh to me, too much anxiety for my taste
@@BertoPlease I completely agree. Waterfowl's primary counters in the community isn't ever dodging. It's always frost pots, status procs, stuns, etc. And that's to no fault of the community, its simply the attack. The rest of her attacks are well telegraphed, I only mentioned parries and such because well, I quite enjoy when I can parry a boss. I felt she just really couldn't be fought without trading, hence I see parrying as a great counter to her. No healing for her, critical damage for you.
Great video. To parallel this, here are some things I think Elden Ring did better than the previous games. - The Legacy Dungeons and some mini areas. Leyndell, Stormveil, Faram Azula, etc.; They went all out when designing these levels. The verticality of the exploration, getting lost in these massive levels, etc. Seriously, it's the best in the series hands down. Some caves and catacombs were interesting as well; Like the looping catacombs, the teleporting chest catacombs, the suicide bomber cave, etc. So many great areas in this game. - Spectacle of the Bosses. The bosses in this game seriously deliver on epic battles. Like Godrick cutting his arm off and grafting a dragon head. Going to war against Radahn before he massacres everyone as he crashes into the arena with the ferocity of a falling star. Fighting a teleporting lightning Dragon that nukes you so hard the music stops. It genuinely feels like you're fighting gods in this game with how crazy their movesets and attacks are. - Build variety, playstyle versatility and fashion souls. There are sooo many different ways to craft a build to express yourself however you want. Magic builds can have u feeling like a cosmic god, tanky strength builds can have u feeling like a black swordsman badass, etc. On top of that, this game can be as easy or as difficult as u want. In previous games, if u wanted to progress u HAD to beat them. But in ER? U can just go somewhere else, get stronger and come back. Hell, you can just use spirit ashes alone; never have to attack anyone yourself. - The Beauty of the World. This game is so incredibly gorgeous. You can honestly just roam the open world admiring the breathtaking vistas, and the unique character designs and armor designs that Fromsoft is so famous for. The other games are beautiful as well, I just think Elden Ring is where they took it up a notch. Whereas the aesthetic of previous games could be described as a hopeless world that pushes you to give up on it, Elden Ring can be described as an ambitious world that's worth saving. - The crafting system. I just think it makes much more sense for things like weapon resins, bombs and knives to be craftable rather than having to buy them or find them in the world. - Lastly the parries; it's WAY better than Bloodborne AND Sekiro... nah just kidding. All that said, art isn't a leaderboard; These games are so damn good- Can't wait for Elden Ring's DLC.
Is your plan here just to slate ER? Are you doing a second video where you say what ER did better, or will that not be as much clickbait? Your follow up pined comment did not help. i think some of these comparisons are reaching at best, as well as having a little bit too much nostalgia for the early DS games. I love all the SoulsBorne games, but they are not supposed to be carbon copies of each other. And adding open world will inevitably change the dynamic. Bloodborne did do weapons with a lot of quality, but the lack of quantity also made burnout more likely.
@@BertoPleaseI hadn’t thought of it that way. He can be a pushover but if he gets momentum I have seen people struggle against him. Maybe if the point was for him to be a pushover they should have balanced him differently.
Me casually scrolling through the comments looking for the ER simp's paragraph essay about how ER is the most perfect game in existence and nothing even comes close.
I am the biggest Elden Ring simp you could find and yet I agree with everything in the video, except the Demon Souls bit, but that's only because I haven't played it and can't really compare. But yes, the NPC fights in Elden Ring are garbage except maybe Alexander I guess
I really enjoyed Bllodbornes insight mechanic as a concept. While it doesn't make too much difference overall, the idea of seeing new things in the world and certain boss fights or dialogue changing based on the amount of a specific resource you have would be awesome to see in a future title
regarding the exploration and open world vs how its in dark souls, i really prefer it not to be open world as it lets the world be twisted around itself, i mean take bloodborne for example when you find the poison cave that takes you back to the start of the game , elden ring does not have this since its open world and the legacy dungeons are to far apart for it to make sense to be connected in that way
Enter Leyndell, go down the sewers, parkour down to the frenzied flamed 3 fingers, from there you’ll find a hidden/smooth entrance to the Deeproot Depths, from the Deeproot Depths you hop into the box which takes you to siofra river, from siofra river you’ll go to the mist wood well…. And by he end of it, you’ll find yourself back at limgrave… All from Leyndell to Limgrave, in an interconnecting way, *without* having to *teleport* a SINGLE time lol
@@HeevaEgo yeah true i did forget about that , but thats still not the same as its over such a large area and also the Soifra is almost an entire open world on its own lol and like he said in the vid, i agree there should probobly be some way to travel from altus to cailid, would be cool if it was through one of the side dungeons basicly imo the way elden ring connects all via the Soifra is just to long of a travel to feel like a cool worth while find like it does in bloodborne and at the same time , finding and opening shortcuts in deamons souls and ds1, most likely due to there being to many bonfires
@@ni9274 to each their own, i still find bloodborne and ds1 n 3 more fun mostly due to them not being open world Im not saying that elden ring is bad due to being OW
On my first ER playthrough I got every grace, explored every area and killed every boss. It got tedious very fast and I found myself playing less and less each session until in finally did it. Then subsequent playthroughs I just ran to the bosses to get the rest of the achievements
One thing better in all of the other games imo: Use of i-frames was optional. I think in the past, i-frames were just in the games as a shortcut by developers to make dodges work more or less as intended without perfecting the hitboxes of every single move by every single enemy. Some players chose to abuse and exploit this shortcut by using it to perform physically impossible dodge rolls that move in the wrong direction and pass straight through attacks, but in DeS, DS1, DS2, BB, DS3 or Sekiro, there was never a point when you NEEDED to intentionally use i-frames to dodge attacks; it was optional, and you could always choose a more immersion-friendly approach where you actually roll in the correct direction on the correct timing to fully clear the attacks visually, as would be intuitive in real life. Elden Ring removed the latter option, and codified i-frame dodge as a mandatory part of the core gameplay, by creating lots of enemy attacks that cover to large a radius too suddenly for it to be POSSIBLE to dodge them in way that makes physical or visual sense, at least from many positions you're likely to be in when said attack initiates. Rolling straight into massive shockwaves, or cones of fire or snow and taking no damage makes no intuitive or visual sense, and trivializes and kind of makes obsolete the previously core soulsbornekiro skill of precisely controlling your position and spacing, and roll direction at all times, so that you are always ready to visually clear certain threatening attacks. Now with all the Elden Ring attacks that are physically undodgeable based on what we see onscreen, I don't worry about the direction or my position, and simply tap roll on the rhythm and nonsensiclally phase through everything. Distance, position and direction basically don't matter anymore, as once they did. I played through the older games without ever making deliberate use of i-frames, but because of how ER works, I'm as much of a de-immersing abuser as the average DS3 PVP enthusiast!
Since I have seen all the "no hit no roll no run (etc)" challenge runs in all the previous games, I do know that technically it's probably possible to beat most of them that way, but I do feel like as the later games went on, they *did* sort of make rolling the default or more optimal way to avoid damage, where in DeS and DS1 at the very least, maybe DS2, shields and positioning were still VERY reliable. I will say though I do like that jumping is actually viable as a dodge too, although it does have s, it just switches it up just enough to spice it up a bit, but yeah
@@BertoPlease Sorry, I don't think I was clear enough that I am making a distinction between (A) using dodge roll normally ("properly" dodging), and (B) "i-frame dodging." I have always rolled in these games, and my complaint doesn't have to do with challenge run styles of playing. (A) = rolling in a way where your entire character model fully gets out of the way of all attacks (by going to left of them, right of them, under them, or backward out of range). i-frames are something hidden that trigger under the hood to make this happen more smoothly, and the player doesn't need to know they even exist to avoid damage. (B) = learning at what point in your roll animation invincibility triggers, and then exploiting that to "dodge" attacks without getting out of the way, taking no damage even though we can visually see your character model passing through blades, fire, ice, explosions, etc. The possibility of doing B to me seems like just an artifact of the attempt to make A work smoothly. Prior to Elden Ring, doing B was an optional approach, since you could do proper dodges for all attacks for every enemy, and didn't actually need to know about the i-frame aspect of your roll or ever make intentional use of it. The only exception I can think of is Darkbeast Paarl's AoE; from some positions it seems physically impossible to roll out of its radius in the short time it takes to trigger, so you have to just phase your body through it using rhythm. Elden Ring however, is FULL of attacks like Paarl's AoE, where the speed and/or radius cannot be negotiated by moving in an intuitively correct way to get your character model out of the way (ex. Godfrey's ground stomps; Fire Giant's snow attack). The game also seems extra generous with your i-frame window - it feels extra long and forgiving in ER. This all makes for a downgrade imo, because (1) it requires the players to engage with the game in a way that breaks the fantasy and has no in-universe justification, and (2) it encourages a simplified approach to play that relies on timing alone, without worrying much about either position or direction.
I played every souls game and I’m gonna have to say elden ring is the best because it takes everything from every souls game and expands on it making it better
UPDATE: OPPOSITE CONCEPT VIDEO IS OUT ua-cam.com/video/0MVXpK62QHM/v-deo.html
I want to address a few things because some folks are making assumptions that are just outright wrong and are maybe getting heated for the wrong reason: Obviously Elden Ring isn't my favorite game in the series but I still LIKE it a lot, I've replayed it a shit ton of times and would consider it an A tier game. The purpose of this video isn't to bash it or to say it's the worst, and I hoped the video came across that way with me giving it credit where it deserves it, I'm by no means implying ER did any of the things mentioned outright BAD, unless I strictly say so, but I also understand the premise of the video maybe gives the wrong idea.
I've been a fan of the series for almost 10 years now, played all the games multiple times, and from my perspective, the point of the video is looking at things that I felt could've been done better because they obviously HAVE done it better in the past, but for one reason or another they didn't; I would hope most of them are objective but I understand that not all of them are, and have some subjectivity. Now yes, some of the things I comment on simply discuss some of the things some of the games have done BEST in the series, but on the flip side, I also could've talked about things that Elden Ring outright did TERRIBLY, like most of the duo boss fights and such, but I opted out of it since it's a very documented critique, and I couldn't necessarily pin that to one game, most of the games did duo fights even a bit better.
I also hope that this video would maybe be an incentive for anyone who hasn't played the prior games to give them a shot, because there's PLENTY of reasons to do so, or to LEARN about some things that maybe aren't even done the best in ER, even if they're still done well. I'm passionate about game design and just want to see the best out of Fromsoft as they can have, so it's just a tad disappointing seeing some steps back in some mechanics of the series, but there also could've been external reasons for some of the differences.
