Showing posts with label Elden Ring. Show all posts
Showing posts with label Elden Ring. Show all posts
Sunday, 28 July 2024
"But did you really beat Elden Ring?"
If there is one thing about the Souls-loving community that drives me insane it's how utterly pathetically self absorbed and repugnant they are at all times. If it weren't for the games themselves suddenly growing so apocalyptically great that normies got drawn into the flurry, the genre would have literally no chance of taking of naturally just for how many gatekeepers litter this genre type and are encouraged to fester. At first it was the meme- "Get Gud"- an all that, as people acclimatised to the genre of game they were playing. A genre that held no hands, spared no quarter and rewarded the triumphant with the inexplicably intrinsic. But somewhere along the way the irony withered and what was left in it's place is a breed of folk who quite simply do not understand what the genre was ever about to begin with, lording themselves up as arbiters of it's virtue. And it depresses me.
The biggest weapon in the arsenal of any Souls-Like, the utmost goal at the end of the blood-strewn rainbow, is satisfaction. Satisfaction at having beaten a tough challenge and proven yourself capable at the other end of it all. It's the reason we play these games. It's not explicitly the challenge of completing a difficult task- that is merely the vehicle through which satisfaction is accrued. There is no guideline on the games about the way they should be played- which is kind of the beauty of them. Dark Souls through to Elden Ring provide an entire world with which to learn and tools to covet in your war to the credits. I'd wager that most players out there don't even realise that a lot of the consumables they pick up could actually trivialise a lot of their really challenging fights if they were to put them to proper use. The games give you the tools, you only need to use them.
Back throughout the Souls series there was an elitist attitude around the use of Summons- even though there are questlines that literally demand you pull certain NPCs into certain fights in order to progress them; apparently you aren't playing properly if you bring a buddy. It all stems from this belief that Dark Souls bosses were never designed to deal with more than 1 enemy at a time and the bosses become hopelessly confused to the point of trivialisation with a partner. Which is... strange. After all the praise that Dark Souls gets from a design standpoint, for people to believe that summons are were they totally forgot any sense of balancing. In truth, no- bosses always have sweep attacks, tend to keep themselves abreast of how many enemies they're facing and never 'glitch out to the point of trivialisation' as some would insist- as that would make them defective NPCs.
Now of course having a summon makes the battle easier- but so does wearing armour. So does wielding a weapon. So does learning the enemies attack pattern. As long as your sticking within the confines of the game and playing within the expected play parameters- what makes this the arbitrary point of 'breaking the experience'. That same snobbiness carried over to magic- which, due to what I can only assume to be an embarrassed reaction to someone not knowing about damage types vulnerability, was labelled a 'cheap tactic' by the community. Nevermind Sorceries demand a serious levelling commitment before they become actually useful. Nevermind none can be freely aimed so you need to be close enough to get a bop on the head to use them. Nevermind the vulnerable casting window that leaves you open to use them. They're unbalanced- someone said. Presumably someone who never realised you can coat your weapon in special effects that can double damage to the right enemies- or is that 'cheating' too?
There's this sense of superiority to playing ineffectively that totally boggles the mind to experience. Don't get me wrong- those that want to challenge themselves can reap all the plaudits they want- but I'm not going to accept being called a 'trash casual' because I slapped down 'Bayle the Dread' with a greatsword literally designed for slaying "Colossal dragons". That would be like criticising someone for solving a puzzle instead of bashing their head against the mechanism until it gave up- it's genuinely baffling. Yet for some reason that belief is allowed to permeate and really only exists within the Souls community of games- it is baffling.
If you were having trouble tackling a major optional boss in an RPG and went online looking for advice- you'll get advice that guides you towards gear you want to try, builds you may need to switch up your party to utilise, maybe even actual strategy advice! It was those sorts of threads that guided me through Neriscyrlas in Pillars of Eternity 2- and plenty of other big baddies besides him. Ask the same for literally any fight in any Souls game and I will tell you the advice right now- for every one of them. "You just need to learn the fight.". "It's actually really easy. "I beat it first try." "When you figure out the attack patterns it's literally the easiest fight." Genuinely, after wading through self-aggrandizing auto-fellatio the most constructive advice you'll ever find from the community is: 'Once you beat the fight it's easy'. Which at that point- you might as well have not bothered type the message to begin with, eh?
You know there is something fundamentality wrong with a community of gamers when you got more coherent and tangible information by scrolling through Fextralife! That badly formatted former Twitch bot-farm of a website actually stocks genuinely useful strategy guides that helped me pull of stunts like poisoning Darkeater Midir to death on NG+3. And why is that? Because these people worship the idea of playing through these games in the least innovative, most bare basic, manner possible. How many of these people know the supremely cool spells out there in the game? Or the really cool special consumable effects? Or the great Spirit Ash team-ups possible out there? At least the PVP community seems to have slide right past all that infantile regression and simply meta chase all day. At least that is somewhat respectable!
To those that really question the legitimacy of Souls players who are resourceful enough to actually use the game's tools to overcome their enemies, really address yourself and ask what it is that makes your own, less elaborate and more blunt, approach appealing in your eyes. Is it that you completed the fight in your way? On your terms? Then why exactly are you trying to force you way onto other people who are achieving exactly that, going for those very same plaudits? At the end of the day, there is no easy button on Souls Games. I get it- I didn't use Summons throughout 'Lies of P', I know sometimes you want recognition. But not at the expense of trying to place yourself as superior over other players- that is just pathetic.
Sunday, 16 June 2024
Catching up with the Souls
You know, I actually wasn't all that invested in going out and playing 'Shadow of the Erdtree' at launch. I respect the heck out of Elden Ring, and consider it to be the most perfect form of the Dark Souls franchise- but I just didn't think I had the spare time to send it's way. And then I just kind of started playing Elden Ring again... which then made me realise that if I was going to access the DLC I'd have to get far enough in to beat Mogh, but I last stopped playing literally at 'The First Step' Bonfire on New Game +... so I just kind of grinded several hours and got to Mogh... and then I figured I might as well grind for some more hours to get to Radahn- as for some incomprehensible reason Miyazaki says we have to off him too! (I'm guessing the entrance to the underside realm is covered up before the Meteor shower.) And at that point I thought 'What am I doing- I might as well just get the DLC.'
But we have a few more days until the Shadow drops so what could I do to kill time in the interim? EVERYTHING ELSE! Everything I had put off doing in the Dark Souls franchise for so very long, would become my immediate goal there and then. That meant finally coming around to complete the DLCs for Dark Souls 3- in which are contained some of the franchise's most well regarded boss encounters, and I even finally bit the bullet on the Dark Souls Remaster after seeing that it would be cheaper to just splurge on the remaster than it would be to buy the DLC for the original. If that would even be possible- I don't think they sell XBOX 360 DLC anymore... Who knows, I don't- I'm getting to play the game at a resolution that doesn't make my eyes bleed and real honest-to-goodness frames! (I wonder if Gwyn's song actually plays and isn't slyly stuffed with miniscule micro-stutters like it does in the 360 version!)
Of course the biggest port of call was the Dark Souls 3 DLC- because anyone with even the most-passing sliver of interest in the community will know there's only two things that people never shut up about- Bloodborne being hard-stuck on the PS3, and Slave Knight Gael: the final boss of the latter DLC. Slave Knight Gael had amassed a genuinely mythical status under my perception of the Dark Souls franchise through sheer merit of his name becoming evoked in literally every single conversation about bosses under the FromSoft brand. "Oh, that boss was too hard for you? You'd never survive against Gael!" "Malenia was tough, but in a frustrating way- not the sheer perfect way that Gael was!" "Yeah, Soul of Cinder might have been the single most perfectly dignified personification of ever major theme that has run throughout the Souls franchise and thus soared as a final boss... But Gael is still the final boss in my eyes. Also did you know that Pontiff Sulyvahn was going to be the final boss?" (YES, EVERYONE KNOWS!)
