FromSoftware's Game Design Changed Everything

3.69M views6554 WordsCopy TextShare
NakeyJakey
Try Rocket Money for free: https://RocketMoney.com/NakeyJakey #rocketmoney #personalfinance ROMCO...
Video Transcript:
from software's game design has had a undeniable and profound effect on not only the gaming industry but the industry of uh Jacobs the of people named Jacobs such as myself with the massive success of Elden ring from software has further established that a merciless uncompromising gameplay first design philosophy with little handholding or assistance can also still be a massive success that millions of people will connect with and absolutely adore I am certainly one of those millions and while typically brilliant I also believe that from software's games are unfortunately far from perfect and Elden ring is
sadly no exception and I want to talk about it but first I must warn you that I will be spoiling the absolute Moonlight Greatsword out of all of these games so if you haven't experienced them for yourself particularly Elden ring I strongly suggest you hit pause on this video and go Savor that experience first and come back in about 200 hours because it is quite possibly the greatest experience I have had playing a video game in my 28 years of holding a player 2 madcat's controller that isn't actually plugged in regardless I believe it is
no exaggeration to say that in the world of video games from software has truly changed [Music] everything Demon Souls was released in 2009 for the Playstation 3 and was was nothing like other big games coming out at the time especially in 2009 in a year where games were becoming more and more cinematic and accessible and forgiving to a casual audience Demon Souls crawled out of a wet Crypt and said I will kill you Demon Souls like all the souls games that came after it is a very challenging and unforgiving video game a difficulty that fans
of the series often lovingly refer to as hard but [Music] fair so let's let's maybe settle on hard but mostly Fair after joining fromsoft in 2004 and working as a coder on the armored Core Series hitaka Miyazaki took over as director on a struggling High fantasy project that was running into some serious issues during development because the project was already seen as a failure inside the studio Miyazaki was basically like I'm going to take this thing and I'm going to take it in I'm going to take it out back to the garage I'm going to
do some stuff to it inspired by from sof's own kingsfield series Miyazaki wanted to make a dark fantasy gameplay driven experience in collaboration with Sony Japan Studio a challenging but rewarding experience that took gaming back to its Basics something he felt was dying out at the time during development Miyazaki actually tried to keep the harsh difficulty aspect on the low from publisher Sony fearing that they might want to change it for being a bit too extreme much like a DMX riding video game that sucks breaking down the basic gameplay of demon souls will effectively break
down the basic gameplay for all of the souls games that followed because the the very core design pillars have gone largely unchanged it starts with a character creator that before you say anything I know it it gets better with time that lets you pick a starting class dictating your capabilities with different weapons or magic a third-person lockon camera system for combat that improves on the Z targeting system that Ocarina of Time introduced back in uh o o of 98 that you can control the camera and attack people at the same time which was kind of
a breakthrough in and of itself animation B B combat that requires you to commit to each action and wait until the animation finishes before you can do something else along with managing how that action affects your stamina bar or in the case of casting spells your magic bar but I didn't raise you to cast no spells this is a claymore household just like my father and his father before him a Dodge roll that contains invincibility frames or eye frames meaning that if you time your Dodge right nothing can possibly hurt you similar to action games
like Devil May Cry corpse running where if you die you drop all the currency you've racked up from killing enemies and you got to make it back to that spot without dying otherwise you lose it forever passive and non-passive online interaction where other players can leave helpful tips or uh whatever the opposite of a helpful tip is along with summoning or being summoned as a random cooperator to help or Invasion to either kill or be and you know the gameplay of each individual Souls game obviously goes a lot deeper than that with different complex systems
and healing items and stupid conv uted like World tendency that you need a master's degree to understand but the challenging and methodical combat system that has always been the Beating Heart of all of these games a heart that's married to another heart exploration you know how in my rockstars game design video I Really harp on how those games constantly berate you with hypers specific instructions and yellow mat markers and assume you have the IQ of a tiny baby rat yeah the souls games do like the exact polar opposite the tiny baby rat is now actually
a boss and you have no idea what the is going on and what makes Explorations so compelling in Demon Souls and really All Souls games is that it is true exploration that really makes you feel like Batman no it really makes you feel like an Explorer there is no detailed map that you can rely on and consult only your own sense of direction and understanding of a space this along with a strong Challenge and an actual fear of having something to lose with the corpse running system makes discoveries and victories feel that much more meaningful
