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Labinlima

Banned
Jan 16, 2020
339
Might have to give S&S a go after my DS3 playthrough. I was considering going to DSRem after DS3 but I might want to mix it up a bit.
Playing DSR after 3 feels so fresh imo. Only thing I hate about it is lack of respec. I love RPGs with consequences but lack of respec just makes me want to make a completely new playtrough just for mistakes I did. Doesn't matter at all for PVE playtroughs but trying new builds for PVP becomes a chore.
 
Oct 25, 2017
14,741
Every time he talked about dark souls 3 it was all "it wasn't my decision to make 3" and things.

And man I'm like positive there was an interview where they expressed they like doing new things, even if it wasn't necessarily miyazaki himself. But I can't find it.
That was due to him becoming president. The train of thought was "every project up to Dark Souls III was a decision made by the previous president, and I was just carrying my duties as Director. Our next titles will be 100% my decision".

The next titles were Déraciné, an extremely niche VR game, and Sekiro, a highly divisive action game. Miyazaki wants to diversify their portfolio to not become "the Souls studio", but that doesn't necessarily convey what he as a director enjoys working on. Just the image he has for the company. But he also said they'd still deliver games people came to expect from them. That's where Elden Ring comes into play.
 

Love Machine

Member
Oct 29, 2017
4,228
Tokyo, Japan
I dont want Elden Ring to be Dark Souls but open world. If that's the case I would be pissed why they didn't named it Dark Souls 4. New IP doesn't mean new world imo it has to change things enough to be distinct instead of Dark Souls but open world this time.
New IP generally does mean new world, regardless of your opinion. New IP means From can take a fresh stab at their fantasy pillar, meaning they can do stuff like ask George R. R. Martin to collaborate and experiment with new ideas on a new scope.

Taking what Omni said and boiling it down to "just DS but open world" is a bit extreme. I took his posts to mean mechanically, or playfeel-wise, we should expect something relatively close to DS - because DS is the Souls game that put them on the map; the one most people associate with "ARPG designed by From". They're returning to that more orthodox approach to medieval fantasy and combat.

Of course there will be some new and revised mechanical stuff along with "just a bigger map". But there's also a brand new universe to fill with its own ideals and laws and legends. For a lot of people, that's more than half the appeal, and they couldn't have done that if they were making DS4.
 

Deleted member 2229

User requested account closure
Member
Oct 25, 2017
6,740
Dark Souls Episode 4: Shattering Of The Elden Ring

THE DEAD SPEAK! Lordran has heard a mysterious voice, a threat of REVENGE in the sinister voice of the late LORD GWYN.

VELKA GODDESS OF SIN dispatches her crows to gather intelligence while the rekindled, last hope of humanity train for battle against the diabolical shatterer's of the ring.

Meanwhile, Supreme King Kaathe rages in search of the phantom Lord, determined to destroy any threat to his power.
 

Kalik

Banned
Nov 1, 2017
4,523
is From Software currently working on anything else besides Elden Ring?...2) any chance From Soft might re-visit Sekiro again and release some DLC?
 

Pascal

▲ Legend ▲
The Fallen
Oct 28, 2017
10,242
Parts Unknown
Dark Souls Episode 4: Shattering Of The Elden Ring

THE DEAD SPEAK! Lordran has heard a mysterious voice, a threat of REVENGE in the sinister voice of the late LORD GWYN.

VELKA GODDESS OF SIN dispatches her crows to gather intelligence while the rekindled, last hope of humanity train for battle against the diabolical shatterer's of the ring.

Meanwhile, Supreme King Kaathe rages in search of the phantom Lord, determined to destroy any threat to his power.
*sigh* I come to this thread to get away from Star Wars talk. You're breaking my heart Omni.
 

Rogue Agent

Member
Oct 25, 2017
2,529
Dark Souls Episode 4: Shattering Of The Elden Ring

THE DEAD SPEAK! Lordran has heard a mysterious voice, a threat of REVENGE in the sinister voice of the late LORD GWYN.

VELKA GODDESS OF SIN dispatches her crows to gather intelligence while the rekindled, last hope of humanity train for battle against the diabolical shatterer's of the ring.

Meanwhile, Supreme King Kaathe rages in search of the phantom Lord, determined to destroy any threat to his power.
My hype got destroyed completely. Thanks, Omni.
 

