Game Review: Elden Ring


Open world video games have an interesting reputation, as they seem to succeed for many of the same reasons they can fail. Scale and density are what makes open world games what they are. The idea of being plopped into this large world and asked to explore and conquer all it has to offer, that’s an exciting prospect, right? Of course it is, but the issue of why these prospects can actually work against open world games comes down to how the player is expected to do those things.  Many open world games get the design right but never justify your purpose for being there. For example, I have gone completely off Ubisoft open world titles because despite their large and detailed worlds, they copy and paste the same mechanics across each of their games. Each region in their maps will have a tower of some sort which clears the map or a bandit camp which needs clearing. Repetitive elements like these are littered across the regions of the map and are displayed as gameplay elements which motivate you to progress further through the world. Yet why should I care about clearing out 50 bandit camps? Or synching with 15 radio towers? There’s no reason within that world to want to do it, it’s purely a gameplay requirement to do so. When the open world isn’t the primary driving factor to progress and explore then I honestly feel there isn’t any point to it. All you are telling me as the player is that your world isn’t very interesting because you have to litter it with so much of what I call ‘busy-work’ mechanics to inflate playtime. When so many open world games struggle with relying on these mechanics it feels all the more important when a game like Elden Ring comes along and reminds us what truly makes open world games so good. 

Developed by industry veterans FromSoftware and published by Bandai Namco; Elden Ring serves as the studios very first foray into the open world genre. Before now the Soulslike gameplay formula has been anchored to linear games with minor explorative elements. In Elden Rings case that core formula still exists but it does so within a now open world environment. This was a big deal for FromSoftware who were opening their standard video game design principles to a whole new conceptual level. One of the game’s biggest selling points is the collaborative efforts from both Hidetaka Miyazaki and George R. R. Martin with crafting this world. From the minute this game was announced the dropping of Martin’s name as a creative worldbuilder for the title brought a lot of serious attention in. Most well known for his high fantasy work in The Song of Ice and Fire, the concept of Martin’s stellar attention to detail and Miyazaki’s direction made this one of the most highly anticipated titles in the past decade. With all these new and exciting factors weighing into the development of this game it’s fair to consider were they able to deliver on it all? 

The story of Elden Ring is a very interesting one. You are Tarnished, an exile brought back to the fantastical world known as the Lands Between. The reason for your return to the mystical lands is tied to the Elden Ring. Long ago the Elden Ring was whole and was an item of great significance and power in the Lands Between. For unknown reasons however the Elden Ring was shattered by its bearer Marika and the Great Runes that it was comprised of were separated and taken by her demigod children. As time passed by the power of the Great Runes corrupted these demigods and brought them into conflict with one another. As you arrive back into the Lands Between you meet a maiden called Melina who offers to aid you in becoming Elden Lord on the condition you take her to the great Erdtree; a mystical tree which towers over this world. So you set out on your journey across the numerous regions in search of Great Runes and the demigods who wield them in hopes of reforging the Elden Ring and setting yourself up as the one true Elden Lord. 

This grand description is only a small fraction of what awaits you in the writing of Elden Ring. This world has been conceptualised on a scale in which I never could have imagined. The world, it’s inhabitants, it’s enemies, it’s items; all of it has a wealth of lore and detail layered deep into the very heart of it. George R. R. Martin didn’t miss a single beat when it came to crafting this world, he filled it with every single spark of creativity he has at his disposal. The beauty of Elden Ring’s narrative is its structure and how it offers both simplicity and depth at every turn. On the surface level it’s very easy to understand what your place in the world is and what your objective is. The Elden Ring needs to be reformed and you are the person to do it, but there’s so much more to everything if you wish to look a little deeper. Your reward for exploring the world and its lore is a better comprehension of its depth. The conflicts that were raged, the family history that ties all of the Demigods together, the magic of the world and its darker nature. There’s a wealth of lore here to discover and you are rewarded with a greater sense of understanding for taking the time to follow it.  On an additional note, I like that the game utilises its dark fantasy approach comprehensively all throughout it’s runtime. This game is distinct enough too that it doesn’t feel at all similar to FromSoftware’s prior work in terms of writing. There’s a clear and diverse edge to the world and its structure which feels fully realised and I think George R.R. Martin’s contributions to its design cannot go unrecognised.

Where George R. R. Martin delivers on the writing side however, Miyazaki contributes his fair share on everything else. His ability to take the written ideas from Martin and transcribe them into something visual and fully realised is just as important a feat. When I explained at the start about the world being the driving force in open world games, that concept is put on full display here in Elden Ring. You don’t have any type of quest log or note system, your map has no objectives or missions listed either. This world is designed to be minimal in this sense because the game wants YOU to go be the driving force on what to do. That’s the magical thing about Elden Ring which I think a lot of people including myself have come to appreciate. You decide where to go, what markers you want to set down, what notes you want to make as you explore and come across interesting things. Your journey through this world and its elements is all self-driven. I’ve not seen world design like this since Breath of the Wild so it’s nice to see another studio take this approach and in FromSoftware’s case; do something unique with it. 

On a fundamental level, the gameplay stays true to the Soulslike functionality so many of us have come to know and love for the most part. Usually in these type of games you are plopped in linear environments and asked to progress forwards with extended options to conquer them and find their secrets. Those linear environments are still incorporated into the game’s dungeon designs but on the whole, the open world design gives players a lot more flexibility to explore this game. Typically if you came across a tough environment or boss in these games you would be expected to ‘git gud’ and overcome it in order to proceed. In Elden Rings case however you get the ability to turn right around and go somewhere else in this vast world if you feel you aren’t ready for it. You aren’t anchored down into these places anymore and that sense of freedom has added a great sense of accessibility while also holding true to those traditional mechanics. This blend of new and old functions does a brilliant job on delivering on everything yet compromising on nothing. 

There’s a ton of variety in how combat functions within this game too. With it being an RPG, you have the freedom to create your own character and build their stats and loadout in whatever fashion you like. This system is typical to these types of games but what’s worth recognising is the sheer scale of how much you play about with. The game is rife with gear and spells for you to play about with to find your niche loadout. The game doesn’t confine you in any way in order to overcome it’s obstacles, it gives you a fair playing field in which you can tune how you want to play. Again it all comes down to the sense of freedom and flexibility the game wishes to endow on you and it’s reflected in all components of the games design. 

In regards to world design it’s incredible on a visual level as much as it is technical as well. Each region in the Lands Between is distinct in its own way. It’s clear an immense amount of effort went into giving each of these places the respect and detail that is so common place in FromSoftware games. Each region floors you with it’s visual fidelity and the game simply never lets up on presenting you with stunning vistas and scenery that will leave you mesmerised right up until it’s end. 

Those distinct visuals are not just incorporated into the world either as the enemy design, especially the bosses speaks for itself when it comes to quality. The big standouts for me are the demigods who hold onto the Great Runes you seek. Each of these individuals are given some serious presence in the way they are linked into the world conceptually and visually. The way they fight is also grandiose on a visual level as well. The arenas you fight them in often at times play out into the conflict and they boast some serious size and variation into how they present themselves and fight. 

On the whole Elden Ring is an immense accomplishment in video game design. I can respect every single detail that was showcased during my time within this world. It’s technical, visual, and written elements all collide together in a spectacular fashion which defines it as a once in a generation open world title. FromSoftware are on a whole other level when it comes to delivering unique video game experiences and I hope their flame of ambition never ever gets snuffed out.

Comments

Popular Posts