6 ms·
I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours. * Visuals: Disappointing. Looked
by wyager 5y ago
I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours.
* Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters, bad rigging (e.g. characters holding things in unnatural poses), etc.
* Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or something, this isn't a very fun mechanic.
* Software quality: Terrible. Performance is not good, tons of bugs, graphics issues, wouldn't recognize my controller when I had multiple input devices plugged in.
* Dialogue: What little I saw was super corny. Used as a crutch for poor level design. E.g. a ghost telling you something to the effect of "you need to jump into this hole to continue the game".
* Multiplayer felt like a cheap gimmick. I wanted to turn it off.
And so on. This honestly felt like someone's first attempt at making a Unity game, not a magnum opus from an experienced developer.
Am I missing something? This is my first souls game; is feeling cheap and clunky part of the aesthetic?
- fartcannon 5y agoMaking up excuses for why you died so much/taking it out on the other parts of the game is 100% part of the experience. There's even t-shirts with common new player complaints. For example: https://mobile.twitter.com/jasperrolls/status/873907522448613380 https://mobile.twitter.com/jasperrolls/status/87390752244861...
- wyager 5y agoThat didn't bother me at all - the difficulty level seems good. Not one of my objections
- fartcannon 5y agoAh, just admit it. :D The sooner you admit it, the sooner you can get into the culture. It's not only one of the best series of games made in the past 15 years, but it's also got one of the more fun communities around.
- Trasmatta 5y agoFor the visuals, FromSoft has always been a step behind from a graphical fidelity level. But they make up for it in art design, which is some of the best in the industry. Some of the areas in Elden Ring are legitimately jaw dropping. But the graphical fidelity is certainly nowhere near the level of something like Horizon (or even the Demon's Souls Remake, which was done by another team). For the controls, the game is all about animation timing. You may be used to games where you can cancel animations. FromSoft's games instead require you to commit to your actions, giving everything a lot of weight. It takes getting used to. In some ways it's more like a fighting game than a lot of other action games. It's also possible that you were playing a character with heavier equipment load: try taking things off, so you have a faster roll. There's no excuse for the performance / port issues. It released in a pretty poor state, but they are at least working on patches. I'd imagine it'll be a lot better after a few more patches. The dialogue is a bit of an acquired taste. I find the writing to be brilliant, but at first it just feels odd. It helps to realize you're meant to feel out of place, without enough initial context to understand fully what's happening. You have to put the pieces together as you play, and then things finally begin to make sense. The multiplayer is quirky and different, and probably not for everyone. You can always turn it off if it's not your thing.
- wyager 5y ago> FromSoft has always been a step behind from a graphical fidelity level. But they make up for it in art design, which is some of the best in the industry. I'm not just talking about lack of rendering bells and whistles - I also thought the design itself was tacky, reminiscent of much lower-budget games like Valheim or those mid-2010s f2p Korean MMOs. Admittedly this is subjective. > For the controls, the game is all about animation timing OK, knowing that this is an intentional design aspect makes it a lot more reasonable. Not necessarily my cup of tea, but at least understandable.
- Trasmatta 5y ago> I'm not just talking about lack of rendering bells and whistles - I also thought the design itself was tacky, reminiscent of much lower-budget games like Valheim or those mid-2010s f2p Korean MMOs. Admittedly this is subjective. Did you make it into Limgrave?