Pascal

▲ Legend ▲
The Fallen
Oct 28, 2017
10,242
Parts Unknown
Sad flute Star Wars theme noises.
giphy.gif
 

ASilentProtagonist

Unshakable Resolve
Member
Oct 25, 2017
5,883
I've still got to finish my Fantasy post but I'm finishing up the lore one right now, which is about as long as the world post. Don't have anything planned for you guys beyond those things though as I can't really think of anything else to write multiple pages about that would be worth talking about. But hopefully between these and all my past posts leading up to ER this gives you guys enough to talk and speculate about. I'll still be present in the thread and part of discussion but beyond these two things I wouldn't really expect much else on that scale. So hope that is enough for you guys to be entertained and speculate on leading up to reveal and adds enough context to things in the reveal for you guys to continue speculating about. Not sure when I'll put them out yet. If you want to go in 200% blind then the lore post probably isn't for you (though elements of it will likely end up in footage anyway) but if you want some light context and pretext to the world and story then this will be for you. But I've tried my best to make it as not spoilery as possible and its more to get you thinking and looking at things in a different light.

*Thisgonnabegood

The world looks beautifully dark and crazy.

eldenring.jpg
elden-ring-1.jpg
 
Omni talks about Elden Ring's world design

Deleted member 2229

User requested account closure
Member
Oct 25, 2017
6,740
Alright so lets go over this one more time.

Starting with: Given that It's generally the same people in here and my posts are first and foremost, for the people in here, I usually imagine us to all be on the same page. So my posts are addative and are supposed to work in conjunction with one another, adding context to past things and extrapolating on other things further.

Like Love Machine eloquently put it above. It's not about literally going back to Dark Souls in all but name. But given that this is a Fromsoft game, a medieval fantasy action role playing game at that, there are going to be similarities in terms of design and direction more so than any other game. Like siblings, they share the same DNA as they're from the same creators. But also like siblings, two siblings could look similar and have the same general values due to having the same background but have completely different interests.

While Dark Souls 1 is not where it all started, Its kind of irrelevant to the immediate discussion given its approach to world design is so distinctly different from its successors. Elden Ring included. Dark Souls 1 is a more appropriate starting point given that not only was it the first of the bunch to implement that sort of interconnected design but it has design philosophies that were not prioritized or had been abandoned in its successors and that is mainly what I'm alluding to.

Again, bringing back some of those design philosophies and thinking about how it can be done differently, in a different context or done better. A big one, again, being the players freedom of choice in direction and how to approach a situation.

But that does not mean that we're returning to the essentially hallway esque design of Dark Souls 1 where clever level design makes the world seem a lot larger than it is. There will still be elements of that as there are technical constraints and it's kind of hard to put a fully playable map of a country into a game without concessions (See: Witcher 3) but instead, this time things are actually large, actually open and you're actually traveling large distances to get to far off places, rather than traveling a few blocks to end up in a different castle.

I've previously likened it to Shadows Of The Colossus, that is still true. But it doesn't really tell the whole story. Because while SOTC is open, vast and there is an important sense of scale and distance, and it cleverly weaves between large open landscapes with different vistas down into pathways and decrepit ruins and back outward again. It's incredibly empty and your freedom is limited and while there are variations in vistas through the use of different biomes, everything conforms to the same sort of visual design philosophies, which works for this game because there isn't much in it, but wouldn't work for a From game. You can technically go anywhere you want, but that doesn't mean much when the only thing you can really do is kill the Colossi and you have to kill the Colossi in a specific order.

Which isn't really the image I want to depict of Elden Ring. Yes the vastness, the openness, the freedom, the clever funneling of player pathing. But less so the emptiness and the lack of player freedom or player choice.

Which again, goes back into Dark Souls 1's design philosophies. These together start to form the bedrock of the world design and then you start adding things on top of that.

Dynamic day/night cycles, lighting, weather, I'll even throw you a bone and say wildlife, enemies out in the open world that change their positioning, both big and small. Things that make the world feel like it lives and breathes and doesn't just exist as your playground and while they're relatively minor when looked at as singular elements. You start to take all of these elements and put them together and ultimately what you have is something that again, shares the same DNA as past games, but culminates into something different.