Nevertheless to me this video was a fun thought experiment and I'm glad most of ya'll just took it as that, trust me I'm not THAT upset about the majority of the things I talk about lmao, but it is an opiniated video so I did expect some disagreements, but again, just keep it civil 🤷♀
"I also could've talked about things that Elden Ring outright did TERRIBLY, like most of the duo boss fights and such, but I opted out of it since it's a very documented critique, and I couldn't necessarily pin that to one game, most of the games did duo fights even a bit better." nah, i summoned and cooped in the duo fights and had some of the best most chaotic moments ive had in the entire series, maybe you souls vets should learn that just because it isnt designed to be beaten solo, doesnt mean its bad, fromsoft are tired of designing every boss encounter to be done solo, especially in an open world game, so no, they didnt make duo fights worse, they just wanted to take a different approach for a game this big.
maybe make a video of the many MANY things does better than the older games to even out your nostalgia bias?
@@flamingmanurethis is not nostalgia, I think many of the takes on ER overblown or straight up wrong, I put ER above DS1-3 but the Duo bosses are not good. Even if it was balanced with summons in mind, they are not unique at all and being two enemies that don’t mash well together. I will defend what ER does right but will not defend the flaws. Are some of the people overblowning it. Hell yes! Is it true also yes.
@@flamingmanureThat’s the thinest argument I’ve heard defending Elden Ring. The game is made so that people can choose to play however they want, even the devs said that. Keep in mind that when designing variety in playstyles, you have to try to make them all as fun as possible, and this is where FromSoft jumped the shark with Elden Ring. They couldn’t handle making the variety of playstyles work well with combat encounters and just combat in general. Unfortunately they made a huge misstep there, and it’s sad (especially because I was extremely anticipated for it), because I want the team to succeed because I loved their previous works.
lol why are you so gung ho about duo boss fights in ER, I've never seen someone defend putting two basic enemies / repeat bosses into a room together and claiming they're so good so passionately. Of course doing shit with friends is fun, there's less things that AREN'T more fun that way, doesn't make it good. But you commented on my retrospective video so you'd have already seen me discuss this in the godskin duo section so you know my constructive thoughts on this, riiiiiiight? :)
It was a good video. Keep up the good work!
One thing you have to give FromSoft is that all of the souls games feel unique unlike most series.
I mean most of them are unique but elden ring is probably the least unique as it literally takes so many reused assets from all the other games re used boss animations etc etc not to say it's a bad thing but it did take out the "oh shit that's such a cool enemy or boss attack" moments for me when literally all the other games had already done this shit before not to mention it looks graphically and artistically very similar to ds3 but thats just me
@@hionajoseph4611I disagree a lot from soft has been reusing animations for years and no one ever complained until now the boss animations only a few for certain moves are reused I think it’s the most uniqe as it’s open world and the world looks uniqe as long with the bosses design and how it plays into the lore if you look the graphics are simmiliar to ds3 like bloodbourne is but they all have uniqe style
@@hionajoseph4611also I disagree with the ds3 thing ds3 was very grey and dull on purpose elden ring is a lot more vibrant and uniqe ur looks simmiliar cause the game engine
@@hionajoseph4611 What makes Elden Ring unique is the open world.
@@dificulttocure A good lesson that just because what you do is unique it doesn't mean that it's good. Elden Ring's open world was by far the worst aspect of the game and it doesn't help that 80% of the game is pure fluff reused content or have very little to nothing of note in it. Quantity over quality was where they went wrong.
I just hope they make the DLC better with a more linear place as all the best content even for Elden Ring is in the linear places.
Bloodborne had an amazing "limb break" system too, which would be super awesome if it was integrated to Elden Ring, judging by how many huge bosses there are
The limb break was first in ds2 bro
@@lucaschalub585we don't talk abt ds2
@@lucaschalub585 damn, I want to buy that game now even more! But I am forcing myself not to, as I am already playing Sekiro, Nioh and Elden Ring, and those were quite fucking expensive for me, ahah
@@sfxjb We do talk about that mate
@@lucaschalub585limb break in ds2 isnt rly the same as bb
i think elden ring’s biggest weakness is that it might be a little too massive. my first playthrough was easily one of the best times i’ve had playing a game. however, i haven’t been able to finish a subsequent playthrough since because every time i do, i get burned out and i get option paralysis. i don’t have these issues with the other souls games. in the past year alone i’ve played bloodborne 3 times.
Is lack of replay-ability always bad. Most open world games have this because a major portion of enjoyment is the sense of discovery which you can’t replicate on another play though. Are you really going to say it’s flawed in that way simply because you can’t replay it when you stated on your first play-through it’s one of the best experiences you ever had? I’d say a great first playthrough in this games case is better then it being replayable
I’d actually somewhat disagree here. I was thinking…
And I’d compare Elden Rings open world to Botw, Skyrim and Witcher… and came to the conclusion that Elden Ring is actually significantly the smallest out of the bunch….
I remember thinking why the game felt big on subsequent play through, when it wasn’t. ER focused on Density/population of content rather than pure *size*
That’s why, after that moment of realisation, I’d complete Elden Ring far quicker than any other open world game on the list lol
You can ignore the open-world after you first playthrough, just doing the main bosses you can finish the game in 10hours
@@ni9274 but most of that time will be randomly running around.
I do agree with @kfc4056 that not all games have to be replayable like that, I know that's something Sekiro got a lot but I think it's one of those games that you can just cherish a playthrough every few months or years, but it is unfortunate that you WANTED to replay and its not turning out well 😥
Dark Souls 2 also is the only game where backsteps are actually useful because they have s, being able to dodge attacks with backsteps made for some pretty stylish combos in pvp/pve.
Backstepping is often useful to me in general regardless of any i-frames. Because I can use it to not get hit or get some distance to breathe without spending much stamina.
In ds3 it's useful depending on weapon. Some heavy weapons' roll+r1 is only a short range while their backstep+r1 hits much further
Bloodborne better because they travel further distance
Back steps are useful in Elden ring for backstabbing and skill expression.
Also who gives a fuck about back steps when we have a dash that turns you into smoke and a spear that lets you become lightning
They should have incorporated back step or even side steps like the Black Knife Tiche. I liked Tiche fighting style with a knife. Because knife weapons otherwise are totally useless having almost zero range.
DS1: Fairness in interactivity. If you could see something, you could affect it, and the rules were usually consistent between the player and enemies. Managed to throw firebombs over the boss fog and hit the boss? You can bring it down to 1 HP. Is there a gap in the wall? You can usually make the boss fall off. Meanwhile, Elden Ring has bosses that leap backwards on narrow bridges, and get saved by invisible walls.
so DS1 is better because it allowed you to cheese bosses easier?
@@jeef4692No DS1 is better because it enforces the same rules on the player and the enemies which makes the game feel fair.
@@MrSnakexxxx the enemies are all meant to be stronger than the player, it makes beating them feel like a challenge and makes it rewarding to succeed, if winning was made as simple as cheesing, or, as you say, "if the fights were made fair", it'd take away the whole purpose of the initial difficulty, and make every fight way less rewarding.
@@jeef4692 A good example is the bow cheese for commander Niall iirc. The boss arena has a small hole that you can use to shoot him from a certain angle a distance away and as such cheese him. I don't support cheesing bosses but that's a good example of what Galgamos said.
What are you talking about? You can make the gargoyles fall off in Elden ring but not darksouls, you can also cheese bosses like commander Niall.
One thing that was really strong in Demon's Souls but has been steadily getting weaker to the point of almost non-existence in Elden Ring is boss arenas that influence the fight. DeS arenas had features like hallways, cramped spaces, multiple levels, environmental hazards, destructible barriers, interactable objects, traps, narrow bridges, and even interactions between boss mechanics and the environment (Dirty Colossus' flies can be burned away with the torches in the arena).
But by the time we get to Elden Ring, despite adding jumping and a lot of verticality in exploration, virtually every boss arena is just a large, flat, empty room, sometimes with a few pillars. With as many repeat bosses as ER has, some arena variety could have done a lot to make them feel less repetitive.
One of the unfortunate side effects of the games focusing more on the combat and bosses than.. everything, making the world as immersive as possible.
I will say, for this reason I do kinda appreciate the overworld bosses a bit in this regard, since it feels the battle feel more natural, but on occasion it can backfire if the terrain is a w f u l. Like with Ekzykes
Tbh tho demon souls bosses that had the stuff you mentioned are almost all gimmick bosses and some weren't done well at all
@@theoroberts3727 Even if that's true, so what? I'm talking about arena design, not boss mechanics. Demon's Souls having clunky bosses doesn't make ER's arenas any less boring.
@@BertoPlease i want to say i enjoy souls and bloodborne more than ER because of its environments. And i would argue that most players enjoys souls is because of its tight and interconnected world design. It always felt so good when I finished exploring the areas and end it off with a boss fight and especially the when the boss is good. It felt like a horror game with added combat elements most of the time, and the satisfaction clearing an area and looting everything is unmatched. The lack of deliberate area design and the switch to more boss and combat focused is what made me dislike ER. ( and i think what made BB the best souls to a lot of people is because its a perfect balance of both area and combat)
@@derrickcrowe3888but that's really intertwined. DeS generally had gimmick boss fights that were 90% environmental, whereas bosses in Elden Ring almost always focus on being a tight 1v1 experience. If arenas would be more complex, boss behavior would be exponentially more complex too. There's only a limited amount of permutations that keep a boss fight fun and able to be made with the resource limitations development of these games have.
Elden Ring did something very special, it brought back the feelings of "surprise" and "wonder" to me since my first Souls game. You see, DS1 was my first From game, and the genuine surprise and exploration were the best parts of the experience. In the subsequent games, I never *truly* had that feeling return, I felt like I always knew what the "formula" was. It wasn't until I played Hollow Knight that those feelings returned.
And then came Elden Ring.
From the beginning, when I got snatched into a cave and walked out into the burning red hellscape that was Caelid, I was shocked. And then I was teleported to what felt like the top of the world, at Leyndell. But before I got to Leyndell proper, I rode down an unassuming elevator that just keep going, and going ...and going. Wow. THERE'S AN UNDERGROUND MAP?! It was unbelievable. Then I got to Leyndell proper, and it was Anor Londo, except it was all explorable, not only that, but there was an entire sub system of sewers, and then, a secret boss! But did it end there? No... I jumped on the altar and it moved... I kept going down further... and further... and further... behind 2 more illusory walls, and I was in the Deeproot Depths. Simply put, the wonder of exploration was absolutely incredible, and no other game did that better than Elden Ring.
