There's Something Wrong With Shadow of the Erdtree

01:06:43
https://www.youtube.com/watch?v=pU5gOjHAs0E

Ringkasan

TLDRThe creator reflects on their initial skepticism towards Elden Ring, expecting the game to fail due to perceived flaws in its design. However, upon playing, they were quickly captivated by its scale, art direction, and engaging mechanics, leading to many weeks of enthusiastic exploration. Considered the greatest game ever played by the creator, Elden Ring's accessibility and difficulty balance attracted a wide audience. With high expectations for the DLC to further refine and expand upon the core game, the creator expresses deep disappointment in the Shadow of the Erdtree DLC. They criticize it for introducing artificial difficulty, uninspired exploration, and a lack of replayability and coherence. While acknowledging the impressive lore, they feel the content suffered from poor execution and a lack of innovative direction. Reflecting on the game's potential, the creator expresses hope for future content that could rectify these issues, emphasizing the importance of maintaining Elden Ring’s high standards in any sequel or continuation.

Takeaways

  • 🎮 The creator initially doubted Elden Ring's potential.
  • 🤯 The game's massive scale and design quickly won them over.
  • 🔄 They played extensively, dubbing it a masterpiece.
  • 📈 The DLC promised refinement and new challenges.
  • 🌀 The DLC's difficulty felt artificially inflated.
  • 🌍 Exploration in the DLC was uninspired and unengaging.
  • 🔍 Many bosses seemed poorly designed with unfair mechanics.
  • 📜 While the lore was intriguing, gameplay was lacking.
  • 🔄 There's hope for improved future content.
  • ❓ The DLC missed expectations for a masterpiece sequel.

Garis waktu

  • 00:00:00 - 00:05:00

    In anticipation of Elden Ring's release, the narrator and a friend were skeptical about the game's potential, expecting it to fail due to concerns about design shifts and gameplay mechanics. However, upon playing, they were quickly drawn in, appreciating the game's vastness, art direction, and narrative depth, eventually deeming it a masterpiece and the greatest game they've played, citing its accessibility and challenging gameplay balance.

  • 00:05:00 - 00:10:00

    Excitement about a potential Elden Ring DLC focused on expectations for refinement and difficulty enhancement, referencing improvements seen in other FromSoftware DLCs, especially Bloodborne. The narrator reflects on anticipated refined mechanics like jumpable moves, stealth, and exploration elements, hoping for a DLC that raises the skill ceiling and offers tougher bosses while maintaining well-designed interactions.

  • 00:10:00 - 00:15:00

    The narrator highlights expectations for Elden Ring's DLC to reinvigorate exploration and offer a synergy between new and existing content. However, they note concerns about potential barriers to entry, like having to defeat certain bosses, possibly making the DLC less accessible and replayable. They also hope for engaging new lore to enrich the existing storyline, keeping faith in FromSoftware's capability to deliver quality content.

  • 00:15:00 - 00:20:00

    The narrator expresses disappointment with the Elden Ring DLC, citing an increase in difficulty at the expense of thoughtful design. They describe frustrating experiences with boss fights that felt lazily designed, emphasizing issues with undodgeable attacks and poor telegraphing. This leads to the conclusion that the DLC diverged from Elden Ring's strengths, favoring unbalanced difficulty over engaging exploration.

  • 00:20:00 - 00:25:00

    Continuing to critique the Elden Ring DLC, the narrator discusses the final boss's poor design, characterized by artificial difficulty and lack of player engagement due to undodgeable attack phases. There's mention of similar issues across various bosses, transitioning from describing design flaws to a broader analysis of the DLC's approach to difficulty and game balance issues.

  • 00:25:00 - 00:30:00

    The narrator continues examining the DLC's boss designs, addressing overall problems with mechanics and engagement. There's specific mention of a fight with Radon, highlighting broken mechanics and unfair design, and a general critique of camera issues throughout the DLC. This establishes a sentiment that the content feels rushed and not up to the quality expected from FromSoftware.

  • 00:30:00 - 00:35:00

    Analysis continues as the narrator explores the broader issues within the DLC, suggesting that many bosses would have been better suited as mini-bosses rather than overhyped fights. They express frustration over perceived wasted potential in boss design and the overall arrangement of the DLC, indicating a disconnect between its content and the high expectations from Elden Ring's base game.

  • 00:35:00 - 00:40:00

    The narrator laments the exploration aspect of the DLC, finding it lacking due to reused bosses and uninspired new bosses. The idea that exploration has been reduced to collecting items rather than overcoming challenges is criticized, as is the scattering of fragments for progression. The narrator voices a severe dissatisfaction with the exploration mechanics and their impact on the DLC's replayability.

  • 00:40:00 - 00:45:00

    Further, the narrator assesses the replayability and content distribution within the DLC, concluding its large world offers little value beyond initial exploration. They express feelings of emptiness in returning to the content and point out placement issues of the DLC within the game's timeline, suggesting alternative structuring could have improved the experience.

  • 00:45:00 - 00:50:00

    The sentiment that the DLC would have been better as a standalone sequel is emphasized, with the assertion that the content's ambition would be more suited to a full game rather than an add-on. There's a critique of how the DLC's innovations overshadow its need for refinement, proposing the DLC fails to build on Elden Ring's established mechanics effectively.

  • 00:50:00 - 00:55:00

    Examining potential reasons for the DLC's perceived failure, the narrator suggests mismanagement or development team issues might be to blame. They theorize a B-Team might have been involved, or financial pressures led to compromised design choices. Ultimately, the narrator sees the DLC as a misstep, failing to leverage Elden Ring's rich base game adequately.

  • 00:55:00 - 01:00:00

    Reflecting on Elden Ring's DLC and its future implications, the narrator discusses potential changes in FromSoftware's development focus, proposing scalability and smaller content drops could be more viable. They express a hope for future projects to build on the lessons learned from this DLC, encouraging FromSoftware to continue producing large-scale, impactful worlds.

  • 01:00:00 - 01:06:43

    The video concludes on a hopeful note despite the criticisms, appreciating Elden Ring's initial release as a benchmark for gaming and expressing anticipation for future FromSoftware projects. They end with a reflection on the lore introduced in the DLC, acknowledging well-executed narrative elements even amidst other shortcomings.

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Peta Pikiran

Mind Map

Pertanyaan yang Sering Diajukan

  • What was the initial assumption about Elden Ring by the creator?

    The creator and his friend believed Elden Ring would not live up to its hype and expected it to be a misguided mess.

  • How did the initial gameplay experience change the creator's opinion of Elden Ring?

    The excitement and engagement with the game's world and mechanics hooked the creator after only an hour of play, changing his perception completely.

  • What aspects of Elden Ring excited the creator most?

    The game's massive scale, art direction, NPC dialogue, and adventure elements excited the creator.

  • What is the creator’s opinion on Elden Ring’s difficulty and accessibility?

    The creator believes the game balances intense difficulty with accessibility, providing both a challenging experience for hardcore players and a manageable experience for casual players.

  • Why does the creator consider Elden Ring a masterpiece?

    Due to its investment in wonder, difficulty, adventure, and its unique design that appeals to a wide audience, Elden Ring is considered a masterpiece by the creator.

  • What were the expectations for Elden Ring's DLC?

    The creator expected the DLC to offer refinement, increased difficulty, exploration, replayability, and enriched lore.

  • Why is the creator disappointed with the DLC's difficulty?

    The DLC focused on making the game more difficult in an artificial way, without offering an engaging or rewarding challenge.

  • What are the major criticisms of the Elden Ring DLC according to the creator?

    The major criticisms include poorly designed bosses with artificial difficulty, lack of replayability, uninspired exploration, and unengaging combat mechanics.

  • What does the creator think about the lore provided in the DLC?

    Despite the disappointment with gameplay, the creator praises the lore and storytelling, finding it intriguing and impactful.

  • What recommendation does the creator have for future content related to Elden Ring?

    The creator suggests making small, frequent DLC releases that enrich the game world and maintain engagement, rather than a single large drop that fails to meet expectations.