But does Gael live up to the hype? Well, I ain't answering that because I played Ashes of Ariandel first! A DLC which did the impossible and made the painted world not a nightmare to traverse. The idea of the other-universe known as 'the painted world' always fascinated me regarding how roughly it jars against the direction everything else seems to be heading. All the franchise emboldens the significance of impermanence and the dignity in death- whereas there is a world perfectly preserved in paint that houses creatures sequestered within. Then there's the little confusion about the naming convention. The Painting of Aramis from Dark Souls 1 is, it turns out, at least the base coat for the painting of Ariandel- as evidence by the fact that Pricilla's old tower is hidden away in the DLC. Both paintings are named after their creator's apparently, although Aramis is never seen residing in his painting, or at all- and Father Ariandel is a refugee in the painting, almost as though he himself is the subject. And then, of course, at the end of the DLC you are asked for your name so that the next painting can be named after you- despite the fact that totally spits in the face of the naming convention, although I guess that will come around in the Age of Dark so everyone will be a bit too preoccupied coming to terms with their totally rewritten reality to start penning angry letters to the painting-planning-council.
And the DLC itself? Fine. I've never liked how FromSoftware handles their snow sections- I think their swamps are always delightfully imbued with active mechanics that make them challenging but fun to conquer- whereas snow is consistently just a pain! Elden Ring's Consecrated Snowfields? Can't see a bloody thing! Dark Souls 2's Frigid Outskirts? Constantly spawning Unicorns- one of only two locations in the entire franchise to feature endless spawning mobs! And Ariandel is just stuffed silly with that most annoying breed of bad guy you can't help but hate! At the very least we get to see the themes of wider Dark Souls finally seep into the painted world as the concept of 'Rot' is introduced. A distorting organisim that consumes everything if the picture is not burned away and remade- presumably explaining the name change. Which of course births one of my favourite lines- voiced by a literally no-name NPC- "When the world rots we set it afire, for the sake of the next world. It's one of the few things we do right, unlike those fools on the outside!" (slightly related note: how does mister 'no-name wierdo' know about the goings-on outside of the reality he was born and spent his entire life within?)
But the real draw of these DLC are the bosses- and Sister Friede was an experience to say the least! Bare in mind that I was on New Game + 3 so already wasn't going to be having a fun time- Good lord did I not expect the mockery that woman made of me! Pulling my main girl Pricillia's invisibility move right off her corpse and doing it better- I'm ashamed to admit how many times I got manhandled by her until I figured out that gimmick. But even then the gimmick alone was just a prelude to the first three stage boss fight in the game- with three entire healthbars, mind you- not just three states of attack tactics! The fight was a thrill but so frustrating to figure out. Can't exactly call it a favourite of mine, I have to admit.
Which brings me to 'The Ringed City'. I'll cut to the chase- I liked the DLC. It reminded me more of the actual explorative adventures of Dark Souls 2's DLC rather than just 'an extended prelude to the boss' like Ashes of Ariandel felt like at times. But Slave Knight Gael is the big attraction. And after beating the man- I can understand the appeal. Gael is a supremely fun and fair fight that really doesn't hold any muck, no gimmicks, no hidden health bars out the ass- just an out-and-out slug fest against a worthy component. So many of Souls bosses from yore hold that one screw you move seemingly designed only to rack up player deaths rather than to add to the battle itself. Gael didn't feel like that, but he wasn't a push-over either. He's an example of the best of the series, standing shoulder-to-shoulder with the likes of The Soul of Cinder and Sword Saint Isshin. Which is probably why FromSoft made up for it by giving us Darkeater Midir. Screw Midir- screw his eyewatering high health bar- screw his one-shot laser attacks his farts out in his second act. I'm happy I gave on playing nice and chocked the bugger to death on his own overinflated healthbar. I know people say Pestilent Mist is not an easy kill like it once was at launch- but I'll just take the compliment if that's the case!
Dark Souls 3 really does feel like a whole different ball game with it's DLC- which I guess has always been the way that FromSoftware has handled their additional content. Chucking giant chunks of new difficulty ceilings at those kind enough to spend more money is really seeing what the community seems to be wanting and meeting them kindly, with a giant middle finger to the face and a loving clap around the cheeks. As a lifelong masochist who's dream is to torture enough self respect into himself that he one day grows confident enough to genuinely experience 'imposter syndrome': (What a luxury!) I love the carnage. Now I just need to actually finish the Dark Souls 1 DLC and I'll have officially experienced all of Dark Souls- putting the lid on a world I wasn't quiet ready to finish when I reached the final moments of Dark Souls 3- but which I actually feel ready for today. However it's pretty unlikely I'll beat all of Dark Souls Remastered before Shadow of the Erdtree releases- so don't expect a follow-up soon.
Wednesday, 28 February 2024
Shadow of the Erdtree finally got revealed!
After approximately several thousand years of waiting, we can finally look upon the face of that product which was promised in our previous lifetimes. Thawed out of the iceberg after a hundred years of hibernation just when the world needed it most- we can finally put our hats together and celebrate the coming of Hollow Knight Sil- huh? Oh wait, this is the other thing that we've waited all our adult lives to release. My bad. No, this was actually the trailer for the DLC of Elden Ring which was so belated I assumed that FromSoftware simply forgot they ever announced it and had moved onto their next game. But no, we have one last adventure to go on in The Land Between, on that journey to drive a wedge into the powers vying for the throne of Elden Lord in gaming's own answer to Peter Jackson's Lord of the Rings. And I wouldn't have it any other way.
Right away from the very first screenshot that released for the DLC upon it's announcement about a year ago, we pretty much had a decent idea where the DLC would be heading. Well- "under the Erdtree" was a decent guess with the name 'Shadow of the Erdtree' to work off, but I mean even further than that-slueths could deduce who's rune we were going for. The golden haired figure riding saddle on a white horse? Yeah, that was going to be Miquella, the missing demi-god of the Elden Ring line-up best known for being kidnapped by the twisted Mohg (from whom we actually take Miquella's rune given his absence) and for being name dropped by his big sis Malenia every time she skewers you from four different angles through her iconic waterfall dance. A plague upon that whole family for hosting two of the most annoyingly painful boss fights in FromSoftware history; I can only imagine Miquella will prove just as frustrating.
And yes, to the surprise of no one Miquella is indeed present in this trailer in some form, proving that the grossly disproportionate limb sticking out of Mohg's cocoon is both accurate to the disfigured form of the ungrowing child, and that the limb does not actually belong to the boy. God, I'm always so excited to peel back some of the ever reclusive FromSoftware lore and peek on the goodies within! What I was quite surprised about, however, was the fact we actually get to see Miquella in this trailer, with his bizarre snake-balancing body- and even spy a glimpse of what appears to be his boss fight! I can only interpret this as either some sort of bait and switch or the team are holding back one of those crazy second-stage transformations that Elden Ring seems to love so much- because otherwise that would be a spoiler for one of the coolest parts of any FromSoftware game- the memorable bosses!
As expected considering the artists we're working with here the trailer is resplendent with unnerving imagery, monsters pulling swords out of their eyes and being generally disfigured in appropriately creative and thoughtful ways; although to be absolutely honest- I think the team are holding back majorly. Nothing I've seen thusfar pertains to any kind of absolute showstopper monster that I simply have to fight. Even Miquella looked a little lowkey in what little of his battle we witnessed. The most crazy looking creature here is the giant candelabra that spews fire out of it's head- but that's a Torrent fight and those tend to be less exciting and challenging in practice than they seem like they'll be initially. Probably because Torrent isn't that agile so FromSoftware can't get too crazy with their attack cycles. Then again the Fire Giant is a stand-out whilst also being a Torrent fight, so there's definitely potential there somewhere!
'The Shadow' portion of the title does not, surprisingly, seem to refer to a location underneath the famous tree of life around which every single JRPG that isn't Final Fantasy is based. (I wonder what sort of devil sacrament Final Fantasy had to perform in order to publish a game where the 'world tree' trope was replaced with a 'world Crystal' instead.) Instead we are literally going under the canopy of the Erdtree (or is it behind the Haling Tree?)- in view of the gnarled and twisted roots of the primordial deity but unable to bask in it's sun-like light. What we experience instead are these drapes of light that, as people are already starting to notice on Twitter, hang like the curtains of Queen Marika's bedchambers- fitting given this is said to be where Marika first stepped when she came to The Lands Between.
