Elden Ring

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Half the video is him bitching about games being tied to big corporations who try to capitalize on trends and make clones of games and how evil shareholders are.

The dude looks like he could be an enemy from the Souls series himself. Nobody has skin that white he also has the unnatural stances down pat.
Interesting, I don't follow him closely but from my experience most troons are pro corp ultra consoomers.
 
Interesting, I don't follow him closely but from my experience most troons are pro corp ultra consoomers.
His viewership plummeted because every fucking video for the past few years was about how the evils of capitalism have tainted games and we need Unions run by Champaign socialists who swear they're regular honest hard working socialists
 
Half the video is him bitching about games being tied to big corporations who try to capitalize on trends and make clones of games and how evil shareholders are.

The dude looks like he could be an enemy from the Souls series himself. Nobody has skin that white he also has the unnatural stances down pat.
Pretty much par for the course then, Jim's last Elden Ring video was about "accessibility" which his clique have been using to conflate good things (colorblind options, font size and contrast sliders for visually impaired) with difficulty options for people that just outright refuse to learn mechanics. Jim's videos are just lazy retreads of failed arguments augmented with whatever he can capitalize on being a hot topic.
 
Finished the game yesterday and, overall, I'm pretty disappointed. Might be the worse of the "Souls" series for me.
The exploration is addictive, but it's not a big challenge to make a game when the primary audience is people with OCD that get absorbed into collecting everything under the sun. The world felt barren to me and a huge amount of time is taken to holding run to get to your destination because some of the areas are needlessly huge but don't let you summon your horse.
The dungeons are just straight up boring, it's going from Morrowing to Skyrim in dungeon design all over again. And that's before I mention outright aweful design like the dungeon with chariots. The big dungeons are somewhat better, but still it's the same fucking castle/city for most of the game.
Like I said before, the balance between enemies and bosses is way off and multiple times I two hit kill nearly everything in the area only to scratch the boss. I went pure STR build and I have the feeling it seriously soured my enjoyment from combat since some of the enemies are so insanely fast that you can't hit them with any of the big swords, while the small swords have small reach so a lot of time I just straight up miss since I can't judge exactly how close I am (a problem which is far worse on horseback). I seriously have no idea if I could have finished without summons that give you small time to heal. One of the things that drove me mad is that nearly every strong enemy has a needlessly large combo that just never fucking ends and makes you waste time waiting for the boss to stop spergin out, it also makes blocking pointless (especially if they have magic element that bypass the shield).
I don't get what the story was, as with a lot of open world games you are so unfocused that you straight up forget what happens, and the wide open areas and non-linearity makes you likely to miss important things. It feels to me basically "post ragnaroc" with the tons of nordic mythology references.
I don't find the game bad, but it was just unfocused in both combat and environment design. There's a fuckton of content but all of it feels like a tiny alternation of the same base thing.

To not end on a bad note, rewatching the opening of the game and this came to mind:
View attachment 3055099
It becomes really easy to see how many things were copy and pasted across the game world. The rooms and layouts of the catacombs were clearly designed to be as modular as possible so they could reuse them multiple times. Half of the bosses are encountered as normal enemies without boss health bars, and some appear in multiple boss fights. Don't get me wrong, the game is really good, but I feel like if they went the extra mile, or even delayed the game a bit more, they could've made a lot more unique encounters. The environments are beautiful even if sometimes hard to navigate, and there are some really cool areas like the Lake of Rot and Consecrated Snow Field, but they barely have any of their own unique enemies, (Lake of Rot especially.)
 
Goldmask is in the game, the priest guy's little quest chain involves leading him to Goldmask. He's just some retard that doesn't talk and stares at the tree though.
I know he was in the game, but compared to the other characters introduced in the opening (who are all related to end game content) he appears to have been cut completely.
It becomes really easy to see how many things were copy and pasted across the game world. The rooms and layouts of the catacombs were clearly designed to be as modular as possible so they could reuse them multiple times. Half of the bosses are encountered as normal enemies without boss health bars, and some appear in multiple boss fights. Don't get me wrong, the game is really good, but I feel like if they went the extra mile, or even delayed the game a bit more, they could've made a lot more unique encounters. The environments are beautiful even if sometimes hard to navigate, and there are some really cool areas like the Lake of Rot and Consecrated Snow Field, but they barely have any of their own unique enemies, (Lake of Rot especially.)
As much as people shit on blighttown, it had its importance gameplay wise in being a challenge just to navigate and position yourself during fights. This almost never appears in ER.
 
