The game is a combination of look at that place, go to that place, find dead end, go explore, find the way forward. Liurnia had that too. You feel lost initially, so you explore, then you find the way forward. One of the best game values I've ever purchased.
Yeah the open world could def use some improvement.. as this was Fromsofts first open world souls like game. The dungeons are a lot more fun than the actual open world.
@@Kira-pv4xq the original red dead redemption was a perfect open world. Just enough random number generator events to make it feel populated. Elden Ring was top tier too... all I'd ever add to it are more npc's with dialogue and an open world randomizer for ng+
@@Kira-pv4xq yeah improvement is always possible id say when it comes to open world but from the games i played with this style of open world, its easily the best. Im mainly comparing it to botw/totk
The teleporter chest near the start of the game that teleports you to the capital and shows the fogged over map was such a breath-taking moment for me when i realised how big the game was going to be.
* Exploring Limgrave * - This is going to be a big game * Seeing Liurnia and Caelid * - Oh wow this game is massive * Getting to capital * - Holy shit the map is huge, never stops * Being told to go to the Mountian tops * - * Mind blown *
The map is big but it's nowhere near that big as it seems. Most of the actual playable map that is revealed when the fog is cleared is like 45-60% of what you see on the map. Although there is an underground map as well that maybe can cpmpensate some of the missing percentage.
Same, i'd say it's a pretty big learning curve in understanding general legacy dungeon design in the souls games, since as a new player, i was lost, constantly.
@ihavevisionfearme As an experienced player, it is still much more difficulty in exploring than the levels fromsoft has made in their previous games, since none of them featured as much verticality as stormveil. Stormveil is multiple levels on top of each other interconnected. The previous games had verticality but it would be much less complex. With each new release they added more layering and verticality, but Elden Ring was a big step up. And then there's Leyndell, probably my favourite level in any game ever.
Stormveil is super easy for me now, but at the beginning of the playthrough I kept getting crushed like an empty soda can. Got frustrated with Margit and Godrick and they almost made me quit.
I think this is the sole beauty of the souls series, when i first started playin souls, ive started with dark souls 3 because of its OSTs, and at first gundyr seemed like impossible and as you grind through it, learn its attack patterns, that goal of defeating the boss doesnt seem so far
The game does tell you where to go right from the start: follow the light. The sites of grace lead you to your destination and the game is very explicit about that. That is the "road" players are supposed to follow. The reason why this doesn't work for most players is two-fold: 1) The challenge is too tough. They can't advance through the main quest, so they go elsewhere instead. 2) They get distracted by other interesting areas, enemies or quests. Elden Ring is designed to pull players away from the main quest. It's even designed to pull them away from side quests to other side quests. And then it pulls them back to the main quest. Back and forth all the time.
I thought most people did the same thought process of "oh, the game clearly wants me to go there, I'm not gonna go there so I can explore the map before advancing", I personally do that every open world game, didn't realize they just get distracted lmao
@@merfozz7425 same! i personally hate when games make it impossibly unclear on where i am supposed to go for the main quest not because i need to be handheld through progression but because that way i will always explore literally everything else and only then take the intended main way forward. the worst thing that can happen imo is accidentally doing main quest before all the sidequests lol. the best part though there has never been an issue with that in elden ring for me because the game allows you progression to be so non-linear it barely matters what you do first (and when it does matter it's usually pretty clear, like "are you sure you want to burn the big tree right this moment and go against half of the world or should i wait for you finish your stuff first")
@@plznerf6025 Yeap. I just beat the game, and very likely will not play through it again. I've already seen it all, and my ego doesn't depend on being able to wave a big fancy sword just because I can wave one, lol.