It is striking. Already Shadow of the Erdtree delivers something to us not yet present in the vast and varied world of the base game, teasing at darker and deeper conjurations yet to be dreamed of. Who would find themselves in The Land of Shadows, untouched by the grace of the tree around which the world's order is meant to reside? I mean beyond the ever-young Miquella who famously turned to the Haling Tree in an attempt to age himself and establish an alternative world power strong enough to cure Malenia's Scarlet Rot where the Golden Order could not. And I wonder what our purpose could be seeking out there, if his Rune has already been discarded and recovered from Mohg? Oh... and I guess this means killing Mohg is necessary for accessing the DLC, doesn't it? Bugger. (I can here the 'Nihil's now...)
What I'm curious of most of all is actually whether or not this will count among the very few FromSoftware DLCs that present a new ending to the game, as there have been surprisingly few. Dark Souls 2's Scholar of the First Sin presented the ability to turn away from the throne, and in doing so provided any alternate ending to a game which previously only had one. And aside from that... I don't they've ever actually presented a ending changing DLC. But this would be such a great opportunity for one! Elden Ring's core narrative is all about weighing up the interests of the various duelling factions that all wish to seize the god-like powers of the Elden Ring in order to shape The Lands Between for themselves- but aside from literally becoming the embodiment of a vengeful god of ultimate destruction, there's no way to break the land free from control of the order. (Unless you side with best-doll Ranni but let's be honest- that girl's got her whole own dictatorship in mind!) Creating the ability to side with Miquella, a royal consort who rejected the Golden Order whole heartedly, might just present such an opportunity! (And I love an alternate ending path. Particularly one like 'Phantom Liberty' which reminded us why a risky life with everything to live for is better than a safer one with nothing to ground you.)
Shadow of the Erdtree has a lot of expectations to meet given the pedigree of the game it is coming to compliment, but at the very least it is really coming to fruition. Unlike another long beleaguered product which haunts our every waking moment- I might actually get to play this DLC someday! (I know that Silksong is no longer DLC but an actual standalone now, but the comparison still stands up, I think.) As the final underlying chapter of the epic that is Elden Ring, I expect to be wowed to some significant degree- and of course to be met with an boss so brutal it'll scare me back into fighting Malenia just to try a fight I have a chance of winning. That's all I want out of my FromSoftware games- a total diminishment of my ego until I feel as ugly and detestable as I truly am. So humble me once more, Elden Ring, I'm literally asking for it!
Wednesday, 14 February 2024
Eh... Mobile Elden Ring?
FromSoftware is not your typical type of developer, hungrily chasing after the sweet nectar known as 'Live Service' games with reckless abandon despite the abject failure of 99% of them- and then wondering why video game development is such a risky endeavour after investing so much into a doomed-to-fail venture. FromSoft actually just kind of do their own thing a lot of the time, which is unique and praise-worthy across an industry terrified of being wrong in the question of 'Is this the crazy new hit?' Of course, it helps that they helped define a burning subgenre of games that they corner the market on- because even at their best other Souls-like games are only ever called 'as good as' Soulsbourne offerings. But within that 'pick me' energy coming off of FromSoftware's bearing, lies a deeper and decidedly more twisting unpredictability that has me and others worried pretty much everytime the team steps out of their wheelhouse.
When Sekiro was revealed to not have in-depth character creation there was genuine concern about whether or not there would be enough build variety to warrant this game growing as big as it's predecessors'. (If I can't build my character into a caveman with a club than why am I even playing this franchise?) And when Elden Ring was unveiled, I'll admit to harbouring genuine doubts whether or not the precise and organised layout of FromSoftware's design ethos would be able to be translated in any significant way to giant open world spaces- or if we were going to get a watered down Ubisoft-version of the Souls gameplay we know and love. Obviously I was made to look the fool there too, FromSoftware know what they're doing.
But no one is flawless. No one is perfect. Not every choice this studio makes is going to result in a game that raises the profile of their prestigious brand. (there's that word again!) Especially not when we have the evidence of the DLC for Dark Souls 2- which all feature stunningly bad design choices in some way or another. The gank squad from the Sunken King- the no-bonfire Painting section in Old Iron King- and the bloody frigid wastes in Ivory King. Of course, Dark Souls 2 is a uniquely twisted mess of half-swallowed ideas that never got their chance to fruition, but it's evidence enough that FromSoftware are not gods. They show cracks and weakness, and sometimes I think we might be able to see a mess coming before it lands. Although when we're talking about mobile games in general, I suppose that is no great feat- now is it?
Yes, there is an Elden Ring mobile game that is secretly in development right now, let that sink in. Somehow the razor sharp precision gameplay of Elden Ring, a FromSoftware critical darling, is going to slip onto the touch-screen confines of Mobile gaming. Sounds like the set-up to a bad joke featuring a Nun and a Rabbi, doesn't it? And for the apparently totally self sufficient and not trend-chasing FromSoftware to commit to such a move, even in the most abstract fashion, seems utterly bizarre- like we're the one's missing a beat here! Not to mention the additional fact that we're hearing about this Elden Ring game before any information on the apparently upcoming Elden Ring DLC that has been an enigma for close to a full year at this point. That's a way to kick up a fuss, eh?
And the game is indeed being made by the absolute pits of the mobile industry itself- its a Tencent product because of course it is. At this point I wouldn't be all that surprised if I went to the doctor and found a barcode in my ribcage that denoted I was under the ownership of Tencent. Those absolute vultures have stuck their peaks into the refuse of every possible corner of the game's industry- in such a bizarre display given the inherently anti-gaming sentiment their home government is solidifying. Although maybe that's the rub- they see the walls closing in and want to keep their foreign investments good and diversified. And I suppose a direct assassination of everything that Elden Ring stands for is a diversification of a kind.
As the apparent report goes, Tencent have been looking with envy at the rampant success of MiHoYo's Genshin and they want in on that crowd of Gatcha goodness, and for some reason that translates to a Mobile port of a Souls-like game. Unfortunately this isn't the first strange mobile adaptation I've heard of- and if Devil May Cry: Peak of Combat is anything to go by- we should all be very afraid. Peak of Combat was a well received little side-game adapting the basic combat style of the DMC games when it launched, but the second it made it's way over to the Western world it came with a total restructuring of it's core systems to absolute oblivion- all in pursuit of Gatcha mechanics which are supremely unpopular in the West so I have no idea why they didn't just tie those into the China debut. (Seriously, it's like they just wanted the West to hate the game as much as possible.)
Peak of Combat removed the weapon switching that had become a stable of Devil May Cry since 3 (although 4 was when you could first do it on a whim) and all guns were pulled from secondary weapon slots. Combo attacks were reduced to one-button prompts with a cooldown. The franchise's inherently skilled based style-combat is gutted in favour of giving players a necessity to gamble on Gatcha pulls for variations of series regular weapons that come with previous input combos stapled on them as incentives. That is the extent to which these people will go to try and make their mobile games profitable. Literally sacrificing the core identity of the franchise. What do you think they're going to do to Elden Ring?
Hopped up as I am on copium, I'm choosing to read into the curious readings of these reports as indication that this is an Elden-ring inspired game- that is simply going to try and spectacularly fail to ape the atmospheric excellence of the Lord of the Rings of modern fantasy games. But god if my heart isn't in the huff! Devil May Cry isn't a franchise that well known for it's lore, so I can forgive a crappy spin-off that isn't worth my time. But a canonical Elden Ring mobile game that destroys the core of the franchise for the money store? Oh god, I might just have to bend over backwards finding a way to port and hack the crap out of that just to keep up with this world I've come to love! (Oh god, where will these vultures go next? Like a Dragon?)
Tuesday, 11 July 2023
Games with online requirements
You've been disconnected
The interconnectivity of the world through the power of online is a magical and wonderful tool that has revolutionised the way we live, how our societies intermingle and connect; and how much bizarrely themed Anime we can watch directly from Japan. (I saw one about a school full of gambling addicts! Them Anime makers get real crazy sometimes.) But for all of it's positives, there are some rather big negatives. Not many intrinsic negatives, mind, more circumstantial negatives that have popped up as the world has become more familiar and acclimatised to what the Internet provides us. Exploitation, scams, the very concept of the Metaverse and the addiction to the idea of being hooked to the 'forever online' pipeline and dragging everyone along for the ride.