Even just looking at weather, day/night and lighting on its own is cool to me, because while: yes they're in so many games that its not inherently interesting or special. When you look at past games, with very few, contextual exceptions. Every area and locale is going to look essentially the same from when you enter to when you leave or even when you come back. Bloodborne, Dark Souls 3 and Sekiro dabble in time of day changes, but these are all irreversible and in my opinion, especially in the case of Dark Souls 3, aren't really super effective in changing the mood and atmosphere of an area and any fan of these games, especially when it comes to world should know that mood and atmosphere are huge parts of what makes these worlds and zones special.

You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky(which will be fantastic for the screenshot community), and even that can change more than just atmosphere with different enemies moving into the scene. Perhaps from there you've decided you're done with this area, see something in the distance and start making an effort to travel in that direction to see what it is.

Which is sort of another element of Dark Souls, you can see Duke's Archives from Undead Burg, and so on and so forth, but due to the way that the game is constructed, you can't really meaningfully execute on the dream of "see that, go there" of your own volition because the game will funnel you there when the game decides its time. Here it's different.

Which is why its not "Just Dark Souls 4". Yes there are elements of Dark Souls, which is to be expected given that again, this is a Fromsoftware Medieval Action Roleplaying Game but its taking the design elements of past games and taking them in a different direction and like Miyazaki said, doing things they couldn't before.

And like Love Machine said, world and lore are huge parts of what make these places feel distinct and unique. Yes there will be some similarities, but in the same way that the actual game world has elements of Dark Souls that have been approached differently while also having its own new ones that come together to create something unique. The world and lore will be the same, there will be dragons, but that doesn't mean its just Dark Souls 4 and personally I'm super happy with the direction that's been taken with the lore and story, more so than Dark Souls, but we will save that conversation for another time.

So while yes, you're not getting 10 million NPC's with 30 million lines of dialogue or BOTW style exploration, Sekiro combat depth or anything that is all that revolutionary (the why should be obvious for many reasons that I can't be bothered to explain right now) , that doesn't mean this game isn't as robust and worthwhile of the moniker of open world (or more specifically Open Field) or is just another Dark Souls. It's taking that baseline and seeing what else can be done with it.


*sigh* I come to this thread to get away from Star Wars talk. You're breaking my heart Omni.
I don't know what you mean, this is my Elden Ring lore post. Completely original, pulled straight from the GRRM book.
 

Raza

Member
Nov 7, 2017
1,567
Ohio
So...Was Déraciné good? I never played it because I never got around to buying a VR headset.
I'd give it a solid 8.5/10. There were times when it just captivated me and times where I fought to find the right direction to move (it's not free movement, it's like warp point walking kinda like Myst).

Very unique though and if you like adventure games 100% worth a play.
 

SoulsHunt

Banned
Dec 3, 2019
3,622
I'm surely late, but I indeed remember Miyazaki saying that he doesn't really like sequels.

Whatever, about Bloodborne :

- Je considère Bloodborne comme un jeu presque parfait. Y-a-t-il quoi que se soit que vous changeriez ?

Merci beaucoup ! J'essaye de ne pas trop pensez aux éléments que je pourrais améliorer après avoir terminé un jeu. Mais j'aurais amélioré les Donjons Calices ainsi que les Gemmes, que je souhaite être un peu plus détaillé, plus profond. Je vois la possibilité d'ajouter de nouvelles choses à cela.

- Peut-être dans Bloodborne 2 ?

(Rires) Bloodborne 2... Malheureusement ce n'est pas à moi de décider.

In this french translation (mine) of Gamespot interview, he says :

"I try not to think too much about the elements that I could improve after finishing a game. But I would have improved the Chalice Dungeons as well as the Gems, which I would like to be a little more detailed, deeper. I see the possibility of adding new things to this."

And about Bloodborne 2 :

"Sadly, this is not up to me."

So, I'm kinda confident that Bloodborne 2 on PS5 could happen. He also said that Bloodborne is his favorite game.
 