I'm about in the second half of the game. So far my thoughts are as follows:

1. The non-linearity structure of this souls game is kind of throwing me off a bit. I don't know if it's because a souls game that's open world just feels off to me or if the linearity structure is muscle memory to me in a souls game, but this game, for whatever reason, just felt off with it's open world. As for the open world itself, subjectively I enjoy it for what it is, but that's because my reasons for enjoying are way more abstract than someone who probably just wants to mow down grunts for souls and go through boss gauntlets through a "stage system" whereas you go from Undead Burg to the sewers and then the stage right after that is blight town. The world itself looks great albeit graphically it looks a bit dated. Textures look kind of low-res up close for some bizarre reason. I personally don't mind riding a horse to go from one objective to the next as long as I have a pretty world to look at, but that's a subjective reason. Some people are going to look at this and think "wow, there's really nothing to do in this world. I'm tired of riding around."

2. Magic in this game, and throughout the souls games in general, is still way overpowered and it's probably because the overall formula of boss gauntlets in the souls games do not mesh well with ranged weapons or utility... especially ones that do shit loads of damage. Why does magic not work? Because the majority of enemies use melee CQC combat that requires the player to either dodge or block and plan out a moment to strike. Magic on the other hand takes away that formula and completely negates the idea of careful planning and finesse by ensuring the player free hits from a distance the enemy boss cannot reach. Speaking of shitloads of damage, a lot of spells in this game are broken with scaling that is just embarrassing to witness because some spells will do next to no DPS despite having a 200(ish?) staff to scale it. Other than that a lot of the spells in this game are still not satisfying to use or play around with (I swear to god they never got it right in any of the other souls games anyways) because, at least for me, they make the game too laughably easy and brainless. Sadly this also bleeds into PvP. I swear to fucking god I cannot for the life of me think of a fight that didn't involve magic or involved Moonblade Katanas. It honestly feels to me like every pvp encounter feels exactly the same because everyone's running the same builds. Probably because it's the only build and utility that doesn't make you a complete pushover.

3. Horse combat in this game is bad. It also, for me and maybe this is because of a personal condition, makes me nauseous. It kind of makes me motion sick. Aside from that the mounted combat in this game is pretty underwhelming anyway given that you can only either light attack or power strike and that's pretty much it. There are also many instances where the horse will go way too fast and it makes hitting the enemy difficult because it requires you to time you strikes properly. While we're discussing timing your strikes, enemy hitboxes are also very odd and wonky. There are times when I'll be trying to strike an enemy and either I don't hit them despite being right up against them or my sword just clips through them with no effect whatsoever. Not much else to say on this subject, I just do not like the horse combat in this game. Doesn't also help that some enemies just flat out outrun your horse to begin with many times running at inhuman speeds. Some mounted enemies are full blown god mode when their horse dies as well which is pretty funny.

4. Storyline is... literally the same fucking shit Miyazaki has written at least five times now. You are a (insert belated condition that weakens you here) and you must fulfill your (insert vague and ambiguous legend about becoming a 'chosen one' here). I can definitely see some of George R. R. Martin's influence in this as it seems a lot more accurately medieval and down to earth compared to the overly exaggerated medieval inspired themes from the previous games, but I'm guessing he only worked on the overarching lore and world building and the main narrative was Miyazaki's. It's fine for what it is if you're coming from the perspective of someone who's probably never played Demon's Souls onwards, but for me it's the same story I've heard at least, as I've said, five times already. Miyazaki also likes to put themes and symbolism in his games with consumable souls being the players who probably got far and quit when they got stumped by the game's difficulty, but here, I don't really understand what he's trying to convey with 'fingers' and rings. I know finger furling can in some ways be a symbolic form of bonding on an emotional level which is shown through the co-op system in this game. Maybe this game is representing the bond we make with the people we either play with or the interactions we have with this world? Maybe the fingers are supposed to signify humanities greatest evolutionary trait that made us build civilization up from the ground, but now it's getting blown to bits because the Elden Lords, just want to be gods (at least that's my interpretation, maybe someone has a different one).

All in all, in spite of the negativity I spouted in that post, I actually think this is a great game. It's not perfect and it's by no means the best I've played in years, but I actually have been genuinely enjoying my time with this game. Despite the story being a little tired and the hiccups with some of the ingame mechanics (thankfully horse combat is optional), it's still a good souls game for me. I'd probably rank this above Dark Souls 3 which would probably go as follows:
Dark Souls > Bloodborne > Elden Ring > Dark Souls 3 > Demon's Souls > literally any other souls like game > Dark Souls 2
 
His viewership plummeted because every fucking video for the past few years was about how the evils of capitalism have tainted games and we need Unions run by Champaign socialists who swear they're regular honest hard working socialists

Eh I can unironically agree that american capitalism has fucked our gaming industry.

All for money, so much predatory bullshit with microtransactions and loot boxes...