Cringe
I agree, it was all really refreshing coming from the previous games. They even took your knowledge from ds3 bosses and flipped it on its head. Enemies now had more delayed attacks and combos to throw your muscle memory off. I loved it.
nop@@michaelmango23
@@michaelmango23You're so badass 😎
@@michaelmango23L person.
Humorously enough, the Tonitrus is my favorite base-game weapon in Bloodborne. I ran a Strength Arcane build in my blind run, and the Tonitrus with 3 bolt gems hit like a truck.
Tonitrus for life!
It is veery strong with the right chalice gems indeed, just feels like a waste that all it does is buff itself 😩
@@BertoPlease That's fair. I used it as a Boss/Kin Killer to great results.
Funnily enough, you not liking the Tonitrus fits with the lore behind it. The Hunters of Archibald's time didn't care for it either.
"Unfortunately, for reasons untold, the hunters of Archibald's time did not fully take to the device."
tonitrus is greatly underrated.
It should have transformed into a flail, i don't know what they were thinking
Honestly I think my biggest criticism of Elden Ring is a bit of a dual issue. Player builds can hit ridiculously hard, especially magic and weapon ashes. Enemies in return hit way too hard, yet have some of the most complex movesets and attack chains in the series. Which I feel caused a lot more relying on weapon ashes and powerful spells to spam. Because learning to fight some of these is a pain to run back, when I could just spam a hard hitting ranged ability and keep space. It also contributed to me personally feeling less like I learned how to fight quite a few of the bosses, and more of I learned how to exploit them. Where as in the previous games I felt more likely to learn and master their movesets.
Yes, you are spot on. I tend to play every Soulslike with some kind of basic weapon on my 1st char. Just a hit and roll style without magic, which I consider default way to play. On subsequent chars I go through caster styles etc. In Elden Ring the fighting-game style boss chain attacks filtered me hard. By Faram Azula I was like "why am I doing this?" The game simply moved away from "learn the boss [moves]" to comet azure him before he pulls some bullshit. Like yeah, someone will learn to beat Malenia with fists on a dancepad and blindfolded. Not an argument, autism finds a way. Doesn't change the fact that they went over the top with combos and chaining attacks. There is very little room to even attack the bosses with normal attacks. At one point you try INT and notice that you just gotta burst the boss down 1st or hit him from a distance, that's how you get around them being overturned.
inb4 some rivers of blood/moonveil soylord: git gud
@@M.M.1996 with elden ring you have to use positioning a lot more paired with roll and jump attacks and force openings, don't wait for a boss to give you an opening instead you should make your own.
@@M.M.1996 I noticed with both Sekiro and Elden Ring were specifically trying to push players out of the hit and roll style into a more flexible approach to defense, given how much less distance rolls covered in both, but also how blocking was improved, running was made more effective than rolling for re-positioning, and jumping was made available as an evasive maneuver and not just a traversal tool.
I've found From has been trying to figure out how to keep rolling from being overpowered but still an option ever since Dark Souls 2. Bloodborne and DS3 decided to lean into it as a specific challenge instead, designing the bosses around well-timed rolls and not much else, though it was mostly Bloodborne that went "you want to roll all the time, well I'll give you a reason to roll all the time" and made enemies never let you get far enough away to not be a threat you had to time rolls against, while DS3 didn't do that, giving the player a lot more opportunities to just roll out of range, something Elden Ring no longer allows.
ngl cheesing some of the bosses was really funny but the fact so many of them felt like a chore than something I want to do (like any video game should) was a shame. Mimic Tear for example was one of my favorite bosses because figuring out that you can go in fully naked with no equipment and just have a naked fist-fight to the death was hilarious. I dunno if that was actually a cheese strategy or intended though.
Fire Giant though is a massive pain in the ass that isn't fun whatsoever because you can't see half of what it is doing simply by being too big. The nearly one shot fire balls didn't help anything either. It's just un-fun.
@@The_Novu you don't need to see what the fire giant is doing in the first phase because you can hear it and just see what his feet is doing, the fire balls only come out when you're far away but at that point you should be using torrent to close the distance and avoid them. Fire Giant also doesn't roll so much if you're in front of him.
from a DS2 fan:
- availability and ease of upgrading normal (smithing stone) weapons. true, there are bell bearings, but they can be a hassle to hunt for and they're usually a step back from the damage you need for the area
- leveling curve. i maintain ds2 has the best leveling curve out of all the souls games, even if you think you have to spend points on ADP. you can get to drangleic castle comfortably with under 15 vigor. imagine trying to do that in elden ring. also most damage to weapons and spells comes from upgrades and not leveling so you don't have to minmaxx your build and can generalize, experiment, and have fun without needing to respec
- weapon infusions. almost everything in ds2 is infusable, even boss weapons. in Elden Ring the only somber buffable, not even infusable, is Bloodhound's Fang
- man i really just want bonfire ascetics back as a form of boss refights
I love elden ring but every time i replay ds2 these are the mechanics i miss in it and other souls games
Yeah, bonfire ascetics are a gift from heaven, it is weird how not many talk about them.
Just boss refights at bonfires like in sekiro would already be good.
Wepon and armor variety was also really good in DS2
And who could forget Majuila
I'll never get tired of saying that DS2 is the most replayable and most fashionable of all.
Ds2 has the most refined poise system too, surprised Ds1 was mentioned instead.
I know some people like ds3 "active poise" or whatever but that's only avaliable to 2 handed heavy weapons lol, Ds2 had an hybrid system that even took your stamina into account.
I feel if elden ring had a bigger ratio of castle to open world the game would feel a lot bigger and more interesting. Oddly enough, despite the open world being you know, an open world, I often find the experience of exploring it to be tiresome and disinteresting. I still do get sidetracked often so it's not too much of a complaint, but larger dungeons and more alternate pathways would certainly mix things up more than just a large landmass. If you just chopped out a lot of the needless space I feel like it would even be an improvement.
That’s the problem with open world games. They feel filled with copy paste small areas and hav r the occasional bigger area that is actually where your meant to go. There needs to be more unique and significant content. Have big unique dungeons and then medium and small ones. I feel like Elden ring did that a little hid with the shaded castle and castle morn and also some other smaller castles but other than that the rest of the game is big dungeons and small copy paste dungeons.
Not really, maybe it’s just that you don’t like open world, most people didn’t have any problems exploring everything.
Elden Ring open-world isnt big compared to other open-world games
@@FranklinThe1the dungeons are not copy paste
@@ni9274 Not the big ones the small ones like the catacombs and caves.
@@FranklinThe1 The dungeons problems are that they look the same. The Layouts of most of each dungeons don’t repeat each other but does uses similar architecture. If the small dungeons a little more different look per region it wouldn’t feel as samey. Like how the cave in snowfields all iced over.
World exploration was fucking godlike in DS1. Absolutely godlike
I think the thing I liked the most from the main Souls series that's much more limited than Elden Ring is how free you were to attack and kill NPCs. Not for sadistic "hehehe, let's kill everyone" reasons, but because these are games that trust you to live with the consequences of your decisions. If you kill a major NPC, you cut their storyline short. If you kill a merchant or blacksmith, you no longer have access to their services. If you hit an NPC, they're forever hostile to you until you pay out for absolution (which not all these games offer).
And then, occasionally, there would be additional content hidden behind attacking someone friendly. The most dramatic example would be attacking Gwynevere in DS1, which unlocks an alternate Anor Londo and the Gwyndolin boss fight.
Elden Ring is far stricter in ways that feel just the tiniest bit condescending. The pacifism effects in places like the Roundtable Hold and Volcano Manor are bad enough, but the magical protections on certain NPCs out in the world are weirdly immersion breaking. "Hey, Roderika, where did you get this magic force field? Why can't I have one?" Ball bearings mean there are no consequences to killing merchants. Killing the Beast Clergyman in Dragonbarrow doesn't result in an empty boss arena in Azula, while killing the Pursuer early in DS2 lets you skip him later.
That's not to say Elden Ring doesn't have consequences for killing NPCs. The biggest example off the top of my head is killing Patches cuts you off from the Tragoth assassination quest and keeps you from getting the heaviest armor in the game. But these moments are far rarer than in the rest of the series.
you dont have to kill Gwynevere to fight Gwyndolin
I think the reason for that is the change in objective. In almost every souls game, you're in a cycle and will likely not be remembered, leading your actions to be lumped into the group(the undead, hunters) You aim to become Lord in elden ring, and I feel like you're hold to your title of royalty and should act as such. Maybe I'm coping for it
Honestly i just greatly prefer the more linesr semi-openworld feel of other Fromsoft titles as it has more of a metroidvania feel to it, Each area feels like its own distinct place that feels amazing to discover rather than something you just kinda wander into like the regions of ER. And the areas that do have their own charm to it in Elden Ring are almost always spoiled by repeat bosses or enemies. I found that my favorite areas in ER were the ones that felt like something outta Dark Souls, Volcano Manor, Subterranean Shunning Grounds, Haligtree. The open world regions are fun to explore the first time around but on other playthroughs it honestly feels like a chore, To the point I'm just running past everything to get to the next part of the game i like. Everyone talks about its atmosphere but tbh its probably the least atmospheric Souls game to me. As far as the bosses go, While i still prefer DS3 & Sekiro bosses, The main bosses of the ER are all fantastic IMO, If theres anything i can comfortably say i enjoy more in ER, Its far and away the lore. I LOVE ERs lore, It makes each boss fight feel so much more significant than ever before, And tho some hate it, I enjoy how the bosses live up to their lore, Malenia is like this terrifying legend who's never known defeat, Willing to do whatever it takes to win, And her fight fits perfectly. This applies to Radahn, Mogh, Renalla, Godfrey, Maliketh, All the main bosses fit their lore perfectly IMO. Overall i think its an incredible game, And that first playthrough will always my favorite, If i ranked it among the other Souls games, I'd say BB>Sekiro=DS3>DS1=ER>DS2>DS.
This is why the Legacy Dungeons are by far peoples' favorite part. Like, I can understand it being the favorite, but we're talking to the point that people often talk about wanting the rest of the map to be like the Legacy Dungeons. That says something.
What i miss in ER is the big forhead moment you get when in DS1 you kick the ladder to the Undead Burg bonfire from the Drake bridge, opening the first shortcut in the game for the first time.
Fr, they really rely too much on bonfires / graces / whatever too much later in the series, rather than shortcuts to the same checkpoint 😩
The thing is that the moment you realize where you are, you also realize how in depth the world has been designed; like when you unlock the elevator from firelink to the two gargoyles which liks you to sen's fortress (and the blacksmith) and the darkroot garden.
