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The Boschian Horror of ‘Elden Ring’
- Waterluvian 5y agoDo we have any clue what, if anything, Martin contributed? Because I’ve played every From Software game and Elden Ring just feels exactly right for a Miyazaki game. Is Martin’s name just along for the ride?
- dissent 5y agoUnlikely he contributed much. He's too busy working on Half Life 3.
- bick_nyers 5y agoI mean, without delving into spoilers, the idea of a world and a society that undergoes major structural cycles is a GRRM idea as much as it is a Miyazaki idea. I'm sure he had some kind of impact on the story, they are just already very aligned on the big ideas going into it. Besides that, most if not all of the major bosses/characters names start with either a G, R, or M.
- wellthisisgreat 5y agoThis will probably get buried, but how do people with software engineering jobs manage to play single-player games? I just see programming logic everywhere and it breaks immersion for me. Wasn’t the case ears back when I didn’t code
- sharmin123 5y ago[dead]
- martythemaniak 5y agoTo appreciate Bosch, Great Art Explained did a very in-depth video of of the Garden of Earthly Delights: https://www.youtube.com/watch?v=vBG621XEegk https://www.youtube.com/watch?v=vBG621XEegk
- ng12 5y agoThis has always been the best part of FromSoft games. People talk about the difficulty first but I think that absolutely takes a backseat to the visuals. The art direction and atmosphere are absolutely unparalleled. I honestly can't think of another game who's world captured me like the first Dark Souls did. There's a quote from an interview with Miyazaki I really likes which underlines how carefully crafted the world is: https://imgur.com/zO6CcDq https://imgur.com/zO6CcDq
- anothernewdude 5y agoThe aesthetics remind me of this version of Flammarion: https://commons.wikimedia.org/wiki/File:Flammarion-color.png https://commons.wikimedia.org/wiki/File:Flammarion-color.png
- ab-dm 5y ago100% I could take or leave the difficulty in FromSoft games, sometimes it honestly gets in the way. What I absolutely love, and what keeps me coming back is the atmosphere and exploration. Recently played the Demons Souls remake and the locations, enemies and atmosphere was just amazing, I couldn't wait to see what was around the corner.
- Shadonototra 5y agohe didn't do shit about the art, the artist did, they are all outsourced from China very shameful to put all the fame on a single person when the work is done by the developers and artists, it's a team work, not the fruit of a single entity very selfish mindset, only japanese get away with that, i don't understand why westerners are this simple minded only to let their industry and home companies rot thanks to "shareholders"
- ClumsyPilot 5y agoWhen it comes to landscape design, I think Death Stranding is head and shoulders above every game that ever existed - both in visual design and realism. As is appropriate, it is a walking simulator. In Elden ring you often find sudden drops and cliffs, 10 acher lakes that are ancle deep, etc. In Death stranding the rivers have realistic depths and current that pushes on you and knocks you off your feet, mountains are realistic instead of random cliffs that wouldn't hold up to gravity, etc. Interestingly both games are lead by japanese dudes and both are about a calamity that brings the dead back to life. Contrast Dark Soulds and Death Stranding with a typical zombie game, the basic idea is the same, but how imaginatively it is developed!
- Trasmatta 5y agoI thought it was a bit odd to list the credit under each piece of art to "Hidetaka Miyazaki". He's the director and sets the creative vision for just about everything in the games, but the actual art is done by a talented team of artists and designers. Sad to not see them get any credit for their amazing work.
- arketyp 5y agoI genuinely wonder, were that whole team to be replaced, whether the art would come out much different.
- Trasmatta 5y agoMiyazaki tries not to be too heavy handed when working with designers and artists, so a lot of this is their personal creativity shining through: > Miyazaki: Yes, according to the artists it was, but I think, If your instructions are too specific, the designs you get will be somewhat devoid of creativity, so I try to give them just the most basic, essential information before handing it over to the artists imaginations, which inevitable eclipse my own. But my initial instructions are certainly abstract. For example, when designing equipment I'd simply say "Make Something you can trust your life to on the battlefield, or "Make something that has enchantments to protect you." I think the artists probably didn't know what I was talking about half the time. Haha. > Waragai: That's true > Miyazaki: I'm sorry. Haha. Of course, If I don't get what I want, then I start giving more specific descriptions, and I might even start drawing things on the white board, but even then I'd never go so far as to say it has to be this colour or this shape. I don't want the designers to just become my tools. Of course, It doesn't always go as I want, but I think that's probably due to me not getting the best out of the artists, and this is something I want to get better at in the future. https://www.giantbomb.com/profile/7force/blog/dark-souls-design-works-translation-creating-the-w/97235/ https://www.giantbomb.com/profile/7force/blog/dark-souls-des...