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Gulir Otomatis:
  • 00:00:00
    in the days leading up to Elden Ring's
  • 00:00:01
    initial Release Me and the homie I Booty
  • 00:00:04
    Juice were consistently claiming that it
  • 00:00:06
    would be garbage and would never live up
  • 00:00:08
    to the hype we were fully under the
  • 00:00:10
    impression that fromsoft had bitten off
  • 00:00:12
    more than they could chew and that their
  • 00:00:14
    new approach to game design would be a
  • 00:00:16
    misguided mess not being familiar with
  • 00:00:18
    the crafting system I had assumed that
  • 00:00:20
    it would be intrusive to the main
  • 00:00:22
    experience of the game and after seeing
  • 00:00:24
    stealth utilized in a promotional
  • 00:00:25
    preview I thought it would be too
  • 00:00:27
    powerful to be balanced appropriately
  • 00:00:29
    and I thought the same of spirit summons
  • 00:00:31
    however within an hour of gameplay both
  • 00:00:33
    me and I Booty Juice were completely
  • 00:00:36
    hooked the game released at 10: p.m. in
  • 00:00:38
    our local time and we were going in with
  • 00:00:39
    the assumption that we would be
  • 00:00:41
    attempting the first boss a couple of
  • 00:00:43
    times and then calling it a night and
  • 00:00:45
    yet me and booty didn't put the game
  • 00:00:47
    down until 3:00 in the morning and
  • 00:00:49
    strangely we both independently happen
  • 00:00:51
    to wake up and begin playing once again
  • 00:00:53
    at 6:00 in the morning the massive scale
  • 00:00:56
    interesting art Direction Intrigue built
  • 00:00:58
    through NPC dialogue and unbridled Call
  • 00:01:01
    to Adventure that saturated throughout
  • 00:01:03
    Elden Ring's early moments had developed
  • 00:01:05
    a manic excitement in us that couldn't
  • 00:01:08
    be contained by the need for sleep for
  • 00:01:10
    me this excitement lasted weeks upon
  • 00:01:12
    weeks as I scoured the game for all of
  • 00:01:14
    its content yet still missing out on
  • 00:01:16
    bits of the game that I wouldn't see for
  • 00:01:17
    up to 2 years later and after no hitting
  • 00:01:20
    every boss seeing every location for the
  • 00:01:22
    most part every NPC quest for the most
  • 00:01:24
    part and eventually no hitting the whole
  • 00:01:26
    game 4 months later I had no choice but
  • 00:01:29
    to deem this this masterpiece as the
  • 00:01:31
    greatest game I've ever played from the
  • 00:01:33
    lowest lows of the godkin duo to the
  • 00:01:36
    highest highs of malakith morgot horu
  • 00:01:39
    and mogue this game was a roller coaster
  • 00:01:41
    of investment Wonder difficulty and most
  • 00:01:44
    of all Adventure and it was accessible
  • 00:01:46
    to more people than ever offering a
  • 00:01:48
    delightful experience exploring through
  • 00:01:50
    the game potentially to gather various
  • 00:01:52
    pieces of overpowered equipment which
  • 00:01:54
    could see the more casual side of the
  • 00:01:55
    fan base through the more difficult
  • 00:01:57
    checkpoints of progression but it also
  • 00:01:59
    offered in intense difficulty through
  • 00:02:01
    the endgame bosses many of which are
  • 00:02:03
    considered the hardest in all of souls
  • 00:02:05
    at the end of the day there is only one
  • 00:02:07
    word to most accurately describe Elden
  • 00:02:09
    ring it is a masterpiece and I've spent
  • 00:02:11
    the last 2 years wanting one thing more
  • 00:02:13
    than anything else in the world more
  • 00:02:15
    Elden ring from soft's dlc's are widely
  • 00:02:18
    known to be their best content for a
  • 00:02:20
    variety of reasons and the idea that
  • 00:02:22
    Elden ring would someday be receiving
  • 00:02:23
    that treatment left my mouth watering so
  • 00:02:26
    let's take a look at what we should have
  • 00:02:28
    expected from an Elden ring deal DC
  • 00:02:30
    firstly there's refinement fromsoft has
  • 00:02:32
    an unmatched reputation for their dlc's
  • 00:02:35
    taking what worked about the main game's
  • 00:02:36
    content and then refining that into its
  • 00:02:38
    most perfect form for me the most
  • 00:02:40
    poignant example of this is bloodborne
  • 00:02:43
    which toys with mechanics like limb
  • 00:02:45
    crippling throughout the main game but
  • 00:02:46
    never really seems to meet the mark in
  • 00:02:48
    the base content [ __ ] bosses are most
  • 00:02:51
    often comboed from one [ __ ] into the
  • 00:02:53
    next until the boss's health bar is
  • 00:02:55
    drained which is pretty underwhelming
  • 00:02:57
    and reduces the boss to a sad pathetic
  • 00:02:59
    punching bag the DLC of bloodborne
  • 00:03:01
    instead finds a reasonable balance
  • 00:03:03
    between [ __ ] staggers being useful
  • 00:03:05
    for bits of extra damage without them
  • 00:03:07
    overshadowing the boss entirely blood
  • 00:03:09
    wig for example is cripp but you
  • 00:03:11
    wouldn't really even have to consider
  • 00:03:13
    that at all while fighting him you'll be
  • 00:03:15
    too busy worrying about the dangerous
  • 00:03:17
    powerful boss fight in front of you to
  • 00:03:18
    care about a single hit of extra damage
  • 00:03:21
    as for Elden ring the mechanics that I
  • 00:03:22
    think have the most potential for
  • 00:03:24
    refinement would be jumpable moves minor
  • 00:03:26
    dungeons stealth and exploration and not
  • 00:03:29
    because these as effects need to be
  • 00:03:30
    refined further but more so that they
  • 00:03:32
    could be implemented in more ways
  • 00:03:34
    especially jumpable moves I think the
  • 00:03:36
    jump ability of Boss attacks was
  • 00:03:38
    criminally underused in the main game
  • 00:03:40
    especially being that it increases the
  • 00:03:42
    skill ceiling of learning a boss's move
  • 00:03:44
    set hu is about the only main fight that
  • 00:03:46
    appropriately implements this feature
  • 00:03:48
    and he stands out in such a unique way
  • 00:03:50
    for it now one thing that seems to be a
  • 00:03:52
    prominent idea within from soft's DLCs
  • 00:03:54
    is their increase in difficulty which I
  • 00:03:57
    would consider an aspect of refinement
  • 00:03:59
    more so than a focus on difficulty
  • 00:04:00
    itself soulsborne DLCs will generally
  • 00:04:03
    only be accessible from the endgame or
  • 00:04:05
    after beating a final boss which sets
  • 00:04:07
    them to be balanced against the game
  • 00:04:09
    soft and hard stat caps in a simple way
  • 00:04:11
    the DLC bosses are usually not going to
  • 00:04:13
    be pushovers healthwise and due to that
  • 00:04:16
    they have to have fully fleshed out and
  • 00:04:18
    complex move sets their difficulty comes
  • 00:04:20
    from pitting you against an enemy that
  • 00:04:22
    best case scenario will'll still have to
  • 00:04:23
    deal with for a good chunk of time while
  • 00:04:26
    avoiding a complex move set with a
  • 00:04:28
    diverse assortment of timing and AOE
  • 00:04:30
    that you'll have to mentally account for
  • 00:04:32
    and time well in the moment while
  • 00:04:34
    utilizing good positioning skills in
  • 00:04:36
    short a so-called difficult DLC boss is
  • 00:04:39
    just a well-designed boss with a big
  • 00:04:41
    enough health bar to justify its
  • 00:04:42
    position in the end game just as ideally
  • 00:04:45
    an easy boss would be a well-designed
  • 00:04:47
    boss with a small health bar positioned
  • 00:04:49
    in the early game such as marget this
  • 00:04:51
    point will be relevant to my analysis
  • 00:04:53
    soon enough so keep it in mind so what
  • 00:04:55
    else should we have expected from an
  • 00:04:56
    Elden ring DLC well in a perfect world
  • 00:04:59
    the DLC would find a way to recapture
  • 00:05:01
    the excitement of the explorative
  • 00:05:02
    aspects of Elden ring either through
  • 00:05:04
    offering so much new and useful Loot and
  • 00:05:07
    fresh challenges littered throughout the
  • 00:05:08
    world that you'll naturally be inclined
  • 00:05:10
    to explore or by piggybacking off of the
  • 00:05:12
    base game and offering a Synergy between
  • 00:05:14
    the lands between and the realm of
  • 00:05:16
    shadow that would allow easy access
  • 00:05:18
    between Realms this would offer you an
  • 00:05:20
    enriched new game Run of Elden ring and
  • 00:05:22
    allow you to plan the Run of your
  • 00:05:24
    playthrough that weaves through the new
  • 00:05:25
    and old content picking up items and
  • 00:05:27
    abilities in one of the areas that would
  • 00:05:29
    enhance your experience through the
  • 00:05:31
    other creating a Synergy between them
  • 00:05:33
    unfortunately we knew going in that the
  • 00:05:35
    DLC would require beating Moog which
  • 00:05:37
    sure can be done early enough but odds
  • 00:05:40
    are you're going to have a full build
  • 00:05:42
    before entering the DLC so our only hope
  • 00:05:44
    is that the dlc's exploration can stand
  • 00:05:46
    on its own another aspect we should
  • 00:05:48
    expect from the DLC is an immense
  • 00:05:50
    replayability I've played Elden ring
  • 00:05:52
    over a 100 times through and I can't say
  • 00:05:54
    I've quite gotten bored of it yet
  • 00:05:56
    there's always a new challenge run to
  • 00:05:57
    try or new weapon to start a play
  • 00:05:59
    through through with it would be hard to
  • 00:06:01
    imagine a fromsoft DLC that lacks
  • 00:06:03
    replayability and lastly I expect the
  • 00:06:06
    DLC to feature fantastic lore this game
  • 00:06:08
    is filled to the brim with unanswered
  • 00:06:10
    questions and unfinished plot points and
  • 00:06:12
    who wouldn't expect the DLC to regil us
  • 00:06:14
    with fresh stories that enrich the main
  • 00:06:16
    lower of the lands between and so that's
  • 00:06:18
    what I expected going into this DLC and
  • 00:06:21
    I don't think that I was necessarily
  • 00:06:22
    overestimating what fromsoft could
  • 00:06:24
    deliver they've yet to let me down in
  • 00:06:26
    their modern games and my personal
  • 00:06:28
    philosophy about their game design is
  • 00:06:30
    that they keep getting better and better
  • 00:06:31
    and that's not to mention the 2 and 1/2
  • 00:06:34
    years that it took to deliver this
  • 00:06:36
    content so let's take a look at what we
  • 00:06:40
    got this DLC was so bad it made me touch
  • 00:06:44
    grass and I'm not even joking when I say
  • 00:06:46
    that I took a week off work to play this
  • 00:06:48
    content hoping to cram as much game time
  • 00:06:51
    as possible into that period before
  • 00:06:52
    Financial Obligations forced me away I
  • 00:06:55
    waited till 10:00 p.m. when the DLC
  • 00:06:56
    released fully planning on playing all
  • 00:06:59
    night yet instead I played for a couple
  • 00:07:01
    of hours tried Rana for a bit and then
  • 00:07:04
    called it a night I slept in returned to
  • 00:07:06
    the game beat relana and then took on
  • 00:07:08
    the tower of bat area and after
  • 00:07:10
    realizing that this boss feels like
  • 00:07:12
    absolute [ __ ] featuring such a
  • 00:07:14
    simplistic design that telegraphs could
  • 00:07:16
    only be unnatural and frustrating I took
  • 00:07:19
    a break made lunch and then sat outside
  • 00:07:21
    in the sun the contrast of Elden Ring's
  • 00:07:23
    original release filling me with such a
  • 00:07:25
    manic excitement that I couldn't put it
  • 00:07:27
    down and this content which I had to for
  • 00:07:29
    forc myself to play left me in such a
  • 00:07:31
    state of depression over the last couple
  • 00:07:33
    weeks and sure you could make the
  • 00:07:35
    argument that I had set my expectations
  • 00:07:37
    too high but this is Elden ring we're
  • 00:07:39
    talking about I love this game even its
  • 00:07:41
    shittiest parts and so I'm left with the
  • 00:07:44
    conclusion that this content isn't Elden
  • 00:07:46
    ring it's something else something worse
  • 00:07:49
    and why is that well let's start with
  • 00:07:55
    difficulty it is no secret that fromsoft
  • 00:07:58
    was attempting to up the anti with the
  • 00:08:00
    content in Shadow of the her tre's
  • 00:08:02
    difficulty and in hindsight that concept
  • 00:08:04
    just seems so Juvenile and such a
  • 00:08:07
    misread of what Elden ring was meant to
  • 00:08:08
    be as I've discussed before in my Elden
  • 00:08:10
    ring analysis videos Elden ring is both
  • 00:08:13
    the hardest and easiest Souls game all
  • 00:08:16
    depending on how meta your build is and
  • 00:08:18
    how much time you want to put into it
  • 00:08:20
    almost every single boss and mini boss
  • 00:08:22
    in Elden ring is much more complex than
  • 00:08:24
    any boss in Prior games which means a
  • 00:08:26
    low damage build will make even a mini
  • 00:08:28
    boss a difficult challenge to overcome
  • 00:08:31
    as well as that you're given more
  • 00:08:32
    freedom than ever to build an
  • 00:08:33
    overpowered build earlier than ever
  • 00:08:35
    before which means even a complex
  • 00:08:37
    endgame boss can be made incredibly easy
  • 00:08:40
    people [ __ ] love this aspect of Elden
  • 00:08:43
    ring especially considering the large
  • 00:08:45
    influx of more casual players due to
  • 00:08:47
    Elden Ring's mainstream success mimic
  • 00:08:50
    tier great Shields AER Comet muginn
  • 00:08:53
    sacred spear Spirit summons they're all
  • 00:08:55
    beloved by a large portion of the fan
  • 00:08:57
    base specifically because they make the
  • 00:08:59
    game easier so why the [ __ ] would the
  • 00:09:01
    focus of the new content be to make the
  • 00:09:03
    game more difficult at all costs
  • 00:09:06