When you have a map so massive and so full of checkpoints you lose the connection with the world. Yes its beautiful and everything but you can quickly get burnt out.
For me replayability is by far the biggest issue in elden ring. It's super boring to run around the whole map to get the item you need for your build.
the replaybility in ER is far above the older games if you have the time, it has far more customizability and things to test your builds on, but i agree that the size is a problem.
my biggest issue with this game is balance tbh, im fine with running around to get stuff for my build, but im not fine with end game balance being based on exploring atleast 80% of the map for your hp and damage to become viable, thats what kills it for me, then again i dont have the time that i used to to replay any game for long so it doesnt really matter to me in the end.
Despite the blind rage the game gets, DS2 is the most replayable of all, in the series.
@@thulsa_doombruh
@@theofficialnationwidehater?
@@rikybj0276 it's just when a ds2 fan always gotta say sum shit about how ds2 is the best at whatever
Good video but I feel like this is just things that each game did best not things they did better than elden ring specifically
True yeah.
Exactly, like what was the point of this video?
@@jaya.regalado5086people in the souls community from what ive seen recently are just bashing Elden ring for no reason when
1. They don’t actually understand the mechanics and full systems of the game
2. Half the complaints are literally issues from other games that they don’t want to admit is just them being upset
3. The changes made where to change up the formula while still keeping the core gameplay loop. Which they did well. However since it’s not just dark souls 4 open world edition people seem to think because it’s not a carbon copy of every single aspect of it it’s bad
4. Bosses the main complaint seen is that there are too many undodgable moves which is false all are dodge-able. Only 2 moves waterfowl dance and the roll from the noble are unavoidable at certain positions or in waterfowl’s case very hard to dodge. And the other complaint with the bosses is they attack to much without leaving openings, this is completey false every boss has punish windows and can be beaten hitless. The key difference is unlike previous games the bosses don’t sit there while you hit them they go into another combo after a hit or two unless poise broke.
Basically everybody doesn’t like the drastic changes because they enjoy the old. From soft made a more approachable and overall more enjoyable game for the average person just happens most souls fans don’t like what they changed regardless of the complaints being mostly unsound
@@jaya.regalado5086 there is a point to this video i just think he could have presented it differently
@@Ckrost it’s ok for some people to just have different preferences and taste in games, if someone doesn’t like elden ring it doesn’t matter because as long as you enjoy the game then you can keep having fun
One thing I really want in Elden Ring is the covenant system.
In Dark Souls 1 I loved , that you needed "Humanity" to reach out to other players. It's only semantics, I guess, but it just seemed so fitting. I also loved the "foreshadowing" that the verticality of the game gave you - Landing in Firelink Shrine you could see so many places, It was quite unreal and satisfying to actually visit them later (ER kinda does the latter, too, and better than most other Soulsbournes I played, but DS1 did it best in my eyes).
early game dragon shrine hints at another iirc loved that in elden ring.
I feel like these are good fair points, however I'd like to add onto this with the following:
Demon Souls: The character tendencies actually affected how much damage Demon/Soul Brandt did, the more evil you was, the more damage Soul Brandt did. Now apart from Dark Souls 2(With Forlon weapons) this idea was never touched upon ever again which in my opinion was a huge shame. Also I'd like to add that the Word tendencies altered the world depending on how many times you died vs how many bosses you killed while in physical form, again another idea which was never touched upon again and finally I'd like to talk about another unique boss: The Old Hero. The boss is blind, so if you fight it in soul form it's actually much easier because it can't hear you.
Dark Souls 2: Honestly this game felt like it had the most unique bosses/areas weirdly enough. I don't know if it's down to personal taste but there was something about them that really stood out. While I can say that spears of the church & old monk boss fights are amazing(Which they are), there was something pleasing about the Looking Glass Knight literally spitting out players from it's shield. The whole ascetic of fighting in the rain, the atmosphere etc. made that fight one of the best in the whole series. Also the power stance system in this game was and always will be the best. The ability to infuse and buff weapons too was a great touch, it made almost any weapon useable with any build
Bloodborne: I'm surprised I heard nothing about chalice dungeons. Those were incredible and damn right scary, the fact you had literally infinite areas to explore is amazing and how it never got touched upon again is beyond me.
I was VERY close making Chalices my entry for Bloodborne, I know they're not super popular and I think neither are catacombs but at the very least the reward you get for going through the chalices is IMMENSE, and I generally find them less annoying than catacombs. You do gotta be in the right mood for them though haha
Demon Souls is the peak of this vision of playing an old cryptic obscure game that was somehow made with modern technology. It's truly a miracle it exists at all.
With regards to Elden Ring's world, my main gripe is how static and dead it all feels. I don't get the sense that I'm going on an adventure in a fantasy world (as I would in something like Skyrim), but rather that I'm playing a massive video game level. Every item and enemy is in the same place every time, there's only very limited friendly interaction with only a few NPCs, and those NPCs are nailed to the ground.
This worked well in the more tightly designed worlds of the Souls series, but not in an open world game.
Yeeah the minimal NPCs made sense in the older games, often being extremely hostile, borderline post-apocalyptic worlds and helps with the isolation, but it kinda backfires in this one doesnt it
@@BertoPlease Indeed, though I do think they could have made it feel hostile and apocalyptic while still making it feel "alive". Some other youtuber described it as feeling like the world is still there when you exit the game. I don't get that feeling in Elden Ring.
What makes Elden Ring's hostile world a little harder to swallow is the inclusion of those very few NPC characters within it. Characters like Kenneth Haight, the merchants, Ranni and her crew, Irina and her father, and even Godrick the Grafted. Their presence implies that the world isn't a completely non-functional, stagnant world like the Dark Souls series. So why is everything hostile and static anyway?
Honestly I do feel like the NPCs have suffered in that regard even since DS2 maybe? Definitely by DS3 though, where they're just where they are for the convenience of the player, in DS1 they felt like they had their own lives, adventures, goals, etc
I love the series because each game exceles in some areas, they all have their merits and playing more than one game in the series doesn't feel redundant.
They all have their charms
A true fromsof enjoy what they are given instead of gatekeeping
Love the gauntlets and reflection of strengths from Sekiro, would love to refight bosses in elden ring.
as a sekiro enjoyer: the boss fights in sekiro are made to make you understand the flow of combat. in ER, you can have a magic build, so its apples to oranges there
there are mages in ds1 2 3 too😐
@@ll-ll5gt I know, but this video was comparing souls to elden ring, and brought up sekiro. That was the comparison I was making
@@lukes401k on that note I do think elden ring did the best job out of dark souls 1 2 3 with dealing with mage builds. Mainly because ER blatantly reads the players inputs, so the bosses are a little more punishing against mage builds. Although mages are still busted.
Maybe it's time to say that NPC battles have always been bad because PvP in all these games is essentially played with one button only and as such there can't be any interesting aspect to such fights; the situation is particularly aggravating because infinite stamina and mana plus high defense and HP makes them deadly in L2-to-win Ring.
A feature missing from both DS2 and Sekiro are boss rematches: it takes just about a lifetime to get to Malenia. BB had something similar via Chalice Dungeons, speaking of which these are still the only endgame content in the whole series.
Something interesting DS2 did was also peculiarity in boss arenas, like the raisable platforms for the Dragon Rider, the Ballista in the Pursuer's, the water flooding the Flexile Sentry's ship, the removable poison against Mytha. Cutting limbs off mid-fight like tails for dragons and arms from the Last Giant and the Rotten were fun little additions.
Lastly, one thing all these games do better is giving you access to full armor set early from the start: the first attires I can think of in ER that can be acquired early (minus purchase or farming) are the Sage's Set in the poison cave of Liurnia or the Royal Knight's Set in Raya Lucaria.
I prefer Looking Glass Knight over Old Monk or Spear of the Church. Looking Glass Knight was a badass encounter where the boss would summon a player to help him against the host, which could end up on a 3v3 with the host having two summons, and the boss having two players (who by the way, could heal the boss if they handled miracles).
Also, the summoning animation was epic.
Demon Souls: Better Immersion
Dark Souls 1: Better World Enviroments
Dark Souls 2: Better New Game Plus+ Better Overall Experience
Bloodborne: Better Gameplay
Dark Souls 3: Best PvP and Core Game
Elden Ring: Re uses an insane amount of bosses, lack of impressive scenarios like the castles (no Anor London, no Lothric Castle), duo bosses are a mess design wise and finally, it ruins Souls games core. Soul games are about you being a normal dude fighting a giant or the legendary lord of fire, but Elden Ring makes you special too. Swords with flame arcs that recover your HP, huge AOE weapons, broken spells and miracles, it loses it's souls to the sake of mainstreaming. Put super cool main protagonist weapon in Elden Ring, we don't want to hurt player's feelings by not making them super special...lmao.
And they say Elden Ring is a masterpiece, sure buddy, whatever let's you sleep at night.
Thanks for the video Berto! It was great!
LOL the roast at the end got me 🤣 Stop kana they're already dead 😭
@@BertoPlease I had to do it! Hmph!!!! Other souls games are great despite Elden Ring! They have more of the true essence of souls games!
Enemy Variety in Dark Souls II is underrated.
Dark Souls II is underrated.
The level design in DS 2 is underrated. Its extremely open especially in the beginning of the game.
Enemy variety, weapon variety, armour variety... POISE existing, the ability of climbing ladders faster, a better attention to dark spells, being able to re-fight bosses, many armour gear that actually have special abilities, the best replayability of all, a fairer PvP system (despite the rage it gets, its still the best), spells consuming stamina for the sake of balance... the list goes on. The only thing I absolutely despise in DS2 is how Estus regenerate HP, comparing to DS1.
@@thulsa_doom the Estus thing was good, too. Made chugging easy to punish.
Its shitty, yes
I'd also say DS2 does Dual Wield better
The stat requirement and the stamina usage are kinda annoying but you can at least use different weapon types with each other and there are unique movesets for some weapons.
Dark Souls 2 vs Elden Ring:
Spellcasting Mechanics and Support
- Duplicate Spells are useful.
- Spell Merchants don't just sell Spells.
- Farmable FP Restoration Items.
- Items that restore both HP & FP.
- Cast Speed is tied to Mind.
- Passive FP Restoration.
- Catalyst Shields/Weapons.
- Dual Spell School Catalysts.
- No DMG+ Talisman Reliance.
- Catalyst Infusions
(Used Elden Ring terms instead of DS2 terms. Used Catalyst as shorthand for any spellcasting instrument.)