- mhh__ 5y agoIt's a bit like Hans Zimmer scores, we'll never know other than that Zimmer is basically the creative director of a very large bunch of people. I think he dictates the mood rather than actually writing every melody.
- nohuck13 5y agoCan a frontend developer explain to me about the disabled two-finger zoom on this page? Is my mental model that zoom is between me and my mobile browser, not something that should be disable able, just hopelessly naive these days? Or is the platform not doing this, and the browser is? I just want to zoom in on the picture of 3m-wide Garden of Earthly Delights...
- pfooti 5y agoIt's just a mobile thing due to pixel scaling. In the overflow menu, of the browser bar, check the "desktop site" box and you can zoom in.
- nohuck13 5y agoYou'd expect touch-gesture zoom to still work under pixel scaling though. You'd expect to just see a downsampled image up close, plus normal-looking text up close, right? Here even the text doesn't zoom.
- pfooti 5y agoIf the viewport meta tag includes user-scalable=no, then it won't scale on mobile. Personally I don't like that setting much, since it is bad for a11y. It does also prevent accidental zooms when users intend to scroll, so maybe that's a use? Often times the meta viewport tag (which is quite arcane) is just copy-pasted without deep knowledge of what it does.
- shmde 5y agoTwo finger zoom is working fine for me. I am using Chrome on Android with the "Force enable zoom" setting enabled.
- jdironman 5y agoBehold, Two fingers.
- DangitBobby 5y ago
- Zababa 5y agoI'm not sure about the Boschian connection, but most of what's in Elden Ring isn't really "new". The vast majority of what's in Elden Ring is themes that From Software have been using for a long time, starting with Demon's Soul for some. I'm not sure about the origin of most though. Spoilers ahead, so don't read if you want to discover everything by yourself. The most obvious one is as always the idea of stagnant water at the bottom that becomes corrupted, which from what I understand comes mostly from the asian religious ideas about impurity. I'm not sure if it's coming from Shinto or Buddhism, or something else, but there's always something about stagnant water/stagnation being "bad", and water at the bottom "washing away" impurities on the way and being the "worst". That's where the usual poison lake comes from. It's also a strong idea in Sekiro, with immortality coming from the heavens (with the divine dragon) and being corrupted on the way down (with the centipedes). Here in Elden Ring we have the lake of rot, the deeproot depths, and the bottom of the Haligtree. Then there's the idea of a fallen empire hiding behind illusions. In DS1 Anor Londo was the prime example of that: everything is an illusion, that you can break. This was used here in Raya Lucaria: the Rennela that you fight is an illusion put here by Ranni, which mirrors Gwynvere/Gwyndolyn, and Fillianore. Rennela and Fillianore both hold an egg. I'm not sure about the reference here, there's the same theme in Angel's Egg by Mamoru Oshii, but maybe there are deeper origins. There's the idea of some people living a corrupted form of life that still try to live their life "in peace": in Demon's Soul there's Maiden Astrea in the valley of defilement asking you to leave them alone, in DS1 there's the inhabitants of the painting (with Priscilla asking you to leave them alone), in DS3 the painting makes a comeback, with its inhabitants that want to rot in peace. In Sekiro, there's the monks in Senpo Temple, that acceeded to a corrupted form of immortality and are being devoured by insects/corrupted by centipede. There's the same in Elden Ring with Fia and those who live in death, and in a way the Haligtree people. Lots of ideas are refinement of previous ideas: Rykkard seems to be a refinement of Aldrich as a "person in the world", and of the King of the Storm/Yohrm in terms of gameplay (Serpent Hunter is way more interesting than Storm Ruler). This one is a bit of a stretch, but Ranni's questline with Blaidd reminds me of the questline with the Painter and Gael. Both are about partially revolting against the order of this world to find a way outside the influence of the fire cycle/equivalent in Elden Ring. The smith at the hub is also an improvement: he gained a real personality, a real purpose. We meet again the last giant of his species that's already hurt when you meet him and removes one of his limb. Giants keep transforming into trees. Sorcerers doing too much research keep ending up in weird places (brain