Deleted member 2229

User requested account closure
Member
Oct 25, 2017
6,740
And to get around to some things I couldn't earlier:

SweetBellic
The only thing that concerns me is the emphasis on open spaces. I like how claustrophobic and dependent on shortcuts you are in DS1. Hopefully there are still tighter, more labyrinthine spaces to explore in ER!
Yes to this

I don't mean to be too pedantic but negative reinforcement means to take something painful or undesirable away. I think you mean positive reinforcement vs positive punishment. Yay I got to use my BS in Psychology.
My line of thinking was that it's easy to get into places like blighttown and Ash Lake but for a new player can be quite difficult to get out between punishing ailments, level design and enemies. But I don't have a degree in psychology so I will take your word for it lol

Sony folks are only credited in production roles, not in any art or design ones. In the creative aspects, you see the Sony influence much stronger in Bloodborne's soundtrack, due to being the only Souls game recorded with live orchestra, but that's about it.

Don't know how I'd divide it in numbers, but about the same as Namco's work in Dark Souls and Elden Ring, or Activision's work in Sekiro.
This is correct

I might repeat myself, but the only "soulslike" that truly amazed me is Blasphemous. If that team brings on a sequel, hell I'm on board.
They're currently working on free DLC, not sure if they have plans to do paid DLC at some point

Every time he talked about dark souls 3 it was all "it wasn't my decision to make 3" and things.

And man I'm like positive there was an interview where they expressed they like doing new things, even if it wasn't necessarily miyazaki himself. But I can't find it.
Well, it literally was not his decision as Dark Souls 3 was the last project that was greenlit prior to Miyazaki becoming president. Everything post DS3 was Miyazaki's decision to green light.

I'm surely late, but I indeed remember Miyazaki saying that he doesn't really like sequels.

Whatever, about Bloodborne :



In this french translation (mine) of Gamespot interview, he says :

"I try not to think too much about the elements that I could improve after finishing a game. But I would have improved the Chalice Dungeons as well as the Gems, which I would like to be a little more detailed, deeper. I see the possibility of adding new things to this."

And about Bloodborne 2 :

"Sadly, this is not up to me."

So, I'm kinda confident that Bloodborne 2 on PS5 could happen. He also said that Bloodborne is his favorite game.

From works on multiple projects all the time. As of right now, the game isn't in development or in line to be in development. So in the event that a Bloodborne sequel does happen, it's not happening any time soon.
 

Deleted member 2229

User requested account closure
Member
Oct 25, 2017
6,740
So, what did you think of Momentary Bliss and Désolé? This is important.
Really enjoyed both of them, probably Désolé more than Momentary Bliss. It makes me happy to see them returning to that more experimental, self titled sound as it's something they've not dabbled in much in the past 20 years and it does feel a bit nostalgic. I would like to see them go back to doing full phases and albums with a cohesive theme and sound, Plastic Beach like, an experimental rock album would be my personal pick but ultimately I'm happy with the band just continuing to put out good stuff regularly. I've liked pretty much everything they've done so far, but to varying degrees but I'm mostly glad that the days of the painful 5 year waits with no news or developments are hopefully over even if this isn't my preferred release style and if The Now Now was IMO weaker than past albums.
 

Mentalist

Member
Mar 14, 2019
18,027
Alright so lets go over this one more time.

Starting with: Given that It's generally the same people in here and my posts are first and foremost, for the people in here, I usually imagine us to all be on the same page. So my posts are addative and are supposed to work in conjunction with one another, adding context to past things and extrapolating on other things further.

Like Love Machine eloquently put it above. It's not about literally going back to Dark Souls in all but name. But given that this is a Fromsoft game, a medieval fantasy action role playing game at that, there are going to be similarities in terms of design and direction more so than any other game. Like siblings, they share the same DNA as they're from the same creators. But also like siblings, two siblings could look similar and have the same general values due to having the same background but have completely different interests.

While Dark Souls 1 is not where it all started, Its kind of irrelevant to the immediate discussion given its approach to world design is so distinctly different from its successors. Elden Ring included. Dark Souls 1 is a more appropriate starting point given that not only was it the first of the bunch to implement that sort of interconnected design but it has design philosophies that were not prioritized or had been abandoned in its successors and that is mainly what I'm alluding to.

Again, bringing back some of those design philosophies and thinking about how it can be done differently, in a different context or done better. A big one, again, being the players freedom of choice in direction and how to approach a situation.

