Official Thread Elden Ring - Shadow Of The Erdtree Expansion 21st June

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Gentle reminder this will be a free upgrade from X1/PS4 versions to the XS/PS5 versions so get the last gen physical copy if you are planning to resell it back out!
 
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PATHETIC

28d6xp7c9hh81.jpg
 
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He mentions difficulty and why this might be a souls game where newcomers might want to start with this one.

 
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He mentions difficulty and why this might be a souls game where newcomers might want to start with this one.


I agree on the magic. Magic in the Souls games always looked boring and felt boring to me, but in Elden Ring in looks great. I will be doing a magic character at launch.
 
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I have the demo thing on the Pro right now. If this game had an easier difficulty I'd be pretty interested. I get the same feeling from the game as I did with Skyrim back in the day. The main difference is that game is actually fun. I really want to play, but I physically can't do it anymore. This one and the entire series of From games are punishment for anyone who just wants to have fun. It's just anger inducing and doesn't encourage me to experiment with different builds or anything.
 
I have the demo thing on the Pro right now. If this game had an easier difficulty I'd be pretty interested. I get the same feeling from the game as I did with Skyrim back in the day. The main difference is that game is actually fun. I really want to play, but I physically can't do it anymore. This one and the entire series of From games are punishment for anyone who just wants to have fun. It's just anger inducing and doesn't encourage me to experiment with different builds or anything.
I have plenty of fun, but I like a challenge.

Funny thing is the difficulty isn't even that high. In fact, the difficulty is so mild you can beat 3 bosses at once. It just doesn't coddle you. You dying,, you finding it very difficult, it is all on you.
 
Few places in the UK already trying to sell it at discount price.
 
Could have spoilers. But it's saying that the game isn't actually open world.

No Caption Provided
Eldin Ring takes a lot of inspiration from the legendary BotW. They have fast travel, you have to unlock parts of the map, a focus on combat, weapons are breakable so have to use lots of different ones, can travel by mount, and both games like to tell the story through lore within its world. But it appears there are also some big differences that have fans highly disappointed. So lets start with the big ones.

It appears Eldin Ring isn't open world at all. And it appears you can't actually go wherever you want. Also despite claiming to be a huge world, leaks have revealed the games file size is super small. Leaks have shown the games file size to be around 44g. And after hearing from critics about how the game features vast amounts of empty space, we can guess why.

May contain spoilers below. Stop reading now if your scared.

" With the post about the old concept art for the map, which is very accurate to be honest (you just have to change some angles to increase the circle-like shape of the map and then it became fairly similar to the current geography), some people were a bit disappointed that such map would limit free exploration of a true open world and the promise of "tackle the Legacy dungeons in the order you prefer". So I think it could be a good think to gather information, clarify misconceptions and manage expectations.

  1. First: The Leaked Map and the Current Map. Already discussed but to stablish a few things
1: Limgrave / 2: South Island-Australia / 3: Church of Dragon Communion / 4: Stormveil / 5: Godrick Arena- Roundtable Keep/Hold-Hub?? / 6: Desert Area? / 7: Flooded Domain / 8: Legacy Dungeon, Raya Lucarian? / 9: Erdtree / 10: Volcano-Caldera

From the 20 minute preview and screenshots, we kind of know the Caldera is at the north of the giant Castle in the flooded domain, so the old map is consistent, and the caldera also seems to be located in the Autumnal domain.

2) Is Stormveil blocking progression into the rest of the map? The OPEN FIELD CONCEPT

One of the criticism and disappointment I saw was that such geography meant that you were not free to explore the map as you pleased and were forced to fight Godrick in order to gain access to the next domain. So, this is where Miyazaki's words and some NPCs dialogue are relevant