Look, I know that fundamentally there are going to be games out there that require online connections in order to run; that's just the nature of how certain genres of games have come to be. MMOs, for example, can't exactly bring it's players into a cohesive shared online world if those players aren't sending up-to-date data packets of everything they're doing to the host server; therefore a constant connection is kind of a necessity. Same with competitive multiplayer games and pretty much anything that takes advantage of the fundamental functionality of games to provide a unique online-style of experience to it's player base. There's nothing inherently wrong with that, it's just the way that things are. But then there are the games that make you scratch your head and wonder.
Such as EA's Sim City. Do you remember when that abomination landed? A city builder game which necessitated an internet connection at all times for a game that largely consists of solitary city planning and late-game infrastructure troubleshooting? Why- so that some minor online gimmick of 'virtual player visitors' could be enabled? No, the real reason was obviously so that this could serve as a kind of hands-on DRM (Digital Rights Management) to ensure that the copies of the game that were being played were legitimate, which is the excuse for a lot of 'Always Online' systems around this time. Of course, not everyone has the kind of constantly secure internet, or even the bandwidth, to facilitate that kind of imposition; and thus the system, once said to be integral to the foundation of the game, was neatly exorcised in an evening. Too late though, the reputation of the franchise was forever tarnished and within a few years Cities: Skylines dropped to totally steal that entire market away from EA whilst they slept. Couldn't have happened to nicer guys.
These days it's a lot rarer to see always online systems. Or at least, it's typically not socially acceptable for a game to potentially drop it's players if they ever disconnect from some theoretical server floating in the company farm. And when such a game does exist, the backlash is loud and unrelenting. Just this year Redfall got spat at for requiring such a connection for a game that, whilst it offered 4 player co-op, fully allowed it's players to engage in an offline single player mode as well. Once again, the developers said it was essential to the heart of the game, only to figure out that there was apparently an off switch, it would just need some time to code in. (Too bad everyone will be done playing the game after one full day, because it wasn't very good.) Think that's the measure? Oh, you ain't heard nothing.
Doom Eternal is a game with Online Only requirements; did you know that? Not to the extent where you'll be kicked out of a single player campaign match for losing connection, but enough that dropping will force you into the menu to inform you of that misfortune. And why? Honestly I haven't the slightest clue. I think it may have something to do with this online persistent levelling functionality that is shared through the account like some sort of free battlepass- but why does that mean it needs to encroach on, and thus interrupt, my offline gaming? The very heart of Doom Eternal is it's single player campaign, and that the team thought it totally fine to potential sabotage the sanctity of that system with online gibberish is galling to say the least.
Elden Ring is another recent game with frustrating online components, but here it makes a lot more sense. Souls games have been messing around with online competitive and cooperative side features for as long as the genre has been fully formed. But in order to maintain that drop-in invasion style of game Elden Ring demands you log into their servers upon the start and remain logged in forever more. Should you drop that means you are kicked back to the main menu and you have to load in from scratch- the one thing worse than actually dying. Playing offline needs you to load into the game fresh from the start detailing you don't want to engage, and one of the routes to a major boss requires the invasion of three other players, forcing online play, and thus online requirements, upon you.
And then there's old faithful, Diablo 4. The latest in the Diablo franchise and the first to offer no form of offline character creation whatsoever. Here the excuse is more ephemeral as Offline characters used to be a key part of the Diablo adventure for those that wanted nothing to do with leaderboards or seasons or any of that stuff. Now, however, it's almost as though Blizzard live in constant fear of their players cheating and thus need to be watching them twenty four seven- they're willing to risk the smoothness of gameplay to keep their servers hooked to people's systems, in such a manner that has cost high performance players their hardcore characters. Punishing players is one thing, killing them in a loading screen because the severs are feeling slow today is another altogether.
In an ideal world we'd all boast fantastically consistent internet connections that allow us to link wherever we need for however long- but we're far from that world. Some of us can't manage internet connections like that, can't afford to, or plain just don't want to. The clumsiness of Always Online requirements seems to consistently undermine the potential utilities and more often than not end up riling the fanbase into a frenzy. So why are we still doing this? I think it's one of those pendulum swing issues, that the industry is trying to normalise but the world just isn't as built-up as it looks like on a map. Maybe in the days when the Internet truly is as ubiquitous as we think it is, such concepts can be snuck under the radar until it becomes a way of life. For now, however, I think most of us just want to play a game and not worry about what our modem is up to.
Sunday, 2 July 2023
Elden Ring Review
Now cometh the age of Stars
Tradition has been broken. I, who have taken it upon himself to never play a From Software game that is currently in fashion, have slipped my standards and delved into the world of their latest game: Elden Ring, merely a year after it's ascension. A phenomena of it's time and a touchstone of the genre, the sheer flurry of excitement around the release of Elden Ring, and the lack of decent market competitors at the time of it's release, equalled an increadibly successful performance for the game on it's opening few weeks, spiralling the once-niche style of game into the public eye. Which begs the question- did this game represent the absolute best that Souls has to offer for the public to feast on? Or was it a lukewarm endeavour not quite capturing the majesty of Souls and Miyazaki at his best? Who better to ask then a lunatic obsessive like me?
Dark Souls is one of those deeply important titles for me, one that I discovered far beyond it's heyday by a mere quirk of fate, and one which enraptured me with it's uniqueness. That grim, esoteric world of decay- revolutionary style of investigative narrative, deeply thematic world building, uncompromisingly punishing enemies, humbling set pieces, thrilling climaxes, legendary finale- there's some distilled and purified essence of epic adventure contained within the outwardly janky frame of the original Dark Souls; an essence hard to convey to others with just sitting them down and having them play it. Even when you don't engage with discovering the world and piecing together the narrative and trailing along the side quests and peeling back the mystery: still the modest and impressive impact of that world leaves it's mark on you. That is the power of a great Souls-like.
What makes the From Software games stand out for me, even in this deluge of genre competitors seeking to bring their own stance and creative twist on what they refined, is that unspeakable burst of swelling emotion that rises up when that towering monster looms over you, or when you loom over it's recently beaten corpse. That surging adrenaline from conquering the fantastical, bizarre and impressive; and feeling the weight of that accomplishment through the struggle of the kill- From Software never seem to miss with that special sauce. Even Dark Souls 2, with it's admittedly easier slate of bosses and penchant for reusing enemies, impresses with the scale and ambition of it's spectacle and world. And Sekiro, despite diverging far from the style and world of Dark Souls, was every bit a master of it's own tools and peculiarities as well. (And I've heard similarly good things about Bloodborne.)
Each new face of the genre that From Software unveiled wore proudly it's conceptual uniqueness in every aspect. Souls was epic medieval European dark fantasy, Sekiro was eastern Japanese fictionalised history with fast reaction-based combat. Bloodborne was Gothic and seeped in cosmic dread, rife with stories about transformation and forbidden undefinable elder gods. Elden Ring was less clear. On it's face I thought I sensed a tad more Slavic medieval inspiration but that wasn't the whole story. Actually, the game looked the most like another Dark Souls, which made it difficult to define what exactly it was about Elden Ring which justified it's distinction. Yes, it was open world. Yes, this world was defined with the help of George R.R. Martin; but what about the identity of Elden Ring? Why was that so hard to distinguish from it's peers?
On the tail end of my playthrough I can tell you exactly why. Because Elden Ring is a mixture of every single style of game that From Software has made in their past, from themes to visual styles to reoccurring story beats, bought together in a single celebratory swansong of an epic fantasy adventure. You'll find that spark of what you love and recognise whatever your flavour of Souls. That mystery of the unknowable Cosmic entitles who meddle in our affairs from beyond the known world is alive in the mysteries of the Glintstone Sorceries, the Carian Royal family and the various Outer Gods who's influence shapes many of the Elden Ring's cultures. The decaying and festering corpse of a world is alive in The Lands Between, we recognise that lavish medieval/gothic revivalism in the fantastical architecture, and in the ruins of the land we smell the burning embers of a world recently aflame. The game even features undead pawns of a distant god, this time called 'Tarnished' instead of just 'Undead'. And there's even hints of Sekiro in themes of corruption and giving into maddening power for the sake of perceived good or just perverse selfish gain. Rebirth and transformation dogs the Raya Lucaria plotlines, as they did in Bloodborne. And the fragile grip of recycled power, refusing to let the decrepit and broken pass on with dignity- borrowed from Dark Souls almost beat-for-beat in Queen Marika and her Golden Order.