- shhsshs 5y agoJust my own opinions to respond to a couple of your points: - Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters What settings did you have the game on? This has never been my experience with a Souls game - and definitely not Elden Ring. - bad rigging (e.g. characters holding things in unnatural poses), etc. Yeah, agree. Pretty typical for every game though. - Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or something, this isn't a very fun mechanic. The Souls series is definitely a little slower in that sense than most other games. If you want a faster weapon, use a faster weapon. There are a ton available, but there are tradeoffs! The series puts a focus on calculated, well-timed strikes; the most successful strategy is to learn your opponents' attack patterns and take advantage of the right moment to strike. Once you hit the attack button you're locked in to the attack, so you absolutely have to know the boss isn't winding up for another attack. - Software quality: Terrible. Performance is not good, tons of bugs, graphics issues, wouldn't recognize my controller when I had multiple input devices plugged in. Keep in mind these games are designed for and primarily sold on consoles - PC is the minority. - Dialogue: What little I saw was super corny. Used as a crutch for poor level design. E.g. a ghost telling you something to the effect of "you need to jump into this hole to continue the game". I won't comment on the "corny" part other than saying you kind of just have to lean into it... Enjoy it for the fantasy it is. "you need to jump into this hole to continue the game" - that's the first 15 minutes of the game, teaching you that you'll need to pay attention to that kind of stuff later. There is very little handholding past the intro. - Multiplayer felt like a cheap gimmick. I wanted to turn it off. I'm curious about this, can you elaborate? - Am I missing something? This is my first souls game; In my opinion yes. But the genre is just not for everyone. It's a really different type of game and some people just won't like the gameplay. - is feeling cheap and clunky part of the aesthetic? Yes, but as someone who enjoys the genre, I wouldn't use the word "clunky". It intentionally pushes the player away from the modern norm where a game can be blown through by mashing the attack button.
- wyager 5y ago> What settings did you have the game on? 1440p "high" on 3060 Ti. My visual objections weren't just the low-quality lighting, textures, framerate cap, etc. (objectively kind of bad) but also the visual design of the game (which I thought was kind of tacky/garish and reminiscent of 2010-era low-budget multiplayer games). > Pretty typical for every game though. I saw some stuff that looked really out-of-place in an AAA game. > If you want a faster weapon, use a faster weapon. Yeah, I think this was me confusing an intentional design decision with poor UI. Still, I subjectively definitely prefer more responsive games. > can you elaborate The multiplayer didn't feel like an integral part of the game. They had to artificially incentivize you to use it in a ham-fisted way ("you get HP if people upvote the ugly textures you leave littered all over the place"), and the random ghosts popping up all over the place (I think part of multiplayer?) seemed useless and distracting. > It intentionally pushes the player away from the modern norm where a game can be blown through by mashing the attack button. I think this is an uncharitable comparison for non-souls games. I can think of several games I've played recently which absolutely ace many of the things that bothered me about ER and are by no means button-mashers. For example, Ori 2 (beautiful graphics and design, ultra-smooth rendering, extremely snappy response time, etc. - excellent implementation of a singleplayer timing-heavy game) and HL Alyx (incredibly good level design, solid graphics, very smooth, intense focus on control experience)
- deleted 5y ago[deleted]
- tptacek 5y agoTo everything else people have said about the controls system, I'll add that the combat system these games use is the only thing that really makes the diversity of weapons meaningful; if your play style is zippy and responsive, you need to use zippy and responsive weapons, and there are dimensions to it besides "fast" and "slow"; a curved sword, a straight sword, and a poking sword will have different movesets, and differing levels of commitment and payoffs. Without that system, the only difference between these things would be damage stats and maybe an AOE radius. Horizon is a game series that makes the opposite decisions --- it's amazing looking, super responsive, and extremely ergonomic. And for me it might as well be a 2D platformer. Combat looks spectacular, but nothing means anything, as you quickly come to realize while your character crafts 20 special arrows that involve soldering robot parts onto twigs in slow-motion as she aims. Why even maintain the conceit that she's shooting arrows? Just give her a ray gun. I agree with you about the visuals! I'm playing on a PS5, and this is the least visually impressive Soulsborne game I've played. The comparison downthread with the Demons Souls remake is spot on; Demons Souls looks incredible on the PS5, but Elden Ring isn't even competitive with From's PS4 stuff. I also think the game suffers visually from the open-world design; the linear paths in previous Soulsbornes have let them do a lot of interesting stuff with level design, but in this game almost everything on screen has to be addressable by the character, from arbitrary directons. This was especially apparent to me when I got to the Hieronymus Bosch-inspired midgame. In previous Soulsbornes, that would have been a wall of composed visuals; here, it's a flat plain studded with red blobs. It's also much easier than any FromSoftware game since Demons Souls, which may be good for you, or may make it harder to see why people love games like Sekiro so much. Bloodborne is the canonical starter Souls games for Soulsborne skeptics, and my bid for best AAA game of all time (but I don't play a lot of these games, so, grain of salt.)
