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Elden Ring: Shadow of the Erdtree - Blind Let's Play Part 29: Scorpion River Catacombs 

BlueLizardJello
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Thank you to Bandai Namco for the copy of Elden Ring: Shadow of the Erdtree!
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Channel Memberships: / @bluelizardjello
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FALL FROM GRACE
The Land of Shadow. A place obscured by the Erdtree.
Where the goddess Marika first set foot.
A land purged in an unsung battle.
Set ablaze by Messmer’s flame.
It was to this land that Miquella departed.
Divesting himself of his flesh, his strength, his lineage.
Of all things Golden.
And now Miquella awaits the return of his promised Lord.
Character Information
Background / Motivation
_An older, classical knight. A Golden Order Fundamentalist who worships the Erdtree.
One of the earliest followers of Miguella. Believing that Miquella would be the future of The Lands Between.
Branded an Heretical Prophet, banished from The Lands Between after a vision where he saw fire and Miquella walking away from the Gorden Order. A vision he never believed could be real.
He continued bringing kindness to those who needed it outside of The Lands Between, just as Miquella would have done. Always hoping that he would one day find his Grace and set his eyes on the Erdtree again.
Now, he finds himself back in The Lands Between in search of answers. No longer recognizing the land where he was born and raised. What has happened to his beloved homeland? What happened to Miquella? Did he really betray the Golden Order as seen in his vision?_
Armor
Greathelm
Tree Surcoat
Knight Gauntlets
Knight Greaves
Blue-Gold Kite Shield
Weapons
Miquellan Knight's Sword
Weapon Skill: Sacred Blade
Mace
Ash of War: Prayerful Strike
Short Spear
Ash of War: Impaling Thrust
Pulley Crossbow
Weapon Skill: Kick
Golden Order Seal
Talismans
Godfrey Icon
Carian Filigreed Crest
Green Turtle Talisman
Faithful's Canvas Talisman
(Whatever the situation demands.)
Spirit Ashes
Haligtree Soldier Ashes
Great Rune
Radahn's Great Rune
Incantations (Preferred Incantations based on his background)
Elden Stars
Erdtree Heal
Protection of the Erdtree
Blessing of the Erdtree
Discus of Light
Radagon's Rings of Light
Triple Rings of Light
Wrath of Gold
(Sorceries/Incantations, whatever the situation demands. See his fighting style)
Stats
Starting class: Prophet
Vigor 50
Mind 20
Endurance 25
Strength 30
Dexterity 12
Intelligence 32
Faith 50
Arcane 10
Fighting Style (All-Rounder)
Sir Mik preferably uses Holy Incantations to strengthen himself and defeat his enemies.
He is very experienced in battle and warfare. He has seen it all. In his time away from The Lands Between he learned to craft and use a great variety of tools, whatever necessary to survive.
Being originally a Golden Order Fundamentalist, Sir Mik is well trained in Incantations and Sorceries.
He acknowledges that, to win a battle, one must to be able and willing to use everything at their disposal.
(With his high Faith and Intelligence, Sir Mik is basically able to use whatever is necessary to win a fight)
Socials
Discord: / discord
Twitter: / bluelizardjello
#shadowoftheerdtree #eldenring #bluelizardjello

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5 июл 2024

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Комментарии : 31   
@duncansumter-fazio475
@duncansumter-fazio475 19 дней назад
I like when there are clues that the wall is fake. Good environmental storytelling that can indicate “not everything is as is seems”
@livefromplanetearth
@livefromplanetearth 19 дней назад
internet went out but the cell tower is back! screw you beryl! hahahaha
@nihil14
@nihil14 3 дня назад
They upped the game in those catacombs. Clever puzzles, nicely hidden side-paths, just overall interesting areas. And all of that even without illusory walls. I had to go through this catacomb several times before I found the path at 47:45, maybe I should play more like Blue and plunge in mere panic from the main path 😏
@bluejay4960
@bluejay4960 18 дней назад
FYI- rejuvenating boluses are craftable. The cookbook is sold by a merchant in the base game in mountaintops of the giants :)
@synergy67
@synergy67 13 дней назад
I've been looking forward to when you went through the Scorpion River Catabombs. Fun cave that puts your brain to work. I feel similarly about illusory walls-I like them okay when they are used sparingly and when the environment cues you into their location if you pay attention, like, say, the one in Volcano Manor which is behind a body on the floor and the painting on the wall is askew. I really don't care for them when they are just random and would have no discernible reason to exist. Hitting every possible wall is not fun, but I have been doing it a lot in the catacombs in particular.