This game establishes very early on with the tree sentinel that blindly following the main path forward sometimes isn't the best choice, if you run into a tough spot it can be best to find another way around or come back later, and Margit is a great example of that. The first NPC you meet tells you to follow the grace to Stormveil Castle, that's where the main road lead you to, and that's where the game itself tells you to go through grace. So you're a new player, you run straight to Stormveil, but then you meet Margit and he beats the living crap out of you, and eventually you decide this isn't working and you leave to go explore some place else. You decide to adventure south, you find a bunch of new landmarks you never saw on your way to Stormveil, maybe you get some new ashes of war and some new weapons, then you go even further south and end up in a brand new area, this place starts out with a woman explaining that the servants from her csatle have all rebelled, and everywhere you go you find misbegotten and the corpses of the people they killed, this area has it's own story arc. Eventually you get bored of that and go east to Caelid, everything there is scary, the sky is red and everything is way too strong for you to fight, but you find even more upgrades, suddenly you open your map and realize that Limgrave, what was originally the entire map, looks really small now. By setting up some strategic roadblocks early in the game you are incentivized to go out and realize just how open the world really is, if you could just blitz the first main boss I think some players would end up missing out on some things that they otherwise wouldn't have taken the time to comb through
I went pretty directly to stormveil and died to Margit many many times. Decided I was gonna explore and didn't fight him again until I was close to 40 or so hours in on my first playthrough haha. I'm about 70 hours in now and feel dumb for not getting this game earlier and makes me want to play through the souls games as this was my entrance to the soulskiroborne ring games
Honestly on my first playthrough I immediately went south. I saw the dude on the horse and said fuck that then I went far east and had a fun time. No idea when i fought Margit
@@KTheStrugglerright? I’m sure you didn’t play before because you heard all the constant memes about how tough the games are but Elden Ring is actually not even as hard as regular games on the hardest difficulty settings. So it’s totally doable for average players, like the enemies do, do a lot of damage if they hit you but it’s way easier to avoid attacks than other games because you seem to be invincible while rolling somehow which I haven’t noticed in other games. So you don’t even really need to parry much which I suck at lol, Shouldn’t have psyched myself out about the difficulty
@@knowingbadgerI did the same. I remember that I wanted to see what was in that tiny island at the very bottom of the map… I knew right there that the game was great and I should enjoy it as much as I could.
I mean, it's similar to other FromSoft games. In DS3, when you get to the High Wall, the first area after the tutorial, you can immediately see the Grand Archives and the path to the second to last boss. Lothric can also be seen from most places in the world, and after you beat Vordt in High Wall you also get a peek at most of the aboveground areas. In DS2, Majula lets you peek at Castle Drangleic and Heide's Tower of Flame. In DS1 you can see the walls of Anor Londo and the depths of Blighttown from the main hub. You can see lots of far off areas in the early stages of Bloodborne as well. Many landmarks in Sekiro are also clear...
Agree, however I think the fact that Elden Ring's map doesn't have any real verticality or "intertwining" parts makes it far less interesting than the other Souls maps W take
@@UGCP744 oh yeah, for sure. First time around the map is a banger, it just keeps getting bigger and bigger and there's *so* many things to do. For the first playthrough or two, it's amazing. But after that? It keeps getting more and more tedious to the point where even if I feel like doing another run, which I periodically do for all the other games, I tend to quit by Raya Lucaria, because it's just. So. *Tedious.* I mean, hell, the game has you running around for the first *two hours* of every new run just to get set up. Now, sure, you don't *have* to do it... Just like you don't *have* to use armor or even *weapons.* You don't *HAVE* to. Sure would be a good fucking idea to do it anyway, though.
@@YTDariuS-my6dgYou're not required to get every item for your build. For example, while you can of course get the items that give you the most parry frames for a parry build, you can instead learn to parry better with fewer parry frames. That's true for all builds: you can skip the "optimal" items. I mean, when you think about it, how can an item even be optimal if it's excplicitely not fun to make the journey to get the item to begin with? Fun optimization should be the goal, not build optimization. And if getting the item results in a monotone grind rather than challenging fights, how is that optimal? If it minimizes your fun, why do it?
@@ETBrooD hm, how do I say this... It's a lot like real life, kind of. You need to do some unfun stuff so you can have more fun later. Like you said, getting a tool like, say, a parry shield with good parry frames may not be particularly fun, but the extra wiggle room you enjoy with it for the rest of the game more than makes up for it. That's how I used to play all the From games I have. Instead of going into NG+, I prefer to make a new build. I actually enjoy early game struggles and find the most enjoyment in areas like High Wall, Yharnam, Forest of Fallen Giants, Undead Burg and the like. You could say that I consistently enjoy about the first 20% of a From game that I already completed. Problem is, with how massive Elden Ring is, something I like to call "replay fatigue" sets in way before I get to finish those 20%, which means the occasional mood to complete an entire playthrough is also difficult to hold up, as opposed to other games like, say, Sekiro, which I have no trouble completing when I'm in the mood for it.
I got minor issue with the map (not the world). Is really hard to display vertical scale on paper map, so multiple times I tought there could be path from one area to another and when I got there, I met 100 high cliff.