But that does not mean that we're returning to the essentially hallway esque design of Dark Souls 1 where clever level design makes the world seem a lot larger than it is. There will still be elements of that as there are technical constraints and it's kind of hard to put a fully playable map of a country into a game without concessions (See: Witcher 3) but instead, this time things are actually large, actually open and you're actually traveling large distances to get to far off places, rather than traveling a few blocks to end up in a different castle.

I've previously likened it to Shadows Of The Colossus, that is still true. But it doesn't really tell the whole story. Because while SOTC is open, vast and there is an important sense of scale and distance, and it cleverly weaves between large open landscapes with different vistas down into pathways and decrepit ruins and back outward again. It's incredibly empty and your freedom is limited and while there are variations in vistas through the use of different biomes, everything conforms to the same sort of visual design philosophies, which works for this game because there isn't much in it, but wouldn't work for a From game. You can technically go anywhere you want, but that doesn't mean much when the only thing you can really do is kill the Colossi and you have to kill the Colossi in a specific order.

Which isn't really the image I want to depict of Elden Ring. Yes the vastness, the openness, the freedom, the clever funneling of player pathing. But less so the emptiness and the lack of player freedom or player choice.

Which again, goes back into Dark Souls 1's design philosophies. These together start to form the bedrock of the world design and then you start adding things on top of that.

Dynamic day/night cycles, lighting, weather, I'll even throw you a bone and say wildlife, enemies out in the open world that change their positioning, both big and small. Things that make the world feel like it lives and breathes and doesn't just exist as your playground and while they're relatively minor when looked at as singular elements. You start to take all of these elements and put them together and ultimately what you have is something that again, shares the same DNA as past games, but culminates into something different.

Even just looking at weather, day/night and lighting on its own is cool to me, because while: yes they're in so many games that its not inherently interesting or special. When you look at past games, with very few, contextual exceptions. Every area and locale is going to look essentially the same from when you enter to when you leave or even when you come back. Bloodborne, Dark Souls 3 and Sekiro dabble in time of day changes, but these are all irreversible and in my opinion, especially in the case of Dark Souls 3, aren't really super effective in changing the mood and atmosphere of an area and any fan of these games, especially when it comes to world should know that mood and atmosphere are huge parts of what makes these worlds and zones special.

You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky(which will be fantastic for the screenshot community), and even that can change more than just atmosphere with different enemies moving into the scene. Perhaps from there you've decided you're done with this area, see something in the distance and start making an effort to travel in that direction to see what it is.

Which is sort of another element of Dark Souls, you can see Duke's Archives from Undead Burg, and so on and so forth, but due to the way that the game is constructed, you can't really meaningfully execute on the dream of "see that, go there" of your own volition because the game will funnel you there when the game decides its time. Here it's different.

Which is why its not "Just Dark Souls 4". Yes there are elements of Dark Souls, which is to be expected given that again, this is a Fromsoftware Medieval Action Roleplaying Game but its taking the design elements of past games and taking them in a different direction and like Miyazaki said, doing things they couldn't before.

And like Love Machine said, world and lore are huge parts of what make these places feel distinct and unique. Yes there will be some similarities, but in the same way that the actual game world has elements of Dark Souls that have been approached differently while also having its own new ones that come together to create something unique. The world and lore will be the same, there will be dragons, but that doesn't mean its just Dark Souls 4 and personally I'm super happy with the direction that's been taken with the lore and story, more so than Dark Souls, but we will save that conversation for another time.

So while yes, you're not getting 10 million NPC's with 30 million lines of dialogue or BOTW style exploration, Sekiro combat depth or anything that is all that revolutionary (the why should be obvious for many reasons that I can't be bothered to explain right now) , that doesn't mean this game isn't as robust and worthwhile of the moniker of open world (o
r more specifically Open Field) or is just another Dark Souls. It's taking that baseline and seeing what else can be done with it.



I don't know what you mean, this is my Elden Ring lore post. Completely original, pulled straight from the GRRM book.


Thanks, Omni.

What I'm getting from this is "Dark Souls in a S.T.A.L.K.E.R.-esque world"

I'm being crude, of course. But that sense of exploring the desolation with AI wildlife and NPCs roaming the wilderness with their own agendas, all dipped in thick, dripping atmosphere...
Well that's kind of the exact feeling I get from the Zone.