So much of that rich majesty of those worlds is brought to contend in Elden Ring that honestly it isn't any wonder that Elden Ring needed to be an Open World in order to contain all of it. I've no idea how these distinct worlds and conflicting ideals would feasibly exist in a Souls-traditional world space. In many ways it's the scale of The Lands Between, with it's vast distinct regions, cultures and topographies, which brings this game together. And the sheer dedication of the team in treating that world with respect, filling it with believable wonder and naturalistic opportunity, which allows the lore the space it needed to breathe. I know there's a breed of player out there who scoffs at open worlds like these, lacking glowing objective markers and checklist boxes and enemy forts to clear, but the subtle mastery of design The Lands Between demonstrates is just so much more rewarding for those willing to engage with it.
There's something so naturally gratifying about discovering Golden Seeds dropped from minor glowing trees placed with precision for progression, exploration and natural believability that makes me smile to notice. The amount of effort that went into deciding how many instances of that important item should exist in each area, where to place them to be useful but not artificial and damaging to the world cohesion, and how to reward exploration without just shoving them at the end of winding caves; it's a care for the art that we just don't get to enjoy that often. Same for the Sacred Tears kept in the church ruins dotting the lands, or even the field-armaments you can find in caves or adorning roaming bosses. None of them are dropped in the world without justification and purpose, for all it's size Elden Ring refuses to pad itself with filler- it respects itself, and incidentally it's audience, far too much for that.
The question of 'how will a Souls game translate into an open world' was my most burning mystery in the many lead-up months to release. How would difficulty progression be handled, would the integrated narrative suffer and had the series simply given up on the interlinked map so neatly boasted by the original Dark Souls. What the team opted for was a hybrid world design split between the open field exploration dotted with contained cave dungeons, open field bosses, mysteries, puzzles and sweeping scale, whilst key narrative points, containing the Demi-god bosses around which the story is centred, are contained within more traditional horse-less sprawling hubs called 'Legacy Dungeons'- providing that experience we expect for this style of game.
Legacy Dungeons are almost like old school Zelda dungeons; themed around the region they're set in with unique environmental hazards and enemies and the odd puzzle here and there. They are, of course, also packed to the brim with secret mob items and illusionary walls and shortcuts leading back to Sites of Grace (this game's version of the Bonfire) you thought were long gone behind you. With the inclusion of a proper jump to the player's repertoire, however, the basic design philosophy behind these world spaces has really been revolutionised. What were before mostly linear trundles through maze like dungeons that had their off-shoots for extra loot and lore tid bits, but the core path was largely set in stone, has evolved into a multi-pathed exploration adventure rich with verticality, precarious ledges, secret rooftop shortcuts and sneaky side ladders through open windows. You'll still get some Dungeons that funnel you towards the same locations, but the vast majority of them provide the kind of freedom of approach you'd really expect from an immersive Sim, only with the various RPG-check-gates replaced with more to-the-point climbing and logistic conundrums.
And of course the sheer variety of the various regions of The Land Between warrant draw on that urge to explore and discover. From the scarlet-soaked skies of the ruined land of Caelid, turned over and raised by Scarlet Rot cursing the land with poisonous pustules, to the ice-swept hilltops of the Mountain of Giants with it's vast frozen lakes and the various dotted monolithic corpses of the slain and discarded Giant kin. And of course there are the classics we expect from Souls games, Caelid doubles as our putrid swamp with a particularly foul poison affliction, Miquella's Haling Tree is a match for the World Tree that once led to the Ashen lake, et cetera. And then there are lands which spark a whole new sort of wonder, like the time frozen ruins of Crumbling Farum Azula, seemingly cursed to forever be in the midst of being ripped apart by a raging tornado. And the sheer majesty of Leyndell, littered with corpses of dragons as it wraps around the heft of the sky-dominating Erdtree, it's a spectacle to rival even that of old Anor Londo, the Dark-Souls-era city of gothic sky scrapers itself. Elden Ring's world is gorgeous, diverse, intelligently built, rich in lore and seeped in the grand thrill of a spectacular epic.
But the world is only ever the backdrop, especially in a Souls game. At the end of the day the weight of the world falls on the performance of the gameplay and how it feels to traverse these lands, slay these bosses and embark on that incredible quest to become the Elden Lord. In this Elden Ring doesn't bring anything wholly new for Dark Souls veterans. Much as we all assumed when first seeing the gameplay, Elden Ring plays like a improved and updated Dark Souls driven to what is perhaps the utmost limits of it's creativity. Yet in the raw control scheme, attacks, dodges, weapon arts and invincibility frames- the game plays near indistinguishably from Dark Souls 3. Which actually in itself makes it difficult for veterans to get to grips with the new jump button and it's genuine utility in certain bosses or against certain sweeping attacks. It's nowhere near as essential as Sekiro's equivalent, so it can be easy to forget about in the thick of a Legacy Dungeon's nasties.
What From Software did to really change up the static nature of the combat system was to introduce 'Ashes of War'; a way to discover new weapon arts and slot them into your current weapon as you see fit, allowing players to swap out the special attack of a favoured weapon to something better suiting their play style, essentially customising the way each weapon behaves. It's a really cool way to change up 'weapon rut' which Souls games typically get used to thanks to the amount of resource investment that needs to go into making new weapons useful- teasing just shy of a hundred Ashes with some genuinely powerful and situation changing Ashes sprinkled in there. Like one which summons a glittering long blade from the tip of your weapon to slice from afar with cutting magic damage, and another that summons a phalanx of glittering mage knives that disrupt the flow of an enemy just enough to land some free hits. Of course, this adds another reason for even martial focused builds to focus on managing their FP bar as they level up, cosying up to the Souls tradition of slowly making all level of stats somewhat essential to any class build. (Except 'Arcane'. It's difficult to justify 'Arcane' for anything other than meeting the Dragon Powers threshold.)
Unfortunately Ashes of War can only be swapped out on conventional weaponry, not for the various legendary and special armaments you'll find dropping from bosses or awarded for impressive quest resolutions. These weapons feature their own unique weapon arts that only work with those specific weapons, such as fired beams from heavy attacks and a sweeping leap-back swing for my favoured scimitar. Which means the lore loving fighter who loves to wield a piece of the world's history as their main weapon just won't get to engage in the Ashes of War system which is shame because it really is a clever way of providing gameplay variety previous titles could be lacking. Although these unique Weapon arts do tend to be impressive enough to be something you'd probably want to keep around anyway. I don't want my Moonlight Greatsword to not shoot ice beams afterall, do I?
Of course the Ashes of War and their weapon arts only feel so good to use because the Magic system of these Souls titles has been subtly overhauled to be more entertaining to divest into. Incantations and spells are more versatile and flashy this time around, and cast just quick enough to be actually competitive in proper in your face fights this time around. Ranged spells have been rained in for their distance coverage so you can't cheese bosses by sniping from the other side of a vast arena and most bosses have been designed with counters for stragglers so as to no longer make magic use the 'easy mode' of the Souls franchise. I speced for high Int in my build and I can happily report not a single instance of nearly one shot-ing a boss like what happened with the Lord of Storms in Dark Souls 3. (Of course, those that min-max can get those insane damage numbers they're looking for if they're dedicated.)
