I think it’s unlikely we’re going to get Sekiro 2 because the franchise is under Activision. If anything, we’ll probably get a spiritual successor under Namco.
I’m not sure why you think every interaction in an open world game is supposed to be completely hand crafted from scratch.
The scale is part of the point, and Elden Ring nailed the sense of exploration of a huge, open world that maybe hasn’t happened since Skyrim. It’s that rare to capture that sense of awe.
Because when I explore I want to go see something new and interesting. Half the time in Elden Ring I’d just run into something I’ve seen before. It made it not feel good to explore.
I don’t blame them for this, but this is the reality of making a project this big in scope. You can’t possibly fill it with good content. They made one of the like top 3-5 best open world games, but it’s still stuck with all the same drawbacks as open world games.
I just want them to go back to making more focused content.
The world is jam packed full of new and interesting. It quite possibly has more new and interesting than any other game ever made.
Enemies similar to previous enemies you’ve encountered but with different twists and in different situations are part of enemy design. It’s supposed to happen. It’s what real worlds look like.
If you don’t like open world period, fine, but there’s a reason it’s by far the most successful game they’ve ever made, and it’s because nothing matches the feel of open world done right, and they did it right.
I think Elden Ring has much greater variety than any other open world game. I agree there’s quite a bit of copy pasting, but even after playing for more than 50 hours, I’m surprised with new enemy types and environments (especially now with the DLC). I think it’s exciting to explore every corner of Elden Ring.
Compare it with Tears of the Kingdom. It felt like I’ve seen most the game had to offer after 10 hours. I lost the excitement of exploring rather quickly.
Shrines in BOTW were the worst. The engine was genuinely interesting. Everything being legitimately traversable and designed around stamina was great, and I’d love to see more games utilize the premise that everything you see is accessible. But all that traversal just never got you anywhere interesting. Eventually you’d find a shrine, take longer to load it than beat it, then load back into the world.
TOTK I just never got far enough to feel if it improved.
After some 200+ hours in the game, this alleged issue hasn’t even crossed my mind once. The world is absolutely gorgeous, and the sense of exploration is unreal
Same. Elden Ring’s biggest weakness is its open world, in my opinion. It makes the first playthrough great, but it makes subsequent playthroughs a chore. Especially when you’re aware that 90% of dungeons/side areas have completely worthless gear and runes. Your subsequent runs just end up being you riding Torrent for long stretches of time from point A to point B.
My disappointment isn’t with the enemy variety or gear drops. It’s with the dead world. My first hours in the game I saw a wolf walk through a herd of deer both ignoring each other. When you’ve just come off RDR2, seeing wildlife as decorations running 2 scripts that both depend on player interaction is lame.
Even FarCry3 had emergent game-play through enemy/wildlife AI.
True other games have had that, but it really wasn’t a goal for Elden Ring and I don’t think it really hinders it. The immersion into a real world was clearly a tentpole design decision for Rockstar in RDR2, but not Fromsoft. Which is fine for you to miss in Elden Ring, I just think we gotta manage expectations sometimes where not every game can have every thing.
They embarrassed EA, but more importantly Ubisoft. Open world games are pretty much all Ubisoft is known for these days.
I certainly think they can compete with Rockstar. Elden Ring is just a different genre from RDD or GTA. Had Elden Ring not been so difficult and had all the normie garbage like quest markers and other hand holders, it likely could have outsold GTA. But because From makes hard games (even though Elden Ring is their easiest game) and because they didn’t hold the players hand, people passed on some sales.
Fantastic, I’m sure it was a hell of a slog for them. I’m really looking forward to their next games, their one offs like Bloodborne and Sekiro are my favourites.
In the DLC, it’s still open world and extremely flexible in how you explore it, but there’s less wasted space.
It’s very tightly knit and the pacing is better as a result.
It’s like Elden Ring was watching masters of their craft cut their teeth on something new, and then the DLC was them applying everything they learned in that process.
Can’t wait for their next game in that same vein (especially not held back by last gen consoles).
Good! Elden Ring felt too large at times, especially some DLC areas. Where I had the most fun was contained dungeons and castles. I think that’s really where their level design shines best.
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