of mensis, the end of Sellen's questline). We went from giant crabs (there's a hilarious PC Gamer article about this) to giant crabs AND giant lobsters. There's something about Miquella (arm coming out of a coccoon, removed from a tree) and the curse-rotten greatwood, though I don't see much else about it. Maybe I'm missing some cultural references, maybe a DLC is coming, maybe it'll be refined in a next game/ All of that to say, it's nice to discover who Hieronymus Bosch is and what he did, but I wish the article instead focused on From Software themes and where they come from. Where do girl with eggs come from? Why are giants always corrupted in some way? What's the history of impurity in asian religions, and how did it influence From Software? We now have 7 games: Demon's Soul, Dark Souls, Dark Souls 2, Bloodborne, Dark Souls 3, Sekiro, Elden Ring. They slowly went from niche hits to a specific audience to a mainstream appeal. They come from a country with a rich culture, that's often seen through the lens of "weird Japan". They appeal to people through the gameplay, but also through the themes, the visuals, the gameplay. I think it's time to take them seriously as pieces of art by themselves.
- 127 5y agoIf you get the chance, get the art books for these games. They are really something.
- mrbonner 5y agoMe: dying for a hundred times at the same spot. I just wish those "soul" games are more accessible to mortal like me. I'm an avid gamer (FPS) but those games are taking a toll in my confidence. Playing them feels like doing a chore, repeatedly. I tried Bloddborne because the atmosphere and art works are fantastic but couldn't even get over the first level (or act?). I really wanted to give Elder Ring a try but, the horror of doing chores :-)
- enimodas 5y agoI had the same problem with sekiro, but found a fov fix (for pc) that also included a slowdown option. 95% speed was already enough for me to make it enjoyable, but still a challenge.
- ab-dm 5y agoI had a similar experience when I first played Bloodbourne. It was my fist FromSouls and I kept dying to this big troll dude on the first level. I got so frustrated and I quit, not understanding at all what the fuss was all about. For some reason I come back to it 6 months later, and persevered through (not realizing that you absolutely DONT need to fight that damn thing). I kept dying until something clicked, and from then on everything become much easier and I enjoyed every minute from then on. Same with Demons Souls, I kept dying to Armour Spider, got really angry, frustrated, then something clicked and I broke through, and the rest of the game was amazing. Not saying this is/would be your experience, and I generally agree that the difficulty does get in the way sometimes, but maybe it's worth it to see if you can break through. I do think Elden Ring is the hardest of all the ones I've played, BUT the open world means it's as hard as you make it, if something is too hard in ER, you can just nope out of there and explore somewhere else. You can also just play as a spell-caster and the game gets much easier.
- Waterluvian 5y agoSouls games offer a true sense of accomplishment. Making it “more accessible” would basically ruin that. Red Dead Redemption 2 was by a wide margin my favourite game of the past few years. An amazing world, incredible characters, and a wonderful story. But never once did I feel like the game was apathetic to my existence. The game wanted me to win. Winning was guaranteed. So while I felt so many emotions, accomplishment was not one of them. One thing Souls games get right is that they’re fair. They’re consistent. You almost never die in a way that wasn’t your fault. And that’s what makes the sense of accomplishment possible. You get better. Your reflexes improve. You learn to be patient, studious, thoughtful. The game isn’t an amusement park ride. The difficulty isn’t simulated like it is in most modern AAA games.
- dash2 5y agoLet me save you a click: * Elden Ring is a bit like Bosch, Doré and Caspar David Friedrich; * Elden Ring is an open world game.
- m10i 5y agoBerserk - which inspired these Souls games - is also highly influenced by Boschian art.
- UberFly 5y agoSomewhat related: Here are the hyper-resolution Bosch scans mentioned in that article: http://boschproject.org/#/artworks/ http://boschproject.org/#/artworks/
- mLuby 5y agoSecond time in a month that "Lonely Tree" painting from 1822 has been in a HN game analysis article. https://news.ycombinator.com/item?id=30414470 https://news.ycombinator.com/item?id=30414470