and rewarding because you really feel like you the player actually charted and conquered a space and overcame a significant challenge instead of just watching Wall-E do it in a cut scene the souls games have very few cutcenes or long unskippable passages of dialogue by NPCs or RPG conversation trees where your choice actually doesn't really matter instead the story is discovered and slowly unra Tred by the player through observing their environment and reading item descriptions and inevitably watching vati VI videos because I don't understand any of this so you're saying the rat was like a king
at some point or I appreciate miyazaki's approach to storytelling though because it's very unique to the medium of video games and was actually inspired by his real life experience of reading English language sci-fi and fantasy books as a kid that he couldn't fully understand but would fill in the gaps using his imagination the story is so much more about the general mood and atmosphere and feeling of exploring a place rather than scripted plot points or set pieces the Innovative online elements of summoning random strangers to help you out was actually inspired by miyazaki's real life
as well where after his car was trapped in snow on a hill a random group of strangers showed up and helped push the car out of the snow and then mysteriously drifted off into the night like ghosts drifting in and out of his world at a poorly frame Pac 30 frames per second these games also have some techn issues Demon Souls was not an immediate success Sony decided to not publish it in North America after feeling pretty negatively about it before it's released during the Tokyo game show in 2008 Sony president shoue Yoshida played it
for 2 hours couldn't get past the starting area and then stopped playing and said this is an unbelievably bad video game this is the same guy that years later would Platinum bloodborne and that game is like way harder so spoiler alert from software changed everything the titular line it wasn't until later in 2009 when Atlas would publish the game in North America that sales would slowly start to pick up and critics would start to take notice Western audiences generally loved it because apparently we're all sick masochistic bastards and Gamespot even gave it their game of
the year the same year that Uncharted 2 and Modern Warfare 2 came out but along with establishing the core pillars of what a Souls game would be it's important to talk about just How brave Miyazaki from software in Sony Japan Studio were for making such a different kind of game Demon Souls was a huge risk an imperfect weird brutal passion project that was expected by everyone to flop but refused to compromise on its design goals and eventually found an audience that really connected with it in two console Generations later an extremely faithful remake was published
by Sony as a launch title for the PlayStation 5 and there you have it that's uh that's it that's the end it's the it's the only game that ever [Music] made I love Dark Souls but I also hated Dark Souls my brother Isaac had played Dark Souls sometime after its release in 2011 and had repeatedly told me to play it I eventually finally tried it uh got past the tutorial section after a lot of struggling made it to Firelink Shrine wandered the wrong way into a graveyard full of skeletons as I know a lot of
people did that graveyard eventually became a dark tunnel of skeletons that uh killed me a bunch of times and then I promptly said this game and stopped playing I can't remember for what exact reason but a year or two later I tried the game again probably because of my brother's insistence once again the bastard he is and uh it was different this time it stuck not only did it stick but it seriously changed my life I know that sounds super dramatic but like it completely changed the way I look at video games and why I
like to play them and made me want to talk about them more and examine them and it absolutely ruined most other video games for me because once I finished it nothing could fill the giant rat boss size in my heart now if I were to go into all of the reasons why Dark Souls is so significant in gaming history we would be here all day and my editor would absolutely hate that I am going to kill you but I'm my road to eventually talking about Elden ring I do need to touch on three crucial aspects
that vastly improved on Demon Souls game design super exploration DX turbo Edition with fuckles Estus flask I hardly know her as best as I can and atmosphere atmosphere you've been seen I feel you inside my screen I I also didn't like that what I mean by super exploration DX turbo Edition with fuckles is that Dark Souls fundamentally changed how level design and World design worked within this gameplay formula that Demon Souls established while demon holes over here had a hub world that let you freely fast travel to different zones of varying locals and difficulty levels
Dark Souls over here took a lot of its zones and stacked them on top of each other like a stack of pancakes and made sure that even if some pancakes have chocolate chips or some pancakes have bananas that they all seamlessly flow into each other and make sense as one cohesive World in this beautiful interconnected short stack of pancakes Blight Town is like a pancake made out of pigeons during the first half of the game you have no fast travel and all of the areas are connected in multiple complex ways like a maze so there's
this palpable sense of danger and tension that slowly Rises as you venture deeper and deeper into this beautiful mysterious world that is very clearly inspired by berserk which is amazing that tension is brilliantly paired with the new addition of bonfires resting points that let you catch your breath for a second and spend your hard-earned currency from fighting enemies and bosses on leveling up your stat points and refilling your much needed Estus flask I am of the pretty firm opinion that the healing mechanics found in Demon Souls and bloodborne and kind of Dark Souls 2 are
