Earlier this week, FromSoftware finally showcased Elden Ring with a full gameplay overview trailer, and boy was it worth the wait. The developer’s latest game totally blew us away and seems on track not only as one of 2022’s best games but perhaps its crowning achievement so far — which is a bold statement considering the pedigree of its iconic Darks Souls series. Here we’re highlighting six features of Elden Ring that really stood out to us from the trailer.
Elden Ring is Absolutely Open World Dark Souls
Back in 2016, FromSoftware designer Hidetaka Miyazaki explained that he felt Dark Souls was finished as of The Ringed City DLC for Dark Souls 3, leading many to wonder whether FromSoftware would move on entirely from dark fantasy RPGs within the same blueprint as the beloved series. And following the launch of Sekiro Shadows Die Twice, it nearly seemed as though that might even be the case. After the most recent presentation of Elden Ring, however, it’s clear that Dark Souls is still very much the template on which FromSoftware is basing its latest epic.
And I say epic because that’s exactly what Elden Ring looks like — a sprawling, enormous dark fantasy open world that is absolutely Dark Souls on an epic scale. Make no mistake about it: FromSoftware’s latest game is very familiar territory for the developer, and I think it’s not only going to look similar for Dark Souls fans but play in a very kindred fashion. The physics, the pace of its combat, the UI, and the strong focus on a very similar-looking progression and checkpoint system all appear signature of the Dark Souls series.
Of course, there are some key differences, too, but they’re more iterations on established Souls design, as opposed to all-new territory for FromSoftware. None of this comes as a disappointment to me, and I can’t wait to see how the Souls blueprint is expanded and made better with open-world exploration and crafting mechanics.
Superb Artistry Makes For a Beautiful Open World
Games featuring world design might be a dime a dozen these days, but Elden Ring doesn’t really look like anything we’ve seen before. Sure, there are aspects of its design that are familiar; how could there not be? But the sheer level of artistry and detail packed into every corner of the world is a cut above even some of the most high-budget contemporaries.
Of course, Elden Ring’s dark fantasy aesthetic is the perfect platform for such a feat. The extraordinary features and landmarks we’ve seen in this latest presentation are just so whacky and wonderful — and we only saw 15-minutes of gameplay! I can’t wait to unearth all the frightening beautiful nooks and crannies of the sandbox, from mysterious mountain ranges to spooky forests and catacombs.
Magic Builds Look Utterly Brilliant
The Souls series has always featured compelling magic-wielding gameplay, but there’s never been quite such a focus on spectacular spells as what we saw in Elden Ring’s recent showcase. This is a whole new level of spellcasting in a FromSoftware game, from the summoning of huge lightning storms to giant beams of light that tear through enemy bosses in dazzling fashion.
There’s no doubt that those who typically enjoy a magic build in their Souls game are going to have a field day in Elden Ring, and others who are normally strength/melee might want to consider experimenting after having seen what’s on offer this week!
One especially cool pick out from the recent showcase is some sort of fire-breathing dragon’s head that one can wield. You can see the other player using it in the cooperative section of the showcase, and later you’ll see Godrick the Golden also using it. Perhaps it’s a weapon or spell you’ll acquire after having beaten him?
Elden Ring Features a Fluid Traversal System
There’s no getting away from the fact that both Demons Souls and the original Dark Souls are clunky to control. Sekiro Shadows Die Twice really highlighted how much more fluid a game within the Souls blueprint could feel, and thankfully, it seems as though FromSoftware is continuing that same ethos with Elden Ring.
Not only are there the same jumping and stealth elements to movement as in Sekiro, but the mechanics of the horse and the way it is able to leap around the sandbox look really smooth. As you will have seen, the horse is a supernatural creature of some kind that appears to be able to perform huge jumps, which should cut out a lot of the tedious climbing and/or going around large obstacles that is sometimes a bore in open-world games.
Combat Has More Depth Than Any Previous FromSoftware Game
As I mentioned earlier, it’s clear that the Dark Souls combat blueprint has been used as a basis for that found in Elden Ring. Here though, it’s much deeper and more complex, with a bunch of all-new features that should offer players a huge range of different gameplay possibilities. Some of those are highlighted in the recent showcase, including the return of a system that looks similar to Weapon Arts from Dark Souls 3.
For those who don’t know or don’t remember, each weapon-type in DS3 had a special move called a Weapon Art, which was something that really expanded the combat options beyond light/heavy and item-based magic attacks. The same system is in Elden Ring, except this time you can swap between skills mid-combat. Further, there are new offensive items, the aforementioned deeper magic-wielding options, and summonable spirits that aid players in battle.
With all that on top of the ability to stealth and backstab your way around the map, it should combine with FromSoftware’s typically robust RPG mechanics to create a huge range of different playstyle options.
Signature FromSoftware Level Design Still Present in Dungeons
As exciting as the prospect of open-world Dark Souls is, the intricate and impressive level design seen in FromSoftware’s previous games has always been one of their most appealing features. For that reason, I don’t sympathize with trepidation amongst fans of Souls, Bloodborne, and Sekiro at the notion of that being abandoned in Elden Ring.
Thankfully, I think a huge takeaway from this latest gameplay showcase is that there’s nothing to worry about — Elden Ring’s dungeons appear as though they’re set to offer that signature level design that may or may not be absent from the more open sections of its sandbox at ground level. The narrator of the showcase made special mention of dungeons, catacombs, and abandoned mines scattered all across The Lands Between, and so it sounds as though we’ll get our fix of classic FromSoftware levels in these underground areas.