Elden Ring

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A storyline that only exists in your head. Guess what, models have names even when their placement and role is just a vague outline. Some of them retain early model names years later. Here's an example: Gwynevere's model is called Princess Maria/Mary and Gwyndolin's is called "The Princess' Sister".

Wow, so undercooked, I wish we got the original intended plot that was butchered by Hackazaki. Don't get caught it up in shit tier fanfiction over a literal model name.

The thing that didn't and never existed beyond a name for a model would've been so much cooler yep. Oh wait, no.

It feels like you genuinely have no idea how game development works.

The worst part about datamining is the retards that start seething out fanfiction based off of a couple of words and screeching about the final game not conforming to the tea leaves.

You'd be dead wrong. And even "significant" bosses not having cutscenes is normal for these games. Base game Elden Ring had way more boss cutscenes than usual to begin with.
Gywndolian was supposed to be a chick. It actually was Miyazaki coming in last minute and demanding they make a femboy. The designer and story designer (one who’s obsessed with the King in Yellow) actually released design docs and did a commentary book. There was a whole subplot of the moon religion.

Lost Izalith was going to be another Swamp area too. That got changed literally days before launch.
 
You know what boss trope I really hope dies an ugly death in the next Fromsoft game?

Boss spazzes around the arena creating massive AOE trails of bloodflame/fire/scarlet rot/ and they also vomit additional pools of bloodflame/scarlet rot/fire.

Then the boss just sits in a massive pool of bloodflame/fire/scarlet rot and takes potshots at you and you can't rush in because they're sitting in the bloodflame/fire/rot and they do so much fucking damage if you get hit by them + status you die.

Better hope your ass isn't a melee build because if you're fucked.
 
Gywndolian was supposed to be a chick. It actually was Miyazaki coming in last minute and demanding they make a femboy. The designer and story designer (one who’s obsessed with the King in Yellow) actually released design docs and did a commentary book. There was a whole subplot of the moon religion.

Lost Izalith was going to be another Swamp area too. That got changed literally days before launch.
Jesus Christ you butchered every thing you possibly could while technically retaining the information you consumed.
- Nobody ever said in any interview that Gwyndolin was supposed to be a woman.
- Miyazaki obviously didn't change (the thing that nobody even said was changed) it at the last minute. That is stupid.
- The art book (called Dark Souls Design Works) interview is mainly with Miyazaki plus the 4 art designers on the game. (Because it's an ART book.)
- There is no "story designer". Let alone an interview with one. (And if there was one, it would be, ironically, Miyazaki.)
- Nobody mentions "King in Yellow".
- Nobody mentions a cut moon religion subplot. They just explain the Darkmoon lore and imagery in a bit more detail.
- Lost Izalith was a swamp originally, yes. It is literally impossible to change this "days before launch". This notion is fucking retarded.
It's kind of impressive how you mangled everything possible while technically remembering something.
Is this true?
Of course it isn't.
 
Jesus Christ you butchered every thing you possibly could while technically retaining the information you consumed.
- Nobody ever said in any interview that Gwyndolin was supposed to be a woman.
- Miyazaki obviously didn't change (the thing that nobody even said was changed) it at the last minute. That is stupid.
- The art book (called Dark Souls Design Works) interview is mainly with Miyazaki plus the 4 art designers on the game. (Because it's an ART book.)
- There is no "story designer". Let alone an interview with one. (And if there was one, it would be, ironically, Miyazaki.)
- Nobody mentions "King in Yellow".
- Nobody mentions a cut moon religion subplot. They just explain the Darkmoon lore and imagery in a bit more detail.
- Lost Izalith was a swamp originally, yes. It is literally impossible to change this "days before launch". This notion is fucking retarded.
It's kind of impressive how you mangled everything possible while technically remembering something.

Of course it isn't.
One of them was credited as the narrative designer. Cope and Seethe, faggot. Miyazaki is sexually attracted to swamps, feet, and femboys. I will never stop mocking him for it.

Gywndolian in the design docs and other interviews had a cut storyline where he’s just the moon princess rather than a faggot.
 
One of them was credited as the narrative designer. Cope and Seethe, faggot. Miyazaki is sexually attracted to swamps, feet, and femboys. I will never stop mocking him for it.

Gywndolian in the design docs and other interviews had a cut storyline where he’s just the moon princess rather than a faggot.
- There is literally no such position as "narrative designer" listed anywhere for DS1.
- This position (that doesn't exist) is not filled by any of the art designers. Nor is anything of the sort attributed to any of them in the design works.
- No, Gwyndolin still doesn't have any cut storyline in the design works. That has not changed since my last post.
Not like any of this is info is hidden, you can just google it yourself.
I didn't know this but in retrospect that explains a lot about that area. They probably should've kept it a swamp to keep with the motif of pyromancers being associated with the Great Swamp.
Here's a decent video summarizing what enemies and stuff was meant for Swamp Izalith. It does make sense that it's a lava filled hellscape since it is meant to be ground zero for the chaos flame but that hardly makes up for the sloppiness.
 
At what point do I give in and use spirit ashes against Messmer. This son of a bitch is hard!