I thought casting speed was tied to dexterity
@@davidboyajian1399
DS1, DS3, Elden Ring: Yes
DS2 is the only game in the series to use Attunement instead of a primary combat stat (Str, Dex, Int, Fth, or Arc) to determine Cast Speed.
Dexterity never made sense as the stat to determine cast speed in the series to me. You're playing as Mages casting spells, not Ninjas using Ninjutsu.
@@Battleguild Ah gotcha, I thought you were talking about Elden Ring not DS2. My mistake.
@@BattleguildI actually really wish it worked that way in ER so I could feel fine dropping more points into mind on a mage
Simpleton and skeptic spices were very cool too
I would add cross-class dual-wielding tbh, kinda sucks I can't use a hammer and an axe at the same time
Like DS2 had, yes it’s powerstancing was a stamina hog but there were SO MANY unique combinations of how to dual wield and certain weapons had excellent powerstance fun times. Powerstanced majestic greatswords my beloveds.
@@luckydragon6067 the majestic greatsword was an amazing weapon period, simply for how awesomely unique it was on all fronts.
Hell, DS2 was so experimental and interesting when it came to movesets, so many weapons had their own character to them. Still want another loyce greatsword type weapon one of these days...
Yeah bro I wanna cosplay as a hammer and sickle wielding communist tarnished. Why can't I do it Fromsoft?
Not bringing up the lore / atmospheric design of ANY of the games in this series feels CRIMINAL.
The lore in particular I do NOT feel equipped to discuss at aaalll, anything I say will be extremely subjective and not have any bones to stand on, just me rambling about what I like or don't care for 😅
The atmosphere I certainly considered for a few (especially Demon's and Bloodborne), but that's also... not necessarily subjective but I think it's something that you either care about or you don't, so for a lot of people it'll probably go over their head I think and it's kinda hard to try to argue why the atmosphere enhances the game unless you get into hyper specific examples, and while I could do that, I just wanted to discuss something else in most cases. But yeah u rite, they're good in a lot of these
DS1 added Gravelord infection to NG+. I think that's a pretty cool inclusion.
What i really enjoy about bloodborne is the fighting system pushing you to be more agressive, the dark atmosphere and somehow, even after more than 1800 hours, i still enjoy playing it
I recently learned that Fia's champions are player builds. Now I know why so many people struggle with the game.
I think something that was improved from Dark Souls 2 to Elden Ring that wasn't iterated fully by DS3 was the weapon modification system in Elden Ring is more freeform than DS3, but not the loosey-goosey "Yeah, sure, you can do that!" of DS2. I think Elden Ring strikes a happy medium between the more aggressively curated system of DS3 and the freedom of DS2.
One thing that I think really would have fixed the world design issue, that being that it's too big with too little filling the space that's actually worth repeat exploration, would have been to expand on what Demon's Souls did. The Round Table already exists in its own pocket dimension, like the Nexus, so allowing us to choose which part of the continent we want to go on would have both made the setting feel realistically large (since they can just throw in some detailed backgrounds to make it feel like we're exploring a continent and not a small island with like two villages total) while also giving plenty of freedom to explore as we can choose which place to start with. Like in Demon's Souls, you can throw in some requirements before allowing us into the Leyndell, like needing to kill a few Demigods or finding a key or something. Unlike in Demon's Souls, you can enhance exploration by throwing in even more pocket areas, like the underground cities and Farum Azula, but make them accessible through telporters and questlines, like they did in base Elden Ring.
I think this would work the best because it allows them to focus on the best parts of their linear but detailed designs, while not being too needlessly large and riddled with empty space. Every area would be handcrafted, a lot more dungeons can be interconnected instead of being dead-ends with copy paste bosses, the map wouldn't feel so out place, and secret areas (like Farum Azula and the underground cities) would feel even more interesting to discover, with more time and detail given to each. Of course I'm not a game designer, so this is merely an opinion at best.
I kinda want this now
About the DS1 segment: repeat playthroughs do indeed unfortunately become tedious, but the size of the world makes the first playthrough or few a truly magical experience. From a dev angle the first playthrough is the most important. Ofc it is subjective if you like it or not.
Well you can skip a lot of stuff in d1
@@adolfhipsteryolocaust3443 Having the counter be "you can play less of the game" isn't an answer to "I wish it wasn't as tedious to go through the game".
This is my first fromsoft game but personally elden rings biggest downfall to me is the enemy scaling. It gets really crazy after Leyndell and no matter how much I want to play or how many play throughs I do; the damage dealt just makes the game unenjoyable
the ritual shield talisman helps a lot.
I think biggest mistake of the Elden Ring is
Legacy Dungeons being too open too
I love the linear and straight foward but complex and beatifully crafted maps of Soulsborne games
There are no places like Tower of Latria,Anor Londo,Central Yharnam in Elden Ring
And funny thing is
Despite being more open
Actual dungeons itself are even more linear and simpler than previous Souls Dungeons/maps
Like
Point of Soulsborne maps is
You memorize every enemy in the map
Minimize the usage of your resources so you can save them to boss
Open shortcuts
Then beat the boss
But in Elden Ring
You don't have to worry about enemies because they are mostly placed to fit the setting rather than actually being there for the challange
You don't have to minimize the usage of resources because Stake of Marika exists
Shortcuts are stupid because there is no point at discovering one
Elden Ring Dungeons feels like a huge open random place rather than something that is there to challange the player
Bosses of areas except fews like Maliketh,Malenia feels like they are only there randomly rather than being the final challange of the area
I don't feel the satisfaction of finally defeating a boss and moving to a whole New area with New challanges and things to memorize
Stormveil despite destroying both in amounts of content and stuff to find
First Area of Demon's Souls or Cainhurst Castle from Bloodborne still feels way better than it
I still think Elden Ring is the best game among Souls games
But I think it can be weakest game when it comes to being a Souls game
There is absolutely no way you genuinely think Cainhurst is better than Stormveil lmfao. It's more reasonable to say the earth is flat than that 😂
I remember playing through The Ringed City when it first came out with 2 of my friends. None of the bosses were scaled properly for three people, including Spears Of The Church, meaning their health resistance and damage skyrocketed. Combine that with how the Paired Greatswords were at first, and it was not a fun experience haha. Especially when the boss reaches low health and starts running away waiting for the Painting Guardian to heal them
I DO recall Spears of the Church's invader player scaling was quite strong at first, it got nerfed like the week after but way too much 😅
Man i killed so many people as a spear of the church, so much fun.
I love being the boss in the Spear of the Church. My favorite part of DS3.
Noone plays a souls Game First playthrough with Friends
I feel like the only reason I have a slightly sour taste about the open world in ER is because we had some of the most beautifully designed legacy dungeons we’ve ever seen. The open world was still fun and definitely cool but when I experienced things like Leyndell, Stormveil, Farum Azula etc, I just ended up thinking that I would be more than happy to get rid of one of the open world zones if it meant that we’d get another one of those legacy dungeons.
Weeping peninsula feels like it should've been the tutorial area. I could see dying to the tutorial boss, getting thrown into the sea, and washing up on the shore next to the merchants shack to the far south
iiinteresting, I wouldn't be opposed to trying that 🤔
I personally also prefer the Berserk-influenced dark fantasy dungeon crawler vibe over the high fantasy anime fighting game one.
I agree with everything you said here, including the fact that I'm one of those vets that found Elden Ring relatively controversial. It did a lot that I loved, but it also did a *lot* that I absolutely loathed. Overall I enjoyed it, but it only actually ranks a little bit above Dark Souls 2 for me in the end
I think DS1 did summons a lot better than Elden Ring, specifically NPC summons. In ER anyone who wants to kill a boss easily can just google Ranni's quest, the location of some Ghost graveworts and beat the game easily, and for NPC summons they're mostly always there regardless. In DS1 however there were no spirit ashes, and most bosses had NPC summons, however you had to work for them by interacting with the NPC, like talking to solaire and saving him later, or defeating the lady in the swamp to get her help. This meant you almost had a connection with the person you were fighting with. ER doesn't do this nearly as well, the only exception being Alexander, but then again you can only summon him in 2 fights. If they removed ash spirits they could add lots more NPC summons, i personally think Bernahl for Maliketh if you did volcano manor quest and helped him in the old roundtable, and millicent for Malenia if you'd done her quest. They could almost be more powerful then NPCs are now, as it would still take time and effort to summon them in, and them being personal to each boss encounter is much better than just summoning in the same +10 mimic for every boss.
None going to first of a game google spoilers for a spirit ash they wouldnt yet. Also you don’t really get any of the stronger ash of wars until 1/3 of the game w/ mimic being lock behind Radahn to get it. There’s also advantages to summoning npc summons due to them being way more tanker and have heals on them in comparison to spirit where they have no self preservation. Also what do you meaningful ER npc helper? Yura can help fight Agheel, talking to Roger and Nepheli they will help with Godrick. After finishing her quest she’ll help with Godfrey. Befriended Blackguard and help Millicent will be with Magma Wyrm Makar. Freaking Melina helps fight Morgott and gets a modified BKA move test to help. D help with the Tiban Mariners after you join his side w/ Gurrang and later the Vagrant Duo. Blaidd assist with kill the Bloodhound. The list goes on. ER has plenty of these, what are you talking about? I can understand spirit summon do cheapen the npc one but saying they dont those npc interactions is nonsense.
The whole point of spirit summons for new players to ease into boss fights and learn their patterns. It is a tool for reaching out to new players and an awesome addition. This is completely different from npc summons in dark souls, as the npc is there to help the player with specific aspects of the boos, like Solaire distracting Ornstein so you can kill Smough. As I said before, spirit summons are there to help new players learn bosses so they can progress. Both are entirely optional, and removing them would be an awful choice. Fromsoft decided to not add the npc summons to specific fights to make it more challenging, wether or not you used spirit summons or not. I personally think you picked a wrong summon, lost, saw this video while being pissed, and decided to take your rage out on a almost perfect game.
@@zubz5944its not perfect, but it seems to me souls veterans are just blindly biased to the older games and alot of them are writing headlines like this for clickbait, due to how highly regarded it is, its miyazakis magnum opus by a long shot and he himself has said that its the closest hes ever gotten to his ideal perfect game, this makes me feel like elden ring is so good the older games have to gang up on it in individual merit points to stand a chance lol.
the problem with ER is alot of its design is based on player competency and self guidance, its not a developer guided tailored experience like the older games, in essence alot of souls vets fucked the game up for themselves.
elden ring vs older fromsoft games is like breath of the wild vs older zelda games(except in dungeons, botw doesnt have dungeons like the older games, while the legacy dungeons and underground of ER curbstomp the older games, especially in level design, not a single area in the older games comes even close to touching the legacy dungeons of ER), overall it truly is miyazakis magnum opus.