    especially so when extremely cheesy
  • 00:09:08
    overpowered [ __ ] is locked behind the
  • 00:09:10
    DLC and let me tell you there was
  • 00:09:12
    certainly a cost to this design Choice
  • 00:09:14
    let's stop beating around the bush here
  • 00:09:16
    the final boss of this DLC is one of the
  • 00:09:18
    most pathetic attempts at artificially
  • 00:09:21
    inflating the difficulty of a boss that
  • 00:09:22
    I've ever seen in an implementation that
  • 00:09:25
    I've dubbed the water foul problem now
  • 00:09:27
    I've been vocally critical against
  • 00:09:29
    Millennia waterfoul move for years now
  • 00:09:31
    long story short Millennia waterfoul is
  • 00:09:34
    undodgeable and I already know what
  • 00:09:36
    you're thinking because I've heard it
  • 00:09:37
    all a million times before yes you can
  • 00:09:40
    dodge water foul by exploiting her
  • 00:09:42
    tracking yes you can dodge her first
  • 00:09:44
    burst with blood hound step yes you can
  • 00:09:46
    subvert the move with an ice pot what I
  • 00:09:48
    mean when I say undodgeable is that
  • 00:09:50
    there was no developer intended way to
  • 00:09:52
    dodge this move there is no way in hell
  • 00:09:54
    that fromsoft expected players to do a
  • 00:09:56
    full 360 around her in order to throw
  • 00:09:59
    the move off which can only leave us
  • 00:10:01
    with the conclusion that fromsoft didn't
  • 00:10:03
    have an answer to waterfoul while
  • 00:10:05
    designing it they simply expected
  • 00:10:07
    players to find a way around it now
  • 00:10:09
    don't get me wrong I completely
  • 00:10:11
    understand that Gamers will absolutely
  • 00:10:13
    find a way around an obstacle no matter
  • 00:10:15
    what but designing a move without also
  • 00:10:17
    having an answer for that move is
  • 00:10:20
    undoubtedly sloppy craftsmanship and why
  • 00:10:23
    I call Millennia an artificially
  • 00:10:25
    difficult boss if we allow this kind of
  • 00:10:27
    design without criticizing it then we're
  • 00:10:28
    essentially saying that sloppy lazy
  • 00:10:31
    design is the same as difficult design
  • 00:10:33
    taking this concept to its ultimate form
  • 00:10:35
    what if there was a boss that filled
  • 00:10:37
    their arena with an AOE that lasted 5
  • 00:10:40
    seconds and the only answer we came up
  • 00:10:42
    with was to glitch through the fog wall
  • 00:10:44
    with a specific Ash of War wait out the
  • 00:10:46
    attack and then glitch back in sure a
  • 00:10:49
    boss fight that you have to carefully
  • 00:10:50
    position yourself nearby the fog wall
  • 00:10:52
    while fighting so as to perform this
  • 00:10:53
    glitch would be difficult but if you
  • 00:10:55
    wouldn't also call it stupid [ __ ]
  • 00:10:58
    then you're not a very serious person
  • 00:11:00
    the bottom line for me is that every
  • 00:11:01
    single move in the game should be
  • 00:11:03
    avoidable by either dodging jumping
  • 00:11:05
    crouching or sprinting the basic
  • 00:11:07
    abilities your character has and they
  • 00:11:09
    should all be designed with developer
  • 00:11:11
    intended methods of avoiding in mind now
  • 00:11:13
    you might be able to excuse water foul
  • 00:11:15
    because technically you can dodge her
  • 00:11:17
    move with basic abilities through the
  • 00:11:18
    spin method however redon the promised
  • 00:11:21
    consort is even worse than that in the
  • 00:11:23
    most pathetically simple way radon has
  • 00:11:26
    access to a move in his basic move set
  • 00:11:29
    that is undodgable a roll catch
  • 00:11:31
    positioned directly after a correctly
  • 00:11:34
    rolled move I will not mince my words
  • 00:11:36
    here this is [ __ ] stupid design I
  • 00:11:39
    feel like I should elaborate these two
  • 00:11:41
    swings have a nearly perfect tracking
  • 00:11:43
    the attack is his fastest move the
  • 00:11:46
    second swing has twice the reach of a
  • 00:11:48
    single roll the only way to avoid both
  • 00:11:51
    of these moves is to use exploits so
  • 00:11:53
    let's list the ones that don't work you
  • 00:11:55
    cannot roll in any specific Direction
  • 00:11:57
    the tracking is too aggressive you canot
  • 00:11:59
    cannot Crouch or jump this move you
  • 00:12:00
    cannot blood hound step out of this move
  • 00:12:03
    you cannot low profile with the bear
  • 00:12:05
    claw which is the lowest your hitbox can
  • 00:12:07
    get as far as I'm aware so what can you
  • 00:12:09
    do you can use the blind spot Ash of War
  • 00:12:12
    available on backhand blades which is
  • 00:12:14
    what I utilized in my no hit this will
  • 00:12:16
    only work if you're positioned close
  • 00:12:18
    enough so it's not consistent you can
  • 00:12:21
    Parry it fair enough I personally have a
  • 00:12:23
    soft spot for parrying but it still
  • 00:12:25
    comes out incredibly quickly and not
  • 00:12:27
    everyone is going to want to Parry the
  • 00:12:28
    last option is to utilize one of the new
  • 00:12:30
    talismans added in the DLC which gives
  • 00:12:32
    you ey frames on back steps backstepping
  • 00:12:35
    is quick enough so that you'll have time
  • 00:12:37
    to roll the second attack this is
  • 00:12:39
    probably the most consistent option but
  • 00:12:41
    for one thing requires knowledge of the
  • 00:12:43
    Talisman itself which I didn't know
  • 00:12:45
    existed for a long time which left me to
  • 00:12:47
    bash my head against the poor design of
  • 00:12:49
    this boss for hours upon hours and again
  • 00:12:52
    I highly doubt that this was the
  • 00:12:54
    developer intended method to avoid this
  • 00:12:56
    move from soft's development style seems
  • 00:12:59
    seems to have taken on the attitude of
  • 00:13:00
    just throw enough [ __ ] at the Players
  • 00:13:02
    both good and bad they'll figure it out
  • 00:13:05
    and this argument might make me sound a
  • 00:13:07
    leest but when it comes to souls games
  • 00:13:09
    the reason they stand above the rest is
  • 00:13:11
    because they're supposed to be precise
  • 00:13:13
    if you take damage it's supposed to be
  • 00:13:15
    your fault for not dodging not your
  • 00:13:17
    fault for not knowing a very specific
  • 00:13:19
    and Niche ability exists somewhere in
  • 00:13:21
    the game and if the design philosophy
  • 00:13:23
    has degraded to a point at which players
  • 00:13:25
    continue to get more and more powerful
  • 00:13:27
    abilities and bosses get hard harder and
  • 00:13:29
    harder to compensate well pretty soon
  • 00:13:32
    Souls games will start to look like some
  • 00:13:34
    Normy [ __ ] like Skyrim where you just
  • 00:13:36
    wail on an enemy while they wail on you
  • 00:13:39
    and that might seem farfetched but what
  • 00:13:41
    have players most often been beating
  • 00:13:43
    redon with a great shield and spear
  • 00:13:47
    combo the Horseshoe theory has made
  • 00:13:49
    itself clear here if you make the boss
  • 00:13:52
    so difficult then the standard way to
  • 00:13:54
    beat them will be to use the easiest
  • 00:13:56
    method possible and in turn the game
  • 00:13:59
    becomes you and the boss wailing on each
  • 00:14:01
    other what a [ __ ] embarrassing joke
  • 00:14:05
    and I've only mentioned a single one of
  • 00:14:07
    his moves he also has a move that seems
  • 00:14:09
    to cut through your eye frames might be
  • 00:14:11
    a glitch not sure what that's about he
  • 00:14:13
    also has the worst hit box on a Thrust
  • 00:14:15
    move that I've seen in a while in his
  • 00:14:17
    blood flame attack you will be hit by
  • 00:14:19
    this unless you dodge first which is
  • 00:14:21
    pretty sad it's a Thrust move Mesmer has
  • 00:14:24
    some pretty aggressive tracking on his
  • 00:14:26
    thrust moves and even they straf B
  • 00:14:28
    because their [ __ ] thrust moves and
  • 00:14:30
    last but certainly not least he has a
  • 00:14:32
    pathetic way of increasing his
  • 00:14:34
    difficulty in phase two with these
  • 00:14:36
    ridiculous AOE follow-ups I honestly
  • 00:14:39
    thought that this fight was a sloppy
  • 00:14:40
    fan-made mod when I first saw it you
  • 00:14:43
    know how the Millennia the unalo mod
  • 00:14:45
    just adds a bunch of holy follow-ups on
  • 00:14:47
    each of her attacks because it's cheap
  • 00:14:49
    and easy to copy paste assets onto each
  • 00:14:52
    of her existing moves it's really
  • 00:14:54
    [ __ ] disappointing that redon got
  • 00:14:56
    this treatment in the DLC he's such an
  • 00:14:59
    awesome fan favorite character getting
  • 00:15:01
    hypnotized by a sexy Fanboy I can
  • 00:15:03
    understand that part but giving redon a
  • 00:15:05
    send off with this bad of a boss fight
  • 00:15:07
    is really disrespectful and sad I know
  • 00:15:10
    hit every single remembrance fight in
  • 00:15:12
    this DLC and I can say with certainty
  • 00:15:14
    that some of them are awkward some of
  • 00:15:16
    them are annoying but radon is the only
  • 00:15:18
    one that is completely broken and even
  • 00:15:21
    with whatever exploit you choose to use
  • 00:15:23
    to avoid his broken moves you still need
  • 00:15:25
    to be able to identify them which are
  • 00:15:28
    his fastest moves and then Implement
  • 00:15:30
    your exploit before you get [ __ ] the
  • 00:15:32
    bottom line is you are not no hitting
  • 00:15:34
    redon without a heavy prescription of
  • 00:15:36
    Aderall I only managed to do it after
  • 00:15:38
    chugging 600 mg of caffeine on an empty
  • 00:15:41
    stomach and when the dust settles the
  • 00:15:43
    fight is over and you're met with the
  • 00:15:45
    Silence of the end of the shadow of the
  • 00:15:47
    earth tree you'll realize that your last
  • 00:15:49
    moments with this content are spent in a
  • 00:15:51
    lazy sloppy boss fight now before I move
  • 00:15:54
    on there's two aspects of this boss
  • 00:15:56
    fight that are more of an overarching
  • 00:15:58
    problem with the DLC design as a whole
  • 00:16:00
    camera issues and jumpable moves first
  • 00:16:03
    of all if you're going to design a boss
  • 00:16:04
    fight with incredibly fast moves and
  • 00:16:06
    subtle telegraphs can you at least have
  • 00:16:08
    the camera system functioning remotely
  • 00:16:10
    well enough to actually see those
  • 00:16:12
    telegraphs there are camera issues
  • 00:16:14
    throughout this whole DLC which is
  • 00:16:16
    incredibly sad considering Elden Rings
  • 00:16:18
    base game has almost zero camera issues
  • 00:16:21
    on even its fastest bosses it reeks of
  • 00:16:24
    Rush development that even the basic
  • 00:16:26
    combat features are this rough around
  • 00:16:28
    the edges Don specifically forces you to
  • 00:16:30
    learn the fight at a close proximity to
  • 00:16:32
    him so as to avoid the dumbass holy
  • 00:16:35
    explosion bonus projectiles and yet if
  • 00:16:37
    Ron is to bend over while you're too
  • 00:16:39
    close to him the camera won't catch up
  • 00:16:42
    by the time he stands up and his next
  • 00:16:44
    attack will have a mostly obscured
  • 00:16:46
    Telegraph I mean just look how frantic
  • 00:16:48
    the camera feels in these clips it can't
  • 00:16:50
    decide whether or not it wants to look
  • 00:16:52
    directly up or directly down and
  • 00:16:54
    meanwhile I'm supposed to dodge as
  • 00:16:56
    though I have accurate visual
  • 00:16:57
    information and positioning skills when
  • 00:16:59
    my Dodges are being thrown all over the
  • 00:17:01
    place now lastly I feel as though I
  • 00:17:03
    should mention that radon does have a
  • 00:17:04
    jumpable move which is the earth shatter
  • 00:17:07
    stomp which references Godfrey who he
  • 00:17:09
    idolized however this fight has
  • 00:17:11
    absolutely no Synergy with jumping in
  • 00:17:13
    any way you can jump the Earth shatter
  • 00:17:16
    if you want which might be a smart idea
  • 00:17:18
    considering the camera is likely to drag
  • 00:17:20
    you into the lingering part of the
  • 00:17:21
    attack if you're attempting to dodge
  • 00:17:23
    past it but you're not really going to
  • 00:17:24
    get a jump attack in at that point
  • 00:17:26
    unless you're using a very fast weapon
  • 00:17:28
    and you likely have more pressing issues
  • 00:17:30
    at that point than a single small hit of
  • 00:17:33
    damage the reason that horal Lo's
  • 00:17:34
    jumpable attacks are so welld designed
  • 00:17:37
    is that they're punishing if you attempt
  • 00:17:38
    to roll them they offer you a reasonable
  • 00:17:40
    opening for a jump attack and the
  • 00:17:43
    upgraded variant in his phase 1.5 and
  • 00:17:45
    2.5 which spans the whole Arena becomes
  • 00:17:48
    less punishing if you're already used to
  • 00:17:50
    Jumping them because you'll have trained
  • 00:17:51
    yourself to engage with the moves
  • 00:17:53
    through timings rather than simply
  • 00:17:55
    avoiding the moves with positioning
  • 00:17:57
    there is a distinct learning curve which
  • 00:17:59
    offers you great benefits if you learn
  • 00:18:00
    to jump these attacks copying and
  • 00:18:03
    pasting the Earth shatter here offers no
  • 00:18:05
    more than a reference and doesn't make
  • 00:18:07
    the fight any better the other time
  • 00:18:09
    you'll utilize jumping in this fight is
  • 00:18:10
    to avoid his gravity meatballs by
  • 00:18:13
    sprinting and then jumping which Yeats
  • 00:18:15
    you out of the range of the attack I
  • 00:18:16
    would say that this is the most standard
  • 00:18:18
    version of a jumpable boss move
  • 00:18:20
    throughout the DLC on most moves you'll
  • 00:18:22
    find yourself jumping it's not in an