- calsy 5y agoAre we supposed to pretend you have any idea what you are talking about? Every point you made is stupendously wrong (bugs withstanding). It goes against the consensus of the overwhelming majority of players. Are they just suckers while you know the real truth? Please enlighten us with examples of games that make Elden Ring look like a first attempt at a Unity game.
- caconym_ 5y agoI think the main thing you're missing is the actual game, presentation aside. You touched on controls, but I don't think you've grasped how complex and finely tuned the combat sandbox is, or how it enables different styles of play depending on equipment choice. When you're deliberate in your gameplay, it doesn't feel sluggish at all, but if you're just mashing buttons it definitely will. There's a reason Fromsoft games are so popular, and it's not because they're on the cutting edge of AAA presentation—it's because they're so tightly designed, and in turns challenging and rewarding if you put in the work to engage with them. Most other, superficially similar games feel downright sloppy in comparison. Unfortunately, engaging with them is a leap of faith on the part of the player, and I can definitely see why some aspects of the presentation would be off-putting.
- rewgs 5y agoYou are definitely missing something. You just had your first whiskey and you don't have a palette for it yet. I had a very similar reaction when I first played Bloodborne, especially to the controls. I'm very into tight, kinetic controls, like in Donkey Kong Country and Super Meat Boy. Bloodborne felt squirrely and didn't appeal to me at all. I returned it. The game didn't stick for me but Dark Souls 3 did, and over time I came to understand. The controls are perfect for these games, Elden Ring included. It's just an acquired taste, and I think you need to understand the gameplay mechanics and control paradigm to really see why they're perfect. It's hard to explain -- more just something to understand and feel. That said, I'll try and give you a few tips: First off, the foundational difference between the Souls genre and every other game you've ever played is this: movements cannot be interrupted. You attack, and you are committing to that attack. The animation will play out until the end, and you are essentially frozen (and vulnerable -- though there are some caveats to that) during it. Ditto for your enemies. You might not have consciously noticed it, but basically every game you've ever played has allowed you to interrupt yourself mid-movement and do another action instead. Therefore, Souls games really require you to think before you do something. One reason people are so "hardcore" about these games is because they truly are games of skill. R1 is your fast attack, R2 your slower but more powerful attack. Really take note of the timing. Long, isn't it? It's slightly different in every game, but in ER Y or Triangle, and then R1 or L1, will make your right or left weapon two-handed. Your R1 and R2 attacks will be a bit more powerful. Also, press L2 (and depending on the weapon, follow that up with R1 or R2), and you'll get your "special" attack that's only available while two-handing. There's a lot of finesse in figuring out when to do what, but for now, just stick with R1 and R2 (one- and/or two-handed), and get the feel for combat. It might take a little bit, and don't be afraid to look stuff up. Trust me, the effort is rewarded here, truly. Push the right control stick to lock on to an enemy. It took me ages to figure this out, and was the number one thing that started to make the game feel good. With time I've come to see it with more nuance -- sometimes it's good to lock, sometimes not (particularly when facing a lot of enemies), but at first I'd pretty much keep it on all the time while fighting. Notice that if you jerk your left controller, the lock will move from one enemy to another. Learning how to quickly switch locks between enemies is a huge help. Hold B or Circle to run. Tap it to roll. These two actions are key to the Souls genre. Rolling is everything in combat. Getting a feel for when to speed up (especially when circling an enemy) is also huge. You are briefly invincible while rolling -- learning to time a roll through an enemy's attack is a key component of these games. Jumping is quite different and more of a main mechanic in ER, whereas in former Souls games it was easily the most cludgy control (and therefore one of the least important movements). Just like rolling, you're invincible for a few frames while jumping. Rolling and jumping into an attack makes the attack more powerful. There's lots more: parrying, back stabs, critical