Bro this was a feature edded to the game precisely for this reason 😂 You yourself said that anyone who simply wants to defeat a boss can summon the mimic that's why they edded this. That doesn't mean you have to use the mimic or any other summon if you don't want to
What I wanted ER to take from previous FS games: Demon's Souls type world tendency (the world changing based on your morality), Dark Souls armor variety (too many oversized helmets in ER and many same armors of different colors), DS2's SotFS NG+ changes, the ability to reject Melina's accord and beat the game without her/Torrent/the Hold (DS2 SotFS even added rewards for completing the game without lighting bonfires and without dying), old fashioned covenants, Bloodborne dodge by default, quality over quantity weapons like Bloodborne, mechs.
Man, if you think Elden Ring was “controversial” among hardcore fans, you should check in with the discourse in the Final Fantasy fanbase about XVI.
lmao yeaaaah it happens with all long running franchises doesnt it
I’ve only played ds1 aside from elden ring so far, but here’s what I’ll say is needed if it could ever get fixed: A gauntlet of sorts for bosses. Either making sites of grace kept in ng+ or keeping medallions/key items,making the bosses take less time to run through and more back to back would keep the most fun part of Elden Ring constant. Making it to where you can go to the prerequisite bosses immediately to continue the boss line easily, or even making it to where you can fight any boss at any time regardless, and only making you beat them all to START a ng+ rather than in order. Either way, it would be a decent improvement imo.
DS3 has the best bosses in the series. Bloodborne, Demon souls and DS1 first half has the best atmosphere.
Based
Mh idk. Bb is packed with good bosses too
@@Exel3nce yeah but too many bad ones too. It’s not on the same level as DS3. For every good Bloodborne boss you got atleast 2 if not more DS3 bosses
@@bully2681 mh yeah, maybe. but stuff like maria, gascoigne, gehrman are just going so hard, its quite easy to forget there are some bad ones cause these are easily the best in the whole soulsborne franchise
@@Exel3nce true, I might even add Ludwig, Orphan and even Martyn there. It has some of the best bosses in the franchise but the bad ones are too many. DS3 has bad ones too but you got Gael, Midir, Friede, SoC, Twin princes, Demon Princes, Dragonslayer, Champion Gundyr, Nameless king, Abyss Watchers, Dancer, Pointiff… Not all of them are best of the best but are far better than the average BB bosses. For BB has really 6 bosses that stand out and 3 of them are DLC
Resume:
Elden Ring = Quantity over Quality.
Elden Ring has amazing bosses when it feels like it: Morgott, Radahn, Maliketh, Godskin Apostle, and of course my third favorite boss in gaming: Mohg. It just has a smattering of okay bosses and a few notable bad ones. I'm still in the middle of my RL1 run, and I'd say that has fared fine in the game's large open world. I've been steadily making my way throughout the game, imposing that I can't go get the strongest gear and smithing stones until I beat the previous regions. This is my second proper playthrough, so I've been going for full completion. The dungeons are more engaging with this challenge restriction, and Fia's Champions were pretty brutal, as was Juno Hoslow.
P.S. should I go through and compile all of my comments on the 1.00 series into one big one on the community post for you?
You should
Most of the repeat bosses are optional
I do like a lot of the bosses a lot, and for base game (aside from Sekiro :) ) might have some of the best in the series. I do find a lot of them have some annoyance that I wish it didn't have is my only complaint
Scratch maliketh
@@Exel3nce Maliketh is unintuitive and can quickly kill you, not a poorly designed boss. If you can get past those two then he is actually a great experience. I'd recommend looking up an RL1 +0 weapon fight with him; that's what changed my perspective on the fight.
One thing i gotta say is how they make so much lore that is so different from every other soulsborne game and it all is so good the creativity is incredible
Honestly the dark souls games are more quality and Elden ring is more quantity. I’ve had fun in both games but the souls and blood borne felt way more impactful and not necessarily short, but I admittedly spent a lot more time on Elden ring than an individual souls game.
On first experience with the games they still felt loooong too, easily in the 90 hour range for a noobie
Gotta comment on your mention of Weeping Peninsula, strongly disagree that there is not much going on in that area, it provides a great place for the player to grasp key mechanics of the game. There are multiple churches to visit which shows the player the value of finding these areas to upgrade their flasks, there are several good weapons to be found, there's a tower for increasing your spell slots, a mine that has plenty of upgrade materials, introduces us to the first walking mausoleum, has a unique quest that most will start upon arrival, a small legacy dungeon to get players familiar with the concept before taking on Stormveil, I mean I could probably keep going on how great Weeping Peninsula is for the game and overall experience, but most importantly it's entirely possible to miss this area on a first playthrough which further reinforces what FromSoft is going for with Elden Ring. Great work on the video, Peace and Love!
Oh for a first time playthrough I agree that Weeping is a good detour, I meant more so for a repeat playthrough, aside from the sacred tears and maybe the memory stones, there's not usually much reason to go there haha, but maybe that was the point
@@BertoPlease I appreciate that you reply to many of the comments that viewers leave, keep up the great work gamer!
Bloodborne's parrying is the best in all soulsborne games by far imo. Shame they didn't implement it in elden ring in some way
It’s just a far range parry. It’s no different than any other parry. Also I think gun parry aggressively simplifies the hunter fight and makes them less interesting as whole.
Golden Parry.
Ds2 Also has the best details in the series. Ds2 has animations showing when you’re low on health or stamina, when you’ve opened your inventory, and more.
Ds2 also lets you use ballistas. Which would’ve made ER much better given the castles.
Ds2 had powerstancing, which ER tried to recreate with the dual wielding. Powerstancing was more than just one button. It even allowed certain weapons of different types to work together.
Also, certain weapons had special movesets when used in the left hand.
Ds2 always has invasions available, human or hollow. But, you can deactivate them with an effigy. This made invasions and pvp much more fun than ER’s.
Ds2 had pharros lockstone, branches of yore, and torches. These items made exploration interesting and inspired players to come back later. ER only has one equivalent, the stonesword Key. But, because there’s only one type, you soon amass a huge amount and they no longer matter.
Ds2 provided lore for reusing bosses or enemies. Bosses would later appear because of the ties of kingdom’s infrastructure. (Why were the Godskin Apostles used so much)
Ds2’s bosses were based off of Demon’s souls style of gimmick fights, where the battle could be affected by actions inside and outside the fight, meaning one boss could play vastly different dependent on how you set them up.
The DLCs had co-op zones that were meant to serve as challenges for parties. While these areas are hated on by a lot of fans, that’s because they played them solo. The Iron passage even has specific routes designed to allow the party to split up and later regroup!
Covenants would affect more than one aspect of gameplay, from pvp, to pve, to map exploration.
Ds2 is my favorite!
Personally i feel that Fromsoft games are best when Fromsoft can curate the experience of each zone, DS1 and 3 are great as they feel open world but each area feels historic and that you could piece together the events that came before it all went to ruin (plus how they lived etc) whereas with elden ring i can't even remember of any instances of seeing a DS1 black knight enemy (i.e. intimidating, lore impactful and "run as fast as possible"
NPC quests in this game where a nightmare just because they copied the extremely vague nature of Dark Souls quests without adapting it to the open world and giving you some sort of quest log or indication of what to do after an NPC changes positions. "Good luck, I'll visit the hills up north," or something then you re-load the area and they're gone.
Ended up not being that big of a deal but I had to pour over Fextralife just to get back up to speed after I stopped playing due to irl obligations and disinterest. Had I not had a guide open I would've easily ruined several quest lines until the next play-through.
Also I hated the over-world map before I had the map completely filled out. It was an absolute nightmare trying to figure out where to go half the time. And the damage scaling when you first get to the mountain tops being ass is just mean. I felt like I was over-leveled when I was hitting 120 but apparently getting to 170 in NG is absolutely normal suddenly? I wasn't close to that in NG3 in Dark Souls 3 ffs.
I mean it works now but until I found out that's relatively normal and Fextra's whole "mountaintops is fine when you're lv 90 : ^ )" is absolute bs I nearly dropped the game because I was making no progress at all. Overall though I love Elden Ring to death. 9.5/10 and easily rivals DS3.
If add for DS2 just how much overall experimentation with new ideas and stuff they at least tried. DS3 kind of went back to playing it safe and polished the DS1 experience and they’ve kind of felt that way since
in a way elden ring has everything from every game and sure they are not perfect but all together in one game is hella of an experience
All the games are flawed in their own way 👌
I regret to inform you that just because one game has a culmination of different Soulsborne titles doesn’t mean it’s genuinely good. If anything, any game that uses elements from previous titles to try & bring forth “nostalgia” feels more like cashgrabbing. Which is what Elden Ring is at the end of the day.
Yeah, Bloodborne takes elements from Demon’s Souls, especially with the Tower Knight & Penetrator references in the One Reborn & Blood-Starved Beast boss fights respectively, farming for Blood Vials & Bullets like you would farm for grasses, and a singular lamppost like only having one Archstone in a level, but Bloodborne doesn’t go the cashgrab route & remains its own title. The same goes for Sekiro; it’s its own title that doesn’t go the Tenchu route of taking elements from those games, because Sekiro is a standalone game.
The only references to previous Souls games is in Dark Souls 3 where there’s the Shield of Want (from Dark Souls 2), reference to the Dark Soul (in Dark Souls 1) & a final boss fight that reintroduces Lord Gwyn (again, in Dark Souls 1). There are plenty others, but those are a few examples.
Elden Ring is trying to be a combination of every single Souls game, and it just doesn’t feel right. It’s trying way too hard to be a more… revamped version of Dark Souls 2 but with DS3 combat, if you will.
Combine that with a boss fight resembling Gehrman & the Moon Presence (Radagon/Elden Beast), a boss fight that SHOULD HAVE BEEN Tomoe (Malenia), a boss fight that resembles TOO MUCH like Ludwig (Maliketh), similar copypasted dungeons & caves like the chalice dungeons, DS3 combat (as mentioned before), input reading/heal punishes like Sekiro, a pretty unbalanced late-game like DS1, a lot of unfair bullshit even post-ADP like DS2, and you have a game that gets really unfunny & not worth playing very fast.