  • 00:18:24
    effort to engage with the boss it's more
  • 00:18:26
    so that the movees timing is so tight
  • 00:18:28
    your best or sometimes only odds
  • 00:18:31
    involves committing to throwing yourself
  • 00:18:33
    as far as you can outside of the range
  • 00:18:35
    of the attack which I see as once again
  • 00:18:38
    pathetic game design like great job
  • 00:18:40
    designing bosses that are so hard that
  • 00:18:43
    my only recourse is to disengage
  • 00:18:45
    entirely with every ability at my
  • 00:18:47
    disposal it really gives a great flow to
  • 00:18:50
    the combat anyway I'm going to quickly
  • 00:18:52
    go over all of the remembrance bosses
  • 00:18:54
    under this section about difficulty
  • 00:18:56
    because they're all cranked up to be as
  • 00:18:58
    difficult as possible even when they
  • 00:19:00
    shouldn't be let's start with Rana the
  • 00:19:02
    worst part about renala is that she's
  • 00:19:04
    difficult but also directly blocking you
  • 00:19:06
    from the rest of the content in the DLC
  • 00:19:08
    sure there is a side path which allows
  • 00:19:10
    you to reach the blue flower area and
  • 00:19:12
    the scat alst without fighting her but
  • 00:19:14
    the game is clearly telling you based on
  • 00:19:16
    its geography that you should really
  • 00:19:17
    clear Castle Enis before continuing and
  • 00:19:20
    the problem with making Rana somewhat of
  • 00:19:22
    a skill check is that she really isn't
  • 00:19:24
    all that complex once you know her fight
  • 00:19:26
    well she essentially has one small
  • 00:19:28
    opening after each of her combos which
  • 00:19:30
    means you're just going to spend the
  • 00:19:31
    fight back rolling everything until you
  • 00:19:33
    get your opening I found myself dodging
  • 00:19:35
    away after each of these small openings
  • 00:19:37
    in an effort to avoid her near instant
  • 00:19:39
    proximity punishes however if she were
  • 00:19:41
    to do Millennia dashing away move before
  • 00:19:44
    entering a combo your back roll will be
  • 00:19:46
    cucked by the camera and send you
  • 00:19:48
    directly into a combo this reduces your
  • 00:19:50
    openings even further unless you're
  • 00:19:52
    capable of eating her quick punishes
  • 00:19:54
    which again feels super sloppy after
  • 00:19:56
    learning this fight it reduces to back
  • 00:19:58
    roll
  • 00:19:59
    then waiting at her combos then hitting
  • 00:20:01
    her for a small amount of damage
  • 00:20:03
    especially considering your lack of Scat
  • 00:20:05
    Tre fragments at that point parrying
  • 00:20:07
    helps to supplement your openings but at
  • 00:20:09
    the end of the day Rana is a mostly
  • 00:20:11
    simple endurance match and I'm not
  • 00:20:13
    saying that she's a bad fight at all
  • 00:20:14
    she's just clearly what should have been
  • 00:20:16
    a mini boss I mean let's just look at
  • 00:20:18
    the facts here she's a very simple
  • 00:20:21
    Knight enemy with two very simple swords
  • 00:20:23
    she has no speaking lines no cutcenes no
  • 00:20:26
    face and essentially amounts to a horse
  • 00:20:28
    Loretta with a less specialized weapon
  • 00:20:31
    and if it weren't for her Moon move you
  • 00:20:33
    would assume that she's Karan related
  • 00:20:34
    but you would never guess that she's
  • 00:20:36
    rala sister and you might be thinking
  • 00:20:38
    that her weapons are more than just
  • 00:20:39
    simple the two ashes of War she can
  • 00:20:41
    utilize make her much more than just a
  • 00:20:43
    mini boss well to that I would counter
  • 00:20:45
    with the godkin apostles black flame
  • 00:20:47
    tornado the Bell bearing Hunters Marias
  • 00:20:49
    executioner sword combo and The Crucible
  • 00:20:51
    knights's various aspect of The Crucible
  • 00:20:54
    abilities relana would have worked well
  • 00:20:56
    as several mini bosses scattered
  • 00:20:57
    throughout the DLC see but as a
  • 00:20:59
    difficult remembrance fight she's just
  • 00:21:01
    exhausting and I like her less and less
  • 00:21:03
    the more I fight her and I feel like I
  • 00:21:05
    should mention how boring her boss Arena
  • 00:21:07
    and Legacy dungeon is her whole castle
  • 00:21:09
    feels a lot less like a castle and a lot
  • 00:21:11
    more like a single wall keeping you from
  • 00:21:13
    Altus and her boss Arena has very little
  • 00:21:16
    personality it's cool that it's open to
  • 00:21:18
    the sky so she can see the moon or
  • 00:21:20
    whatever if the shadow realm even has a
  • 00:21:22
    moon and I like that rain can come down
  • 00:21:24
    in the middle of fighting her but let's
  • 00:21:26
    just call a duck a duck here it's just a
  • 00:21:28
    Square Courtyard moving on the Divine
  • 00:21:30
    Beast dancing lion gets a cut scene and
  • 00:21:32
    feels a bit more like a real remembrance
  • 00:21:34
    fight a shitty remembrance fight but a
  • 00:21:37
    remembrance fight nonetheless it is
  • 00:21:39
    ironic though that there is a mini boss
  • 00:21:41
    version of it placed in the ruins of Ral
  • 00:21:43
    or whatever the major failure of this
  • 00:21:45
    boss is that it has no limbs or weapons
  • 00:21:47
    and so telegraphs are absolutely going
  • 00:21:49
    to feel unnatural and learning this boss
  • 00:21:52
    will feel very frustrating the
  • 00:21:53
    difference between a movement and an
  • 00:21:55
    attack will largely be arbitrary for a
  • 00:21:58
    while until until you get a real grasp
  • 00:21:59
    on the fight and then you hit phase two
  • 00:22:01
    and the boss will entirely rely on AOE
  • 00:22:04
    for difficulty much like redon each of
  • 00:22:06
    the Lion's moves will get an additional
  • 00:22:08
    attack thrown in based on the weather
  • 00:22:10
    variant the lion has at the time and
  • 00:22:13
    this functions great if your vision of
  • 00:22:14
    design was to make this fight as
  • 00:22:16
    unengaging as possible you'll spend most
  • 00:22:18
    of this fight running away from attacks
  • 00:22:20
    so as to separate yourself from the
  • 00:22:22
    secondary effects as much as possible
  • 00:22:24
    which again results in the Sprint jump
  • 00:22:26
    method rearing its boring head and this
  • 00:22:28
    leaves the arena to be far too small for
  • 00:22:31
    a fight like this which again is just a
  • 00:22:33
    boring box arena with no personality
  • 00:22:35
    you'll often barely avoid an attack by
  • 00:22:37
    the skin of your teeth only to be
  • 00:22:39
    pressed against the arena wall screwing
  • 00:22:41
    your camera and obscuring the telegraph
  • 00:22:43
    of the next move this fight is actual
  • 00:22:45
    garbage and I'd be surprised to hear
  • 00:22:46
    anyone say a single good thing about it
  • 00:22:49
    aside from Aesthetics next let's take
  • 00:22:51
    apart Commander gas which should be
  • 00:22:53
    pretty easy considering everyone pretty
  • 00:22:55
    much hates him the obvious criticism is
  • 00:22:57
    his charge attack which has a
  • 00:22:59
    ridiculously small window of error if
  • 00:23:01
    you're dodging through it can be Sprint
  • 00:23:03
    jumped away from but often comes at you
  • 00:23:05
    with little warning and therefore little
  • 00:23:07
    opportunity to respond and offers no
  • 00:23:10
    engaging gameplay after successfully
  • 00:23:12
    avoiding I would say the same of his
  • 00:23:14
    Phase 2 intro move which triggers a big
  • 00:23:16
    gravity AOE which is reused by redon and
  • 00:23:19
    his gravity thrust and to an extent his
  • 00:23:22
    gravitational missile all of which will
  • 00:23:24
    cause a considerable amount of
  • 00:23:25
    disengagement in the fight and offer
  • 00:23:27
    nothing in return turn this was the only
  • 00:23:29
    fight I found it necessary to use blood
  • 00:23:31
    hound step on which dramatically
  • 00:23:33
    increased my odds against his charge
  • 00:23:35
    attack which you'll see about 25 times a
  • 00:23:38
    fight yeah this fight is pretty strange
  • 00:23:40
    and it doesn't really seem to fit in
  • 00:23:41
    anywhere except the lore he's a
  • 00:23:43
    commander but he doesn't command anyone
  • 00:23:45
    he's guarding this backyard area of the
  • 00:23:47
    castle but it doesn't lead anywhere you
  • 00:23:49
    just get five scat fragments and a
  • 00:23:52
    Talisman his remembrance weapon is a
  • 00:23:54
    regular smithing Stone weapon with a
  • 00:23:56
    slotted and unslot Ash of War which I
  • 00:23:58
    find pretty cool but it is definitely
  • 00:24:00
    strange also he doesn't get his own OST
  • 00:24:03
    instead sharing the same battle music as
  • 00:24:05
    Commander Nial and O'Neal I really think
  • 00:24:07
    that this fight should have been
  • 00:24:08
    blocking off the Hinterlands area
  • 00:24:10
    instead of the secret emote path which
  • 00:24:13
    would have given it some value but as it
  • 00:24:15
    stands it's just a bad optional fight
  • 00:24:17
    with bad rewards and again if this dude
  • 00:24:19
    was a better fight he could have been
  • 00:24:21
    made into a mini boss like the other
  • 00:24:22
    commanders rather than arbitrarily
  • 00:24:24
    making him a remembrance now let's take
  • 00:24:27
    a bit of a sharp turn here and talk
  • 00:24:28
    about Romano saint of the bud I think
  • 00:24:31
    this fight is really welld designed for
  • 00:24:33
    the most part and stands out as one of
  • 00:24:35
    the Lesser remembrances in being a
  • 00:24:37
    decent fight could she have worked as a
  • 00:24:38
    mini boss yeah definitely I think she
  • 00:24:40
    could have been like The Crucible
  • 00:24:42
    knights with small differences in
  • 00:24:43
    character models and move Setter weapons
  • 00:24:46
    which would make the Centaur scored
  • 00:24:48
    ladies an elite faction of their own
  • 00:24:50
    with each member acting as an individual
  • 00:24:52
    boss I don't think she quite meets The
  • 00:24:54
    Mark of a remembrance boss but that's
  • 00:24:56
    mostly due to aesthetic reasons those
  • 00:24:58
    mainly being no speaking lines no
  • 00:25:00
    cutscene Square Arena and speaking of
  • 00:25:03
    Aesthetics I'm not a big fan of the
  • 00:25:05
    pastel coloring on her I think the
  • 00:25:07
    rebranding of scarlet rot in this bright
  • 00:25:09
    neon color is a strange choice and I
  • 00:25:11
    think this boss would work much better
  • 00:25:13
    if she were closer to a blood red color
  • 00:25:15
    which would give her a more grotesque
  • 00:25:17
    horrifying design like you wouldn't be
  • 00:25:19
    sure if she was born with her bug
  • 00:25:21
    features or if there's some kind of gory
  • 00:25:23
    symbiotic parasite bursting from her
  • 00:25:25
    lower half instead she kind of just
  • 00:25:27
    looks like an edgy My Little Pony OC and
  • 00:25:29
    doesn't really fit in well with the rest
  • 00:25:31
    of the game especially when picturing
  • 00:25:33
    her in the base game her fight is pretty
  • 00:25:35
    good though next we have the scat tree
  • 00:25:37
    Avatar which is one of the coolest
  • 00:25:39
    looking bosses in all of soulsborne I
  • 00:25:42
    don't mind this fight at all even with
  • 00:25:43
    the weird respawn three times mechanic
  • 00:25:46
    it seems pretty comparable to an her
  • 00:25:48
    tree Avatar or ulcerated tree spirit and
  • 00:25:50
    after fighting more than a single of the
  • 00:25:52
    Mesmer furnace Golem enemies I really
  • 00:25:55
    wish the scat tree Avatar would replace
  • 00:25:58
    them entirely fighting the fire baskets
  • 00:26:00
    is so unbearably tedious and easy and
  • 00:26:03
    the other armored variants I was never
  • 00:26:05
    able to kill because I never found
  • 00:26:07
    enough Hefty pots had they replaced them
  • 00:26:09
    with the scat tree Avatar they could
  • 00:26:11
    have even reused the respawn mechanic
  • 00:26:14
    making it so that every fight is with
  • 00:26:15
    the same Avatar which regrows at various
  • 00:26:18
    locations until you've taken them all
  • 00:26:20
    out and you get the final kill dropping
  • 00:26:22
    its weapon yet again I don't think this
  • 00:26:24
    boss meets The Mark of a remembrance
  • 00:26:26
    fight and would have been more valuable
  • 00:26:28
    as a mini boss reused at various points
  • 00:26:30
    in the DLC and I'm going to say the same
  • 00:26:32
    thing about the purient Knight and midra
  • 00:26:35
    put really feels like it should have
  • 00:26:37
    been a field boss in at least one point
  • 00:26:39
    in the game specifically because of its
  • 00:26:41
    Phase 2 intro move which features
  • 00:26:43
    tracking waves of ice fire that come at
  • 00:26:46
    you in three burst with the last being a
  • 00:26:48
    double wave this attack is incredibly
  • 00:26:51
    hard to dodge even when blood hound step
  • 00:26:53
    is implemented however is much easier to
  • 00:26:56
    avoid by Sprint jumping over and due to
  • 00:26:58
    that it feels like a shame that torrent
  • 00:27:00
    isn't available for this fight I don't
  • 00:27:02
    believe that using torrent for the
  • 00:27:04
    entire fight would be all that much help
  • 00:27:05
    to you but specifically within this move
  • 00:27:08
    it would have been a nice touch to
  • 00:27:09
    experiment with the mount and it would
  • 00:27:11
    certainly add value to the fight if it
  • 00:27:13
    were a mini boss in at least two
  • 00:27:15
    separate areas perhaps one with torrent
  • 00:27:17
    available and one without in the same
  • 00:27:19
    way that there are two draconic tree
  • 00:27:20
    Sentinels in the base game one field
  • 00:27:22
    boss and an optional one in Farah
  • 00:27:24