hits, plus weapons scaling with your stats, magic...but for now, the bread and butter above should be all that matters. Move and hit with grace/speed/thought. Regarding the visuals, I simply could not disagree more. A common refrain about From's games is that, while yes, they're never on the bleeding edge in terms of graphics quality, their art design is second to none, and I absolutely agree with that sentiment. It's just the best there is. They definitely have a "look," and their characters especially have this really particular, slightly janky look, but that's part of the charm. The world, though...honestly best in class, consistently. Their art direction and atmosphere is just incredible. Personally I'm finding ER lacking compared to DS3 and Bloodborne (though ER does have a few absolutely jaw-dropping moments), but it makes up for that in other ways. Also, it's a massive, open world -- it can't be expected to be blowing me away as much as a more linear, closed, and thus composed game like DS3 or Bloodborne. Yes, the software quality is bad right now (sounds like you're on PC?) but this is unfortunately par for the course early on with PC games in general. It always takes a sec to iron out the bugs. I just got an update tonight and it helped a ton, only had one frame stutter in about 3 hours. Also be sure to update your GPU drivers. Dialogue: these are high fantasy RPGs, they're gothic and can be over the top and are quite dramatic. If you don't like that, I highly doubt you'll like the games, full stop. That said, boy, I could not disagree more regarding "poor level design." From's level design is quite simply the best in the business. I think you misunderstood the "ghost" -- that was probably above the "tutorial cave," if I'm reading what you're saying correctly. From's games famously don't really have tutorials, so ER having one is a bit odd. I took the whole "the door's clearly right over there, but go jump in this hole real quick anyway" type thing as a cheeky, typical From humor way of saying "tutorials are a bit crude no matter what so we're gonna literally stick it down in a hole." I suppose if you're new to From's humor it might not land, but then again I wouldn't suggest ER as a first From game anyway. Multiplayer being a "cheap gimmick" seems a bit harsh and odd wording. What part of it is a "gimmick?" That said, I personally prefer to play the games offline, so I'm with you there. The messages are hilarious and the bloodstains can be useful, but overall I like to feel left alone on my first play through. Later on I can play online to inject some fun and variety.
- calsy 5y agoYou realise that the hole is deep on purpose to give the impression that it's dangerous. That the dialogue is telling you to let go of your fear and jump down, which begins a tutorial that is completely optional.
- Cthulhu_ 5y ago> Am I missing something? This is my first souls game; is feeling cheap and clunky part of the aesthetic? The visuals are... better than preceding games, but not as 'next gen' as they could be, definitely the same engine as they have used for a long time now. That said, games like this need some time to grow; I've played Bloodborne and Dark Souls 3 myself, I do feel like this one only starts to come into its own when you've passed through the first dungeon. The combat being sluggish is a design choice; it forces you to move deliberately / with intent, instead of button mashing like in similar styled games (like God of War, uhhh. Devil may Cry. Maybe Horizon). Combat is more strategy than action oriented; once it clicks, it's really satisfying though. Can be, anyway. Anyway, it might not be the one for you, that's fine. There's other games in the wider genre that might click with you better; I think Bloodborne for example has a much more compelling story and atmosphere (think of all the horror variants you know of). Hollow Knight plays very easily, doesn't have the clunkiness, but does have the challenge, the gameplay loop of die and try again, and the atmosphere of a half dead land well past its glory days. There's also Star Wars Jedi: Fallen Order, I haven't played it myself, but it has similar gameplay but set in the Star Wars universe.
- the_doctah 5y agoI started playing Elden Ring directly after finishing God of War on PC, and that is way more mashy. I don't think I realized how much so. ER is my first FromSoft game and the length and weight of the animations is something that took me a very long time to get used to. Mashing R1 isn't going to do you any favors at all. I don't think I've ever played a game that respects your buffered inputs as much as this game. But I'm starting to dig it.