And if in between this wilderness we find pockets of history, laid out as a typical, immaculate FromSoft locations... well, colour me extra hyped.
 
Last edited:
Oct 25, 2017
14,741
Really enjoyed both of them, probably Désolé more than Momentary Bliss. It makes me happy to see them returning to that more experimental, self titled sound as it's something they've not dabbled in much in the past 20 years and it does feel a bit nostalgic. I would like to see them go back to doing full phases and albums with a cohesive theme and sound, Plastic Beach like, an experimental rock album would be my personal pick but ultimately I'm happy with the band just continuing to put out good stuff regularly. I've liked pretty much everything they've done so far, but to varying degrees but I'm mostly glad that the days of the painful 5 year waits with no news or developments are hopefully over even if this isn't my preferred release style and if The Now Now was IMO weaker than past albums.
Good shit. I'm definitely not super fond of the Season Pass either, but I'm really in love with both songs so far.
 

Deleted member 56266

Account closed at user request
Banned
Apr 25, 2019
7,291
Alright so lets go over this one more time.

Starting with: Given that It's generally the same people in here and my posts are first and foremost, for the people in here, I usually imagine us to all be on the same page. So my posts are addative and are supposed to work in conjunction with one another, adding context to past things and extrapolating on other things further.

Like Love Machine eloquently put it above. It's not about literally going back to Dark Souls in all but name. But given that this is a Fromsoft game, a medieval fantasy action role playing game at that, there are going to be similarities in terms of design and direction more so than any other game. Like siblings, they share the same DNA as they're from the same creators. But also like siblings, two siblings could look similar and have the same general values due to having the same background but have completely different interests.

While Dark Souls 1 is not where it all started, Its kind of irrelevant to the immediate discussion given its approach to world design is so distinctly different from its successors. Elden Ring included. Dark Souls 1 is a more appropriate starting point given that not only was it the first of the bunch to implement that sort of interconnected design but it has design philosophies that were not prioritized or had been abandoned in its successors and that is mainly what I'm alluding to.

Again, bringing back some of those design philosophies and thinking about how it can be done differently, in a different context or done better. A big one, again, being the players freedom of choice in direction and how to approach a situation.

But that does not mean that we're returning to the essentially hallway esque design of Dark Souls 1 where clever level design makes the world seem a lot larger than it is. There will still be elements of that as there are technical constraints and it's kind of hard to put a fully playable map of a country into a game without concessions (See: Witcher 3) but instead, this time things are actually large, actually open and you're actually traveling large distances to get to far off places, rather than traveling a few blocks to end up in a different castle.

I've previously likened it to Shadows Of The Colossus, that is still true. But it doesn't really tell the whole story. Because while SOTC is open, vast and there is an important sense of scale and distance, and it cleverly weaves between large open landscapes with different vistas down into pathways and decrepit ruins and back outward again. It's incredibly empty and your freedom is limited and while there are variations in vistas through the use of different biomes, everything conforms to the same sort of visual design philosophies, which works for this game because there isn't much in it, but wouldn't work for a From game. You can technically go anywhere you want, but that doesn't mean much when the only thing you can really do is kill the Colossi and you have to kill the Colossi in a specific order.

Which isn't really the image I want to depict of Elden Ring. Yes the vastness, the openness, the freedom, the clever funneling of player pathing. But less so the emptiness and the lack of player freedom or player choice.

Which again, goes back into Dark Souls 1's design philosophies. These together start to form the bedrock of the world design and then you start adding things on top of that.

Dynamic day/night cycles, lighting, weather, I'll even throw you a bone and say wildlife, enemies out in the open world that change their positioning, both big and small. Things that make the world feel like it lives and breathes and doesn't just exist as your playground and while they're relatively minor when looked at as singular elements. You start to take all of these elements and put them together and ultimately what you have is something that again, shares the same DNA as past games, but culminates into something different.

Even just looking at weather, day/night and lighting on its own is cool to me, because while: yes they're in so many games that its not inherently interesting or special. When you look at past games, with very few, contextual exceptions. Every area and locale is going to look essentially the same from when you enter to when you leave or even when you come back. Bloodborne, Dark Souls 3 and Sekiro dabble in time of day changes, but these are all irreversible and in my opinion, especially in the case of Dark Souls 3, aren't really super effective in changing the mood and atmosphere of an area and any fan of these games, especially when it comes to world should know that mood and atmosphere are huge parts of what makes these worlds and zones special.