vastly inferior to the standard Estus flask system found in the other Souls games the Estus has a specific amount of healing charges that you can increase throughout the course of the game and the only way to refill your charges is by resting at a bonfire which also respawns all enemies in the area not only does this provide an extra incentive to seek out and discover bonfires and push on while exploring but it solves the dumbass problem those other games have where your healing items are a finite currency that you can run out of meaning that
if you're struggling with the game and you keep dying and you will you will likely have to Halt progression just to go grind mobs of weaker enemies for healing items or currency that you can then spend on healing items and not leveling up which feels so unnecessarily punishing in a game where enemies do this to you with the Estus you at least know that for the next bit you have a guaranteed specific amount of heals and much like a survival horror game the goal is to get to the next area using as little Estus as
best as you canut I think one of the greatest single improvements over demon holes over here is the atmosphere I will never forget how it felt to get lost in this world struggling my ass off through Undead Berg and Undead parish and finally being rewarded by finding that shortcut back to Firelink Shrine and hearing that comforting music creep in that that seriously changed the trajectory of my firstborn son's life he's he's getting into Brown now journeying all the way down to First The Depths and then Blight Town and then finding the entrance that's a secret
to the Great Hollow and making my way down that and finally ending up at Ash Lake gave me a feeling that I will forever cherish the inability to easily fast travel back up to Firelink Shrine after I journeyed all the way down there simultaneously had me terrified and also in complete awe of the vertical scope of this world and there's so much of this game that you can just completely Miss from software it doesn't care if every player sees all of the content that they made for this game and that that makes finding the stuff
that you do find feel that much more special and memorable I know it's just all smoke and mirrors and code and textures but the illusion that from software sells here is a powerful one except for some clearly unfinished areas towards the end of the game but those don't exist you made lost is a live Up Gas Light Gas Light Gas Light unlike Demon Souls Dark Souls was a pretty instant success critics loved it and the game reached a much larger audience right off the bat thanks to Bandai MCO publishing it all over the world on
PS3 and Xbox 360 and PC with one of the most janky PC ports to ever exist shout out games for Windows Live rip this also annoyingly led to so many industry heads resorting to the phrases it's like dark souls or this is the Dark Souls of blank when in reality all they're trying to say is that it's hard going to Arby's is like the Dark Souls of going to Carl's Jr Hollow Knight is very clearly inspired by from software's approach and that game is undoubtedly the greatest Metroid Vania ever made I love Hollow night primarily
because it perfected a design aspect from Dark Souls 1 that from software themselves kind of started to abandon with subsequent Souls games nonlinear exploration shut up already Jesus that guy loves to talk hi I'm Jakey Jakey and Jakey attorneys at law here at Jakey Jakey and Jak we have a lot of expenses and a lot of those expenses are monthly subscriptions that we totally forget we're even paying for well today's sponsor rocket money is here to help rocket money is an all-in-one Finance platform that helps you save more and spend less this personal finance app
allows you to manage subscriptions lower bills build a custom budget and grow your savings all in one place we personally use it to identify and securely cancel recurring charges or unwanted subscriptions all with the simple tap of finger which is a godsend for the social anxiety of having to actually call people on the phone to cancel stuff what is this fing 1882 Columbus sale the Oceans 11 we also use it to track our monthly spending and set budgets rocket money notifies us if we exceed that budget along with showing our spend to earn ratio every
month quarter or year also if you're like us and going to turn 29 this year maybe you're starting to pay a little bit more attention to your credit score well rocket money alerts you of important changes to your score and also offers you insights on way you could improve your score as well to save more and spend less join the 3.4 million members using rocket money we've got the hookup go to Rocket money.com njy or click the link in the description to get started for free or unlock even more features with premium that's rocket money.com
naky jaky to get started for free get your money right all right now let's get on back to naked Jake in the Curious Case of the floating rake this guy this guy never even beat Digimon World 2 that's a real Souls game I'm out of here Dark Souls 2 bloodborne and Dark Souls 3i all have much more straightforward progression paths than the first half of Dark Souls 1 and while a lot of areas in these games are technically connected and sometimes offer alternate paths the general World design is far less interesting from a exploration point
of view and it doesn't mean that these games are bad all of these games probably each deserve their own 40-minute Feature Presentation breaking them down but for the sake of what I want to get into today I'm just going to give you the spark not version Dark Souls 2 dropped in 2014 and was received well and sold well it further grew the Souls game community and deepen combat systems while adding stuff like power staning Miyazaki didn't direct this one and it does show the atmosphere of each Zone feels a bit random and unconnected from the