  • "The hub is not directly from the start, but there is a Hub are that you can acces a a little later in into the game. And as well as this Hub, which you can branch out from...." Miyazaki - IGN, June (2021) Link
  • "What's the matter? Shouldn't you be off proving yourself, or some such? Then go on, take the hint and follow the guidance of grace. To castle Stormveil, on the cliff. And if, by chance you do find your way to the castle**, you may receive a summons. To the famed Rountable Keep**..." White-Faced Varre
  • Is it designed so that you can go to the edge of the world from the beginning?Miyazaki: No, there are some barriers, or places where you can't access the map beyond that. However, there may be more than one way to go beyond that, and I think the degree of freedom is quite high here as well. Famitsu
  • In you see japanese sites and western interviews with Miyazaki, he does not use the term "open world", he prefers to use the term "Open Field". Since old interviews he has expressed desire to distance from the concept of open world and have a FromSoftware approach to the world design. As such, he sais that (1) there are intended ways of progress in the game, (2) you can chose freely how to progress (3) but there are still certain limitations, items or thing you need in order to open a path.
As such, it is safe to presume that the game will have a dynamic structure with openness and restrictions or bottlenecks and not just a "here is the full map for you". And this is also vital in their storyline and narrative, it is part of their artistic direction and must not be seen necessarily as disappointing or a limitation, since you'll still have a lot of freedom. So, probably the structure of the first part of the game will be:

  • Tutorial, travel to the Lands Between, something related with the cutscene with the giant hand and 3 fingers?
  • Limgrave, the first Domain, Melina, Torrent.
  • Stormveil, Godrick
  • Gaining Access to the Roundtrable Hold/Keep. This Area could be: (1) The Tower in Godrick Arena or (2) The Majestic Building after Stormveil (photo), it has a few bridges but still looks isolated, so makes sense that gaining access needs a summon.
The Roundtable Hold/Keep?

  • Now you completed this Domain, which acts as a "Introductory Domain", where you defeat a Demigod who has a self-proclaimed title of "The Golden" and "Born a weakling child, coveted the strenght of his kin".
  • So, now imagine the messages in the ground "The Real Elden Ring beggins Here". You Have probably most of the map open for you, 5 Demigod who are probably stronger than Godrick (a guy obssesed with obtaining more power, pretty insecure and paranoid Lord) and tons of secrets to explore.
  • Edit just to be clear: I think from this part the world will be even more open. As I said, the map is open to you so you can technically go to virtually any of the remaining Legacy Dungeons if you are capable, even if the game suggest an specific order. Still, some map limitations may still be present.
  • Maybe parts of the map are still out of reach for part of the game: The Eternal City underground, the Foot of the Erdtree, Something in the Sky/Remnants of the Temple of the Sky? Maybe those part will be end game content?
So, in conclusion. I suspect it is a Metroidvania-Souls Open World = Open Field, in the sense that things will be interconnected and new paths will be opened as you make progres in the plot. It is not AC Valhalla where you take your horse and take to the almost final area of the game from the first mission, the world will be discovered as part of your exploration but also as part of the narrative of the game.

I think this is fantastic, is part of the magic of how FromSoft is taking his formula to the "Open World Formula" whitout losing the core souls elements. Some people may say "it's Open Wold Souls" in a bad sense, but to me, being able to make an "Open World" while maintaining the complexity of Souls level design, is a massive accomplishment and exactly what I was expecting. "

Source

" When I think about what makes me compelled to explore open world games, a few things come to mind. One is being able to interact with or affect the world in meaningful ways. There will be a hundred articles pitting Elden Ring against The Legend of Zelda: Breath of the Wild, so I won't linger on the comparison—the important takeaway is that Breath of the Wild was absorbing because the tools it gave you tied in with systems like gravity and temperature; stumbling upon something mysterious was more often a freeform puzzle to solve than an enemy to fight. FromSoft's games are about combat above all, and they've always done that brilliantly, but it means there's inevitably very little to interact with in the open world. You arrive at the crest of a hill, spend a moment appreciating the view, and then look to see what's in need of a good killing.

Quests also push me to explore open worlds. In The Witcher 3, I loved seeing where a new bit of story would take me, and how a quest about a tragic werewolf stalking a village or a specter haunting a mansion would enrich my understanding of the game world. Again, Elden Ring deliberately doesn't have those things. Its open world is connective tissue, and only engaging when it contains unique things to discover that make it worth slowing down for a moment. "

It seems people are agreeing, everything this game does and tries to do, would have been better in a traditional Souls design. It seems the open field approach is just a marketing gimmick to make it appear fresh.

