1. Have you played the rest of their games. I only ask because many people are playing this as their first souls experience and they have nothing to compare it to. Elden Ring is already better than 99% of triple A releases of the past 10 years. If this is your first souls game you will tend to defend it pathologically, as I do occasionally with DS2, since that was my first souls game. Sinking 100 hours into that game, death after death, you form an emotional connection to it.
My complaints in ascending order of importance:
- reused assets that ruin the exploration, and totally ruin any replay ability (which all the other games have in spades). Once you see one catacomb with crafting material and a spell, you've seen them all. Reused bosses is criminal, and out of like 150 bosses, only like 3 are original. I remember beating Astel, and then going to the min South of the haligtree only to find another Astel! Imo in about 6 months people the honeymoon phase will wear off and people will notice this, since it will ruin replay ability for non lore-hunters. This isn't even going into the 15 tree spirits, etc.
- Because of above, the open world is empty, just like breath of the wild. The legacy dungeons with their tight design are the best parts of the game, and I think most would agree with me. The legacy dungeons in here are so good, that it's upsetting that the open world was so copypasted.
- Boss design is pretty bad and pretty lazy in this game, oscillating from wildly difficult and unfair, to very easy (bc of the open world) I am pretty good at these games, but after the 50th gank boss fight in a cave I'm exhausted. Triple crystalians, godskin duo, gargoyles, etc. This was everyone's complaint with DS2, but I see no one in the souls community complaining about the exact same issue here, when it's even worse. Additionally, it seems that bosses were designed around summoning spirit ashes, and that's very troubling because unfortunately that's not the "correct" way to play this game. People talk about an easy mode, that's always been the difficulty selector in these games. You can't design fights around spirit ashes, and make it so that the fight is bad, insanely difficult, or just annoying without a summon. Multi-enemy boss fights have to be designed in a specific way or they're ***** Twin demon princes from DS3 is the perfect example of a good multi-enemy boss fight (best multi boss in the series imo). You have to have one boss that is aggro and one that isn't. When you have bosses interlocking their attacks, that boss fight is *****
TL;DR
Lazy non-legacy dungeon design that was clearly padding for the world size, boring exploration with little actual reward, atrocious boss design outside of a few fights.
Imo there are objective methods of judging these games because we can compare them to each other. And I think things like level design and bosses are clearly inferior to basically every other title. Let me pose a question with an obvious answer. What if the world size was shrunk down by 50% and 5-6 more legacy dungeons were added, would the game be better off? Absolutely. The legacy dungeons in Elden Ring are some of the best in the series, with Stormveil/Raya Lucaria/Leyndell probably having THE best design in the entire series.
What have ye done to surpass man?