I had high expectations for Elden Ring, a game where you play as an explorer who must explore the world and unravel its mysteries. The first few hours were great but after that I found myself feeling let down by some of the systems in place.

I am disappointed with the game. The graphics are impressive, but it is not as immersive as I had hoped. Read more in detail here: elden ring ps5.

52 Hours into Elden Ring, I'm disappointed

Gamingtodaynews1b - 52 Hours into Elden Ring, I'm disappointed

I’m no longer enjoying the game after 52 hours, and there are a lot of faults I have with it, but for the sake of brevity, I’ll try to limit it to a short list.

  • The game’s greatest moments aren’t open-world — Sofria and the Ainsel River, Eternal City, Legacy Dungeons, Castle Morne, Shaded Castle, and so on.
  • While teleport traps are exciting at first, they quickly become an inconvenience when you have to break out of a random location only to go back to the content you were attempting to complete. It would also be more tonally consistent if you were photographed in your local surroundings (like in Bloodborne). An iron maiden coffin opponent caught me at the bottom of Raya Lucaria and transported me all the way to the Volcano Manor, which was nowhere near Raya Lucaria.
  • Overworld foes are continuously copied and pasted, with minor color and outfit changes — knights, soldiers, giants, and dragons are just a few examples.
  • Many of the encounters seem as though they’re pushing you to use Spirit Summons; they’re supposed to be a help, not a need; Demi-Human Chief, Burial Watchdog with four mini-gargoyles. These bouts are reminiscent of the worst of DS2.
  • Why wasn’t the most current CGI narrative trailer included as the beginning in the final game? Instead, we were treated to a slideshow of lesser demigods. I was hoping for the opening to be enlarged and included in the final game since it was so much better produced and fascinating.
  • Although the overworld filler adversaries invite you to engage them on horseback, mounted combat is relatively simple, with just four basic strikes available. You embrace little foes, strike gigantic adversaries’ ankles, and drive-by hit mounted enemies with R1.
  • Reused bosses are unacceptably cheapening the game’s experience and retrospectively diminishing the effect of the prior encounter. With them, pair bosses are much worse, and I’d rather not have a boss at all than a repetition. My faith in the game was almost broken when I discovered that the Ancestor Spirit (whom I thought was a terrific fight) is repeated later on. Why not repurpose Rennala as well? Put her in a cave or someplace evergaol and call it a day.
  • Why did I have the choice of telling Kalé about the Mistwoods howling? Many of the NPC conversation options make it seem as if I’m picking their dialogue for them, but in reality, an NPC would tell me something on their own about a criteria I’ve fulfilled or haven’t met.
  • The weapon upgrading system is a headache, particularly when switching weapons, but there’s nothing new there.
  • There would be less repetition if there were other things to do except murder everything you saw. When I’ve already done that for the previous 50 hours, the prospect of doing nothing but battle for the next 50 hours isn’t attractive.
  • Puzzles or friendly villages would help break up the monotony, well, anything to break it up, since it’s beginning to feel like an open-world Diablo game right now. A From game’s combat isn’t excellent enough to keep it going for 100+ hours.
  • the narrative, or rather the lack of significant lore and tale, and how disjointed everything is There are several gibberish terminology and names that seem to be interchangeable, and the game never does anything to show you what they mean; it’s primarily a matter of telling rather than showing. It seems that the game was heavily rewritten, and the development team was perplexed throughout the process.
  • GRRM’s name scheme, in addition to the foregoing, is something we could have done without. Rennala, Renna (Ranni), Radagon, Rykard, Radahn, Margit, Morgott, Miquella, Marika, Malenia, Melina, Rennala, Renna (Ranni), Radagon, Rykard, Radahn, Rennala, Renna (Ranni), Radagon, Rykard, Radahn,
  • NPC missions have never been more complicated, and this one may be the most wiki-required of them all.
  • NPCs aren’t very engaging; most are one-dimensional and follow character stereotypes that we’ve seen before.
  • NPCs and foes from prior games are shamelessly recycled. I understand Patches is a fan favorite, but it’s a fresh IP, and it’s becoming old. The Dark Souls basilisk is also reused in the game, with the little eyes above the false ones.
  • The world does not seem to be responsive or living. To bring it to life, it requires a lot more than spreading deer, eagles, and ‘rabbitgaroo’ over the earth. I realize that they didn’t want to develop enormous busy cities with NPCs, but we don’t even get abandoned cities or villages where life once thrived, so where does everyone live, and where did they live before? Ruins, churches, and caverns are all we have. other At the very least, games have showed you villages in the distance or allowed you to explore their ruins. You also get the idea that you are the only one actively exploring the environment since there is no one else who is non-static and non-hostile.
  • Once you’ve seen all the open world has to offer and know what to anticipate, it’s a letdown. Overworld exploration is rather conventional, with mini-dungeons, mines, towers with a basic challenge, evergaols with some rehashed Bloodborne bosses, strolling mausoleums, and churches with estus upgrades.
  • The game is severely lacking in armor sets, or at the very least is convoluted in how it distributes them. I get that the silver claws may be used to increase item discovery, but farming penguins and slaughtering generic foes for 15-30 minutes at a time isn’t exactly exciting gaming.
  • Because I’m not a fan of contemporary FromSoft bosses, the Legacy Dungeons are the only thing I appreciate (this is a key point, I found Raya Lucaria and Stormveil to be very enjoyable, but the playtime of those in hours of the 52 total would be short indeed)
  • The thrill of being spat out someplace like Caelid after the Siofra River lasts about 20 minutes until you realize you’re severely underpowered and can’t realistically remain and investigate.
  • When you know there’s 30 more hours of material ahead of you and that going on to subsequent sections would be useless since you’re merely wandering rather than advancing, the sense of being “trapped” in an area begins to annoy.
  • The music is more of the same over-the-top wailing epic orchestras and chanting that has been present in the series since Bloodborne. The songs are almost indistinguishable from those in DS3. Ancestor Spirit and Rennala’s music are the only two I like; they’re a pleasant change of pace and more mournful, and they complement the tone of their bosses perfectly.

Overall, I’m dissatisfied, and I’m not sure I’ll bother completing it. It was, and has been for many years, my most anticipated game, but it seems they bit off more than they could chew, and it didn’t pay off, at least not for me. I’m not sure what they were smoking when they gave it 10/10 feedbacks and said it was a gaming revolution.

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