    Missoula this pretty much stands for all
  • 00:27:26
    of these lesser remembrance fights but
  • 00:27:28
    forcing them into more important
  • 00:27:30
    positions than they actually fit into
  • 00:27:32
    has ironically reduced their value as an
  • 00:27:35
    asset it obviously could vary from boss
  • 00:27:37
    to boss but I would argue that say two
  • 00:27:40
    or more lesser but casual mini boss
  • 00:27:42
    fights offer much more gameplay than one
  • 00:27:45
    fight that's forced to be difficult
  • 00:27:47
    through high health and damage fromsoft
  • 00:27:49
    could have duplicated these fights into
  • 00:27:51
    two or three mini bosses then divided
  • 00:27:52
    the remembrance loot amongst them which
  • 00:27:54
    would easily fill up the map with
  • 00:27:56
    valuable boss fights instead the map
  • 00:27:58
    feels largely empty except for furnace
  • 00:28:01
    Golems base game mini bosses or reskins
  • 00:28:04
    and mazums which only feature PVP style
  • 00:28:07
    fights now I don't like PVP style fights
  • 00:28:10
    at all and would rather skip them if
  • 00:28:12
    that's an option so luckily for me I had
  • 00:28:14
    a leveled sacred Relic sword at my
  • 00:28:16
    disposal this weapon can easily clear
  • 00:28:18
    every single one of these Mausoleum
  • 00:28:20
    fights due to their PVP design even the
  • 00:28:23
    notoriously difficult first battle with
  • 00:28:25
    the black Gale Knight it is however very
  • 00:28:27
    disappointing ing that to me these World
  • 00:28:30
    set pieces all contain a fight worth
  • 00:28:32
    cheesing and the question becomes where
  • 00:28:34
    are all the mini bosses in this DLC you
  • 00:28:37
    have a couple in a few minor dungeons on
  • 00:28:39
    the map including the new Death Knight
  • 00:28:41
    and the hunched over dude with the
  • 00:28:43
    circle blades and then you have other
  • 00:28:45
    minor dungeons like the lamenters and
  • 00:28:47
    dragon dungeon which also just have PVP
  • 00:28:49
    style fights and the answer really is
  • 00:28:52
    all of the true mini bosses and field
  • 00:28:54
    bosses have been arbitrarily turned into
  • 00:28:56
    remembrance fights for some reason the
  • 00:28:59
    last example of this is aidra who at
  • 00:29:01
    very least features a cut scene and
  • 00:29:03
    dialogue it's just this combat and
  • 00:29:05
    Legacy dungeon that falls short firstly
  • 00:29:07
    you have his Mansion which consists of
  • 00:29:09
    like six total rooms that you'll
  • 00:29:11
    Traverse in a linear path until reaching
  • 00:29:13
    his boss room which again is just a
  • 00:29:15
    square room like I get that this dude
  • 00:29:18
    has a spear running through his body and
  • 00:29:20
    probably doesn't need much in the way of
  • 00:29:22
    Furnishing but what even is this room to
  • 00:29:24
    him a throne room without a throne a
  • 00:29:27
    bedroom without a bed I get that it's
  • 00:29:29
    kind of a nitpick but a boss room can
  • 00:29:31
    give so much personality to a boss and
  • 00:29:34
    most of these DLC remembrance fights
  • 00:29:36
    just end up in a non-descript empty room
  • 00:29:39
    anyway midra has like three basic melee
  • 00:29:41
    Combos and a handful of special moves
  • 00:29:44
    and I don't really think that it was
  • 00:29:45
    necessary to make him a lord of frenzied
  • 00:29:48
    flame vik couldn't even manage to become
  • 00:29:50
    that and he was embraced by the three
  • 00:29:52
    fingers himself midra just rips his head
  • 00:29:55
    off and gets to be a lord of frenzy
  • 00:29:56
    flame it just seems kind of kind of off
  • 00:29:58
    to me he really should have just been a
  • 00:30:00
    frenzied victim of the inquisitors and
  • 00:30:02
    acted as a mini boss punctuating this
  • 00:30:04
    barebones area of the map now that
  • 00:30:06
    covers redon and every boss that I don't
  • 00:30:08
    believe deserves the title of
  • 00:30:10
    remembrance boss even if some of them
  • 00:30:12
    are pretty good bosses next there's
  • 00:30:14
    meter mother of fingers I don't see this
  • 00:30:17
    boss as hard it's just really awkward
  • 00:30:20
    the most difficult part of its design is
  • 00:30:22
    the proximity punish you'll have to deal
  • 00:30:24
    with after attacking an opening of which
  • 00:30:26
    there are many with many different time
  • 00:30:28
    ings including a two-hit combo that hits
  • 00:30:30
    faster than you can roll and will punish
  • 00:30:32
    you for being too greedy this boss
  • 00:30:34
    reminds me a lot of eitas daughter of
  • 00:30:36
    the cosmos from bloodborne especially
  • 00:30:38
    within this move which flings goo
  • 00:30:40
    everywhere followed by a jump slam this
  • 00:30:43
    move is very reminiscent of eac's charge
  • 00:30:46
    move and requires some very specific
  • 00:30:48
    positioning and timing to avoid entirely
  • 00:30:50
    the goo projectiles will land in a
  • 00:30:52
    circle around meter around the same time
  • 00:30:54
    that you'll have to prepare for the as
  • 00:30:56
    slam of the attack the answer that I
  • 00:30:58
    found was to first Dodge underneath the
  • 00:31:00
    boss finding safety from the projectiles
  • 00:31:02
    and then Dodge out to the side making
  • 00:31:05
    enough distance to avoid the slam this
  • 00:31:07
    again is super awkward and you'll often
  • 00:31:09
    get hit and be confused as to which bit
  • 00:31:11
    of the attack actually hit you not the
  • 00:31:14
    worst boss in the world but definitely
  • 00:31:16
    not my favorite now lastly I have the
  • 00:31:18
    two fights that I think are actually
  • 00:31:20
    great in their own ways first there's
  • 00:31:22
    Bale which I consider to be the ultimate
  • 00:31:24
    dragon fight by a wide margin often
  • 00:31:26
    charging you with something the moment
  • 00:31:28
    you enter his Arena and his openings are
  • 00:31:30
    fairly small considering you'll have to
  • 00:31:32
    attempt to position yourself near his
  • 00:31:34
    head often involving sprinting or
  • 00:31:36
    jumping towards him during valuable
  • 00:31:38
    opening time which makes ranged ashes of
  • 00:31:40
    War very useful to supplement
  • 00:31:42
    positioning and camera issues I think
  • 00:31:44
    his over-the-top AOE design is pretty
  • 00:31:47
    standard for an endgame dragon fight and
  • 00:31:49
    fits nicely even when cranked up to the
  • 00:31:51
    intensity that it is I like Bale a lot
  • 00:31:54
    even despite the few flaws I find in his
  • 00:31:56
    fight the first being his straight fire
  • 00:31:58
    attack which seems to have some degree
  • 00:32:00
    of physics to it like most flame attacks
  • 00:32:02
    in Elden ring the fire is attempting to
  • 00:32:04
    find a straight path against the ground
  • 00:32:06
    rather than just being a column of
  • 00:32:07
    damage which makes any bumps on the
  • 00:32:09
    terrain send the fire slightly a skew
  • 00:32:12
    this wouldn't be a problem if the DLC
  • 00:32:13
    wasn't so infatuated with the idea of
  • 00:32:16
    being super difficult this straight fire
  • 00:32:18
    attack is the least forgiving of any
  • 00:32:20
    dragon straight fire that I've ever seen
  • 00:32:23
    and it requires decisive quick action or
  • 00:32:25
    preventative action to avoid somewhat
  • 00:32:27
    cons consistently however at times there
  • 00:32:29
    is nothing you can do if the fire's
  • 00:32:31
    physics give you bad RNG your best bet
  • 00:32:34
    is to Once Again Begin sprinting and
  • 00:32:36
    then jump as soon as the Fire gets near
  • 00:32:38
    you pushing your hitbox as far away as
  • 00:32:40
    you can manage the other issue I find in
  • 00:32:42
    him is once again the dog [ __ ] camera in
  • 00:32:45
    this DLC the way the fight is designed
  • 00:32:47
    you are supposed to be targeting Bale's
  • 00:32:49
    head being that his head takes more
  • 00:32:51
    damage and is the center of most of his
  • 00:32:53
    openings and where the lock on point is
  • 00:32:55
    designated however Bale being as
  • 00:32:58
    aggressive as he is he will often attack
  • 00:33:00
    shortly after your openings and push his
  • 00:33:02
    head past the point where your roll took
  • 00:33:04
    place which spins the camera all around
  • 00:33:07
    and gives you very little control over
  • 00:33:09
    your positioning it's really
  • 00:33:11
    embarrassing to have to mention that so
  • 00:33:12
    many times at this point in from soft's
  • 00:33:15
    life I expect much better than basic
  • 00:33:17
    functions like the camera failing on
  • 00:33:19
    every single fight in a modern frof
  • 00:33:22
    project other than that Bale is pretty
  • 00:33:23
    sick it is funny however that Bale is
  • 00:33:26
    technically not a remembrance fight all
  • 00:33:28
    of these half-ass bosses get to claim
  • 00:33:30
    the title of remembrance fight so far in
  • 00:33:32
    the DLC yet Bale just drops his heart
  • 00:33:35
    which does function like a Rememberance
  • 00:33:36
    fight at the dragon communion so it
  • 00:33:38
    basically counts the final great fight
  • 00:33:41
    in this DLC is thankfully Mesmer and I
  • 00:33:44
    understand why they put him front and
  • 00:33:45
    center in marketing his move set is fast
  • 00:33:48
    aggressive and sometimes tricky with a
  • 00:33:50
    huge delay on his grab and several
  • 00:33:52
    different flame charged spear moves with
  • 00:33:54
    subtly different telegraphs I think his
  • 00:33:56
    weakest aspect is his Phase 2 which
  • 00:33:59
    relies far too much on him activating
  • 00:34:01
    serpent form which creates a much more
  • 00:34:03
    scripted setpiece fight but this is only
  • 00:34:06
    a small piece of the fight as he'll use
  • 00:34:07
    most of the same moves in Phase 2 as
  • 00:34:09
    well my only complaint with this boss is
  • 00:34:12
    that it isn't hard enough to fully
  • 00:34:13
    Express his move set and this could only
  • 00:34:15
    be relevant to me because I had
  • 00:34:17
    collected a bunch of Scat fragments at
  • 00:34:19
    that point and I was dealing some pretty
  • 00:34:22
    significant damage however I wouldn't be
  • 00:34:24
    complaining if he had a full health bar
  • 00:34:26
    Phase 2 and was more in line with
  • 00:34:28
    Millennia I think his place as a mid
  • 00:34:30
    difficult boss fight as far as the DLC
  • 00:34:32
    goes is because he is directly
  • 00:34:34
    preventing players from progressing in
  • 00:34:35
    the DLC but that's really a shame
  • 00:34:37
    because his fight is many many times
  • 00:34:39
    more finely tuned and well-crafted than
  • 00:34:41
    the garbage fight he's blocking access
  • 00:34:44
    to I really wish that Mesmer was the
  • 00:34:46
    true final boss of this DLC and had the
  • 00:34:48
    difficulty reflect that because as it
  • 00:34:50
    stands he's one of the only good fights
  • 00:34:52
    in the whole DLC and so to summarize
  • 00:34:54
    this whole DLC is filled to the brim
  • 00:34:56
    with artificial difficulty due to
  • 00:34:58
    pumping the health and damage of what
  • 00:35:00
    should otherwise be mini bosses and by
  • 00:35:02
    reducing the leeway you might have on
  • 00:35:04
    boss's attacks by making attacks that
  • 00:35:06
    take up nearly the entirety of your ey
  • 00:35:08
    frames within a roll this obsession with
  • 00:35:10
    a single quality of Elden Ring's base
  • 00:35:13
    game design has come at the cost of so
  • 00:35:15
    many other crucial exemplary design
  • 00:35:17
    choices which have been damaged
  • 00:35:18
    significantly in this content such as
  • 00:35:21
    reducing the value of a jumpable move
  • 00:35:23
    from a high skill option that allows you
  • 00:35:25
    to stay engaged while avoiding a boss's
  • 00:35:27
    attack attack and turning it into the
  • 00:35:29
    only means of avoiding a contrived
  • 00:35:31
    barrage of nonsense that forces you to
  • 00:35:33
    disengage at best and that's really the
  • 00:35:35
    best way to describe the difficulty of
  • 00:35:37
    this
  • 00:35:38
    DLC it's contrived if you're really
  • 00:35:41
    telling me that the only way you could
  • 00:35:42
    make a hard final boss was to implement
  • 00:35:45
    an undodgeable move and by filling the
  • 00:35:47
    arena with holy projectiles then you
  • 00:35:49
    shouldn't be making boss fights anymore
  • 00:35:52
    a great boss fight should look like a
  • 00:35:54
    duel between two Warriors and should
  • 00:35:56
    make you feel like you're dancing daning
  • 00:35:57
    in between the boss's attacks not
  • 00:35:59
    jamming yourself into the dude's nut
  • 00:36:01
    sack because the twink on his back is
  • 00:36:03
    trying to hit you with the power of
  • 00:36:05
    Christ lock and lauan did this [ __ ] a
  • 00:36:07
    thousand times better without contrived
  • 00:36:10
    difficulty I don't even really like that
  • 00:36:11
    fight I hate teleporting bosses however
  • 00:36:14
    it is undeniably a better and more
  • 00:36:16
    interesting design choice to make each
  • 00:36:18
    brother have their own health bar with
  • 00:36:20
    the Necromancer being your main target
  • 00:36:22
    the skill set of positioning is
  • 00:36:23
    naturally developed within that fight
  • 00:36:25
    because you'll get much more value from
  • 00:36:27
    attacking laurian directly rather than
  • 00:36:29
    an absolutely contrived line of holy
  • 00:36:32
    projectiles falling after each attack
  • 00:36:34
    and so with difficulty out of the way
  • 00:36:36
    let's move on to
  • 00:36:41
    exploration I think at this point I've
  • 00:36:43
    let slip enough how I'm feeling about
  • 00:36:45