You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky(which will be fantastic for the screenshot community), and even that can change more than just atmosphere with different enemies moving into the scene. Perhaps from there you've decided you're done with this area, see something in the distance and start making an effort to travel in that direction to see what it is.

Which is sort of another element of Dark Souls, you can see Duke's Archives from Undead Burg, and so on and so forth, but due to the way that the game is constructed, you can't really meaningfully execute on the dream of "see that, go there" of your own volition because the game will funnel you there when the game decides its time. Here it's different.

Which is why its not "Just Dark Souls 4". Yes there are elements of Dark Souls, which is to be expected given that again, this is a Fromsoftware Medieval Action Roleplaying Game but its taking the design elements of past games and taking them in a different direction and like Miyazaki said, doing things they couldn't before.

And like Love Machine said, world and lore are huge parts of what make these places feel distinct and unique. Yes there will be some similarities, but in the same way that the actual game world has elements of Dark Souls that have been approached differently while also having its own new ones that come together to create something unique. The world and lore will be the same, there will be dragons, but that doesn't mean its just Dark Souls 4 and personally I'm super happy with the direction that's been taken with the lore and story, more so than Dark Souls, but we will save that conversation for another time.

So while yes, you're not getting 10 million NPC's with 30 million lines of dialogue or BOTW style exploration, Sekiro combat depth or anything that is all that revolutionary (the why should be obvious for many reasons that I can't be bothered to explain right now) , that doesn't mean this game isn't as robust and worthwhile of the moniker of open world (or more specifically Open Field) or is just another Dark Souls. It's taking that baseline and seeing what else can be done with it.



I don't know what you mean, this is my Elden Ring lore post. Completely original, pulled straight from the GRRM book.

So what you're saying is if I'm the kind of person who loves Dark Souls 1 the most because starting out I have many possibilities on how to route my playthough and make each playthrough very different from the last due to zone order differences (something barely possible in its successors), I will likely enjoy the video game Elden Ring.
 

Deleted member 2229

User requested account closure
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Oct 25, 2017
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Thanks, Omni.

What I'm getting from this is "Dark Souls in a S.T.A.L.K.E.R.-esque world"

I'm being crude, of course. But that sense of exploring the desolation with AI wildlife and NPCs roaming the wilderness with their own agendas, all dipped in thick, dripping atmosphere...
Well that's kind of the exact feeling I get from the Zone.

And if in between this wilderness we find pockets of history, laid out as a typical, immaculate FromSoft locations... well, colour me extra hyped.
Yeah you're still getting the same approach to environmental story telling here as well as intricate handcrafted level design where applicable, and I think the change in world design has allowed for some really interesting things to be done in that department. You've got GRRM creating the history and From implementing it, you already know it's going to be some ultra cool stuff. Locations and locales included.

I won't personally liken it to Stalker as while I haven't played it, I understand that it can get pretty insane pretty quickly and is sort of the pinnacle of AI and systems interacting and I don't want to promise anything that extreme.

But otherwise I think you kind of get the gist.

Good shit. I'm definitely not super fond of the Season Pass either, but I'm really in love with both songs so far.
Hoping this is only a temporary side thing and they'll still do their phases and what not, but at this point who knows with these guys. Just glad the stuff we've gotten so far has been good.

I'm assuming you know every projects they working on ?
Omnipotent
High Level of Insight
[Location Request] "Hidetaka Miyazaki would like to know your location"
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Oct 25, 2017
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So what you're saying is if I'm the kind of person who loves Dark Souls 1 the most because starting out I have many possibilities on how to route my playthough and make each playthrough very different from the last due to zone order differences (something barely possible in its successors), I will likely enjoy the video game Elden Ring.
Yeah, I'm starting to suspect that this Elden Ring thing may end up being pretty alright.
 

Deleted member 2229

User requested account closure
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Oct 25, 2017
6,740
If you had to compare Elden Ring to a Gorillaz album, which one would you choose?
Now Now Plastic Demon Gorillaz, its the Days of The Fall of the Humanz.