I like the DLC a lot so far personally. It’s fun, just way harder than EZ Ring which is welcome. I’ve done a lot of exploring but I’m really stuck right now and I don’t have a lot of options for new places to go to. I’m doing the DLC in NG+ so that may have some affect on the difficulty.

I’m going to go for all achievements after I beat the DLC. Should be easy.
 
Not me, I want to goon to Melina and Millicent. The superior women.
Rya is pretty cute, although that's mostly her personality since she's a snake. Nepheli and Hyetta/Irina are pretty attractive as well, Renalla is would probably be pretty elegant and regal if she wasn't so crazy, Roderika is pretty attractive but overly meek.
Oh yeah and Sellen has really well modeled face that you never get to see due to her Glintstone Crown, shame she had to turn herself into a ball. There is a way of keeping her around by not informing her of Lusat and moving her to Renalla's room.
I think Elden Ring made more of a concerted effort to have attractive female characters in it, pretty notable are the female Albinuraics, especially when all of their men are so decrepit and the Oracles are sphere shaped.
Although, given GRRM's involvement in the story and how him and Miyazaki got along well, it's a bit surprising that out all the female non-enemy npcs that only Millicent is a red head, especially since out of the female characters Ranni is the most referential to a Song of Ice and Fire.
 
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At what point do I give in and use spirit ashes against Messmer. This son of a bitch is hard!
Two things might help.
Fire resistance massively mitigates the AOE damage. Get some fireproof dried livers, equip the flamedrake+2 talisman, and maybe even put Protection of the Erdtree on your build if you've got the faith. I was 60 int 60 vigor so instead of PotE I wore some bits and pieces of the Fire Prelate set.
Dodge into the right side of his body (your left) when he does the part of his big combo with the multi thrust. He'll catch you everytime if you dodge away because he literally homes in on you, but if you dodge into him there's a sweet spot where he'll miss most his thrusts.
 
Two things might help.
Fire resistance massively mitigates the AOE damage. Get some fireproof dried livers, equip the flamedrake+2 talisman, and maybe even put Protection of the Erdtree on your build if you've got the faith. I was 60 int 60 vigor so instead of PotE I wore some bits and pieces of the Fire Prelate set.
Dodge into the right side of his body (your left) when he does the part of his big combo with the multi thrust. He'll catch you everytime if you dodge away because he literally homes in on you, but if you dodge into him there's a sweet spot where he'll miss most his thrusts.
I’ve noticed a lot of this and I’m definitely stacking damage reduction for this fight. The move I struggle with most is his grapple because I roll at the wrong time. I’m using dual frost great hammers for stagger and frostbite.

I know it’s just a matter of time and getting closer to perfection really. I’ve had him under 25% health on more than one occasion. He’s a frustrating one, but I don’t think he’s as hard as Orphan of Kos was.
 
Based on the reception it's getting I don't think "overrated" is the right word.
What's his take? That From has been co-opted by ZOG because Synth saw femboy porn of Miquella once?
He thinks it might be worth your money’s worth but probably wait for a sale, but he echos a lot of shit people have said about From games post Bloodborne.

The mechanics trail behind the gameplay (he praised Stellar Blade for allowing you to interrupt boss combos and use your own anime bullshit on bosses). That the world design is empty and the bosses are very samey. Every boss is the “hard boss” rather than having a unique boss room, gimmick, or what ever. I think he’s on the money here. FromSoft Bosses used to cut off part of the map and were basically a dungeon hazard rather than the dungeon being built around them.
He did like the Tree and Bayle, but felt like Bayle is more due to Ahab.

He found the Scatman John Fragments fine on paper, but implemented poorly. He brings up the sacred tears and golden seeds to justify his point. Having it be found on random mobs because then people are just going to look up guides.

World is way too empty. The dungeons are far too few. Exploration is not really rewarded. Called people saying the upgrade materials are for new weapons/ ashes coping.

Went on a tangent on how “get gud” or skill issue is a cope. Malenia is fine as an optional boss, but Demon Souls and Dark Souls were never really hard. The level design and occasional hard boss working in tandem was. Git Gud/ Prepare to Die is the false god From has tied themselves too.

He disliked Miquella. Just felt like it was predictable and ultimately just felt like the DLC was trying to make him feel sympathy for a character he didn’t care for. He did mention Gywndolian and the incest princes being Miyazaki rather than blaming GRR.

It’s a fine review. I think the DLC is bad for being 2 years and $40 dollars.
 
Once FromSoft manage to unfuck the camera situation in their games I hope "boss room is a flat circle" meme dies off and they make more interesting boss arena with obstacles and other bits of terrain that you can make use of to your advantage, with appropriate boss gimmick too. Something like fighting mega cancer dragon that have much higher rot breath frequency but you have a few tactically placed boulders/rocks littered around the arena that you can use as cover, or ultra frenzy flame boss that does a no damage madness buildup attack from far away that you have to hide behind seamless covers and run to him when he's not doing it.
If Elden Ring gets another DLC, I hope Miyazaki put in some platforming in the boss arena for lulz. At least dying because you suck at platforming is funnier than dying to bosses with bazillion anime attacks.
 
