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.
Did an AI write this? Completely mixing up history and the present in the same sentence
Developed well over two decades ago, the original Silent Hill 2 is the magnum opus of Polish horror stalwarts Bloober Team. Running on then-innovative “Unreal Engine 5” technology created by Jazz Jackrabbit publishers Epic MegaGames, it’s a wonderful abyss of a game that remains perfectly playable today,
I’m writing about the Silent Hill 2 Remake in this scrambled, back-to-front, obnoxious way partly to piss off whoever edits this (to be 100% clear, Team Silent are the creators of the original Silent Hill 2, which Bloober are remaking), and partly to make a point about remakes: that they tacitly or openly position the original game as an “obsolete” museum piece in need of replacement, dismissing the old artistic choices as primitive and incomplete, re-defining the old creative parameters as constraints that need to be lifted. It’s all in the service of the market’s cannibalistic mania for the new, its structural need to ceaselessly bury “the past”, often by directly obstructing non-commercial preservation efforts, and sell you Progress that starts to wither and fade the second you peel away the cellophane.
I was super excited for this game until I heard about the free cam… Really hoping it’s something that can be turned off. A core piece of the original horror was hearing something coming but not being able to see it.
I don’t know if I can agree - there’s enough friction just in being able to explore the world from workings like that, I don’t blame them for changing it. At best it can feel cheap. There’s still plenty of ways to apply vulnerability of the unseen.
While you were over there playing your folklore Monkey game, doing your Fortnite dances, and trying to be Elden Lord, I was here studying the blade enjoying Starfield loading screens.
At my age, I’m kinda amazed how many games come out that are incredible. I still haven’t played half of the best games of 2023. So I have hope that Bethesda will do a Fallout 76 and suddenly Starfield is awesome.
If it doesn’t happen, that’s okay too. by that time, I’ll have to play the best games of 2024, 2025… Etc.
Totally get it. I forced myself to play the “quests” and ended up loving just playing house. It really lacks a strong overarching story beyond killing mutated dragons and getting buddy buddy with the factions.
I just can’t get over how bad these Bethesda games play and look. I kinda understand why people like it, but to me they are like bad mods of a good game. Which is ironic, because apparently fallout london is pretty good, because Bethesda had nothing to do with it, except ruin it with their HD update.
I wish news articles would just inform without strong opinions. It’s clear this guy hates this game and doesn’t want play the update. It’s not a review…
This is at least the second attempt to make VTMB2. The original version by Hardsuit Labs was entirely scrapped and restarted at The Chinese Room.
I spoke to the new devs at PAX last year and they said they were only reusing assets from the Hardsuit Labs version and otherwise completely making a new game from scratch.
This new version has only been publicly announced since late 2023, although it probably started development sometime in late 2021/early 2022.
Right, that’s why I’m not convinced this will ever actually release.
Abandoning all previous work, and the fact that new devs don’t exactly have experience with this genre…
I’m still gonna give it a try, but I’m not hopeful.
It’s such a terrible shame that we had Brian Mitsoda and Rik Schaffer back and actually working on a sequel and none of it will see the light of day. Say what you want about Mitsoda’s thin-blood protagonist idea (I’m not a fan) but watching the trailers of https://youtu.be/6PM0vb8UCzM" version of the game you can at least see the lineage of the original.
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