On Elden Ring, and Difficulty
After seeing a lot of video essays and think pieces on the subject, I wanted to throw my hat into the ring.
Spoilers ahead.
For context, I'm not a game developer or designer, and although I have take some college courses and am passionate about game design, I'm not even close to an expert or anything.
This is also all my opinion. Just felt strongly enough to look at this video from my perspective.
The main perspective I want to break down is DeModcracy’s video titled an Unbalanced Disappointment. Link below.
https://youtu.be/8dlt7THiE08
For those who don’t know who DeModcracy is, he’s basically the Watch Mojo of Souls creators. He makes list and ranking videos. I have nothing agasint this content, it’s just not my cup of tea. I have binge watched a bunch of them in the past when I'm bored and find his lists to be rather predicable, but that’s to be expected.
However when I saw he put out a video essay instead of a top 10 list I was interested.
I think there are two good ways to do a video essay, at least about games. Either a purely opinion piece or something more focused on creating an argument with facts or theories to back it up. Most are a mix.
I think making sure to distinguish between the two is important, though because some people can come across as they are implying their opinion is fact. I’m not sure I would label this video as that, but it presents a lot of ideas as if they are inherently bad or on a game design level are poor, rather than his opinion.
In this video he talked a lot about the bosses in the game and why he felt FromSoftware broke their own design rules about fairness and difficulty. He mentions several points which I want to break down here.
These points are:
Too many copy and paste bosses, which dampens the cool factor of those bosses. He mentions there are only 9 unique bosses: Gideon, Rennala, Rykard, Fire Giant, Melania, Radahn, Dragonlord, Radagon, Malekith.
Too many multi enemy bosses that feel lazy and bosses that offer very few windows to counter.
Unfair damage from bosses or one shot attacks. Example, Melania’s Waterfowl Dance
Overpowered Builds and Ashe Summons trivialize the game
I don’t disagree with some of these points.
Repeating Bosses and common enemies as Bosses
I think we can all agree that having more unique and once in a playthrough encounters would be amazing. If all 70+ bosses in Elden Ring were unique, it would be better and probably be the best game ever just purely on sheer variety.
However, this is probably not the case due to time constraints that often plague the gaming industry. This is an assumption on my part, but given FromSoftware’s history, I would be surprised if the abundance of repeat bosses or basic enemy boss fights were in the design from the beginning. I’m assuming they got to a certain point and then had to fill the world with what they had.
Would another year of development help to reduce their seeming reliance on reusing enemies and bosses? Maybe, I’m not sure. Maybe it would have gone into more areas instead. For me Elden Ring is less focused on the Bosses as it is exploration and creating a world that feels fun and challenging to traverse. But that’s my two sense.
In short, I agree with this point, however I have my doubts that this was the plan from the beginning and so while it’s frustrating, and disappointing, its understandable and I try not to get too hung up on it. For me this is the most agreeable point in the video.
Multi Enemy Bosses and Counter Windows
So these are two points in one but I think they get at the same idea. Many of the Minor Bosses in the game are fights where its the player agasint multiple enemies. The Twin Crucible knights are but one example of this.
I agree with his point that these fights don’t feel nearly as balanced, and he cites some previous Souls bosses as more tightly designed bosses with this format. Ornstein and Smough being the main one, which he has praised in many videos before.
Multiple enemy fights are very difficult to balance and so typically FromSoftware has done it by varying the enemies attack speeds, aggression and health. This can help create more consistent openings and allow the play to predict when they have chances to hit.
As much as I’m not a fan of the fight mechanically, Rom the Vacuous Spider from Bloodborne is a good example of this. Kill all her babies, you get to damage her for a while, before she summons again. Her babies are easy to kill and while can drop some hefty damage with their head smash, are generally more of a nuisance.
My main issue with this fight is just how long it takes and getting one shot on my failed attempt of a Blood Level 4 run was frustrating.
Elden Ring has a lot of bosses that are just two copies of the same enemy however, which means they tend to have similar if identical aggression and have not been balanced around their attacks frequently coming at the same time or very close to each other. This can result in a battle that turns into constant running and dodging without many openings.