" Cool discoveries, but all could've worked just as well in more traditional Souls levels. The small dungeons that pockmark the open world are mostly corridors with a few enemies and then a boss. Aside from the bosses, they seem destined to be forgotten, which I wouldn't say about many Souls areas—even the bad ones are usually memorable. "

Source
 
Could have spoilers. But it's saying that the game isn't actually open world.

No Caption Provided
Eldin Ring takes a lot of inspiration from the legendary BotW. They have fast travel, you have to unlock parts of the map, a focus on combat, weapons are breakable so have to use lots of different ones, can travel by mount, and both games like to tell the story through lore within its world. But it appears there are also some big differences that have fans highly disappointed. So lets start with the big ones.

It appears Eldin Ring isn't open world at all. And it appears you can't actually go wherever you want. Also despite claiming to be a huge world, leaks have revealed the games file size is super small. Leaks have shown the games file size to be around 44g. And after hearing from critics about how the game features vast amounts of empty space, we can guess why.

May contain spoilers below. Stop reading now if your scared.

" With the post about the old concept art for the map, which is very accurate to be honest (you just have to change some angles to increase the circle-like shape of the map and then it became fairly similar to the current geography), some people were a bit disappointed that such map would limit free exploration of a true open world and the promise of "tackle the Legacy dungeons in the order you prefer". So I think it could be a good think to gather information, clarify misconceptions and manage expectations.

  1. First: The Leaked Map and the Current Map. Already discussed but to stablish a few things
1: Limgrave / 2: South Island-Australia / 3: Church of Dragon Communion / 4: Stormveil / 5: Godrick Arena- Roundtable Keep/Hold-Hub?? / 6: Desert Area? / 7: Flooded Domain / 8: Legacy Dungeon, Raya Lucarian? / 9: Erdtree / 10: Volcano-Caldera

From the 20 minute preview and screenshots, we kind of know the Caldera is at the north of the giant Castle in the flooded domain, so the old map is consistent, and the caldera also seems to be located in the Autumnal domain.

2) Is Stormveil blocking progression into the rest of the map? The OPEN FIELD CONCEPT

One of the criticism and disappointment I saw was that such geography meant that you were not free to explore the map as you pleased and were forced to fight Godrick in order to gain access to the next domain. So, this is where Miyazaki's words and some NPCs dialogue are relevant

  • "The hub is not directly from the start, but there is a Hub are that you can acces a a little later in into the game. And as well as this Hub, which you can branch out from...." Miyazaki - IGN, June (2021) Link
  • "What's the matter? Shouldn't you be off proving yourself, or some such? Then go on, take the hint and follow the guidance of grace. To castle Stormveil, on the cliff. And if, by chance you do find your way to the castle**, you may receive a summons. To the famed Rountable Keep**..." White-Faced Varre
  • Is it designed so that you can go to the edge of the world from the beginning?Miyazaki: No, there are some barriers, or places where you can't access the map beyond that. However, there may be more than one way to go beyond that, and I think the degree of freedom is quite high here as well. Famitsu
  • In you see japanese sites and western interviews with Miyazaki, he does not use the term "open world", he prefers to use the term "Open Field". Since old interviews he has expressed desire to distance from the concept of open world and have a FromSoftware approach to the world design. As such, he sais that (1) there are intended ways of progress in the game, (2) you can chose freely how to progress (3) but there are still certain limitations, items or thing you need in order to open a path.
As such, it is safe to presume that the game will have a dynamic structure with openness and restrictions or bottlenecks and not just a "here is the full map for you". And this is also vital in their storyline and narrative, it is part of their artistic direction and must not be seen necessarily as disappointing or a limitation, since you'll still have a lot of freedom. So, probably the structure of the first part of the game will be:

  • Tutorial, travel to the Lands Between, something related with the cutscene with the giant hand and 3 fingers?
  • Limgrave, the first Domain, Melina, Torrent.
  • Stormveil, Godrick
  • Gaining Access to the Roundtrable Hold/Keep. This Area could be: (1) The Tower in Godrick Arena or (2) The Majestic Building after Stormveil (photo), it has a few bridges but still looks isolated, so makes sense that gaining access needs a summon.
The Roundtable Hold/Keep?