Don’t even get me started on how exploration is no longer a priority by the time you enter NG+2, because you’ll have already explored everything & collected every item/copy of items. What makes NG+ in The Witcher 3 better, is exploration is still key & adventures in Kaer Morhen, Velen, Novigrad, Oxenfurt, Toussaint, etc., never get old. Elden Ring is a major detraction. I can never get enough of Lothric, nor can I get enough of Yharnam. I just get super bored of the Lands Between after a while.
@@AlastorAltruistGaming no way you called elden ring cash grabbing lmao I ain't reading all that but saying elden is a cash grab is WILD
@purpleblood6173 elden ring is a meme and so are u 🤡
@@TheBrothermanOfMens “I ain’t reading all that” shows your intelligence, or lack thereof. Just means you can’t read a valid argument.
“The map is just too damn big”
Me in the corner who thought the map was pretty small: 😐
i wanna add the re-use of bosses as enemies. older games re-used them better cause when you met them again they usually had around the same amount of health so you truly felt stronger in the game. in elden ring i didn't get this feeling cause when i met some "bosses" again they got an insane healthboost which always made it feel like i didn't get stronger in the game. best example is the lion misbegotten who i might add is a boss 3 times and gives you a unique weapon 2 times (kinda lazy imo) but when i met him in some area's as a tougher enemy he was like insanely buffed. way stronger than his bossfight. so i would say the older games did it better cause that early challange became a little obstacle later on and you felt like a boss when you could low diff them later on. (capra and taurus demon, the shadows of yarhnam to name some examples)
Yeah I thought they way they reused bosses in the previous games was very clever, and i imagine efficient use of resources. Good one! 👌
Eh, previously they'd just reuse a boss as a common enemy, but due to ER's world design, there are simply a ton of places for mini-bosses. I don't think it's too fair to compare the taurus demon to the leonine misbegotten for example, because DS has way simpler and way fewer bosses in general than ER. Leonine misbegotten has a good variety of attacks, and every leonine misbegotten boss encounter after the Morne boss has an extra enemy as a buddy, or new attacks.
Also, the taurus demons and capra demons in DS were shit. Way too many in a small area. Fighting a bunch of boring enemies in a boring area isn't improved by having previously fought them as boss fights.
I absolutely could be wrong here, but wasn't the giant Warrior Jar fights based on builds of other online players, albeit still AI controlled? Or was that Fia's fights (which the exception of at least one fixed NPC) that I'm thinking of?
Both fights have that
RESPECTFULLY let me know if you agree or disagree with any of my points, or if you have any other things you think we're done better in the past games :) I'll also take feedback on the opposite ideas as I mentioned in the outro!
I disagree with the atmosphere part. I really don’t like how loose the term atmosphere is used in the souls community because it’s extremely vague and nebulous in its meaning. It ultimately feels like people just mean they like the overall design and tone. I struggle with which atmosphere is the best because ER isn’t going for the same vibe, tone, whatever DeS is going for. ER is going for high fantasy, a presenting feeling of adventure and mystery. DeS is dark fantasy, with a more grounded approach. I feel say this is better “atmosphere “ when they are not going for the exact feeling they want to convey is silly. If we’re talking about who do better at conveying the tone From is going for? I think they both do well but in different ways.
How dare you ask me to be respectful
@@simonealcazar816 Yeah people equate atmosphere as anything "spooky" for some reason
I think elden ring took one step forward, one step back, one step to the side, then hopped in place a few times
Sorry but to me it seems like you are trying way too hard to bash Elden Ring, you are listing what each game does the best and then just say it is better than Elden Ring but you could select any other souls game to compare it to and the video would be exactly the same..
Ds1 had some cool pvp arena maps
bloodborne's vibe is just unmatched in any game I've ever played and that's a lot. The aesthetic, art, design, concept. The way I see it is that elden ring is the open world dark souls, I would love to see a bloodborne counterpart to that. And I dont mean all of the above are bad in elden ring, quite the opposite. Goes to show how how of a caliber the soulsborne games are
As someone who likes exploring open world games and not be restricted on things I can do in them. I think elden ring is one of THE games being able to achieve that feeling.
Great video. In my dumb and highly biased opinion, things bloodborne does better: Weapons, story, OST, the 'rally' mechanic, system wherein you can break the boss's limbs, the ring a bell to ask for help / raid someone.
One thing bloodborne did the worst: NOT COME OUT WITH A FREAKING 60FPS PATCH!!!
2 Things about Bloodborne to add: Limb System (which ER lacked) and beside the Tonitrus/Boomer ones where you only really have one moveset, another type of weapon that struggled due to poor design conventions was the firearms due to no free aim mode. (also trick/gun hybrids get shafted outta most forms of buff/enhancements)
rip Rifle Spear
(it's not really a rifle, it does shotgun shots)
Mimic tear was an attempt to create an extremely unique boss that was supposed to be similar to your fight with Dark Link in the Water temple in Ocarina of Time. But the major flaw in it lies in it's greatest uniqueness. I don't know how Fromsoftware overlooked this but players figured out pretty quickly that you can pretty much ruin the amazing and wondrous concept of the "You versus yourself" idea by just unequipping all of your stuff and then re-equipping it back after the Mimic tear spawns in, making it the only boss in Fromsoftware history to be able to be rendered literally harmless and what would have been a Dark Link type fight, is now just a helpless soul for you to just knock aside and forget about it in 2 minutes.
This only holds up in todays standard of people incessantly spoiling themselves by watching streamers play games before they do. Or googling strats before ever attempting a boss. The beauty of Mimic Tear is that you DONT know its coming at you. The beauty of Mimic Tear is that you ARE given the choice to think about what to do to fight it (aka stripping). Thats the POINT of the fight. It reminds me of true gems of gamings history like MGS1 psycho mantis swapping your controller, or MGS3 waiting real life days so a boss dies of natural causes. This is what makes Mimic Tear a great encounter, even without being a tough fight.
It has probably been said already, but my big hang up with Elden Ring was the lack of legacy dungeons, and their inneffectiveness due to the inability to balance an open-world experience.
During my first play through I was always excited to reach the next legacy dungeon, only to be extremely overpowered or super underpowered when I got there. The bosses I wrecked were unmemorable because they were too easy (they also held no emotional weight), and those that wrecked me didn't feel balanced, presenting me with a choice of beating my head against a brick wall or exploring an open world environment that I didn't want to explore, because it felt empty and uninteresting to me.
It's nice to know I'm not the only one that think Elden is not the best one.
IMO, Elden Ring’s greatest strength is that it takes qualities of various past games and mixes them into one. It doesn’t excel at a single thing. It’s good in many things.
The open world and the horse was such an amazing add. I was iffy on Elden Ring when I first played it but I took a LONG break fron ER and replayed the previous souls/sekiro games then finally came back to ER and its such a massive refreshing world.
ER is the reason im not playing another fromsoft game ever
been following your demon souls content, nice to see that a small channel is racking in good views
😌
in DS2 we can use ballistas on the battlefield.
I think one big thing ER failed at, are the OST. This is personal preference ofc but I found them to be mostly "generic fantasy" rather than being interesting and cool to hear over and over like BB or even the og DS
16:12 It's not just speedruns, though. It also applies to people who simply want to create another character. The ammount of preparation you need to do in order to get to the fun part is ridiculous. That was the reason why I quickly dropped second playthrough, even though it was my tradition to beat From game at least twice with different builds.
I'm sorry to hear you didn't enjoy it, but tbh I enjoy the process of making new builds for the most part! It's a little like Dark Souls 1 for me where *most* of the time you can make a mad dash for whatever you need, unless it's in Mountaintops or something but generally there are things you can get on the way. The only build I actively disliked making was an arcane build cause you don't get most of the fun blood spells until Shunning Grounds or Snowfields 😩
Berto, GG on such great video and also I'm happy to see it have such success!
Also, happy to see Cerp's comment in the video 💙
Aww thank you V 🥺 also WAIT I HAVENT SEEN CERPS COMMENT I DONT THINK?????
@@BertoPlease ✨ 14:29 Cerp in the discussions hehe
this video makes it more clear than ever that dark souls fans are so jaded and set in their fundamentally flawed ways of looking at games. its as frustrating as it is sad to see someone even make an attempt to compare the intricate environmental story telling and the attention to detail that goes into every location and the spaces between those locations in elden ring to the confined, tedious, cluttered mess that is every step you take in dark souls 1. Exploration is such a key part of Elden Ring and you can gather so much about the lore of the world by just being even remotely invested in the world you're experiencing.
To everyone that feels like dark souls 1 is better to explore than Elden Ring, I plead with you, I absolutely beg you to take a step out of your way of perceiving the game and the world around you. I promise if you truly invest yourself in Elden Ring and don't just look at it like "dark souls but with less direction" you WILL have a better time and you WILL see why Elden Ring is a better game.
You hit the nail on the head here.
Commenting before watching. Here's my opinions though I'm listing more than 1 thing for each.
DeS: World/Character Tendancy (Yes, I liked it), Creative bosses (might be easier, but a giant stingray, a pile of leeches, fat guy controlled by bird...)
DS1: Functional Poise. PvP issues aside I hate that I'm stunlocked by Rats in future games because I want to use a longsword with armour.
DS2: Original Ideas. I gotta respect DS2 for actually trying new things, not everything worked but there's some good features. I like spellbuffing infused weapons and that cast speed isn't tied to Dex.
BB: Artstyle and Lovecraftian themes. Rallying. Limb damage, the bosses, being able to move as fast as the bosses/enemies, quickstepping for locked dodging.
DS3: Reskinning and reusing ideas. (actually this might be tied with ER), lacking originality
Elden Ring has an OPEN MAP and at best it's just a lazy attempt on the OPEN WORLD. Big Map had the priority, everything else came after, that's how it feels to me. They didn't have proper time to fill this map, only just enough to somewhat cover for it's weakness. Let's hope Miyazaki does as he said taking the GOTY humbly promising to make better games. I hope they're not gonna get even bigger open maps like ER.
elden ring becomes a giant supermarket. we travel around getting the items we want and ignoring the rest. upgrading takes too many stones. better to do away with upgrading like they did with armor.
I.. Never really enjoyed Elden Ring.
Its a great game, especially against 99.9% of games nowadays. But compared to the other souls games, i really do NOT enjoy the bosses. Attacks either take forever to hit you, then one shot you once you get bored, or they are so fast and heal the boss (we know who we are talking about.)
Malenia is one of the worst fights ever made by FromSoft. She is a gimmick fight, and not a Yhorm or storm king gimmick. She is simply a "you can't learn waterfowl? It's unfair? Well you can't beat me unless you get lucky." As someone who spent hours trying to learn it, and eventually did, the rest of the fight is just bad. Easy dodges, hell, easy parries.