    this content that you should probably
  • 00:36:46
    guess where I'm going with this the
  • 00:36:48
    world bosses are mostly reused bosses
  • 00:36:50
    from the main game or reskins the worst
  • 00:36:53
    example of this is probably the
  • 00:36:55
    Hinterlands which greets you with a Tre
  • 00:36:57
    Sentinel followed by a tree Sentinel
  • 00:37:00
    followed by a falling star Beast the
  • 00:37:02
    funny thing about the tree Sentinels
  • 00:37:04
    being reused here is that we already
  • 00:37:05
    have every piece of the tree Sentinels
  • 00:37:07
    kit unlocked in the main game except for
  • 00:37:10
    his horse and so the reward for these
  • 00:37:12
    fights are two bottles of America
  • 00:37:14
    bathwater a reskin of the divine
  • 00:37:16
    blessing from Dark Souls the rest of the
  • 00:37:18
    new mini bosses are going to be found in
  • 00:37:20
    minor dungeons of which there are only
  • 00:37:23
    11 in the whole DLC however the new
  • 00:37:25
    category of Forge minor dungeons don't
  • 00:37:28
    even have a boss fight they have a
  • 00:37:30
    weapon to pull out of a forge as a main
  • 00:37:32
    reward the new bosses throughout the
  • 00:37:34
    rest of the minor dungeons include death
  • 00:37:36
    Knights demium sword Masters Chief blood
  • 00:37:39
    fiend a curse blade and Inquisitor jewry
  • 00:37:42
    as well as that there's the two new
  • 00:37:43
    forms made into PVP style boss fights
  • 00:37:46
    with the lamenter and the dragon man it
  • 00:37:49
    is wholly clear to me that boss fights
  • 00:37:51
    were not being prioritized when creating
  • 00:37:53
    the exploratory content of this DLC and
  • 00:37:56
    that feels like such a [ __ ] misread
  • 00:37:58
    of what Elden ring is supposed to be
  • 00:38:00
    pulling some random weapon out of a
  • 00:38:02
    forge is unfathomably less satisfying
  • 00:38:05
    than it dropping as a reward from a boss
  • 00:38:07
    fight even if that boss fight isn't the
  • 00:38:09
    best fight in the game I find it
  • 00:38:11
    baffling that loot was prioritized over
  • 00:38:14
    gameplay in the explorative content and
  • 00:38:16
    especially so when considering that
  • 00:38:18
    you're basically guaranteed to enter the
  • 00:38:20
    DLC with a fully built character it
  • 00:38:22
    would be one thing if you could spawn in
  • 00:38:24
    the DLC on a fresh new game which would
  • 00:38:26
    make every piece of loot that much more
  • 00:38:28
    valuable to you however with a full kit
  • 00:38:30
    every Loot drop either exists as
  • 00:38:32
    something starkly powerful enough so
  • 00:38:35
    that you'll go out of your way to
  • 00:38:36
    implement it into your rotation of
  • 00:38:38
    weapons or it's just garbage that you'll
  • 00:38:40
    never equip it would be kind of like if
  • 00:38:42
    the main game's character select screen
  • 00:38:44
    included fully leveled characters such
  • 00:38:46
    as the azer comet build dual Katana
  • 00:38:49
    bleed build full heavy armor great
  • 00:38:51
    Shield build and so on why would you
  • 00:38:53
    feel the need to explore if most of what
  • 00:38:56
    you're going to loot is much much worse
  • 00:38:58
    than what you already have and the DLC
  • 00:39:00
    is structured even worse than that
  • 00:39:02
    because most of us were going in with
  • 00:39:03
    characters we've played the entire game
  • 00:39:05
    with and therefore collected almost all
  • 00:39:07
    the items so the dlc's world is fleshed
  • 00:39:10
    out with a bunch of loot I don't care
  • 00:39:12
    about except for a few things a bunch of
  • 00:39:14
    crafting materials a bunch of crafting
  • 00:39:16
    books and very few bosses almost none of
  • 00:39:19
    which are new how the [ __ ] am I supposed
  • 00:39:21
    to feel inclined to explore this world
  • 00:39:24
    from soft's answer to the predicament of
  • 00:39:26
    attempting to sim ulate a level of
  • 00:39:28
    progression tied to your exploration of
  • 00:39:30
    this world was the implementation of the
  • 00:39:32
    scadu tree fragments which are
  • 00:39:34
    infinitely less immersive than the main
  • 00:39:36
    game's massive list of loot levels NPCs
  • 00:39:40
    and challenges to overcome all of which
  • 00:39:42
    contribute to an increase in your
  • 00:39:44
    overall power and abilities instead of
  • 00:39:46
    say finding powerful talismans that can
  • 00:39:49
    increase your damage by x amount in
  • 00:39:51
    specific scenarios you just gather a
  • 00:39:53
    bunch of these pieces of bark and you're
  • 00:39:56
    permanently more powerful instead of
  • 00:39:58
    finding a powerful weapon collecting the
  • 00:40:00
    resources to upgrade it and Gathering
  • 00:40:02
    runes to meet its stat requirements you
  • 00:40:04
    just find bark and then eat it I guess
  • 00:40:07
    it's really entirely nebulous because
  • 00:40:10
    it's a game mechanic first and foremost
  • 00:40:12
    and not a real part of this world reduce
  • 00:40:14
    every rewarding and immersive aspect of
  • 00:40:16
    adventuring and exploring into a single
  • 00:40:18
    item you'll have to hunt down throughout
  • 00:40:20
    the whole map and your result is a
  • 00:40:22
    massive map that feels like an
  • 00:40:24
    obligation to explore rather than
  • 00:40:26
    inspiring you to Adventure through it
  • 00:40:28
    with natural excitement for me this
  • 00:40:30
    expansion felt a lot like a checklist of
  • 00:40:33
    areas to clear for the sake of having
  • 00:40:34
    appropriate damage on bosses and that's
  • 00:40:37
    such a [ __ ] sad statement to make
  • 00:40:39
    about Elden Rings content and what's
  • 00:40:41
    even more sad is to realize what a
  • 00:40:43
    relief it is that you'll keep the scat
  • 00:40:45
    tree fragments you've collected when you
  • 00:40:47
    go into New Game Plus which brings me to
  • 00:40:49
    my next
  • 00:40:52
    point after starting a new game plus and
  • 00:40:55
    approaching the DLC with a full level
  • 00:40:57
    bark blessing character you're given the
  • 00:40:59
    unique position of insight to decide
  • 00:41:02
    exactly which parts of the realm of
  • 00:41:03
    Shadow you'll replay purely for the
  • 00:41:06
    experience itself you'll have nothing
  • 00:41:08
    really to gain at that point having
  • 00:41:09
    looted everything of value and having
  • 00:41:11
    reached the power caps of full scatter
  • 00:41:13
    tree fragments and level hard caps and
  • 00:41:15
    you'll have the opportunity to see
  • 00:41:17
    exactly how much of the content is worth
  • 00:41:19
    actually playing and so let's take a
  • 00:41:21
    look at this massive map and dissect it
  • 00:41:23
    a bit and keep in mind I'll be looking
  • 00:41:25
    at this through a subjective lens to
  • 00:41:27
    describe how I feel about this content
  • 00:41:29
    first of all we can completely cross out
  • 00:41:30
    both the blue and red flower areas in
  • 00:41:33
    the southern sections of the map I
  • 00:41:35
    really don't feel all that inclined to
  • 00:41:37
    go well out of my way to fight the
  • 00:41:39
    putrescent Knight and both these
  • 00:41:40
    sections are filled with a reskin base
  • 00:41:42
    game bosses I can say the exact same
  • 00:41:44
    thing about the jagged Peak which
  • 00:41:46
    features two Drake fights and an ancient
  • 00:41:48
    dragon fight this leaves the peak as a
  • 00:41:50
    single linear path to Sprint through as
  • 00:41:52
    fast as possible to get to Bale one of
  • 00:41:54
    the few decent fights that I would
  • 00:41:56
    probably go out of my way to do from the
  • 00:41:58
    starting area we have the bellat tower a
  • 00:42:01
    half decent Legacy dungeon with one of
  • 00:42:03
    the worst bosses in all of Elden ring at
  • 00:42:05
    its end an easy skip well then we can
  • 00:42:07
    take on Castle ensus instead a tiny
  • 00:42:10
    Legacy dungeon with a single linear path
  • 00:42:12
    ending in the Rana fight as I've said I
  • 00:42:15
    get pretty bored of this boss's move set
  • 00:42:17
    by the end of her fight so more often
  • 00:42:19
    than not I'll just skip the dungeon and
  • 00:42:21
    go around the side area from here we can
  • 00:42:23
    either enter the shadow keep from the
  • 00:42:25
    front or side and if we choose the front
  • 00:42:27
    were greeted by the golden hippo fight
  • 00:42:30
    this is an obnoxious mini boss whose
  • 00:42:32
    grab hit box was just nerfed and
  • 00:42:34
    entirely relies on the same style of
  • 00:42:37
    difficulty as the dancing lion fight it
  • 00:42:39
    only attacks with its head and therefore
  • 00:42:41
    has unnatural telegraphs that are
  • 00:42:43
    difficult to distinguish from basic
  • 00:42:45
    movements and then you hit phase two
  • 00:42:47
    where you'll be pelted by an unnecessary
  • 00:42:49
    amounts of projectiles on each of its
  • 00:42:51
    special moves this fight is an easy pass
  • 00:42:53
    so we'll head through the side path
  • 00:42:55
    which first will bring us near the the
  • 00:42:57
    Manis cathedral which sends us along the
  • 00:42:59
    quest toward mettier this Quest only
  • 00:43:01
    features visits to two incredibly
  • 00:43:04
    massive yet incomprehensibly useless
  • 00:43:07
    areas of the map both of the finger
  • 00:43:08
    ruins are worthless wastes of assets and
  • 00:43:11
    only offer you a source of crafting
  • 00:43:13
    material for items you'll never craft
  • 00:43:15
    and are the only areas featuring The
  • 00:43:17
    Lamb prey enemies these dudes feel so
  • 00:43:19
    out of place here and don't really have
  • 00:43:21
    any other presence in the rest of the
  • 00:43:22
    DLC in the lower or in Elden ring at all
  • 00:43:26
    overall this whole Quest is just to
  • 00:43:28
    fight mattier a fight that wasn't too
  • 00:43:30
    bad but I doubt I would go out of my way
  • 00:43:32
    for and so let's just cross out both of
  • 00:43:34
    the finger ruins as well as the
  • 00:43:36
    hinterland section leading up to the
  • 00:43:38
    second ruins which only features base
  • 00:43:40
    game bosses next we'll enter the church
  • 00:43:42
    district and an effort to get to the
  • 00:43:44
    shadowkeep but be met with the decision
  • 00:43:46
    of whether or not we'll want to fight
  • 00:43:47
    the scatter tree Avatar and I think this
  • 00:43:49
    one is a big toss up this fight is
  • 00:43:51
    pretty mid as far as the fight itself
  • 00:43:53
    goes and I think the fact that I would
  • 00:43:55
    only go out of my way to fight it out of
  • 00:43:57
    respect for its Aesthetics kind of says
  • 00:43:59
    it all the combat is pretty basic and
  • 00:44:01
    often disrupted by event moves or the
  • 00:44:04
    boss respawning and the boss isn't
  • 00:44:06
    blocking anything the sad thing is I
  • 00:44:08
    don't even dislike this fight at all I
  • 00:44:11
    just absolutely wouldn't go out of my
  • 00:44:13
    way to fight it if it was instead
  • 00:44:15
    several World bosses I would likely
  • 00:44:17
    never skip one directly in my path this
  • 00:44:19
    is a huge issue of implementation that
  • 00:44:21
    I've been referencing throughout this
  • 00:44:23
    video the boss's potential is wasted
  • 00:44:26
    where it is and so I'll regrettably say
  • 00:44:28
    that I would skip this fight just as I
  • 00:44:30
    would Rana Commander gas is an easy Skip
  • 00:44:33
    and I won't go into details on that one
  • 00:44:35
    but what about midra obviously a skip
  • 00:44:38
    but let's talk about why because this is
  • 00:44:40
    one of the most egregious waste of
  • 00:44:42
    assets across the whole DLC the process
  • 00:44:45
    of reaching midra requires finding a
  • 00:44:47
    hidden coffin in the shadow keep riding
  • 00:44:49
    it into the moat drainage area which
  • 00:44:51
    features several furnace Golems easy
  • 00:44:53
    skip one of which you can apparently
  • 00:44:55
    ignite by throwing a a heavy flame pot
  • 00:44:58
    into its head but I never got it to work
  • 00:45:00
    then you follow a ravine down a cliff
  • 00:45:02
    and eventually into a minor dungeon
  • 00:45:04
    which features several lighting puzzles
  • 00:45:06
    a giant mouth imp three different floors
  • 00:45:09
    and ends in a gank fight which Rivals
  • 00:45:12
    the god-skin duo in terms of ganess and
  • 00:45:14
    unsatisfying gameplay after overcoming
  • 00:45:16
    the dungeon you're free to enter the
  • 00:45:18
    Abyssal Woods a frenzy flamed themed
  • 00:45:21
    area that just ends up looking like a
  • 00:45:23
    Spirit Halloween store lo and behold
  • 00:45:26
    torrent is too too scared to be summoned
  • 00:45:28
    within this area now forget the fact
  • 00:45:30
    that torrent has been our unwavering
  • 00:45:32
    faithful Steed throughout swaps of rot
  • 00:45:35
    in fights with Dragons of all kinds and
  • 00:45:37
    unfazed by the battle with redon he's
  • 00:45:40
    too scared of
  • 00:45:42
    frenzy like Madness buildup doesn't
  • 00:45:45
    really make sense considering he's
  • 00:45:46
    immune so I guess he's afraid of the
  • 00:45:49
    spooky Halloween
  • 00:45:50
    Woods that's [ __ ] weird what's even
  • 00:45:53
    weirder is the many developer messages
  • 00:45:55
    written throughout this area which
  • 00:45:57
    really makes this content feels like a
  • 00:45:59
    Roblox or OverWatch custom game where
  • 00:46:02
    the rules have to be written for you
  • 00:46:04
    because it's not something you would
  • 00:46:05
    expect out of the base game such as the
  • 00:46:07
    stealth miname you're forced into with
  • 00:46:10
    the reintroduction of winter lanterns
  • 00:46:12
    now I would absolutely have no problem
  • 00:46:14