  • Now you completed this Domain, which acts as a "Introductory Domain", where you defeat a Demigod who has a self-proclaimed title of "The Golden" and "Born a weakling child, coveted the strenght of his kin".
  • So, now imagine the messages in the ground "The Real Elden Ring beggins Here". You Have probably most of the map open for you, 5 Demigod who are probably stronger than Godrick (a guy obssesed with obtaining more power, pretty insecure and paranoid Lord) and tons of secrets to explore.
  • Edit just to be clear: I think from this part the world will be even more open. As I said, the map is open to you so you can technically go to virtually any of the remaining Legacy Dungeons if you are capable, even if the game suggest an specific order. Still, some map limitations may still be present.
  • Maybe parts of the map are still out of reach for part of the game: The Eternal City underground, the Foot of the Erdtree, Something in the Sky/Remnants of the Temple of the Sky? Maybe those part will be end game content?
So, in conclusion. I suspect it is a Metroidvania-Souls Open World = Open Field, in the sense that things will be interconnected and new paths will be opened as you make progres in the plot. It is not AC Valhalla where you take your horse and take to the almost final area of the game from the first mission, the world will be discovered as part of your exploration but also as part of the narrative of the game.

I think this is fantastic, is part of the magic of how FromSoft is taking his formula to the "Open World Formula" whitout losing the core souls elements. Some people may say "it's Open Wold Souls" in a bad sense, but to me, being able to make an "Open World" while maintaining the complexity of Souls level design, is a massive accomplishment and exactly what I was expecting. "

Source

" When I think about what makes me compelled to explore open world games, a few things come to mind. One is being able to interact with or affect the world in meaningful ways. There will be a hundred articles pitting Elden Ring against The Legend of Zelda: Breath of the Wild, so I won't linger on the comparison—the important takeaway is that Breath of the Wild was absorbing because the tools it gave you tied in with systems like gravity and temperature; stumbling upon something mysterious was more often a freeform puzzle to solve than an enemy to fight. FromSoft's games are about combat above all, and they've always done that brilliantly, but it means there's inevitably very little to interact with in the open world. You arrive at the crest of a hill, spend a moment appreciating the view, and then look to see what's in need of a good killing.

Quests also push me to explore open worlds. In The Witcher 3, I loved seeing where a new bit of story would take me, and how a quest about a tragic werewolf stalking a village or a specter haunting a mansion would enrich my understanding of the game world. Again, Elden Ring deliberately doesn't have those things. Its open world is connective tissue, and only engaging when it contains unique things to discover that make it worth slowing down for a moment. "

It seems people are agreeing, everything this game does and tries to do, would have been better in a traditional Souls design. It seems the open field approach is just a marketing gimmick to make it appear fresh.

" Cool discoveries, but all could've worked just as well in more traditional Souls levels. The small dungeons that pockmark the open world are mostly corridors with a few enemies and then a boss. Aside from the bosses, they seem destined to be forgotten, which I wouldn't say about many Souls areas—even the bad ones are usually memorable. "

Source
The game size is pretty irrelevant. The 2 big things that make file sizes large are textures and audio file. These games have very little dialogue relatively speaking.
 
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Sounds like another game where a couple edgelords who the game wasn’t meant for nitpick dumb s*** to death and act like its a disappointment while the other 99% of us love the hell out of it. Ala Witcher 3.
 
  • Agree
Reactions: menace-uk-
I hope there's class that can excel at both swordplay and magic. I'd really like a hybrid sword & sorcery build so I can keep my distance with spells and hack away when I need to.
 
I hope there's class that can excel at both swordplay and magic. I'd really like a hybrid sword & sorcery build so I can keep my distance with spells and hack away when I need to.