I agree with this point, as these enemies are frustrating. However only one boss in the game that is mandatory suffers from this, if I can recall. It’s just the Godskin Duo. Every other multi enemy boss is optional, and so while I think this is an issue, I think this is a lot smaller than he makes it out to be as you can leave and come back to those bosses later, which is what Elden Ring want’s you to do. Also Godskin duo, while annoying, does have aggression differences and the only attack I found personally annoying is the Black Flame Orb that can come out of nowhere from the less aggressive Godskin.
Counter Windows
He then goes to talk about how many of the more unique bosses have variable combo chains, can cancel combos, or can attack right after finishing a combo, which can make it feel like the player has very little openings to capitalize on.
He cites Margit, Hoarah Loux and Melania as some big offenders in this. I agree that this is true but I don’t think it’s a problem? For almost every Souls game, the best strategy was to learn every attack and learn which attacks are punishable. The fight then becomes dodge every attack, and only hit on the punishable ones. It worked great for many games, but as FromSoftware look to innovate, I can see why they wanted to create more variation and difficulty in this area.
Elden Ring mixes it up with more dynamic fights and requires the player to pay much more attention to what the enemy is doing right now rather than tunnel visioning on the combo itself. It requires more reactivity, which after so many games of roll and hit the butt, this is a breath of fresh air for me. The fact that so many bosses have incredibly delayed attacks and some lightning quick ones feels really dynamic and forces you to really learn the pace of the boss. I’ve also found many bosses punish roll spamming heavily, and a lot of attacks punish rolling backwards as well, which is also a pretty decent change from Dark Souls.
While I can understand this can be frustrating in the moment, looking at you Waterfowl Dance, for me at least this is less of a game design problem and more of a Game design philosophy shift. Unlike the multiple enemy bosses and reused designs, this feels like a deliberate shift, not a balancing issue due to time constraints. Margit doesn’t seem to be unbalanced, he has several consistent openings, particularly around his heavier attacks. Personally I think he is very well balanced for when you encounter him. He feels hard but he teaches you the fundamentals of the newly changed combat system.
For me, while the bosses are hard and can feel punishing at times, they do have openings. Melania has plenty of them, as someone whos defeated her twice. It just requires more aggression and risk to make use of them, which to me feels like a great way to create more challenge. In past games, simply dodging all the attacks rewarded you with clear openings for damage at almost zero risk. Elden Ring just tightened the gap on those, so you have to potentially sacrifice some health or even the run to make use of it.
Making sure to temper your aggression on an opening you weren’t ready for, and wait until the next one can mean a proper damage window and a failed run. For me, this makes the bosses feel like a chess match sometimes. Knowing when to attack quickly to take advanatge of a momentary window and when to prepare for a follow up instead.
Malenia and Radagon are my favorite fights for this reason.
One shot moves
So this seems to me like DeModcracy had some issues leveling? Because if you properly level health you should be fine. Even getting hit by the first full flurry of Waterfowl Dance at 40-50 Vigor won’t kill you outright, if you can dodge a bit of it. And the rest is dodge-able if you learn it.
Tip: Bloodhound’s Step Ash of War makes it way more predictable and easier to dodge.
While I agree there are a lot of very high damaging attacks bosses can throw at you, for the point of the game you are in when that becomes an issue, you are facing the final couple fights.
Melania is optional, so you can come back when you are stronger, I suggest 120-150 with at least 40 Vigor. Hoarah Loux is the second last boss in the main game. There are a lot of potentially one-shot attacks in past games so I don’t see the issue with this? Once you learn the dodge windows, you can deal with them. Melania’s Boss arena is huge for a reason. So you can run away.
He even mentions that the bosses are designed to catch roll spamming, have more delayed attacks and require much more perfect dodging. Isn’t that a good thing? Is that not an increase in challenge while still being fair?
But I think this comes down to personal experience the most. How many near defeats to Malenia were killed by her Dance or Rot Summons. How many grabs Hoarah Loux landed on you when you were at low health to wipe you out.