@ivantopalov7583
@ivantopalov7583 7 дней назад
The point of illusory walls is to make youtubers (and other players, but mostly youtubers) hit every wall and cause them frustration. The fact that hitting every wall is terrible content is just a bonus.
@BlueLizardJello
@BlueLizardJello 7 дней назад
I like your style.
@zipbangcrash
@zipbangcrash 21 день назад
I think that illusory walls sort of demonstrate something a bit broader -- clever is a spectrum. Depending on where one sits on that spectrum, they either are or are not impressed with something's cleverness. Maybe the novelty of an illusory wall works that first time, and then subsequent times as like an inside joke for a fandom, so I don't consider them bad per-se. But it seems like a lot in game design, like in life, is maybe meant to be more clever than many are going to find it to actually be. We all know jokes land poorly if they have to be explained too much...
@BlueLizardJello
@BlueLizardJello 21 день назад
That is really astute and I need to go wider that more often!
@blind_playthroughs
@blind_playthroughs 22 дня назад
Divine Bird Warrior Ornis is pretty good. I gotta do some testing with the new summons on stream tonight. A good test dummy I was thinking is the Bird Warrior you fight after you go through the teleporter next to castle Ensis
@BlueLizardJello
@BlueLizardJello 22 дня назад
Ohh, yeah! Smart!
@knyght27
@knyght27 20 дней назад
BLJ I swear I'm being 100 percent honest right now, but I had 'Big Trouble in Little China' open in another window while I was watching this. And I was switching between the movie and your Let's Play. And then you mentioned it when you saw the basilisk eyes floating down the corridor
@SLADE3128
@SLADE3128 18 дней назад
:D I love you Blue. Shackle is boring, whacking walls boring. I say what blue usually says, you do you, play the way you wanna, you don't wanna hit walls, don't, only hit the ones that give you a feeling, but I do feel that Fromsoft restrained themselves a lot on using them everywhere. There really aren't that many and usually they are clumped in elden ring at least. You can come back if someone leaves a hint that you missed something. We got you! just have some fun, go hit those walls ;)
@SLADE3128
@SLADE3128 18 дней назад
Need to add, came for the commentary, stayed for the awesome silliness!
@parthachem83
@parthachem83 16 дней назад
On the matter of illusionary walls, I would definitely prefer having clues around or some distinct feature that can be recognized. Initially, it was like that. Then all walls became exactly identical as any other normal ones. It definitely feels u need to smack everything until it clicks. Not a smart mechanics. Instead of shackles, they should have added clues or something like that. Pretty sure all the illusionary walls found in game is either by accident or by data mining since their is no clever way (if u don't use shackles which wasn't there in other games)
@BlueLizardJello
@BlueLizardJello 16 дней назад
There are a handful of illusory walls in Elden Ring that are "obvious" and appreciated. But most are just "Why would I have tried this?"
@parthachem83
@parthachem83 16 дней назад
Some of them are obvious but very small percentage. Would prefer all being smartly distinguishable
@StudioArrayMusic
@StudioArrayMusic 22 дня назад
@BlueLizardJello
@BlueLizardJello 22 дня назад
Ayyyy!