I wanna be clear, it’s not just you the map straight up does not show all the cliffs. Like there are a lot of areas with a line designating some sort of cliff or barrier but there are also cliffs that they just never drew into the map at all. It is rare but I noticed it most recently with the place infected with madness in weeping peninsula, good luck trying to get there by map because all the cliffs aren’t drawn
The most annoying shit is spending 2 hours trying to figure out a way to get to something, finally googling it, and finding out you can't go there until you do some quest first
@@Rujewitblood I had something similar happening to me. I wanted to get to the top of a mountain near Liurnia but I didn't figure out how to do it, so I gave up. Later in the game, doing Ranni's quest, I am teleported to a place with some ruins nearby and I realize that I'm on top of the mountain I wanted to go to at the beginning (I'm talking about the mountain in which you find the place you go to give Ranni her ring, basically at the end of the quest).
Probably the best open world environments and weather in any single player RPG made. SO many times I would stop and just pan around to look. From Sofrias well, Redmayne castle and the music/sound ambiance always fit perfectly the theme.
Pretty much the only open world that matches Elden Ring is Breath of the Wild( and ToTK by extension), and maybe Skyrim as well but to a lesser extent. I haven't played RDR2, but I've heard great things about it.
I remember thinking for most of the game, "no way you can go to that place". The answer is yes you can get to at some point anywhere you see in the game which is just amazing. The massive tree is what surprised me the most I thought it was something that's there but you don't go to little did I know you even go there at some point, best map design ever made, you see it you can go there no questions asked.
but theres actually a ton of open world games like that that allow you to go anywhere you see, Elden Ring is just really really proficient in the whole design of it fr
I adore how at spawn you can see the way forward all the way atop to the Great Brazier, But up there, You cant see Limgrave, As there is no way to return back in time to what once was before you explored and conquered.
I still remember playing Elden RIng for the first time, thinking that Limgrave was the whole map and that Stormveil castle was the end game and still thinking "Huh, this game is actually fairly big". Oh boy, when I realized, it had to be the best realization of my gaming years.
if you ever buy the game Okami about the wolf godess with the paint brush you will get the exact same wow moment as this. crazy when you think a game is long but its actually just the beginning.
I've seen so many people be reductive about ER's world design. I think because they dont know what to look for and they just enjoy it in ignorant bliss. They dont realize the the developer's invisible hands pushing and pulling you. The geography isnt just for asthetics. That forest isnt there to look appealing. The literal terrain facilitates exploration. The fact that the trees obscure the gatehouse when you first step out into the world makes exploration possible. The thrill of discovering the gatehouse ruins is made possible by you being unaware of it. But the developers havent left you to wander aimlessly. They uses "satellites" or breadcrumbing to pull you THROUGH the forest. They're called satellites because they orbit the major content. And lure you towards it. As important as what you can see is what you cant. Look at their use of sheer cliffs and rises and mountains and ravines and you'll start to see it. Not to mention the scale of things and the distinctness of assets allows for great use of landmarking. It makes possible for the world to work without icons. Try finding your way without icons in a different open world like Ass Creed. To make this point. The painting you find in ER and you have to find the location it depicts for the reward. I was able to figure them all out without having to google them. Now... if I took 5 screenshots of AC Origins. Do you think you could pinpoint them? Or even get close? I couldnt.
Alot of people are not looking at it like this and we need more of this. They just say: it's the same as all the other games. But really it's not. Darksouls and bloodborne really only have one way to get to the end. Elden ring is so much more open were u can skip everything and go right to the capital if you want to. Of course u can't get in without 2 great runes but you can at least get there. Like you said tree's blocking things are great. It's great when u can't just see everything so u wonder whats behind that big cliff and what's on top of that mountain. But they even were able to stuff in a great plateau moment with liurnia and just seeing on and on. I'm glad that u understand 😃
@@atlantic_love 1. Fort Haight in Limgrave - collect the first half of Dectus Medallion 2. Find a teleporter into Dragonbarrow near Third Church of Marika, go to Fort Faroth and pick up the second half 3. Go around Stormveil into Liurnia, at the end of the lake there is a ravine and from there just go to the Grand Lift Congratulations, you made it to Altus Plateau in 30 minutes or so
I believe the intended path of progression at the capital gate is to assume you cant enter yet & follow the road out, straght to Mt.Gelmir. where the player will likely take up the quest to hunt down other Tarnished, this quest naturally leads the player back towards the capital.