Another new tool to the belt of our combat repertoire comes from Spirit Ashes, a collectible item for calling forth AI controlled creatures and monsters from the world to fight for you. Of course, with the way that enemies can get steamrolled by multiple combatants there are some heavy restrictions on how and where they can be used. Only one can be summoned at a time, in summon locations. (Which are typically enclosed boss rooms) And spirits can't be summoned during multiplayer, co-operative or competitive. But barring those restrictions, these Spirit Ashes are another reason to scour the world for hidden caches of goodies as some of these Spirits bring huge boons to the toughest battles. Jellyfish that fire beams of small building damage whilst you keep bosses busy, tankier Ancestral followers who will do the distracting for you, and probably everyone's favourite Ash, the Mimic Tear which essentially clones the player and whatever powerful gear they're equipped with. (With the right set up, this is the easy mode that magic used to be.)
Torrent the horse is the new traversal option brought to us, to manage the giant swathes of land between the various world regions (that and the handy-dandy map-teleport option which rockets the franchise forth to the modern age. Thank god the Bonfire-only teleports are dead.) Torrent is entirely optional and whilst there are some large field bosses clearly designed to be fought with the faithful steed aiding you in agility and it's huge double jump, the beauty of Elden Ring, and indeed all From Software Souls games, is a near complete freedom in how you choose to approach any boss. I seriously challenge the sanity of anyone who chooses to fight an enemy like Decaying Ekzykes on foot, but the option is there to do so.
Speaking of, I suppose it's time we touched on the beating heart of the Souls genre- the bosses. Given it's scale it is perhaps only natural that we see a return of the repeating bosses that Sekiro suffered from, although thankfully the issue is nowhere near as pronounced as it was with that game. Large mini-bosses will pop up time and time again across your adventure, sometimes promoted to full boss with a health boost, and sometimes demoted to 'powerful sub enemy' in that way which drives home the progress of the player's strength and skill throughout their journey. The game distinctly lacks the abundance of throwaway bosses that characterise Dark Souls 2, however. Even the more innocuous mini-bosses can surprise you with some vastly improved new move or second phase when they come around again for the sequel bout, and one such returning boss in particular, Godskin Duo, has earned something of a reputation as a decently tough discount Ornstein and Smough. Which is both high praise and damning condemnation in that special love-hate relationship that all us Souls fans maintain with our most challenging foes.
Of course, there are bosses and then there are Bosses; the climatic showdowns against important dignitaries of yore that carry the weight of their legend into battle. You know the difference immediately, from the moment you cross beyond the threshold and are thrown into a cutscene. Dramatic, foreboding, spectacular- the grandeur of these bouts are what last with Elden Ring players. The 'water cooler' moments they swap stories about with their friends. Set piece spectacles that, in a manner befitting a rising tide design, seem to grow in majesty the further you progress. And the fights themselves are suitably tough to match the presentation. Elden Ring pulls no punches throwing out it's first major boss as 'Margit, The Fell Omen', a boss who utilises the dreaded mixed-timing attack scheme which used to be reserved for late game tricksters when this genre was still fresh eyed and young. His punishment is swift to most players, a steel wall of skill they need to surmount in order to qualify for the true scope of the world. And he is only the beginning.
As I think back on the swathe of major game bosses I think honestly don't think it's recency bias which draws me to say Elden Ring has some of the biggest eye-popping spectacle when it comes to its boss lineup that From Software have ever delivered. With each of the Demigods alone boasting incredible second phase transformations that can be shocking or beautiful or just plain jaw-dropping. The Grafted hand of a dragon seemed impressive until you witness the Scarlet Aeonia blossom into a seraphim terror. And of course the accompanying orchestral grandeur of the soundtrack heightens these moments to brilliant effect. Not since the finale of Dark Souls 3 have I felt a game give me shivers of excitement from soundtrack alone as when I went up against Elden Ring's final encounter- that alone was a moment worth braving the entire campaign for.
One aspect of Elden Ring I found myself pleasantly surprised by was the quality of the character questlines, all miles more interesting and evolved than From Software have ever delivered before. Such content would hardly have even warranted a mention in previous reviews, but the level of effort that went into turning the journeys of all of the core cast into fully fleshed substories with various sub characters, interesting developments and even specific boss fights- made these stories standouts in their own right. Previously Character questlines felt more like chance encounters with largely disconnected folk who were ostensibly on the same journey as you but found themselves usually preoccupied by esoteric and meandering personal journeys that ended before you could really form any attachment. Did I really care about reuniting the Onion Knight and his daughter in Dark Souls 1? As much as I would about reuniting any father and daughter- the people themselves were irrelevant.
By making use of the open world nature of Elden Ring to develop fully fleshed out stories that intertwine with the main narrative but branch in their own satisfying directions, Elden Ring gives their side cast much more flesh on their bones allowing them to feel like real characters we can come to care about even in the disjointed way we interact within a Dark Souls world. Don't get me wrong, you won't become best friends with the wolf man, (as much as his fan girls may wish otherwise) but you may just learn enough to care about his fate and how you effect it. Even Melina, who's personal narrative is irrevocably tied to the core path, feels more entwined with the player simply for how her journey matches with your own. In the way that Dark Souls 3's Fire Keeper felt close to The Ashen One and Dark Souls 2's Emerald Herald really didn't. I really enjoyed these side quests and came away honestly saddened about the predictably sad fate that befalls these Tarnished locked on their collision course with one another by way of their shared destiny.
For the main quest Elden Ring employs that characteristically esoteric storytelling style where understanding the events of today is wrapped in deciphering the lore of yesteryear and reading item descriptions to do so. However this time around Elden Ring borrows from Sekiro to provide us some thankfully chatty and forthcoming NPCs who explain the bare basic of what you're actually trying to do clearly. (At least, much more clearly than "There's a bell somewhere high and somewhere low; good luck figuring out which direction they're in, moron!" Thank you, Dark Souls 1's Crestfallen Warrior) Many of the core bosses also announce themselves in their cutscene, grounding them more in the agency of the plot instead of just being mindless shadows of once great beings like they've been in the past. (Again, something that Sekiro largely pioneered.) That standard makes it stand out that much more than a certain core path boss doesn't have anything to say to you, and merely picks up his hammer and proceeds to beat you with it.
Although if there is one comment I feel I need to make, and I'm not sure if this even counts as a criticism if I'm being honest, the core god around which most of the worlds events revolve: (this game's 'Gwyn', if you will) 'Marika, The Eternal', is such a mystery it's honestly a little frustrating. Gwyn too only appeared at the very end of Dark Souls 1, but all of his desires and drives were written plainly in his actions and his legacy of the prolonged first flame in a manner that made it accessible to appreciate the weight of taking his charge. I can merely guess at why Marika sets in motion the events that she does, what she expects out of the coming of the Tarnished, what she even wants out of the world. She almost seems less like a character and more like an unknowable force of nature, which was perhaps the intention to set her apart. And if so then I have to concede, I don't think there's ever been another From Software centre of events figure quite like her.
Summary
Elden Ring feels like a culmination of all From Software's greatest hits throughout the years all collated into a vastly rich and deeply engrossing dark fantasy world that stands near-unparalleled in it's calibre. It's bones feels familiar from the moment you touch the controller, but the newer meat filling out the rest of game's body is substantive enough to keep the game feeling fresh and new, and the kind of gameplay variety that all but demands replay value. The epic adventure of the game reaches the kind of apex we've come to expect out of a top tier Souls-like masterpiece, but inflated to a scale that compares against any gaming fantasy world legend. This is what happens when a collaborative work of art is built with mastery from every angle. Illustrators, 3D artists, musicians, narrative designers, systems engineers and direction. Even the voice talent seemed to understand the notes they were meant to hit to create the style of game this needed to be. In many ways this feels like the plateau of this genre type, which few others will be able to even glance at let alone hope of reaching. It's easy to see that Elden Ring will be the standard to which dark fantasy adventure is judged for years to come. Of course, this game is coming with my heavy recommendation, even for franchise and Souls-like strangers this is a title that will welcome and punish you with as much vigour as the veterans. As for my arbitrary grade, well that's pretty easy as well. This game is a legend and a masterpiece, if it is to be topped it will only be From Software themselves redefining what this style of game even stands for. Which means that today, in the realm of Souls-likes, Elden Ring is a S grade game; truly a must-play game. Now go, fellow Tarnished, reclaim your lost grace and take your place, as Elden Lord!
Saturday, 1 July 2023
I beat Malenia
I am Malenia, Blade of Miquella.