@Manan_Agrawal056
@Manan_Agrawal056 22 дня назад
I don't like those big eyes... It creeps me out😢
@blind_playthroughs
@blind_playthroughs 22 дня назад
Bassilisks in general freak me out
@BlueLizardJello
@BlueLizardJello 22 дня назад
I've loved them since the Dark Souls 1 days :)
@Manan_Agrawal056
@Manan_Agrawal056 22 дня назад
@@BlueLizardJello 🤣now you are straight up flexing here🤣
@BlueLizardJello
@BlueLizardJello 22 дня назад
@@Manan_Agrawal056 it helps that I've always loved reptiles and basilisks are actual lizards! They just look nothing like these.
@Manan_Agrawal056
@Manan_Agrawal056 22 дня назад
@@BlueLizardJello I figured that would have been the case given your channel name😅 and your shorts video about loving us even more if we were worms🤣🤣
@NiksSofa
@NiksSofa 14 дней назад
1) This game is not meant to be played offline. Finding all illusionary walls is supposed to be a community effort, and knowledge shared via in game messages. Complaining about hard to find illusory walls is completely missing the point. 2) remind me again, how do you make your weapons stronger? Ah, right. they get +1, +2, +3.... now, would you really prefer to find an upgrade material instead of a medallion +3? So you have to go somewhere, and have menu interactions just for that? Or even worse, might have to farm upgrade materials to get the highest level of all non-weapons? Or would you prefer there not to be any upgraded versions of the things, so you would have to use the basic one you get in the first hour in the base game all the way to the boss of the DLC? Please stop complaining about these things. Especially since you were quite obviously happy SEVERAL TIMES when you found a +3 charm/amulet/whatever.
@BlueLizardJello
@BlueLizardJello 14 дней назад
I will literally never stop talking about mechanics that I find unfun. Why am I not allowed to have my opinion when you have yours? This is a surprisingly brash take from you. 1) You're making an assumption on how the game is meant to be played. Sure, being part of the community IS a part of these games. However, someone has to find it (illusory wall, invisible walkways, solution to a puzzle, etc.) initially. And if it is found by dumb luck, chance, trial and error, there's nothing clevee about it. Sure, the information will spread like wildfire, but is that good game design? I don't think so. When a solution makes you think and challenges the player, that is good game design! 2) Why is it such a problem that I take issue with +1, +2 talismans? They're boring. Especially when they are the culmination of a quest line or intense exploration. There's zero originality. Yes, they are objectively better than the base version, but so what? It doesn't feel like a reward to me. I would rather an upgrade system or just having the base versions and that's it. The DLC added some really unique talismans that we have never seen before! But these +1, +2s are again, boring. I'm sharing an opinion, one that I have given a lot of thought too and an opinion that talks about my personal preference for how games function. And these opinions will come out in my commentary because they are on my mind and because I critique the things Iove.
@NiksSofa
@NiksSofa 14 дней назад
@@BlueLizardJello Most firstly, of course you are allowed to have your opinion as of course i can have mine. But I think you are wrong, so I tell you so. I did not want to sound brash, maybe i could have spent some more thought on the words I use. about illusory walls: You assume that there always has to be a clever design/idea/system in place to find them. I think blind luck is just as valid way of finding them. I'm pretty sure there were some even designed to be found while fighting NPCs placed close to them. Is communal effort of finding them good game design? Hmm. I'm not sure about that. My point was that it was "intentional design". I don't think the thought process ended with "lets just throw some random illusory walls everywhere". I'm pretty sure, that they made them hard or even impossible to find for one individual, and relying on there being thousands and thousands of players playing the game and finding them. (btw the same goes for any part of the game. Fights, finding secrets, bosses. get summon help, read messages, see ghosts die, etc) I personally think that counts at least as clever design. possibly even good. about 2) medallions +42 I find it annoying (me, personally, feeling, not objective in any way) that you keep complaining about the +1's. The core of the differing opinions here seems to be that these things "don't feel like a reward" to you . And I guess I just can't understand that. Even you are happy to find some more powerful +3 version of a medallion that you use. some of the medallions are quite a bit better and "objectively" a reasonably powerful reward. Of course some are for a build or playstyle that you just don't use, so those definitely don't feel like a reward, i get that. But isn't that the "fault" of the specific item? And not the of the whole "finding +1, +2... versions" ? If you really would prefer a weapon-like upgrade system for the medallions, I cannot imagine you would be more happy finding the "make medallion more powerful item" in the chest of the dungeon. And they way they did it, they have the option of matching the theme or challenge (dungeon/exploration/combat/etc) to the reward. I still think you are wrong :D and i won't promise that I will stop complaining, but I will make an effort to do it more politely