So what you're saying is if I'm the kind of person who loves Dark Souls 1 the most because starting out I have many possibilities on how to route my playthough and make each playthrough very different from the last due to zone order differences (something barely possible in its successors), I will likely enjoy the video game Elden Ring.
Likely
 

What-ok

Member
Dec 13, 2017
3,038
PDX OR
if Any of you like metal definitely check out Tomb Mold. Heavy dark souls, Bloodborne influences. One track is straight up titled Abysswalker. The album art is off the hook as well.
 

Kazen

Member
May 31, 2019
960
Your posts kill me everytime omni, lol.

The wait is just insane, almost an entire year with no updates :(. I remember seeing the first trailer live on the Microsoft theater and just being so hyped, and it's almost time for the next E3 and we have 0 new info other then the amazing work you do here. Thanks a lot for keeping us sane.
 

ASilentProtagonist

Unshakable Resolve
Member
Oct 25, 2017
5,883
Dynamic day/night cycles, lighting, weather, I'll even throw you a bone and say wildlife, enemies out in the open world that change their positioning, both big and small. Things that make the world feel like it lives and breathes and doesn't just exist as your playground and while they're relatively minor when looked at as singular elements. You start to take all of these elements and put them together and ultimately what you have is something that again, shares the same DNA as past games, but culminates into something different.


You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky(which will be fantastic for the screenshot community), and even that can change more than just atmosphere with different enemies moving into the scene. Perhaps from there you've decided you're done with this area, see something in the distance and start making an effort to travel in that direction to see what it is.

Beautiful..
 

crespo

Member
Oct 27, 2017
4,540
Which is why its not "Just Dark Souls 4". Yes there are elements of Dark Souls, which is to be expected given that again, this is a Fromsoftware Medieval Action Roleplaying Game but its taking the design elements of past games and taking them in a different direction and like Miyazaki said, doing things they couldn't before.
I've decided my firstborn's name will be Fmarg. Boy or girl, doesn't matter.
 

nguyensyquan

Member
Feb 14, 2020
134
So while yes, you're not getting 10 million NPC's with 30 million lines of dialogue or BOTW style exploration,
Damn, you just messed up my brain. Because I don't really know every type of Open World exploration and I have always been believing that Elden Ring will be similar to BOTW, you know, go everywhere you want and beat the boss. So right now I suspect that Elden Ring will have a completely unique world design compare to other Open World games right? I still can not imagine how this game will be played! Like not Skyrim, not RDR2, not Witcher 3, not GTA, not BOTW and not SOTC, damn, how is that possible?
 

ASilentProtagonist

Unshakable Resolve
Member
Oct 25, 2017
5,883
right now I suspect that Elden Ring will have a completely unique world design compare to other Open World games right? I still can not imagine how this game will be played! Like not Skyrim, not RDR2, not Witcher 3, not GTA, not BOTW and not SOTC, damn, how is that possible?

Because of this man lol
elden-ring-is-an-evolution-of-dark-souls-says-creator-e3-201_8gnk.h720.jpg


"There are many definitions to the term "open world," and I might not be phrasing it correctly, but we have simply tried our own approach to a game with a large, open field to play in."

"Creating a more open game is a big challenge for us. If we were to add towns on top of that, it would become a bit too much, so we decided to create an open-world-style game focused on what we are best at."


Miyazaki, and Fromsoftware are making the game they want to make, ignoring industry trends per usual. This is one of the many reasons that I love them. I would forgot about envisioning Elden Ring's open world playing similarly to others out there, it's very much looking to be it's own thing.
 
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AAFCC

Member
Dec 2, 2019
549
Awesome to know there will be wildlife ! I wonder if only animals like deers and rabbits or even some unhostile fantasy creatures...
Every Omni post fills me with hype . I cant take it anymore... I MUST SEE IT !!
 

Labinlima

Banned
Jan 16, 2020
339
Even if the main storyline is as long as usual , if you are like me who loves to explore and discover every inch of the new open world I suppose it can take X 4 of that time
Yeah probably. 90 to 100 hours on first playtrough if you explore it patiently, drops to 30 to 20 hours when it's 6th or 7th playtroughs. I hope making builds from scratch won't be as painful as DS3. I used CE to make builds easier in DS3 but I don't think I will buy ER on PC. I prefer my game cheat free.
 
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