overall world but the boss fights in DLCs are great and the game enjoyed a large online community for like PVP bloodborne was developed alongside Dark Souls I and was released exclusively for the PS4 in 2015 and I used money from a car accident to buy a PS4 in bloodborne instead of paying my rent and contrary to what my financial advisers might be saying and Logan Roy looking ass I'd say it was a wise investment directed by Miyazaki bloodborne felt like the true followup to Dark Souls 1 at least for people like me that just want
to swing a big sword and Parry everything bye-bye magic go back to Waverly Place faster combat that rewards aggressive play intricate in varied weapon move sets an atmosphere that just drips out of your TV with such dedicated attention to detail and talent in the artd design Department in rats Dark Souls 3 dropped in 2016 and by this point the souls series was popping and beloved by many people directed once again by Miyazaki DS3 did everything right on paper it kept some of the faster paced combat and up enemy designs and boss Transformations from bloodborne while
also returning an expansive Armory of weapons and magic lending to a buttload of different kinds of builds it has a large amount of fan service and callbacks to Dark Souls 1 and some of the hardest bosses seen in a Souls game yet it also just feels really really good to play and looks beautiful but also something about this formula was starting to feel just a little bit stale don't get me wrong playing through Dark Souls 3 especially doing Co-op boss fights with my brother was some of the most fun I've had in any of these
games but that strong sense of EXP exploration felt in Dark Souls 1 that feeling of charting your way through a mysterious and dangerous world I longed for that the Dark Souls series had completely shaken the game industry and clearly inspired other developers to change how their games were designed and played but playing Dark Souls I felt a bit like listening to from software's Greatest Hits versus hearing the band's new album that would maybe take them someplace new little did I know from software was in the studio working on their in rainbows as in the album
in rainbows by radio head as in radio head's best album as in elen Ray some of you might be wondering Jacob Matthew why did it take you so long to make a video on Elden Rick and I have two answers for you a last year I was very busy working on an album called romcom shout out Jakey merch and B this game is just too damn big and felt too daunting to dissect and talk about and I also just wanted to keep playing it but I feel like I'm finally ready to get into it with
my support group uh that's you this is this is all of you where do I even begin though Elden ring isn't perfect but that's also what makes it so compelling it's not properly balanced I mean none of these games are they never have been fromsoft has pretty clear favorites when it comes to certain weapons and Buffs and spells you can absolutely break these games in half if you really want to but the sheer depth of content that Elden ring slowly unveils to you during your 200 or so hours of playing it the childhood fantasy of
exploring a Fantastical magical world filled with swords and beasts and you guessed it rats is fully manifested in a way that knows no contemporary there is no other Elden ring than Elden this isn't just the Dark Souls of Dark Souls this is the Dark Souls of breath of the wild this is the Dark Souls of Red Dead Redemption 2 if you took a time machine back to 2003 and showed my wooden sword in the backyard swinging ass that this is what was coming in the future I would have shot you in the head and called
the cops Elden ring is truly the adventure of a lifetime but because I've already spent so much time talking about the core design pillars that all of these games share I want to instead focus on certain pillars that Elden ring innovates on or potentially fails to innovate on exploration and scale Dungeons and Dragons starring Chris Pine and difficulty and accessibility where Dark Souls 1's world is like a short stack of pancakes all connected Elden Rings world is like a giant stack of pancakes and you took all those pancakes and you spread them out across a
giant table and most of the pancakes are touching each other and some of the pancakes have other pancakes hiding underneath them and other pancakes might transport you to far pancakes in up ways and some of the pancakes are on fire and make you feel fear I don't want to be in this Denny's anymore let me out Miyazaki has stated that Elden ring is the closest thing to his ideal game that he would personally like to play and that going open world enriches this ideal experience that he's trying to achieve a game where if you saw
something over there you could actually go over there a game that isn't open world just to be in the same category as some bloated Ubisoft but a game that's open world because it needs to be in order to fully capture the fantasy of being an adventurer in a giant World riding across a vast landscape on your trusty Steed you first need to have that vast landscape to really nail that feeling Elden ring was inspired by breath of the wild and it very clearly shows because like breath of the wild Elden ring knows and expects that
your curiosity will naturally lead you to finding interesting things there doesn't need to be an overwhelming list of things to check off or obvious map markers going over here it's over here because that would totally Rob the player of a true sense of mystery and Discovery when exploring this massive World Elden ring is very okay with hiding its hand this is what the map looks like when you start the game and this is what it looks like when you finish the game and these are the pancakes that are cooking underneath you the entire time having