Once FromSoft manage to unfuck the camera situation in their games I hope "boss room is a flat circle" meme dies off and they make more interesting boss arena with obstacles and other bits of terrain that you can make use of to your advantage
Before I actually made it to Radagon I remember speculating about what kind of area the final boss would be in.

I had this idea in mind that they would take the finger motif to its furthest extreme and have the arena be on the upturned flat palm of a giant gnarled hand hidden at the bottom of the Erdtree, and I thought it'd be cool if the fingers crumbled and fell the further along the fight you want, reducing the amount of space you have to run away the closer the boss gets to 0 hp. Or maybe they could break apart with big chunks suspended in the air by magic to platform on. If Elden Ring had better arenas and more interesting enemy AI it'd be so much more replayable.
 
Once FromSoft manage to unfuck the camera situation in their games I hope "boss room is a flat circle" meme dies off and they make more interesting boss arena with obstacles and other bits of terrain that you can make use of to your advantage, with appropriate boss gimmick too. Something like fighting mega cancer dragon that have much higher rot breath frequency but you have a few tactically placed boulders/rocks littered around the arena that you can use as cover, or ultra frenzy flame boss that does a no damage madness buildup attack from far away that you have to hide behind seamless covers and run to him when he's not doing it.
If Elden Ring gets another DLC, I hope Miyazaki put in some platforming in the boss arena for lulz. At least dying because you suck at platforming is funnier than dying to bosses with bazillion anime attacks.
If you'll notice one thing about how From designs anything, it's always in reaction to what did and didn't work according to the public. Notably, what you're looking for is almost every boss from Demons' Souls. Most of them are puzzles, and people didn't take well to it. Dragon God notably has a lot of hiding in and out of cover mechanics and people at the time hated it. They'd carry a couple of "puzzle" elements in boss design with fights like Gwyndolin requiring running in and out of cover and the infamous Bed of Chaos fight. The issues was those weren't received that well either. You know what was well received? Manus, Artorias, O&S, etc. While O&S have a psuedo-puzzle in keeping them seperated and deciding which one to beat first so you have an easier or harder time in phase 2, the DLC bosses in DS1 are, in my opinion, the real start to the design of the following games being run to the hard boss rather than focus on the level. It really didn't help that the following game, Dark Souls 2, was very poorly received and had almost all of its design choices tossed out like the baby with the bath water. It wouldn't be until Elden Ring that they'd return.
What's really funny is that you can see some responses to base game complaints being kinda addressed in some fights in the DLC. Divine Beast and Romina have those delayed attacks with fast hit-boxes, but they have big tells for when they're about to actually attack out of their long wind-ups like Divine Beast snapping its mouth close on the delayed head slam and Romina's stinger slam having a huge glint and "glint noise" (I don't know how else to describe it). That being said, the game never capitalized and iterated on lessons learned from Sekiro. To be fair, even Miyazaki admitted to this fact and he expressed surprise the game was even as well received as it was.
There's a possibility they actually iterate on Sekiro's design, and that game did have quite a few puzzle / gimmick fights, but a lot of the best received fights were just duking it out with a dude in a flat arena.

TL;DR: I think fighting guy in flat arena is probably going to stay the main way bosses are fought, and it's mainly due to the fact that most people don't complain about uninteresting arenas specifically.

Edit: In fact, the most interesting arena they ever tried was probably Bed of Chaos and it still remains as one of their worst executed ideas to date.
 
I feel like Elden Ring's "lore" and so called plot are a lot weaker than previous fromsoft titles. There's a lot of moving parts, but it just boils down to a struggle for power, which is exactly the same as the original Dark Souls. I don't know how to properly articulate it, but I felt this way ever since it was revealed that le fat shitting american would be working on the plot. It feels fake in a way that previous games did not. There's no creativity that makes me think they wanted to express something profound or thought provoking, like seeking the cure to a mysterious illness, only to be drawn into an ever increasingly bizarre and horrific nightmare.

I recently started reading The Wheel of Time by Robert Jordan, and I dropped the series at around book 4 because there was just nothing for me to sink my teeth into, and it was amateurish in prose and style. There's 9000 named characters and only three or four of them receive enough development to warrant a name. It's kind of like that. Not that I want to lay the blame entirely on the fat man for this, but you can clearly see him taking influence from Tolkien with the Numen(oreans) being literal ubermensch who come from a distant land and have the right to rule in their noble blood. I even liked DS2 more. It felt like someone at least cared about telling an interesting story and not a by-the-numbers fromsoft story. It's like how suda51 became known as "the crazy guy" so now suda51 games are just expected to be le crazy because suda51.
George Retard Martin didn't write anything that's in the game, he created the origin story of the Lands Between with input from Miyazaki, leading up to the shattering. And Miyazaki has said the characters George came up with (Marika and the demigods) were intentionally distorted and corrupted by his team to turn the original cast of legendary heroes that Martin cooked up into the kind of sad and horrifying monsters that need to be put down that we see in-game.

If you're worried that the story of the game has been filtered through a post-modern western lens, I think your worries are misplaced.
 
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