The only fights I truly enjoyed in Elden Ring were Mohg, Godfrey and Morgott. All three seemed very well made, fleshed out, and weren't one shot gimmicks or overly long attack timings.
Funnily enough I loved Malenia and thought she was very clever EXCEPT for waterfowl, most of the ways people dodge them don't feel like they're intended and just manipulating the AI if that makes sense, and it did kinda singlehandedly made the fight feel very ehh to me, too much anxiety for my taste
@@BertoPlease I completely agree. Waterfowl's primary counters in the community isn't ever dodging. It's always frost pots, status procs, stuns, etc. And that's to no fault of the community, its simply the attack.
The rest of her attacks are well telegraphed, I only mentioned parries and such because well, I quite enjoy when I can parry a boss. I felt she just really couldn't be fought without trading, hence I see parrying as a great counter to her. No healing for her, critical damage for you.
Great video. To parallel this, here are some things I think Elden Ring did better than the previous games.
- The Legacy Dungeons and some mini areas.
Leyndell, Stormveil, Faram Azula, etc.; They went all out when designing these levels. The verticality of the exploration, getting lost in these massive levels, etc. Seriously, it's the best in the series hands down. Some caves and catacombs were interesting as well; Like the looping catacombs, the teleporting chest catacombs, the suicide bomber cave, etc. So many great areas in this game.
- Spectacle of the Bosses.
The bosses in this game seriously deliver on epic battles. Like Godrick cutting his arm off and grafting a dragon head. Going to war against Radahn before he massacres everyone as he crashes into the arena with the ferocity of a falling star. Fighting a teleporting lightning Dragon that nukes you so hard the music stops.
It genuinely feels like you're fighting gods in this game with how crazy their movesets and attacks are.
- Build variety, playstyle versatility and fashion souls. There are sooo many different ways to craft a build to express yourself however you want. Magic builds can have u feeling like a cosmic god, tanky strength builds can have u feeling like a black swordsman badass, etc. On top of that, this game can be as easy or as difficult as u want. In previous games, if u wanted to progress u HAD to beat them. But in ER? U can just go somewhere else, get stronger and come back. Hell, you can just use spirit ashes alone; never have to attack anyone yourself.
- The Beauty of the World.
This game is so incredibly gorgeous. You can honestly just roam the open world admiring the breathtaking vistas, and the unique character designs and armor designs that Fromsoft is so famous for. The other games are beautiful as well, I just think Elden Ring is where they took it up a notch.
Whereas the aesthetic of previous games could be described as a hopeless world that pushes you to give up on it, Elden Ring can be described as an ambitious world that's worth saving.
- The crafting system.
I just think it makes much more sense for things like weapon resins, bombs and knives to be craftable rather than having to buy them or find them in the world.
- Lastly the parries; it's WAY better than Bloodborne AND Sekiro... nah just kidding.
All that said, art isn't a leaderboard; These games are so damn good- Can't wait for Elden Ring's DLC.
Is your plan here just to slate ER? Are you doing a second video where you say what ER did better, or will that not be as much clickbait?
Your follow up pined comment did not help. i think some of these comparisons are reaching at best, as well as having a little bit too much nostalgia for the early DS games.
I love all the SoulsBorne games, but they are not supposed to be carbon copies of each other. And adding open world will inevitably change the dynamic.
Bloodborne did do weapons with a lot of quality, but the lack of quantity also made burnout more likely.
I thought the point of Gideon is that you run over him like a truck.
For some people yeah, but a lot of folks arent used to having to fight a pvp caster essentially so it can be tough
@@BertoPleaseI hadn’t thought of it that way. He can be a pushover but if he gets momentum I have seen people struggle against him. Maybe if the point was for him to be a pushover they should have balanced him differently.
Me casually scrolling through the comments looking for the ER simp's paragraph essay about how ER is the most perfect game in existence and nothing even comes close.
Every time. They'll always find excuses to ignore ER's flaws and worship From even harder.
@@kindlingkingou guys freaking embarrassing. Also most of the comments are criticizing the game what fucking planet are you in?!?!?
I am the biggest Elden Ring simp you could find and yet I agree with everything in the video, except the Demon Souls bit, but that's only because I haven't played it and can't really compare. But yes, the NPC fights in Elden Ring are garbage except maybe Alexander I guess
True simps acknowledge the flaws of their... simpee
I really enjoyed Bllodbornes insight mechanic as a concept. While it doesn't make too much difference overall, the idea of seeing new things in the world and certain boss fights or dialogue changing based on the amount of a specific resource you have would be awesome to see in a future title
Biiiiig agree, unfortunately very underused
regarding the exploration and open world vs how its in dark souls, i really prefer it not to be open world as it lets the world be twisted around itself, i mean take bloodborne for example when you find the poison cave that takes you back to the start of the game , elden ring does not have this since its open world and the legacy dungeons are to far apart for it to make sense to be connected in that way
Enter Leyndell, go down the sewers, parkour down to the frenzied flamed 3 fingers, from there you’ll find a hidden/smooth entrance to the Deeproot Depths, from the Deeproot Depths you hop into the box which takes you to siofra river, from siofra river you’ll go to the mist wood well….
And by he end of it, you’ll find yourself back at limgrave…
All from Leyndell to Limgrave, in an interconnecting way, *without* having to *teleport* a SINGLE time lol
@@HeevaEgo yeah true i did forget about that , but thats still not the same as its over such a large area and also the Soifra is almost an entire open world on its own lol
and like he said in the vid, i agree there should probobly be some way to travel from altus to cailid, would be cool if it was through one of the side dungeons
basicly imo the way elden ring connects all via the Soifra is just to long of a travel to feel like a cool worth while find like it does in bloodborne and at the same time , finding and opening shortcuts in deamons souls and ds1, most likely due to there being to many bonfires
Sorry no, it’s just better being an open-world
@@ni9274 to each their own, i still find bloodborne and ds1 n 3 more fun mostly due to them not being open world
Im not saying that elden ring is bad due to being OW
@@lorkain I think elden ring level design is quite poor compared to every modern fromsoft game.
the 1 thing every souls game did better than elden ring was that it wasn't open world
No one calls blues in DS3 "heros", we call them cops/police
In fairness I *do* think most of the people who call them heroes do it ironically to shit talk 😂 but yeah cops/ police is also used
On my first ER playthrough I got every grace, explored every area and killed every boss. It got tedious very fast and I found myself playing less and less each session until in finally did it. Then subsequent playthroughs I just ran to the bosses to get the rest of the achievements
Finally someone that doesnt take Elden Ring as a perfect 1000/10 pure masterpiece game.
And I still like it! But I think it's important to be able to see the flaws, and examine things that felt like a downgrade
One thing better in all of the other games imo: Use of i-frames was optional. I think in the past, i-frames were just in the games as a shortcut by developers to make dodges work more or less as intended without perfecting the hitboxes of every single move by every single enemy. Some players chose to abuse and exploit this shortcut by using it to perform physically impossible dodge rolls that move in the wrong direction and pass straight through attacks, but in DeS, DS1, DS2, BB, DS3 or Sekiro, there was never a point when you NEEDED to intentionally use i-frames to dodge attacks; it was optional, and you could always choose a more immersion-friendly approach where you actually roll in the correct direction on the correct timing to fully clear the attacks visually, as would be intuitive in real life. Elden Ring removed the latter option, and codified i-frame dodge as a mandatory part of the core gameplay, by creating lots of enemy attacks that cover to large a radius too suddenly for it to be POSSIBLE to dodge them in way that makes physical or visual sense, at least from many positions you're likely to be in when said attack initiates. Rolling straight into massive shockwaves, or cones of fire or snow and taking no damage makes no intuitive or visual sense, and trivializes and kind of makes obsolete the previously core soulsbornekiro skill of precisely controlling your position and spacing, and roll direction at all times, so that you are always ready to visually clear certain threatening attacks. Now with all the Elden Ring attacks that are physically undodgeable based on what we see onscreen, I don't worry about the direction or my position, and simply tap roll on the rhythm and nonsensiclally phase through everything. Distance, position and direction basically don't matter anymore, as once they did. I played through the older games without ever making deliberate use of i-frames, but because of how ER works, I'm as much of a de-immersing abuser as the average DS3 PVP enthusiast!
Since I have seen all the "no hit no roll no run (etc)" challenge runs in all the previous games, I do know that technically it's probably possible to beat most of them that way, but I do feel like as the later games went on, they *did* sort of make rolling the default or more optimal way to avoid damage, where in DeS and DS1 at the very least, maybe DS2, shields and positioning were still VERY reliable. I will say though I do like that jumping is actually viable as a dodge too, although it does have s, it just switches it up just enough to spice it up a bit, but yeah
@@BertoPlease Sorry, I don't think I was clear enough that I am making a distinction between (A) using dodge roll normally ("properly" dodging), and (B) "i-frame dodging." I have always rolled in these games, and my complaint doesn't have to do with challenge run styles of playing.
(A) = rolling in a way where your entire character model fully gets out of the way of all attacks (by going to left of them, right of them, under them, or backward out of range). i-frames are something hidden that trigger under the hood to make this happen more smoothly, and the player doesn't need to know they even exist to avoid damage.
(B) = learning at what point in your roll animation invincibility triggers, and then exploiting that to "dodge" attacks without getting out of the way, taking no damage even though we can visually see your character model passing through blades, fire, ice, explosions, etc.
The possibility of doing B to me seems like just an artifact of the attempt to make A work smoothly. Prior to Elden Ring, doing B was an optional approach, since you could do proper dodges for all attacks for every enemy, and didn't actually need to know about the i-frame aspect of your roll or ever make intentional use of it. The only exception I can think of is Darkbeast Paarl's AoE; from some positions it seems physically impossible to roll out of its radius in the short time it takes to trigger, so you have to just phase your body through it using rhythm.
Elden Ring however, is FULL of attacks like Paarl's AoE, where the speed and/or radius cannot be negotiated by moving in an intuitively correct way to get your character model out of the way (ex. Godfrey's ground stomps; Fire Giant's snow attack). The game also seems extra generous with your i-frame window - it feels extra long and forgiving in ER.
This all makes for a downgrade imo, because (1) it requires the players to engage with the game in a way that breaks the fantasy and has no in-universe justification, and (2) it encourages a simplified approach to play that relies on timing alone, without worrying much about either position or direction.
I played every souls game and I’m gonna have to say elden ring is the best because it takes everything from every souls game and expands on it making it better
Except gank fights :(