a chest throw a smoke grenade at you in the starting area and being transported and waking up in one of the most giant late game areas and checking the map and seeing it zoom out like that was an experience I will never forget and the lore behind the lands between is so rich in detail and Intrigue miyazaki's style of Storytelling through gameplay combined with the Bible of world history that George RR Martin developed for this game will leave an MF feeling like goddamn Amy Adams as in downright in Enchanted I know I haven't mentioned Seido
once in this video because it's technically not a Souls game but it was a crucial stepping stone towards Elden Ring's development the addition of a dedicated jump button may sound like a simple thing but it completely changes combat and the way you navigate this world exploring the lands between over like 200 hours rivaled the experience I had exploring the first half of Dark Souls 1 they both hit really hard but for different reasons the first half of Dark Souls 1 hits hard because of a lack of a fast travel safety net meaning you become very
intimate with your surroundings and the world design nearly suffocates you with its complexity it suffocates in a good way Elden ring hits hard not only because it marks the return of multiple areas connecting to each other with a very nonlinear path of progression but because of just the sheer scale of the world but because the sheer scale and Intrigue of always wanting to see what's around the next corner is such a big part of this experience much like breath of the wild the game won't ever hit quite as hard on subsequent playthroughs because that main
draw of Discovery is no longer there this doesn't mean you shouldn't play multiple playthroughs of this game because oh my God weapons and spells in armor sets in ashes of war and summoning summoning salt videos quest lines that you can super easily Miss and you will because they're super convoluted and hard to follow you should definitely play the game a second time but I will say that on my second playthrough I definitely wasn't as eager to revisit all of the content once I knew what was exactly around every corner Elden ring has a massive amount
of unique and amazing content to experience but there's also some super not amazing content in there too in Joseph Anderson's review which is great by the way he talks about how amazing his first fight with a dragon was and I completely agree that first encounter with the dragon in that big ass wet field or whatever and he's like breaking all the physics objects it's amazing it's such an awesome gameplay moment that is just naturally experienced in your exploring of the world but I also agree with Joseph's point that because the game ends up having like
a billion other dragons that you find there's seriously so many dragons and they all mostly have the same move set it kind of takes away a bit of the oomph of that first experience it doesn't mean that first experience is invalidated or made bad but more so it's like if you ate pizza for dinner every night and eventually you were like all right I don't really want to eat dragon pizza anymore can can we have like rat Pizza mom the same goes for a lot of Elden Rings catacomb dungeons similar to The Chalice dungeons in
bloodborne or the shrines in breath of the wild the quality of experience you might have in one of these copypaste Interiors is a bit of a dice roll in all of the souls games you never know exactly what items you're going to find as rewards while exploring but the areas in bosses are usually so interesting to look at and explore that the real reward is really just getting to experience that area and fight that cool boss so even if the reward is something you're never going to use like another spell you don't really regret doing
it because it was a really cool experience the same does not apply to Elden rain all of these catacombs are not created equally some will have a cool and unique boss and a really useful piece of Loot and others will have a boss you've already seen a bunch of times and an item that you forget about the second you leave the catacomb funny enough this is actually a problem that's remedied by a second playthrough because if you have a Wiki open you can just avoid doing all the dungeons that aren't worth it but on a
first playthrough the one that's the best and the most memorable you don't know what all of these have so if you're like me you're probably going to do all of them and get pretty burnt out on fighting the same little statue in these pieces of for the most part the enemy and boss variety on display an Elden ring will blow your back out most of the time but seeing unique experiences that you've cherished like the reveal in spectacle of fighting AEL natural Bo of the Void get copy pasted into a separate dungeon or fighting a
godkin both of them for like the fifth time it's a bit disappointing the nice thing about Elden ring though is that you technically don't have to do most of this if a boss is too hard or if an area is too annoying for you you have so many other options of things to do and bosses to fight and places to see but this also potentially leads to some issues with the game's design previous Souls games that had a more linear progression path could quickly halt your progress with a super tough boss and you would have
to either grind enemy mobs for souls to level up or just slam your head against the wall until you hopefully eventually break through Elden ring being mostly nonlinear actually remedies that problem and finally adds a sort of difficulty slider to the souls games if a boss is giving you a swirly just go do something else maybe find a better weapon learn some new skills or spend time practicing your parries against weaker bosses I don't know there's a lot of stuff you could do then once you're better prepared head on back to that boss that was