    with these enemies if they could be
  • 00:46:16
    implemented in a natural immersive way
  • 00:46:18
    but I think the messages on the ground
  • 00:46:20
    here pretty much speak for themselves
  • 00:46:22
    this content is strange and disjointed
  • 00:46:24
    from the main game in such a jarring way
  • 00:46:27
    we're forced off our mounts due to
  • 00:46:28
    contrivance and then funneled into these
  • 00:46:30
    enemies that only amount to crouching
  • 00:46:32
    for a while or parrying each one of them
  • 00:46:35
    what the [ __ ] is this entire area the
  • 00:46:37
    wood section is massive barebones and
  • 00:46:40
    empty with random pointless pieces of
  • 00:46:43
    loot thrown in that are never worth the
  • 00:46:44
    run back and three total enemies rats
  • 00:46:47
    inquisitors and winter lanterns this
  • 00:46:50
    whole Woods area should have been
  • 00:46:51
    considered part of the Legacy dungeon
  • 00:46:54
    and therefore should have had an
  • 00:46:55
    interesting layout with Twi and turns
  • 00:46:57
    that take you through the many different
  • 00:46:59
    set pieces that mesh well together
  • 00:47:01
    instead we get a giant lump of spooky
  • 00:47:04
    themed nothing and the cherry on top
  • 00:47:06
    you'll have to walk through it on foot
  • 00:47:08
    and after a secret coffin shortcut a
  • 00:47:10
    ravine path a large minor dungeon and a
  • 00:47:13
    5k through the woods we still haven't
  • 00:47:15
    reached the Legacy dungeon midra man is
  • 00:47:18
    embarrassingly small and only amounts to
  • 00:47:20
    a linear path you'll Sprint through
  • 00:47:22
    while periodically pulling levers and
  • 00:47:24
    even on your first playthrough here
  • 00:47:26
    you'll find very little of value to you
  • 00:47:28
    the majority of items here are frenzied
  • 00:47:31
    flame related one of the worst status
  • 00:47:33
    effects even if midra was the greatest
  • 00:47:35
    fight in the DLC getting to him would be
  • 00:47:38
    a pain in the ass on a similar level to
  • 00:47:40
    reaching Millennia but the fact is he's
  • 00:47:42
    not named midra for nothing he's a
  • 00:47:45
    glorified mini boss and the easiest skip
  • 00:47:48
    so far and that leaves us with the final
  • 00:47:50
    stretch of the main playthrough of the
  • 00:47:52
    DLC Mesmer is incredible and I might
  • 00:47:55
    have to fight him on a higher new game
  • 00:47:56
    game or lower level so as to avoid
  • 00:47:58
    breezing through him the next time I
  • 00:48:00
    fight him radon is an obvious pass so
  • 00:48:03
    we'll cross out inner ilum and if
  • 00:48:05
    there's no progression based rewards for
  • 00:48:07
    beating Romana then I'll once again
  • 00:48:09
    regrettably pass on her too getting to
  • 00:48:12
    her requires navigating through the
  • 00:48:13
    shadow keep and past the pyromancer
  • 00:48:16
    Bridge only to end up in the confusing
  • 00:48:18
    convoluted ruins area sadly it's a pass
  • 00:48:21
    and so what am I left with on a replay
  • 00:48:23
    of this content a straight shot through
  • 00:48:26
    to baale and then Mesmer and that's it
  • 00:48:29
    to me everything else isn't worth my
  • 00:48:31
    time on a casual New Game Plus
  • 00:48:33
    playthrough and that is a tragedy all of
  • 00:48:36
    this leaves me with a single conclusion
  • 00:48:38
    about the contents in Shadow of the
  • 00:48:39
    earth tree a useless conclusion that
  • 00:48:42
    doesn't change anything shadow of the
  • 00:48:44
    earth tree should have been a sequel not
  • 00:48:47
    a DLC of course this would require
  • 00:48:49
    several more years of development to
  • 00:48:51
    extend the map flesh out what we have
  • 00:48:53
    and find appropriate places to reuse
  • 00:48:56
    assets and instead of sequestering
  • 00:48:57
    half-ass fights into the role of
  • 00:48:59
    remembrance but just look at what the
  • 00:49:01
    content of this DLC was focused on
  • 00:49:04
    innovating the weapon system by adding
  • 00:49:05
    new types of weapons innovating the
  • 00:49:08
    difficulty by making boss moves less
  • 00:49:10
    forgiving innovating the combat by
  • 00:49:12
    adding the deflection tier and back step
  • 00:49:15
    eye frames through new talismans
  • 00:49:16
    innovation is the exact quality that you
  • 00:49:19
    would expect from a sequel which would
  • 00:49:21
    tread the lines between offering
  • 00:49:22
    something new while not getting too far
  • 00:49:24
    away from what worked in the first place
  • 00:49:27
    refinement is what you would want and
  • 00:49:29
    expect from a DLC which is a concept
  • 00:49:32
    that this content is sorely lacking in
  • 00:49:34
    you already have the road paved the
  • 00:49:36
    weapons designed the combat ironed out
  • 00:49:39
    the world built the basic systems in
  • 00:49:41
    place like bonfires weapon upgrades
  • 00:49:43
    leveling consumables when making a DLC
  • 00:49:46
    all you have to do is create the most
  • 00:49:48
    refined concept of content that you can
  • 00:49:51
    within the game you've already built not
  • 00:49:53
    throw a bunch of new weird half-baked
  • 00:49:55
    ideas that may or may not jive with the
  • 00:49:58
    rest of the base game Concepts this
  • 00:50:00
    content is 100% focused on Innovation
  • 00:50:03
    despite still being attached to Elden
  • 00:50:05
    ring and now the base gamees contents
  • 00:50:07
    meta is getting brutalized by a barrage
  • 00:50:09
    of innovations that it wasn't built to
  • 00:50:12
    facilitate on top of that the dlc's
  • 00:50:14
    content is also hurt by being attached
  • 00:50:16
    to Elden ring for some obvious reasons
  • 00:50:19
    if you wish to play the DLC content
  • 00:50:21
    again even if you use a new game plus
  • 00:50:23
    and don't have to hunt for weapons or
  • 00:50:24
    upgrades it takes around 40 minutes at
  • 00:50:27
    best to complete the intro get your
  • 00:50:29
    horse get to Altus get to kalid beat Ron
  • 00:50:32
    start V's Quest get to the belfrey soak
  • 00:50:34
    your sheet maiden's blood return to ve
  • 00:50:36
    Kill The Invader and Altus get your ride
  • 00:50:38
    to mwin complete mwin and beat MOG all
  • 00:50:41
    of that just to enter this massive world
  • 00:50:43
    only to realize there's very little
  • 00:50:45
    replayability in this massive world so
  • 00:50:48
    you'll do two fights and then leave if
  • 00:50:50
    this content wasn't piggybacking off of
  • 00:50:53
    Elden Ring's base game and was a
  • 00:50:54
    standalone sequel you could in instead
  • 00:50:56
    start as a level one in mn's Palace beat
  • 00:51:00
    some new intro boss in moges Arena and
  • 00:51:02
    then be off into the DLC you would have
  • 00:51:04
    a fresh start and everything would be
  • 00:51:06
    valuable to you including the many
  • 00:51:08
    weapons Rune drops upgrade materials
  • 00:51:11
    every crafting book and resource it
  • 00:51:13
    would be just like Elden Ring's original
  • 00:51:15
    release and therefore you wouldn't need
  • 00:51:17
    the contrived and largely disliked
  • 00:51:19
    scatter tree fragment system of
  • 00:51:21
    progression the various challenges
  • 00:51:23
    throughout this world could have been
  • 00:51:24
    balanced to the level you would be
  • 00:51:25
    expected to fight them at which would
  • 00:51:27
    create a natural scale of progression
  • 00:51:29
    again just like the main game lastly
  • 00:51:32
    killing Mogan redon were made to be
  • 00:51:34
    mandatory events that you must complete
  • 00:51:36
    before gaining access to the DLC so that
  • 00:51:38
    their stories could be chronologically
  • 00:51:40
    accurate this leads the DLC to be placed
  • 00:51:42
    in a very inconvenient near endgame
  • 00:51:45
    position and with that in mind I think
  • 00:51:47
    it's clear but frustrating as to why we
  • 00:51:50
    didn't get a single drop of Melina or
  • 00:51:52
    Godwin lore in this content for Melina's
  • 00:51:55
    story to be progressed this would
  • 00:51:56
    require first burning the her tree in
  • 00:51:58
    order to keep a chronologically accurate
  • 00:52:00
    depiction of events in Shadow of the her
  • 00:52:03
    tree this would also disqualify anyone
  • 00:52:05
    who was playing a lord of frenzied flame
  • 00:52:07
    playthrough as the events would then
  • 00:52:08
    play out differently in the same way if
  • 00:52:11
    Godwin were to appear in a meaningful
  • 00:52:12
    way in the DLC you would likely have to
  • 00:52:15
    play through fia's quest line first and
  • 00:52:17
    so fromsoft seems to have been in the
  • 00:52:19
    position where they could either have a
  • 00:52:21
    fully fleshed out DLC that tackles many
  • 00:52:23
    players in this world but requires
  • 00:52:25
    beating most of the content in the base
  • 00:52:27
    game or cutting everyone less important
  • 00:52:30
    to the single main storyline of the DLC
  • 00:52:32
    so that only redon and mogue had to be
  • 00:52:34
    beaten and at some [ __ ] point someone
  • 00:52:37
    should have said if the continuation of
  • 00:52:40
    this story requires taking place after
  • 00:52:43
    the events of most of the main game then
  • 00:52:45
    why don't we just do that and make a
  • 00:52:47
    full sequel at some point someone should
  • 00:52:49
    have said if we're making a giant
  • 00:52:51
    massive map which we'll need to fill
  • 00:52:53
    with meaningful loot then why don't we
  • 00:52:55
    delay it and make it beauti full sequel
  • 00:52:57
    someone should have said if we're making
  • 00:52:59
    all kinds of new weapon classes
  • 00:53:01
    implementing secro deflections and
  • 00:53:03
    iframe back steps why don't we fine-tune
  • 00:53:05
    the combat engine a bit and just make a
  • 00:53:08
    [ __ ] sequel this is a tragedy every
  • 00:53:11
    way you look at it because the amount of
  • 00:53:13
    content is huge for a DLC one of the
  • 00:53:16
    biggest content drops in gaming history
  • 00:53:19
    yet I would describe it as mostly Half
  • 00:53:21
    Baked this is way more than $40 worth of
  • 00:53:24
    ingredients but it was served to us
  • 00:53:27
    [ __ ] raw and I think the saddest part
  • 00:53:29
    of all of this is that this might be the
  • 00:53:31
    very last bit of Elder ring content that
  • 00:53:34
    we will ever see there are rumors going
  • 00:53:36
    around that fromsoft won't be working on
  • 00:53:38
    projects as large scale as Elden ring in
  • 00:53:40
    the future and the fact that this
  • 00:53:41
    content has mixed reviews on Steam might
  • 00:53:44
    be the nail in the coffin so many people
  • 00:53:47
    put so much time into creating the
  • 00:53:49
    shadow of the her tree and I for one
  • 00:53:51
    would easily give it a negative review
  • 00:53:54
    and that is by no means the fault of the
  • 00:53:55
    project scale or the ground level
  • 00:53:58
    developers breaking their backs to build
  • 00:54:00
    the many pieces that came together to
  • 00:54:01
    create this world I 100% place the blame
  • 00:54:05
    on a lack of Direction and vision if you
  • 00:54:07
    think undodgeable boss moves are good
  • 00:54:10
    enough you shouldn't be making bosses if
  • 00:54:12
    you think that scat tree fragments are
  • 00:54:14
    good enough to replace every system of
  • 00:54:16
    progression in the main game you
  • 00:54:18
    shouldn't be designing balancing systems
  • 00:54:20
    if you think that an environment
  • 00:54:22
    unfriendly towards casuals is an
  • 00:54:24
    appropriate setting for your [ __ ] l
  • 00:54:26
    ring content then you don't understand
  • 00:54:28
    your own fan base above all else if you
  • 00:54:31
    fail to recognize that this content
  • 00:54:33
    sucks as a DLC and yet has all the
  • 00:54:35
    potential in the world as a sequel then
  • 00:54:37
    you shouldn't have been a creative
  • 00:54:39
    director on this project and that
  • 00:54:40
    failure has led to countless hours of
  • 00:54:43
    effort and development to amount to
  • 00:54:45
    nothing but a mixed review on steam a
  • 00:54:48
    rating that I would argue is too high
  • 00:54:50
    and is largely propped up by Mindless
  • 00:54:52
    getg good drones who choose to be
  • 00:54:54
    ignorant to the failures of this content
  • 00:54:56
    this content drop was easily a worst
  • 00:54:59
    case scenario for Elden ring fans we
  • 00:55:01
    didn't and will'll never get a true DLC
  • 00:55:04
    that refines what worked about Elden
  • 00:55:05
    ring to its most perfected form and we
  • 00:55:08
    will likely never get a sequel as all of
  • 00:55:10
    the remaining lore has been pilfer
  • 00:55:12
    through for its most important parts
  • 00:55:14
    leaving Melina Godwin the Glide Queen
  • 00:55:17
    and every other unanswered question on
  • 00:55:18
    The Cutting Room floor this is
  • 00:55:21
    it and if that statement doesn't leave a
  • 00:55:25
    depressed pit in your stomach
  • 00:55:27
    than I envy
  • 00:55:33
    you so how did this happen how did one
  • 00:55:36
    of the industry-leading developers with
  • 00:55:38
    one of the most popular games of the
  • 00:55:40
    last decade fumble this hard at such an
  • 00:55:42
    important juncture I don't really have
  • 00:55:44
    an answer for you all I can do is
  • 00:55:47
    speculate and my speculation comes down
  • 00:55:49
    to two options the first scenario asks
  • 00:55:52
    the question is there a B Team narrative
  • 00:55:54
    to be made here for those of you who
  • 00:55:56
    don't know when Dark Souls I was first
  • 00:55:58
    seen in a critical light many people
  • 00:56:00
    placed the blame on a change of director
  • 00:56:03