I haven't mentioned it much, as I don't like to bring up games I'm currently in the middle of when I'm off in the emphermal world of gaming, but I've been trucking along with Elden Ring for the past couple of months. Itself a spectacular celebration of everything that FromSoftware had done before in the Soulsborne genre bubbling up into an fabulous fantastical world of incredible depth and proportion. I know that George R.R. Martin had his hand in creating this world and I am curious to what extent his efforts were required, but it's Hidetaka Miyazaki who's DNA I recognise most prominently slathered all over this product. From the themes to the visual motifs to the types of characters we meet, the stories we create and the demigods we slay on our journey to repair, and then take control of, the Elden Ring. Enigmatic, ostentatious and deliberate; Elden Ring has been a delight. And then there's Melania.
Malenia has a reputation among Souls players, a reputation that nearly every game of this genre has rocked at least one character with this description: She's the 'hardest boss ever', so they say. Like The Orphan of Kos before her, (I never had the pleasure) or The Pursuer, (although his difficulty mostly spawned from his broken hit box) Kalameet the Black Dragon, Pontiff Sulyvahn who's reputation was then overshadowed by The Nameless King who's legacy was then supplanted by Slave Knight Gael. Oh, and of course I can't just forget about The Demon of Hated and the only boss in the series who is known as the hardest and happens to actually be the final boss to make sense of that distinction, Isshin the Sword Saint. Yet even through all of that, somehow Malenia earned a slot as either comparable to some of the greats or even more extreme than all of them put together!
Of course, to some extent I like to think that the exaggeration of Malenia's terror may be due to the fact that she hails from the giant explosion in popularity that the series recently enjoyed, most people probably never fought against many of those other bosses, but even card-carrying alumni reported her toughness, so I'll admit I was curiously dreading her presence all throughout the narrative. Of course, you'll get those small minded weirdoes who approached the fight with some wildly overstuffed and severely broken build, killed her in three attempts and then declare her reputation overstuffed without actually facing her as an ordinary player might, but anyone who took their normally optimised and balanced build up to her door, expecting a fight to match the scale of what they'd experienced getting there, was in for the kind of rude awakening you only expect to befall the victim in a horror movie.
Lingering by the roots of her young brother Miquella's Halingtree, Malenia writhes in her born-affliction of Scarlet Rot, the undefeated swordswoman winner of all her battles. She sits in her chair, beside the carved shape of her young brother in the roots, waiting for the return of the infant Miq who was stolen from the tree before he could be fully infused into it by Mogh, Lord of Blood- who himself hoped to become the consort of the young Empyrean to raise himself to godhood. A bit lazy of her not to go out and save the little prince herself, but then I guess she didn't know where to look. And to be honest, I don't exactly blame her for not knowing, I'm pretty sure no one except for Gideon knows about what Mogh was up to thanks to the fact he is a late addendum to the game and lore, so haphazardly shoved into the world that he somehow exists in two locations at once. (Say what you will about 'projections' but allow me to counter with this: I killed the Lord of Blood first, so who was projecting the Omen King Illusion?)
But all of that is just fluff when it comes to actually facing the Empyrean in battle. Malenia is known for never losing a fight, and it is an accolade she defends fiercely. The first time I entered her arena, knowing her reputation, I found myself dead with the first ten seconds. No lie. She sped across the room and struck me down in three hits. That was when I knew I was in for a ride. Malenia is one of those speed-demon style bosses, fast and punishing like a sword-spinning ballerina. Sharp and precise she is a machine built for single combat that demands you keep up with her every movement. Her basic moveset is consistent enough in speed and sweep to lull you into a pattern, before she switches up here and there in just enough ways to keep her frustrating. In her basic suite of moves alone Malenia is a tough and deadly opponent.
And then there's the Waterfowl dance. Perhaps more legendary than the woman herself is the famous move in which the swordswoman rises up into the air and causes everyone to vacate their bowels before unleashing what can only be described as 'Anime nonsense'. A charging flurry of ceaseless strikes that blossom around her like a whirlwind of knives as she zooms towards you, three times, to ensure you fall to her fury. The attack is basically a death sentence when you get caught in it, with the only possibility to dodge pretty much belonging only to people with a light load of equipment. And even then the timing ain't a walk in the park. I knew it was a doozy when my only solution for it at the end of the day was to figure out the exact threshold at which she unlocked the attack and figuring out how to bait it from far away enough to avoid the worst of the flurry. (Moonlight Greatsword beam did wonders.)
Yet if I was to pick the one aspect of Malenia that was the most painful, perhaps not for how it slew me but more for how it broke down my spirit, it was the healing. Oh yes, Malenia is the only boss I can currently think of in the entire Souls franchise who can heal, and she does it off of her strikes. Like a vampire she seeps the essence of your pain into herself, although it goes a bit beyond vampiric persuasion considering the fact she also heals if the attack is fully blocked and therefore deals no damage. That is a cardinal sin of boss design for one simple fact- no one wants to look at the bosses health bar after their death and see all damage done melted away from a crazed flurry of life-seeping attacks. For a game built around the tenets of damage and retreat, chipping away at the great oak until it falls, that alone was the biggest gut punch.
So painful was Malenia that I had emotionally checked out by the time I beat her. Even looking again at the footage I can see it. How little attention I was paying until my last Dark Moon hit and I glanced down to see the woman at the final slither of health on her second, thankfully easier to handle, phase. In a manner that only the most extreme boss encounters can do in a Souls game, I was stunned at my own victory. I sat there for about three minutes without doing anything, lightly shaking from the surprise of it all. I suppose some part of me had resigned myself to jumping into that fight again and again forever, burning my life at the altar of Malenia, letting myself be ground soundly into dust. Like a dog chasing a car I had no idea what to do with the victory, what my life even meant anymore. If fighting Malenia broke me, beating her was the shattering.
That's about it. See ya.
Wednesday, 16 March 2022
Salty Rings
You could hardly imagine the jelly
It ain't often that I feel the compunction to speak so much about a game I haven't even gotten the chance to play for myself, but Elden Ring is such a triumph it would feel like a waste not to natter a bit about it. I mean it's a Souls-Like Fromsoft game that has finally broken into the mainstream, shattered the landscape of open world games and reintroduced fantasy as a serious contender in the entertainment field. This game has become something special, achieved more than I ever thought this genre was capable of, and I could not be more happy for the FromSoftware team. They've always put in the work, taken their time, embraced their creativity and brushed fine strokes of art across this gaming canvass. And they've also managed to hit a goldmine of bad port companies, it truly is astounding how nearly every port they've ever done, save Demon Souls (which was probably arranged by Sony, if we're being honest) has been a bit of a mess. I guess every title, no matter how ostensibly flawless, needs it's great equaliser. For FromSoftware games it's the port, for Undertale it's the community.
But if there's one thing which is absolutely certain to occur whenever one singular game strikes gold with the vast majority of the industry, it's that all of this extreme positivity is due to attract extreme negative reactions in kind. It's that rubberband equaliser again, rearing it's head. And it's good to have dissenting opinions, to change up the pool of reactions and keep this world of creativity ever on-its-toes and never complacent. I mean, could you imagine what the industry would be like if no one ever challenged the norms and we resorted to hitting the same standards time and time again? Do you know what that would be like? It would be like having an entire industry that developed only Ubisoft games, and I don't know about you but I can't think of a single scenario which would kill all of my enthusiasm for games as an entertainment medium more. (>A foreshadow passes overhead.<)
Yet there is a difference between criticism and substanceless complaints and grumblings, in fact I'd say that pivot point would be the difference between a hot take and a bad one. Needless to say the internet is full of bad takes, with nothing constructive to them, it is the lifeblood of modern society, we all have the bad-take virus pumping through our fleshy veins; but every now and then you'll catch a glimpse of such a take from a source that still manages to shock you. Either because it's someone you thought was on the up-and-up, or the take was truly abysmal, or because they've failed to follow that most simple of rules in life: people in glass houses shouldn't throw stones. Which is one of many ways to say: try not to heavily admonish someone else for a something you yourself have problems with, because it just ends up badly for you. On that point, did you catch that twitter thread which was bouncing around?