@BlueLizardJello
@BlueLizardJello 14 дней назад
@@NiksSofa I really, really like this comment and I want to break it down. You articulate your points in a way that are not only easier for me to understand, but have caused me to rethink some of my own opinions! I do personally believe that clever game design or smart game design is all about the intention. I think we agree on that. You believe that the community sharing information is enough of an intention for something to be good game design (and if I misrepresent any of your points, feel free to let me know!). I just don't think that's enough. I welcome obscure and challenging puzzles/solutions/etc. and there are *many* things in the From Software games that I only know about because of community involvement and information sharing. However, if I don't have an "aha!" moment finding out what the solution was, I am left feeling ultimately tricked by the developer. There are players out there whacking literally every. single. wall to see if it's an illusory and while they find it fun, I don't find it reward. But you mentioned something that I think is brilliant! Sometimes, they will use the environment to cause a player to accidentally hit an illusory wall (e.g. placing a stationary enemy close enough so that the player will almost certainly engage with it). That is *brilliant* design! Similar to using a basic piece of loot on an ledge to prompt the player over and have them see that they can drop down to a new area. This is clever. This is engaging. A wall that is identical in every way to the other 187 walls in the catacomb with no reason to hit it other than just to hit it and see if it disappears is tiresome. Yes, the community can then leave notes directing another player to it, but I still don't find it rewarding without a satisfying solution in the first place. For the talismans, I just don't see myself budging on this issue. And I honestly can't remember a time when I was excited to see a +1 or +2 version of a talisman that I was using. I obviously equip them; this isn't some strange principled stance I'm taking. But allow me to clarify just a little bit: if the upgraded version is loot found within a cave or a special enemy loot drop or just found on a corpse while adventuring, I can overlook that. I find it boring (even if its one I will end up using), but that's just me. However, I cannot stand when From Software uses them strictly as plot devices at the end of a story beat. Just in this DLC alone, they have done it several times. The Crimson and Cerulean Seed +1 Talismans after blowing the finger horn in the Finger Ruins of Rhia and Dheo mention the two-fingers in direct connection with the Erdtree. That's your reward from traveling through two fairly large areas that are atmospherically awesome and otherwise empty. They had an opportunity to do something big and unique and interesting and instead I can heal slightly better. I was similarly let down when the giant shiny held by the Statue of Lord Gwyn in the Ringed City DLC of Dark Souls 3 turned out to be an improved Chloranthy Ring. These 3 examples make sense for how they are written and are objectively better than their lesser counterparts and yet I see it all as wasted potential. For the upgrading, I'm not a developer and I don't know what it looks like. You're right. If I found a legendary crafting material that improves my talisman in a chest at the end of a long dungeon, I'd be similarly disappointed as I would be just getting an upgraded talisman. But maybe they aren't upgraded through direct upgrade pathways. Maybe there are quests or challenges. Maybe they can be ascended in NG+. Maybe the base version is enough and we work with what we have for our builds. I don't know. My last point of yours I want to challenge is this: "Of course some are for a build or playstyle that you just don't use, so those definitely don't feel like a reward, i get that." I disagree with your assessment of me completely. My annoyance at these talismans as rewards has nothing to do with whether or not I will use them. If it is better than what I'm using right now, it's going on right now (perhaps begrudgingly). If this was the source of my discontentment, then I would groan when I got a spirit ash that I don't plan on using. Or a legendary weapon that I'll never have the status for. But I love finding those. My inventory is full of items that I was thrilled to get and felt like genuine rewards that will never see the light of day on my character! That's it for now. I appreciate the response and it really helped me think more about my opinions, especially in regards to the community involvement and "intention" behind game design. For now, keep complaining! You'll keep me on my toes :)