@@ni9274I went to Gelmir first because the capital was the super important seeming area I’d been working toward the whole game, so it seemed like it would be the last or one of the last major areas. So I wanted to do everything else first because I assumed it would be scaled really high. Turns out the scaling is way too low, which kinda ruined a lot of the fun cause I was way over leveled, especially with morgott. Idk what they were thinking with the scaling cause you either end up over leveled like me, or you get face fucked by the huge scaling spike just after
@@squidwardstesticles5914Morgott makes me sad, he is such a good boss but it's so easy to be like nearly level 100 when you get to him so he is too easy.
Elden Ring is one of a handful of games that made me drive to explore based solely on map design. Like, its ridiculously beautiful. I shouldn't expect anything less from the creators of DS. A masterclass of game design, they use Monolithic Architecture to invoke a sense of insignificance in the player, allowing a sort of terror in the sheer magnitude. Approaching and entering these structures puts them into perspective, giving you the sense that they are old, perhaps eternal even, and not just based on their classical, gothic, or renaissance designs. If you throw on a good ReShade preset and go with the First Person mod it takes it to another level.
The map (I mean the UI map) itsfelf is extraordinary well design, it's a map with a language and when you learn how to read it you can know what could be a point of interest or not. For example the gold aura around a cave entrance => mine. It's the first open world where I actually use the map as a real map to explore, and not just mark point to another.
Finding the alternate path to Altus was also really cool! I did know where the dectus medallions from watching runs before I played but I did find the ruin strewn precipice and makar organically just exploring Liurnia. That alternate route to the plateau and the real door to the capital are both in interesting spots on their respective maps. There's a valley splitting off of Liurnia? Wonder if there's something cool over there. Is that another door to the capital? I wonder if I can get in that way. This game in so many ways does the open world so perfectly. And I feel like I enjoy the game more than some other people, as a newbie to souls like gameplay in general I think the boss design in this game is like nothing else I've ever played. In no other game have I died so many times and not been filled woth seething rage lol. Every time I died I thought "yeah I shouldn't have attacked... why didn't I use my ash there... maybe I shoukd try this physick... i wonder if this weapon would work better etc." I'm not even done with my first playthrough and I really feel like this is one of, if not my favorite game of all time.
The tree reminded me of the huge statue of Kannon in Sendai my father took me to when I was a kid (look it up). He made me walk all the way up to the foot of the statue, and that massive landmark would grow bigger and bigger as we got closer. My first time playing the game, I didn't know anything about the capital. I pretty much ignored the story and just looked into every corner, so I ended up in the Altus Plateau via the other path, coming from the area with the wormfaces and passing by the village with the Godskin. I thought the lift was the end of the game and only later realized what the medallions were for. I even found the sealed path to the mountaintops before even finding Morgott.
There's actually two types of starts for new players. I also took this route.. I looked at the castle, then the tree, then turned around and went the opposite way lmao I went to the dragon burnt ruins and got dropped in scilia cave. Best start ever, lmfao... I eventually did everything in weeping penisula and limgrave before the castle (staying well away from caelid), then went back to caelid just before altus.
I recently watched a indie devlog by thatFain where he talks alot about Elden Rings level design and map, and how hes using that in his own game! Was a pretty cool insight as well
this is the main thing i like about elden ring i could be told nothing and go to a seemingly random hut on the map which turns out to be the entrance to a massive level
Reflecting on my first play through so far…. It’s like a series or movie, alternating scenes between different events taking place… creating confusion, discovery, and, connecting things together.. love it
one great and very overlooked detail, if you start at the place where you first enter the open world and walk directly towards the Erd tree, it leads you to the road that leads to the castle
The area that has the 3 teleporters that require sigil keys is probably one of the best moments to get a feel of how huge and immersive the world is, from your spwan point, to farum azula, and finally Nokron. it also places enemies to show you how much you need to reach their levels and defeat them
Side note: that's not water in Lower Leyndell but an abyss. That's where the Nameless Eternal City fell from, hence you can't pass through it as usual.
The main door doesn't hold up water. You can observe that it's in fact a huge chasm there, where map draws "water". That chasm in right where the Deeproot Depths are. Most likely, some part of the city have literally gone underground in the past.
I wish I could have played Elden Ring as a kid in the 80's somehow. Before the internet, before Twitch, before any of that. I played as blind as I could the first time through, and didn't look at the wiki and tried to avoid spoiler videos, but a lot just seeps in unless you shut down RU-vid, Twitch, and all social media completely. And after my first run, I broke down and looked at the wiki. It would have been so awesome to have slowly and serendipitously learned the NPC questlines and the locations of all the caves and catacombs and so on. Some of the most powerful items in the game are subtly hidden... but the map is a key to finding out so much. Not only is the overall design great, but the in-game map we open up and look at is just an awesome tool and powerful storytelling aid.
the only place where the erdtree is invisible is consecrated snowfield. But thats probably due to the lower elevation than mountaintops of the giants, so the rock formations cover it. Not to mention the constant blizzard covering half of the region.