Lot of shitty games made as big triple A cashgrabs, that are all flash and no substance, and fucking festooned with ways to scam you out of more money.
 
The only "good" dual bosses were the Crystallians. Two blue hoppy dudes with different move sets and attack ranges, and you can easily kite one away so you can focus on the other one.

Their only real problem is the massive defense to anything not strike, but a single poise-break is enough to trivialize that.

Whoever thought sticking three in a boss room and giving them all the ability to inflict Rot can go eat 37 bags of dicks. In a row. After the twin Godskin Noble guy.
Godskin Duo has got to be one of the worst boss ideas FromSoft ever had. Its worse than most of the shit ass repeat bosses that DaS2 had.

What a weird NPC
THE LOATHSOME DUNG EATER

He's a weird one indeed, but his questline is pretty interesting. Also if you go through with his ending you literally turn everyone in the world into pustule monsters
 
I'm really not a huge fan of the boss design in this game, especially in the latter half. Feels like the best way to beat everything is to abuse the stupid mimic tear but that deflates the feeling for me so now I'm stuck fighting these retardedly fast sekiro bosses with my clunky dark soulsman while they spam infinite combos that all end in gigantic aoe's.
 
Finished the game yesterday and, overall, I'm pretty disappointed. Might be the worse of the "Souls" series for me.
The exploration is addictive, but it's not a big challenge to make a game when the primary audience is people with OCD that get absorbed into collecting everything under the sun. The world felt barren to me and a huge amount of time is taken to holding run to get to your destination because some of the areas are needlessly huge but don't let you summon your horse.
The dungeons are just straight up boring, it's going from Morrowing to Skyrim in dungeon design all over again. And that's before I mention outright aweful design like the dungeon with chariots. The big dungeons are somewhat better, but still it's the same fucking castle/city for most of the game.
Like I said before, the balance between enemies and bosses is way off and multiple times I two hit kill nearly everything in the area only to scratch the boss. I went pure STR build and I have the feeling it seriously soured my enjoyment from combat since some of the enemies are so insanely fast that you can't hit them with any of the big swords, while the small swords have small reach so a lot of time I just straight up miss since I can't judge exactly how close I am (a problem which is far worse on horseback). I seriously have no idea if I could have finished without summons that give you small time to heal. One of the things that drove me mad is that nearly every strong enemy has a needlessly large combo that just never fucking ends and makes you waste time waiting for the boss to stop spergin out, it also makes blocking pointless (especially if they have magic element that bypass the shield).
I don't get what the story was, as with a lot of open world games you are so unfocused that you straight up forget what happens, and the wide open areas and non-linearity makes you likely to miss important things. It feels to me basically "post ragnaroc" with the tons of nordic mythology references.
I don't find the game bad, but it was just unfocused in both combat and environment design. There's a fuckton of content but all of it feels like a tiny alternation of the same base thing.

To not end on a bad note, rewatching the opening of the game and this came to mind:
View attachment 3055099
skill issue
 
Pretty much par for the course then, Jim's last Elden Ring video was about "accessibility" which his clique have been using to conflate good things (colorblind options, font size and contrast sliders for visually impaired) with difficulty options for people that just outright refuse to learn mechanics. Jim's videos are just lazy retreads of failed arguments augmented with whatever he can capitalize on being a hot topic.
That reminds me, did he throw a tantrum at Sifu or was that too removed from his obsession with wrestling and boglins.
 
Met Shabriri.

No, I'm not fucking setting myself on fire again, I had enough of that after DS1, thank you very much.
 
That thing they stole from Code Vein where every boss during their second phase explodes in a massive AOE every fifteen to twenty seconds is kinda fucking gay ngl.
 
His viewership plummeted because every fucking video for the past few years was about how the evils of capitalism have tainted games and we need Unions run by Champaign socialists who swear they're regular honest hard working socialists
Which is probably why he trooned out. He knows he started to become irrelevant. And as we know with Ellen Page syndrome, when a semi famous person suddenly isn’t the conversation, they troon out.
 
When i heard "open world " and "crafting" i inmediatly lost all interest. I imagine the very cleverly designed interconnected dungeons are not present in the same way as in DS1 and DS3?


Elden Ring is now Woman™ Approved™
https://youtube.com/watch?v=C2MmLEPd4Hk
BTW there's only SIX enemy camps in Horizon forbidden west. You clear them all and you get get BIS legendary weapon. He bitches about the number but he's thinking about outposts which all you do is just snipe the leader and that's how you clear them(they state killing everyone is optional), those are around 16-17 because some are tied to quests. They're basically single level areas with a watch tower.
Communist and troon, Jim is a walking "opinion discarded. "
 
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