Of course you did, I'm covering this more than a week late, but the reason is because, again, I haven't played the game so I didn't really feel like I had much of a horse in this race. So I've done a little bit of second hand research, absorbed a little infomation on both sides of the topic, and now feel a tad more qualified to cover this. Yet still I'll introduce it to you. Because, over the week a trio of established, and even senior, game developers attempted to insert their entire foots in their mouths in order to trash on the success of Elden Ring in some very specific ways. Let's inspect, and of course we're going to Twitter because that's where common sense goes to die. First, the protagonist of our story, states: "The fact that (Elden Ring) scored a 97 metacritic is proof that reviewers don't give a flaming poop about Game UX. My life is a lie." To which mambo-number-two replied "Nor PC Graphics, stability and performance, apparently", and the thread was topped off with a healthy "Nor quest design, really" by a third sacrificial lamb.
Now there are actual criticisms in these posts, they're general but they do raise topics of discussion; unfortunately they're presented in such a blatantly antagonistic way, that it's hard not to read these reactions as anything more than salty responses to the fact that Elden Ring scored higher than their respective games did. That first fellow seems to equate Elden Ring's success purely to an utter disregard of general acknowledgement for his job, implying that Elden Ring does so terribly at it's Game UX (Game User experience) that if it's merits were taken into account, Elden Ring would be recognised as far inferior than it's current perception and 'Mr Insecure' over here, could feel better about his job security. There's a genuine take in there, hidden away, but it's overpowered by the utter bitter scorn stuffed in the middle, which the other two commenters unwittingly (probably) assumed when they decided to reply. And whilst those later comments might have some plausible deniability in relation to their intended tonality, the first guy went on to drive in his bitterness with another tweet characterising Elden Ring's UX as so bad that he can only assume the team were 'smoking at their desks and working on CRT monitors'. Which is... strong. Basically saying that Elden Ring's systems are so shoddy that the entire team must be backwards Neanderthal/dinosaurs belonging to a bygone age of game design. Thems be straight fighting words.
And with a tone like that you just know that this has to be coming from a guy with some solid walls around him, so that he can safety toss those stones. I mean, you'd have to be crazy to make such a targeted and vindictive swipe against this one part of Elden Ring unless you've got the receipts to show that you do, indeed, know better. Either receipts or a more coherent criticism; either would be fine. Hmm? What's that? This guy is a UX Director at Ubisoft Stockholm? (Them walls looking mighty transparent right about now, buddy boy...) Ubisoft? Are you serious! Guys who make games so uninspired and formulaic that the entire team could be replaced by AI tomorrow and you wouldn't be able to tell the difference. Except the games would be completed faster and probably with less bugs so... yeah, why don't we just do that? The average Ubisoft employee has never coloured out of a dotted line in their entire lives, of course they're going to short-circuit and start spilling brain matter out their ears when they come across a title that takes any direction not explicitly laid out in design school. I haven't played Elden Ring, but I've played almost every Ubisoft game and they are vapid to the point of sleep-walking. The UX is streamlined to the same point that every aspect of those games are, so that you can breeze through everything quickly and absorb none of it. Do they display bad UX practices? No. (At least not nowadays.) But are they boring and uninventive? Absolutely.
Our second lady, well she quite rightly pokes at the bad PC performance for Elden Ring. However, because she attaches herself to this thread she has, whether or not she realises it, implied that reviewers have whole heartedly ignored PC performance in their impressions, which is an absolute lie. I don't think a single review I've read has failed to mention the issues on PC, they just haven't allowed that caveat to effect the score of their review of the game itself, for how it plays on consoles. If we're talking about a review on the PC version specifically, there have actually been a couple that have noticed and knocked off marks. But expecting everyone to just turn around and go "Well, the game is as near to perfection as anything, but the PC port is bad: 6/10" is kind of a reductive expectation. Different reviewers have different priorities; that's the reason we have multiple reviewers and not just one big amorphous conglomerate blob review monster that we christen 'The Meta Critic'. Also, one of her 'inspired' points is about something as vapid as 'graphics', which really lets you know where our lady is approaching game design from, huh? "Screw the stellar art direction, my character's skin doesn't have naturally refracting follicles!" Yep, she is a Graphics Programmer who has worked on PC versions of big, sometimes vacuous, titles; most recently 'Avengers'. Lesser jelly perhaps, but there's some lingering gelatin morsels on the plate.
And the third of our terrible triplets; he has a problem with Quest Design and indirectly claims that it is no longer a factor of consideration in game reviewing. This time I am aware what he's digging at, and to be honest it's more of a UX consideration than raw Quest Design, but he was eager to get his little point there in the end so he could be part of the club. Elden Ring has no quest log or quest markers, it gives players a quest objective and trusts them to remember what they've agreed to, where they should deliver their quest to, and when it's appropriate to do so. Every Souls game operates like this, however with the size and open world nature of Elden Ring this free-form approach to giving players tasks stands out more. But does that make it bad, or different? Reviewers, again, do tend to mention this little design choice, and so likely factor it into their score decision process, but I think we're coming to grips with the fact that the people clearly didn't actually read any reviews before deciding to run their mouths on Twitter because again; that is where reason goes to die. This guy is, surprise surprise, Senior Quest Designer for 'Horizon: Forbidden West', and there's certainly a lot more genuine, and justifiable, salt here.
The original 'Horizon: Zero Dawn' was considered a very solid, if largely conventional, open world game with great graphics and a world we hadn't seen before, but it was robbed of the chance to make a significant impact on the gaming world when a month after it came out: 'Breath of the Wild' dropped. Suddenly all of those ardently polished conventional design choices got eclipsed by a game that seemed to lionise a much freer approach. No one is saying that BoTW pioneered these design choices, as some people like to claim, but they bought them into the spotlight with artistic flourish and dangerous intent, effectively stealing HZD's place in gaming history by taking all the air out of the room. Now 'Forbidden West' has landed, it gathers a lot of Steam, it's doing the rounds: Then a week later Elden Ring comes out and is an unexpected smash hit. It's the same story, all of those carefully manicured leap-frogs on conventional modern open world design traditions have been subverted entirely, and now people are moving their attentions exclusively to the new hotness. Horizon will make it's money, it's already sold strong, but once again that all-important place in history has been stolen and that sucks. The Team worked really hard and it shows. But is throwing shade on Twitter the best way to release that frustration? Maybe go watch a movie instead, might cause less of a PR disaster.
Since all of this has done the rounds, all three have privated their Twitter accounts, wisely noting that it was thoughtless blabbering on Social Media that got them into this mess and the same isn't likely to get them out of it, but their absence has left an interesting taste in the mouth. It feels as though that old affliction of 'old men waving their fist at new technology they don't understand' is taking hold on a lot more younger folks then you'd think. These people who study to make their games a certain way, and in all three cases probably do their job to the best standard they think they can, are being outperformed by someone who rethinks the practice altogether, and they're stuck in the mentality that: 'It's not the approach I would have taken, therefore it is wrong.' The reviewing public, along with the gaming public, seem to resonate with the full package as it is, 'but that just means they're insular and aren't respecting my sector of game development with their little monkey brains'. It's this failure to adapt one's viewpoint which all of humanity suffers from to some degree, I have mentioned the subjects I struggle with from time to time, but if you have the self introspection to be able to recognise that; you can directly and objectively address yourself and come away with greater insight, either to yourself or the subject in hand.
I don't really think that these three are suffering from terminal jealousy, even if it really does feel like that factor has played a part in these responses at least somewhat; but they definitely aren't evolved critics. Even I, a decidedly tepid and out-in-the-styx critic, see the overwhelming bias and lack of objectivity here. A lot of that stems from standing on the shoulders of that Ubisoft guy, he has the most issues with himself to work out here it would seem. Still, at the end of the day there were three genuine critical points here, all butchered in execution and thus rightly mocked, unfortunately burying the points they had under the fervour. Maybe in the future these people need to look into channelling their frustrations in a much more back-handed way; such as the way I dislike Toby Fox for being so multi-faceted and talented at different creative mediums that it makes me feel bad about being mediocre in my one chosen medium. God gave that man too many attribute points in character creation and it's upsetting the balance of my D&D game.
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