I beat the Demon's souls remake as a pure magic , thinking of switching it up for hybrid one like you said when I get around to the game 🤔
 
I hope there's class that can excel at both swordplay and magic. I'd really like a hybrid sword & sorcery build so I can keep my distance with spells and hack away when I need to.
Easy. All you need is the strength and or dex minimum reached for your weapon choice. Then make it magic so damage scales with your intelligence.
 
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One class is not like the other.......:laugh:

I don't understand, They put the effort to make the world looks great % enemies intimidating, then the characters you play, half of them looks goofy or outrageous.
 
Last edited:
Easy. All you need is the strength and or dex minimum reached for your weapon choice. Then make it magic so damage scales with your intelligence.
Wait, for a sword & sorcery build I only have to worry about 3 stats, strength/dexterity and intelligence? That sounds pretty easy and straight forward, thanks.

i was watching some videos of this and it was said that those awesome looking magical summons cost quite a lot to cast. I guess the devs don't want them over used. I wouldn't mind some sort of build around summons/minions to do my dirty work for me but I think that gets boring after a while and would want to take an active part in combat.
 
Could have spoilers. But it's saying that the game isn't actually open world.

No Caption Provided
Eldin Ring takes a lot of inspiration from the legendary BotW. They have fast travel, you have to unlock parts of the map, a focus on combat, weapons are breakable so have to use lots of different ones, can travel by mount, and both games like to tell the story through lore within its world. But it appears there are also some big differences that have fans highly disappointed. So lets start with the big ones.

It appears Eldin Ring isn't open world at all. And it appears you can't actually go wherever you want. Also despite claiming to be a huge world, leaks have revealed the games file size is super small. Leaks have shown the games file size to be around 44g. And after hearing from critics about how the game features vast amounts of empty space, we can guess why.

May contain spoilers below. Stop reading now if your scared.

" With the post about the old concept art for the map, which is very accurate to be honest (you just have to change some angles to increase the circle-like shape of the map and then it became fairly similar to the current geography), some people were a bit disappointed that such map would limit free exploration of a true open world and the promise of "tackle the Legacy dungeons in the order you prefer". So I think it could be a good think to gather information, clarify misconceptions and manage expectations.

  1. First: The Leaked Map and the Current Map. Already discussed but to stablish a few things
1: Limgrave / 2: South Island-Australia / 3: Church of Dragon Communion / 4: Stormveil / 5: Godrick Arena- Roundtable Keep/Hold-Hub?? / 6: Desert Area? / 7: Flooded Domain / 8: Legacy Dungeon, Raya Lucarian? / 9: Erdtree / 10: Volcano-Caldera

From the 20 minute preview and screenshots, we kind of know the Caldera is at the north of the giant Castle in the flooded domain, so the old map is consistent, and the caldera also seems to be located in the Autumnal domain.

2) Is Stormveil blocking progression into the rest of the map? The OPEN FIELD CONCEPT

One of the criticism and disappointment I saw was that such geography meant that you were not free to explore the map as you pleased and were forced to fight Godrick in order to gain access to the next domain. So, this is where Miyazaki's words and some NPCs dialogue are relevant

  • "The hub is not directly from the start, but there is a Hub are that you can acces a a little later in into the game. And as well as this Hub, which you can branch out from...." Miyazaki - IGN, June (2021) Link
  • "What's the matter? Shouldn't you be off proving yourself, or some such? Then go on, take the hint and follow the guidance of grace. To castle Stormveil, on the cliff. And if, by chance you do find your way to the castle**, you may receive a summons. To the famed Rountable Keep**..." White-Faced Varre
  • Is it designed so that you can go to the edge of the world from the beginning?Miyazaki: No, there are some barriers, or places where you can't access the map beyond that. However, there may be more than one way to go beyond that, and I think the degree of freedom is quite high here as well. Famitsu
  • In you see japanese sites and western interviews with Miyazaki, he does not use the term "open world", he prefers to use the term "Open Field". Since old interviews he has expressed desire to distance from the concept of open world and have a FromSoftware approach to the world design. As such, he sais that (1) there are intended ways of progress in the game, (2) you can chose freely how to progress (3) but there are still certain limitations, items or thing you need in order to open a path.
As such, it is safe to presume that the game will have a dynamic structure with openness and restrictions or bottlenecks and not just a "here is the full map for you". And this is also vital in their storyline and narrative, it is part of their artistic direction and must not be seen necessarily as disappointing or a limitation, since you'll still have a lot of freedom. So, probably the structure of the first part of the game will be:

  • Tutorial, travel to the Lands Between, something related with the cutscene with the giant hand and 3 fingers?
  • Limgrave, the first Domain, Melina, Torrent.
  • Stormveil, Godrick
  • Gaining Access to the Roundtrable Hold/Keep. This Area could be: (1) The Tower in Godrick Arena or (2) The Majestic Building after Stormveil (photo), it has a few bridges but still looks isolated, so makes sense that gaining access needs a summon.
The Roundtable Hold/Keep?

  • Now you completed this Domain, which acts as a "Introductory Domain", where you defeat a Demigod who has a self-proclaimed title of "The Golden" and "Born a weakling child, coveted the strenght of his kin".
  • So, now imagine the messages in the ground "The Real Elden Ring beggins Here". You Have probably most of the map open for you, 5 Demigod who are probably stronger than Godrick (a guy obssesed with obtaining more power, pretty insecure and paranoid Lord) and tons of secrets to explore.
  • Edit just to be clear: I think from this part the world will be even more open. As I said, the map is open to you so you can technically go to virtually any of the remaining Legacy Dungeons if you are capable, even if the game suggest an specific order. Still, some map limitations may still be present.
  • Maybe parts of the map are still out of reach for part of the game: The Eternal City underground, the Foot of the Erdtree, Something in the Sky/Remnants of the Temple of the Sky? Maybe those part will be end game content?
So, in conclusion. I suspect it is a Metroidvania-Souls Open World = Open Field, in the sense that things will be interconnected and new paths will be opened as you make progres in the plot. It is not AC Valhalla where you take your horse and take to the almost final area of the game from the first mission, the world will be discovered as part of your exploration but also as part of the narrative of the game.

I think this is fantastic, is part of the magic of how FromSoft is taking his formula to the "Open World Formula" whitout losing the core souls elements. Some people may say "it's Open Wold Souls" in a bad sense, but to me, being able to make an "Open World" while maintaining the complexity of Souls level design, is a massive accomplishment and exactly what I was expecting. "

Source

" When I think about what makes me compelled to explore open world games, a few things come to mind. One is being able to interact with or affect the world in meaningful ways. There will be a hundred articles pitting Elden Ring against The Legend of Zelda: Breath of the Wild, so I won't linger on the comparison—the important takeaway is that Breath of the Wild was absorbing because the tools it gave you tied in with systems like gravity and temperature; stumbling upon something mysterious was more often a freeform puzzle to solve than an enemy to fight. FromSoft's games are about combat above all, and they've always done that brilliantly, but it means there's inevitably very little to interact with in the open world. You arrive at the crest of a hill, spend a moment appreciating the view, and then look to see what's in need of a good killing.

Quests also push me to explore open worlds. In The Witcher 3, I loved seeing where a new bit of story would take me, and how a quest about a tragic werewolf stalking a village or a specter haunting a mansion would enrich my understanding of the game world. Again, Elden Ring deliberately doesn't have those things. Its open world is connective tissue, and only engaging when it contains unique things to discover that make it worth slowing down for a moment. "

It seems people are agreeing, everything this game does and tries to do, would have been better in a traditional Souls design. It seems the open field approach is just a marketing gimmick to make it appear fresh.

" Cool discoveries, but all could've worked just as well in more traditional Souls levels. The small dungeons that pockmark the open world are mostly corridors with a few enemies and then a boss. Aside from the bosses, they seem destined to be forgotten, which I wouldn't say about many Souls areas—even the bad ones are usually memorable. "

Source

Plus someone who is playing it already has told me the world is double the size of all the areas of Dark Souls 3 Plus it has a matching world under it.

File size? It's using compression and is still the biggest From Software game.