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This is Elden Ring with no learning curve. It's a process which has FromSoftware essentially throw players into the deep end and encourage them to swim to ensure safety. Perhaps the user interface could be a bit more specific? I suppose so. Can the developers make a concerted effort to further enhance the combat mechanics, moving past the confusion of Elden Ring Runes the previous versions?
Sure, anything is possible. Personally, however, I wouldn't desire a game that runs as every other game. It helps to get a surprising amount of pleasure from Elden's repetitive die-retry loop Naturally, and it's refreshing to be able to see FromSoftware persistently adhere to its decades-old conventions. Akin to a project that rejects modern sensibilities such as high-definition graphics as well as faster frame rates in order to achieve the desired aesthetic, Elden Ring wouldn't be an appropriate successor to the Souls lineage in the event that it didn't graciously ask players to alter their behavior to its eccentricities rather than it being the opposite. But, let's be clear: Elden Ring isn't what It and the predecessors are claimed to be by ardent fans as well as detractors. The newopen-world system appears to be an intentional choice made by FromSoftware to extend a fig leaf to folks who had a blast playing previous Souls games, many of which were more linear as Elden Ring.
When you get stuck on a challenge during Dark Souls or Bloodborne, for instance, often meant crushing into that same wall over and over again until finally breaking through bloody and bruised, but the Lands Between provide much more to see and do. A lot of time can be spent exploring these regions prior to the first major Dungeon and the check of a boss. You can also collect loot and increasing levels until you're overpowered enough to reduce Godrick the Grafted into a pile of amputated limbs with little effort. You can skip the fortress entirely if thought you've had enough his insanity, an effective plan for when you're ready to check out what the rest of the game can offer.
At its heart, the elegance in Elden Ring is found not in its difficulty, but in the little things you do during the earth-shattering boss fights. It's about exploring every shadow-filled space and obscured by fog of the environment in search of objects you'll never use. It's about turning the camera just right to see around corners and over precipitous slopes to find hidden dangers. It's about clambering into coffins which take you over and up waterfalls, to caves that were largely forgotten by time and inhabited by eldritch creatures from out of the sky. It's about soaring over the cliffs of a dead, impossible massive dragon or the giant branchings of a golden Tree Both of them have been so closely woven into the structures of Elden Ring Runes buy an aging capital city that over the course of centuries, before you arrived, they've become more architecture than biology.