you up and say it's opposite day you slug huzzah that's pretty amazing right this makes the game so much more accessible and less intimidating to a new player that's never been beaten to death by a rat before but this syst system of sort of choosing your own difficulty could also potentially rob you of a compelling experience this game is so godamn big that there's bound to be stuff in the early areas that you won't find until way later in the game and when you do find it maybe it's a super awesome unique boss battle with
like a really cool reward that you beat in like two hits in some cases this feels amazing it fully feeds into the power fantasy of wanting to make the biggest alive and can be super sad satisfying to just totally fart on a boss that once had you breaking 2x4s from aards over your leg but sometimes it can feel underwhelming and disappointing I think the fact that the game doesn't have level scaling for enemies is much better than an alternative where it did because level scaling can often make a game World feel pretty artificial and your
progression feel pretty meaningless but I do think there's a world where you could have a bit of both I think if you visit areas in the game that you're very obvious overleveled for the game could maybe flash a little prompt that says hey do you want to make this fight scale to your level to maybe make it a bit more satisfying and maybe we give you extra runes as a reward for upping the difficulty I would love that Mark Brown of game maker toolkit makes a great point in his video about how hollow Knight actually
changes the layout of early areas and UPS the difficulty of enemies to keep things more challenging and interesting later in the game and I think that's a great example of something that Elden ring could have potentially done as well speaking of Rune rewards for defeating enemies holy they are all over the place in this game and make like zero sense donkey talks about this in his Elden ring video and I wholeheartedly agree like the difficulty of an enemy does not correlate to how much money you get for defeating them it's honestly ridiculous in a lot
of cases Also let's talk about respecing stat points once you defeat renala at the Wizard Academy Ria lucaria you unlock a way to use specific Marvel tier items to reallocate all of the stat points that you've spent money on and this is amazing this means that if you find a weapon or spell that you really with but don't have the stats for you can retool your character to be able to use them and switch up your play style and experience one of the many amazing builds that you can do in this game so why the
can't you do the same thing with weapons Elden ring offers no way of transferring or respecing weapon upgrades from one weapon to another and it makes zero sense to me you find so many cool weapons in this game and it is a total pain in the ass to make switching to them actually viable yes you can find the smithing bells that let you buy an unlimited amount of upgrade resources from the merchant but a what if you don't find some of those bells on your first playthrough where you're not looking stuff up and B I
don't understand what the harm would be in letting you get back some of your upgrade resources from a weapon if it meant me that that weapon went back to its base level right you would be so much more excited to find even if it's something out of your typical wheelhouse the Resident Evil 4 remake which is fantastic by the way I talk about it on my second Channel Jaquan the G will like subscribe rate comment five stars lets you sell weapons you've upgraded back to the merchant and you get most of the money that you've
put into upgrading that weapon which is amazing so why can't Elden ring have the same thing another thing that can feel so ass backwards and outdated are the NPC side quests and how you progress them these games have always had super convoluted NPC side quests and I know it's partly because Miyazaki knows that with the internet everyone's going to get together and figure it out so you can afford to make it complicated whatever I I get that but I still think that some of these more basic ones should be doable by just using your common
sense it's one thing to have NPCs not progress their dialogue or do something until you go rest or leave area when it's a smaller more linear game but it's an entirely different thing to have that same in a massive open world game where people are supposed to move around from place to place but will never do it while you're watching them so you got to go rest at a bonfire and then wait no wait I messed up you got to rest again to load the guy in cuz it's not night time if you rested and
then died and then came back like what the I went where the told me to why does this require so many other extra un scen steps I only and moan about this because the writing and voice acting in this game is so so good like so heartbreakingly good and because the storytelling and lore bits are so few and far between you'll chase after whatever scraps you can find but at the end of the day I make these videos to criticize the things that I love video games I love them so so so very much and
I love Elden ring more than most other video games I am so eternally grateful to be alive in the same timeline that from software is cranking out games of this quality Elden ring is not only a continuation of the Dark Souls franchise it is an evolution of from software's trailblazing game design a design that I think defined the last 10 years of gaming and with Elden ring could very well Define the next 10 Years of Gaming as well a massive Journey with some of the most beautiful vist I've seen since Windows Vista and some of
the most challenging grueling bosses that I have taken on and overcome since Windows Vista thank you to hakam Miyazaki and from software for taking a chance with Demon Souls thank you for making some of my favorite games ever made and thank you for watching this video I'll see you later gamers [Music]
Copyright © 2025. Made with ♥ in London by YTScribe.com