Fromsoft have always been wizards at map design and just game design in general. They had to have sold their souls to be able to make games this fantastic
One small thing is that if they find that bridge, they mostly likely check what’s at the edge, where they will see they can cross, and they most likely will And that gives them a different journey than most who find themselves at Margit
The placement of Malenias tower. Makes me think there was either a bridge that connected Caelid to Mountaintops. But it could also be to contain the rot in an isolated area.
Dragon Quest 1 is another game that also implemented the fact you can see the end of the game from the start of the game, and the whole map spirals toward that goal.
i think it is pretty clear where you need to go on the gates of leyndell. If they want to get to the tree they will just circle around the wall preventing them from going to the tree and find a way in. and if they do they will find the draconic tree sentinel.
also at the start of the game new players don't have torrent, so they will not likely pursue the erdtree after reaching gatefront. They'll end up fighting Margit way sooner, that's how it was with me.
When melina said to bring her to the foot of the erdtree and I saw that the "foot" is burried in water, I thought there's a way to find a boat and sail there.
Great video! I'm also surprised that other people haven't talked about the map. However, I don't agree that the Altus gate area is lacking. It forces you to explore more and I think that's Fromsoft's way of saying "hey we know you're following a linear path, but we made this game open world for a reason, so go explore!" If you follow the side path, you'll naturally end up at Mount Gelmir, opening up the player to experiencing Volcano Manor. Eventually the player may have explored all of Altus, and through that exploration I think it makes sense that players would eventually figure out the way into the capital. Sure, it does mess up the linearity that the main quest had so far, but I don't think that makes it lacking, because it forces the player to explore, and exploration is kinda the whole point of the game. You could just not explore at all and only go to the main required areas, but Fromsoft wants players to see the whole map, and I think the Leyndell gate scenario is them trying to encourage exploration. And plus, from the site of grace near the Leyndell gate, you can see that there's still more to explore off road because there's a staircase in the rock as well as trees and a troll on a cliff. At some point, the player would likely be intrigued and go that way, leading them to DTS and the entrance to the capital. Anyways, this was a fun watch. Subscribed!
since you can access this new DLC by defeating Radan and reaching the egg....is mostly like this part is in the middle of the game and maybe can reach a new ending by what you choose in the DLC
I think the only flaw with the map design is that there's nothing blatantly encouraging you to go to The Weeping Peninsula, the actual beginner area you should tackle before heading to Stormveil Castle. Seemingly the only thing encouraging you to do so is Margit gatekeeping the castle proper.
Its an intentional effect, the game alters distant landmarks, distorting the distances between them, you, and each other. It was partially to create the many gorgeous vistas, and also exactly what youre talking about with this video: an ingenius method of encouraging the player to explore the world without needing to explicitly tell you. The vague guidance at the start is just to get you started, with the idea being that by the time you're finished in Raya Lucaria, the player will have learned the importance of exploration, using major landmarks as general points of interest you should work your way towards. I didnt find the map design for getting into Leyndell was flawed; it might seem confusing on a first playthrough, but its very intentional that the door youre guided towards is a dead end. It clearly used to be the way in, but as you can see when you get the area map, that door opens to a huge pool of water. It obviously wasnt always this way, and so the mystery of why, how and when a large chunk of the city was replaced with water is one of the many questions the game wants you to be asking and trying to find answers for. It also forces you to explore an area of Altus Plateau that otherwise most people would totally skip in favor of going straight to the capital. And that would mean no fresh crab meat courtesy of our best buddy, blackguard boggart
Once inside the city, you'll see it's not water behind the main gate, but a giant chasm. And you can find where that section of the city fell if you manage to find your way into the depths below the city.
There are lore theories that suggest the remains of the eternal city used to sit right where that watery moat is behind the Lyendell capital front gate and just like many other places we find throughout the game, it was cast underground by the greater will, that's just speculation, but who knows?
it pretty easily has the best open world map ever imo. it uses big, eye catching landmarks as visual 'anchors' for a zone, and then they put a lot of effort into hiding the side stuff while giving you just enough details that if you're observant you can notice.
the first time i played this game was off 2.5 tabs at a homies house and i just could not get over the fact that you could go to the structures in the background and they aren’t illustrated backgrounds for the area, he was right outside of leyndell and then just walked in and i was so amazed
You look into the distance and think "That's a big tree, but it's pretty close. I can make it there." and the further you ride, the quicker you realise "Oh, it's not close, it's really really big." Same with the giant forge.