    being that Miyazaki was at the time
  • 00:56:05
    working on bloodborne and this led to
  • 00:56:07
    the general idea that Miyazaki had
  • 00:56:09
    brought from sof's a team with him
  • 00:56:11
    leaving the development of DS2 in the
  • 00:56:13
    hands of a new director and a so-called
  • 00:56:15
    B team now it has been widely reported
  • 00:56:18
    that fromsoft has gone through a large
  • 00:56:20
    growth in team members following the
  • 00:56:22
    success of Elden ring and that they had
  • 00:56:23
    begun working on several projects at
  • 00:56:25
    once the Assumption being that they
  • 00:56:27
    would be working on from soft's lesser
  • 00:56:29
    projects like armored Core which would
  • 00:56:31
    fund more important projects such as
  • 00:56:34
    shadow of the UR Trey Lord knows I only
  • 00:56:36
    purchased armored Core as a way of
  • 00:56:38
    paying back all the great times I had in
  • 00:56:40
    Elden ring which vastly exceeded its
  • 00:56:42
    price tag one thing I consistently
  • 00:56:45
    mentioned while playing through armored
  • 00:56:46
    Core is that it looked like it was easy
  • 00:56:48
    to make which I for one saw as a good
  • 00:56:50
    thing being that it meant more time was
  • 00:56:53
    likely being spent on Shadow of the
  • 00:56:54
    earth tree unfortunately it seems to me
  • 00:56:57
    that some of this new B Team could have
  • 00:56:59
    likely also been put in charge in design
  • 00:57:01
    elements of Elden Ring's DLC and that
  • 00:57:04
    some of these team members might have
  • 00:57:06
    been members of the souls modding
  • 00:57:08
    Community which would certainly explain
  • 00:57:10
    some of the Lesser aspects of Rons and
  • 00:57:12
    many other boss fight designs you know
  • 00:57:15
    the boss's moves that are a smattering
  • 00:57:17
    of several copy pasted projectile pieces
  • 00:57:19
    coming at you arbitrarily forcing you to
  • 00:57:22
    avoid them in an over-the-top contrived
  • 00:57:24
    way and you know at a certain point even
  • 00:57:26
    in non- gank fight starts to feel just
  • 00:57:28
    as shitty as a gank fight when there are
  • 00:57:30
    multiple independent pieces of attack to
  • 00:57:32
    avoid at once it all kind of ends the
  • 00:57:35
    same way with you sprinting around the
  • 00:57:37
    arena dodging a few bits of overreaching
  • 00:57:39
    attack while disengaged from the rest
  • 00:57:41
    entirely at very least every fight ends
  • 00:57:44
    up feeling like a mage fight and none of
  • 00:57:46
    that should be praised as highlevel
  • 00:57:48
    quality difficult boss design now I know
  • 00:57:51
    that the B Team narrative is largely
  • 00:57:53
    disliked I imagine because it doesn't
  • 00:57:55
    really help things things and there's no
  • 00:57:57
    real way to prove who worked on what
  • 00:57:59
    exactly especially considering the fact
  • 00:58:01
    that shadow of the UR tree has no
  • 00:58:03
    official credits which is convenient to
  • 00:58:05
    say the least but just ask yourself this
  • 00:58:08
    do you really think in your heart of
  • 00:58:09
    hearts that the people who designed
  • 00:58:12
    marget real radon Reichard morgot
  • 00:58:15
    malakith Moog horu storm Vil Castle kid
  • 00:58:18
    leer of the Lakes the H tree Altus
  • 00:58:20
    Plateau the Alexander the warrior jar
  • 00:58:23
    quest line and everything else that you
  • 00:58:25
    would see in that one Elden ring edit
  • 00:58:27
    are the same people who designed pontiff
  • 00:58:30
    on HRT buggier quag DS1 fanged boore
  • 00:58:34
    found a rider orphan of C found a horsey
  • 00:58:38
    literally just eitas Mader after a bulk
  • 00:58:41
    Shadows of yarum phase 3 but done right
  • 00:58:43
    this time and I don't know let's mix
  • 00:58:46
    things up what about a couple of
  • 00:58:47
    Brothers who are challenging the ways of
  • 00:58:49
    old one of whom who resurrects the
  • 00:58:51
    larger strength built other and then
  • 00:58:54
    proceeds to hang around his neck casting
  • 00:58:56
    holy magic in Phase 2 radon and Micha
  • 00:58:59
    yeah I was totally describing them
  • 00:59:01
    references are one thing but there is a
  • 00:59:03
    distinct lack of creativity across the
  • 00:59:06
    board within this content and it largely
  • 00:59:08
    feels like it was made by fans instead
  • 00:59:10
    of competent well season developers the
  • 00:59:13
    only other potential explanation I could
  • 00:59:15
    come up with is purely that it's a money
  • 00:59:17
    thing Elden ring is a massive success
  • 00:59:20
    with millions of players and yet that
  • 00:59:22
    was one single purchase 2 and a half
  • 00:59:25
    years ago and it's a game that's
  • 00:59:26
    competing with other games in the
  • 00:59:28
    industry developed by blood sucking
  • 00:59:30
    companies like Bungie who charge $100
  • 00:59:33
    for what's supposed to be a Year's worth
  • 00:59:35
    of content that I only ended up playing
  • 00:59:37
    for 2 days and then they harp on you to
  • 00:59:39
    buy microtransactions and Shop in their
  • 00:59:42
    merch store it must be frustrating to
  • 00:59:44
    see others in your industry who offer
  • 00:59:46
    nothing yet make money hand over fist
  • 00:59:49
    when you're creating the type of game
  • 00:59:50
    that I've personally played for over
  • 00:59:52
    1,300 hours and only paid a$ hundred
  • 00:59:55
    total dollars for and I do wonder if
  • 00:59:57
    armored Core has played any part in that
  • 00:59:59
    armored Core as I said looks like it was
  • 01:00:01
    made with very little effort looking a
  • 01:00:03
    lot like those 360 demos you would play
  • 01:00:06
    in Walmart in the early 2000s that never
  • 01:00:09
    bothered me because I didn't purchase
  • 01:00:10
    the game to actually play it I was
  • 01:00:12
    Voting with my wallet to fund fromsoft
  • 01:00:15
    however it wouldn't surprise me
  • 01:00:17
    whatsoever if some business-minded
  • 01:00:19
    dumbass somewhere high up in fromsoft
  • 01:00:21
    saw the numbers and the profit created
  • 01:00:24
    from such a simple game and thought it
  • 01:00:26
    would be a good idea to invest in games
  • 01:00:28
    like that if we see a [ __ ] ninjab
  • 01:00:30
    blade reboot trailer next I might
  • 01:00:33
    actually throw up armored Core sold 2.8
  • 01:00:36
    million copies in 3 months it was
  • 01:00:39
    definitely a golden egg but only a [ __ ]
  • 01:00:42
    would fail to realize that Elden ring
  • 01:00:44
    was the [ __ ] Goose if fromsoft stops
  • 01:00:46
    creating games like Elden ring that take
  • 01:00:48
    a lot of time and effort but are beloved
  • 01:00:51
    by almost everyone who tries them then I
  • 01:00:53
    don't know what to say they're [ __ ] C
  • 01:00:56
    and if from does end up falling off then
  • 01:00:59
    know that shadow of the earth tree was
  • 01:01:01
    the Tipping Point the moment they sold
  • 01:01:04
    out I really hope I'm wrong about this
  • 01:01:07
    trust me I'm the last person I thought
  • 01:01:09
    would be disappointed by this content
  • 01:01:11
    but let's end this on a positive note
  • 01:01:13
    instead of moping about what was let's
  • 01:01:15
    think about how we can course correct
  • 01:01:17
    first of all I would urge fromom not to
  • 01:01:19
    give up on large scale projects I mean
  • 01:01:22
    if they ever got the rights to
  • 01:01:23
    bloodborne and made a sequel on the
  • 01:01:25
    scale of Elden ring they would be
  • 01:01:27
    [ __ ] printing Moola and so the
  • 01:01:29
    question remains with hindsight at our
  • 01:01:31
    disposal how do you make a DLC for a
  • 01:01:34
    game like Elden ring and this is where
  • 01:01:36
    we meet at a compromise I make this
  • 01:01:39
    proposition if fromsoft is willing to
  • 01:01:41
    put forth the effort to create
  • 01:01:42
    incredible large scale worlds like Elden
  • 01:01:45
    ring then I and I believe many of you as
  • 01:01:47
    well would be willing to purchase many
  • 01:01:50
    expensive smallscale dlc's that expand
  • 01:01:53
    the map in small areas at various points
  • 01:01:56
    this would fund their further projects
  • 01:01:58
    allowing fans to show their appreciation
  • 01:02:00
    and keep the game relevant for extended
  • 01:02:02
    periods of time on top of that the
  • 01:02:04
    content would flesh out the more
  • 01:02:06
    barebones areas of the game and offer
  • 01:02:08
    much more Synergy than a single large
  • 01:02:10
    lump of content after beating Moog for
  • 01:02:12
    example take the jagged Peak and place
  • 01:02:15
    it directly after the capital perhaps
  • 01:02:17
    offering an additional route to the
  • 01:02:19
    Mountaintop of the Giants replace one of
  • 01:02:21
    the jagged Peak Drakes with a ghost
  • 01:02:23
    flame dragon and I would easily have
  • 01:02:25
    paid $20 for that without hesitation and
  • 01:02:28
    it would have came out within like 2
  • 01:02:30
    months of the game's release that covers
  • 01:02:32
    half the cost of a DLC that came out
  • 01:02:35
    after 2 and 1/2 years and has mixed
  • 01:02:37
    reviews with this model from that point
  • 01:02:40
    forward every playthrough of Elden ring
  • 01:02:42
    would include Bale including your next
  • 01:02:44
    playthrough that takes you through the
  • 01:02:45
    next DLC drop which might drop the
  • 01:02:47
    shadowkeep and Mesmer below the volcano
  • 01:02:50
    Manor or something there would be an e
  • 01:02:52
    and flow to the contents release which
  • 01:02:54
    would each fund from software with a
  • 01:02:56
    steady income and each bolster the game
  • 01:02:58
    as a whole rather than one content drop
  • 01:03:01
    2 years later which will largely be
  • 01:03:03
    forgotten in 2 months and I know that
  • 01:03:06
    content price is a touchy subject and
  • 01:03:08
    that many people wouldn't be willing to
  • 01:03:10
    pay for expensive content but I would
  • 01:03:12
    argue that those people just don't care
  • 01:03:14
    about the content enough I guess like
  • 01:03:16
    you could also wait until they release a
  • 01:03:18
    Elden ring complete edition later on
  • 01:03:21
    that would be cheaper because I would
  • 01:03:22
    much rather pay more for fromsoft to
  • 01:03:25
    continue making incredible content
  • 01:03:27
    rather than see them release content in
  • 01:03:29
    this sorry State of Affairs at the end
  • 01:03:32
    of the day if Elden ring was never a
  • 01:03:34
    financially viable product if it took
  • 01:03:36
    too much out of the development team to
  • 01:03:38
    create and doesn't offer them enough in
  • 01:03:41
    return to compensate that then all we
  • 01:03:43
    can really do is take Elden ring for
  • 01:03:45
    what it was and that was a gift it was
  • 01:03:48
    such an exciting challenging beautiful
  • 01:03:51
    Charming somber and uplifting Adventure
  • 01:03:54
    it gave me so much hope for the
  • 01:03:56
    future and I'm not ready to give up that
  • 01:03:58
    hope yet I cannot wait to see what
  • 01:04:00
    fromsoft does next because I'm a sucker
  • 01:04:03
    for a Redemption Arc and I really hope
  • 01:04:05
    that this content's failures were the
  • 01:04:07
    cost of their next project success the
  • 01:04:09
    last thing I want to do in this video is
  • 01:04:11
    take a look at the last aspect I
  • 01:04:13
    expected out of a fromsoft DLC
  • 01:04:16
    incredible lore and they did not
  • 01:04:18
    disappoint I mean you could argue that
  • 01:04:21
    this was already written and developed 2
  • 01:04:23
    years ago and therefore nobody who
  • 01:04:25
    worked worked on Shadow of the archery
  • 01:04:26
    actually created any the lore but that's
  • 01:04:29
    neither here nor there micholas story is
  • 01:04:31
    [ __ ] wild encompassing the very first
  • 01:04:33
    moments of the first Elden Ring trailer
  • 01:04:36
    being the moment that Millennia
  • 01:04:37
    whispered into redon's ear as her eonia
  • 01:04:40
    blossoms sure I first thought this
  • 01:04:42
    moment was Pillow Talk in a metaphor for
  • 01:04:44
    Ron and Millennia having incest sex
  • 01:04:47
    which I described in my last large Elden
  • 01:04:49
    ring video sorry everyone I was way off
  • 01:04:52
    Mika his brother was hitting that and
  • 01:04:55
    needed Millennia to take him out for
  • 01:04:57
    that process to be facilitated I love
  • 01:04:59
    the fact that moog's body was used in
  • 01:05:01
    the process of resurrecting Ron which
  • 01:05:03
    further seized to his mistreatment I
  • 01:05:05
    love that Moog the seemingly most evil
  • 01:05:08
    character in the lore was redeemed
  • 01:05:10
    having been under micholas spell from
  • 01:05:12
    the beginning it's all great but there
  • 01:05:14
    was one bit of content lorewise that was
  • 01:05:16
    my favorite moment in all of the DLC I'm
  • 01:05:19
    just going to play it for you rather
  • 01:05:21
    than trying to describe it and that will
  • 01:05:23
    be my outro to this video do however pay
  • 01:05:26
    attention to when the music changes from
  • 01:05:28
    the knockoff God of War theme to
  • 01:05:30
    something else here anyway thank you
  • 01:05:33
    very much for watching I hope you
  • 01:05:35
    enjoyed and I hope you enjoyed shadow of
  • 01:05:37
    the earth tree far more than I did maybe
  • 01:05:40
    I'm just totally off base here and
  • 01:05:42
    everyone loved it anyway catch you next
  • 01:05:45
    time
  • 01:06:22
    [Music]
Tags
  • Elden Ring
  • Game Criticism
  • DLC Analysis
  • Game Difficulty
  • Exploration
  • Replayability
  • Game Design
  • Game Lore
  • FromSoftware
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