@NiksSofa
@NiksSofa 14 дней назад
@@BlueLizardJello Illusory walls: "However, if I don't have an "aha!" moment finding out what the solution was, I am left feeling ultimately tricked by the developer." "A wall that is identical in every way to the other 187 walls in the catacomb with no reason to hit it other than just to hit it and see if it disappears is tiresome. " Remeber the "Pendant" starting item in Dark Souls 1? The one where Myazaki himself hinted in an interview that it had some hidden use? Yeah, it does nothing at all :D I think it is important to remember that the master and commander of all of Fromsoft Soulslikes is a dirty little trickster who loves to see his players stumped :) And besides, your situation is different to "normal" players. Your youtube-series does not allow you to play online, so even if you wanted to, this community path is not an option for you. If it's any consolation, you can be sure that Myazaki is watching you play and giggling all the time you pass one of the 187 similar looking walls. :D Medalions: "However, I cannot stand when From Software uses them strictly as plot devices at the end of a story beat. " "My annoyance at these talismans as rewards has nothing to do with whether or not I will use them." Ahhh! This is what you mean with "does not feel rewarding"! I get it now! It's not rewarding because it is just a "number-goes-up" item, and not a part of story, which is what you actually feel rewarded by! Now this all makes much more sense to me. I understood your annoyance at the +1 items too litteraly as "the problem is that they are the same but +2 etc." But you actually dislike that you get a Medallion at all (of a version you allready have)! Alright. Sorry for making you write all this text until i understood what you mean. But it was not wasted, i get it now :)
@synergy67
@synergy67 13 дней назад
I want to be the one to figure out the secrets, not just get tipped off by the community. I like clever and subtle indicators to check certain places. I saw plenty of people not notice the clues for illusory walls in the base game, like the (in retrospect) glaringly empty bookcases in Raya Lucaria...or, more subtly, the picture of Renalla on the wall near one of those empty bookcases in which she is literally pointing in the direction of the secret passage, which is pretty funny if you think about it. Even with the clues, many of these secrets are not so easy or obvious to find. Just past the two mages on the staircase as we enter the Church of the Cuckoo, there is a secret room in the right corner inside. There is no clue it is there except that if we look at our environment as we pass through (including looking down into that very room from above on the roofs later) we can see there is a big room there and might work at getting into it. But, with no reason at all to anticipate there is something beyond a point, it's not mentally satisfying to just randomly happen upon one, though I do like the mechanic of being likely to hit a wall in combat to find it, like by Iji, but that archway there is also all but screaming that there should be a doorway there. Nearby, the illusory floor where the Royal Revenant boss fight awaits, is very difficult to find unless you have noted that every named ruin on the map so far has had a basement you should expect to find, and pay close attention to the environment to see the rectangular doorway shaped lining of bricks on the floor around it. That one is kind of annoying, but the game has given us at least two clues for expecting/finding it. The hardest secret wall to find gives us multiple clues, but it's still so hard to find, and that's the Sellia Hideaway cave. We can get a note from a merchant telling us there is a hidden cave past a graveyard beyond Sellia. Sellen tells us Lusat is probably hiding out somewhere around Sellia. When we get to the graveyard above Sellia, if we follow it stringing along all the way up past the church, we see one giant tombstone taller than the others, and in front of the tombstone is a battlemage just standing there doing or protecting...what? The secret cave is directly behind that tombstone and sorcerer. That's four clues all pointing us to the exact location ultimately, but I think it is still one of the most missed secrets in the base game. It's rewarding when you find it because you put the pieces together and noticed the environmental clues that something unusual is going on in this spot. How rewarding would it be if the only way to find that cave was to randomly roll against a random portion of a cliff base out in the vast open world for no particular reason?
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