Miyazaki said that he makes the team remake the level when they failed to guide the player's line of sight properly. That's the point most of the soulslike games couldn't mimick well.
My first 3 hours of this game were of me getting teleported into a cave in Caelid and getting stuck there even before getting the first site of grace you're supposed to get, and torrent. Finally, escaping the cave and realizing Im in video game hell and having to hoof it all the way back to Limgrave because I didnt know you could teleport in this game.
When the game first dropped, you couldn’t see the entire map through well placed fog by devs which I actually liked because you had to guess what are the other places look like.
Well I am an absolute weirdo, in my first playthrough. one of the first things I found after some random dungeons in the starting area, was the passage to Liurnia. I was in Liurnia and Caelid before finding Margit
Mountaintops of the giants looks so stupid from everywhere else on the map though, the actual map shows all these outskirts and valleys coming off the mountain (like an actual mountain) and then you look at and it's just a cube. Once you go up there it looks really cool though.
I completely agree that people should talk about the map more, and you make a lot of good points here, however, you didn't even mention my favorite part of the map; Siofra River and the underground. Going down that long well elevator and seeing the crumbling ruins filled with these unnatural beings who move so oddly (I had never seen claymen in my playthrough yet) took my breath away on my first playthrough. I wasn't strong enough to progress, but I was so excited to return and explore this mystery that seemed to follow different rules than the land I had explored so far. And then when I did return and progress further, seeing the space open up, and seeing the false sky and the ruins took my breath away again. And then when I defeated Rahdan and entered Nokron, only to see what I assumed was set dressing was actually a new region, and I looked down to see Siofra from above.... words can not describe how I felt. I had no clue these spaces would connect in such a unique way. The cherry on top being that you can also see Mohgwyn Palace from this area, another piece of what I assumed was set dressing. The interconnected underground regions are easily my favorite region in any game I have ever played. The regions by themselves are beautiful, but how they connect to each other, and the mystery surrounding it all, is truly a work of art in my opinion.
Bleak falls barrow felt more revolutionary and the throat of the world being seen for all around the world. But what elden ring has is the world story telling of dark souls to accompany these elements when you get there, like the damage to the castle, and the mangled arms everywhere, as well as the occasional flesh abomination made in the castle. By the time you get to the demi god you get an idea of him and the wars been fought at his door.
When i first played it i felt its kinda nice, after a while i found it boring for the small rune drop and hard to kill enemies for those runes, the map was small, very few (interesting for me) weapons etc. Then i found the lake area going around stormhill (couldnt progress it) and realized the map expands which blew my mind (played through 3 DS games before) and hooked me. Tried to get down on the slabs behind godrick, failed miserably untill i managed, battled my way through academia outskirts. After hours and hours i managed to level up enough to comfortably beat stormveil and starting area, everything without any wiki. It took me over 150h to reach Altus through the wyrm area and then virgins. Ended up not even reaching capitol when i deleted my first character and started anew with all my knowledge and im having a blast up to today with all sorts of characters and my (second) main entering ng++
someone tell this man about guidance of grace. The game literally points toward the biggest point of interest at almost every single grace. It IS the MAIN method of guidance whenever you're slightly stuck
I start every game murdering the tree sentinel cuz I'm a stubborn bastard. Then I either go straight to Margit or comb through Limgrave. My first playthru was sentinel > beastman of farum azula > attempt at margit then just exploring Limgrave.
I have always loved that Fromsoft respect players intelligence, Miyazaki and his team know that if you really want to play ElldenSoulsBorne games you are smart enough to find the way yourself, no pointers, no UI arrows pointing you to the next "objective". It makes you want to explore the world and find your own interpretation of what it all means. Incredible worlds.
Great video, i agree that the best part of the game is the map or environment itself. Though I would like to make a point about Lendell. Story wise the city was under siege so they wouldn't want any easy access in.
On my first run i thought the final boss is in stormveil castle cause the elden tree was just so distant and huge. I was like there is no way they created a map so big you can get there…
9:52 idk the first lift was allot less obvious than this, how would you know where to get the medallions without googling it and the forts aren’t big enough to be an eye catching land mark