I think if you look at it, most attack's in the game are dodge-able with proper timing. It comes down to being willing to blame yourself on a lost attempt than the game. More often than not, you could have done something better. Been better positioned, been more careful, not used that long wind up attack, not roll spammed out of an attack. Once you’ve been killed by an attack that comes out really fast after a combo, you know to expect that possibility.
I had more issues with regular enemies doing a lot of damage in the late game, rather than the bosses personally. Bosses I expect to deal high damage. Regular enemies can feel very punishing especially with low poise dealing weapons, but are slightly balanced with less health. Still, the annoying gnolls in Faram Azula can leave.
Overpowered Builds
This is my main issue with his video and might be my biggest disagreement I have with his overall thesis. It accounts for almost half the videos runtime, as his discussion on this starts at 10:48 of the 23 minute video.
His main issue here is the abundance of very powerful builds and the fact that bleed is strong. Which is true. But in the very same breath he states that this was FromSoftware’s plan, to make a game where going out into the world and getting stronger is a valid strategy. It’s at the core of Elden Ring’s design.
So this is intentional. You are suppose to feel like you can find a solution to your problem elsewhere in the world. Which is present in other FromSoftware games, albeit to a much lesser extent. The biggest example of this are the omen chain items that lock Margit and Mogh down for a moment. Like the Music box for Father Gascoigne in Bloodborne.
Main issue here is, so what? If you feel like using an powerful build is trivializing the game, then don’t use it. You have that freedom. Unless your talking PVP, then there is no reason not to just use whatever you want to play through the game.
Complaining that the game is trivialized by using Bleed or Sorcery seems like a mute point to me. If you don’t like how easy some things make the game then don’t use it. It isn’t poor design, it’s just a more optimal way of playing. If you don’t like laser beaming demigods to death with Comet Azur, then don’t do it. Play with a greatsword and have fun it that’s your desire.
Bosses don’t have feelings, despite heart fluttering when I hear how sad Malenia is or how deranged Radahn is. Use whatever you want. It’s not like they care what you kill them with.
Spirit Summons
He makes the same point about summoning and Spirit Summons. That they create an imbalance in the game that can make a lot of bosses easy by tanking damage and drawing aggression away from the player.
For me this is no different from any other souls game. You can always summon, and I don’t remember people complaining that the game is too easy with summons.
He does make a distinction that Spirit Summons don’t increase the health bars of bosses. Which seems like it would be redundant? Spirit summons are dumb, they are not programmed to dodge well which is why they have so much health when upgraded. They can die fairly easily to the higher damaging bosses.
Note: Mimic Tear is the sole standout option, as you can outfit it with some pretty insane stuff. It was nerfed though so my point still stands.
But if you do that and go through the process of upgrading, outfitting and building a good combo setup for your summon, aren’t you actively attempting to make the game much easier? You are using as many mechanics as you can to make it easier, so if you feel like the game is too easy at that point, then pull back. Don’t use Mimic Tear, use another weaker summon. Don’t use summons at all.
This is a main point of the video and seems to be when his well put arguments fall apart in my opinion. It turns from a critic of the game balance with some good examples and well founded gripes, to a rant about Spirit Summons and how easy they make the game.
For me, this is similar to turning Halo 3 from Heroic to Easy and then complaining the game is easier. What did you expect? After melting one boss with the laser tear combo, I stopped using it. Because I didn’t like how easy it made the game. After trying Mimic Tear on Rykard, I stopped using it. For the same reason. And then proceeded to enjoy the rest of the game.
The game isn’t poorly balanced if the things designed to make the game easier, make the game easier.
Spirit summons are for people who want to play alone, or don’t want to risk summoning an online player who laser beams a boss they actually want to fight. They want to beat the game but they feel like they need help.
Or they are cool and fun to use...
This was, I feel, the best way for FromSoftware to introduce difficulty options without actually having to make an Easy, Normal, Heroic and Legendary setting. Introduce options that make the game easier in more interesting and cooler ways. I did a NG+ run cosplaying as Malenia and used Finlay as my summon for some bosses I didn’t want to go through the hassle of fighting. And it was fun! Scarlet Rot Lesbian’s go!
But I never complained that the game was poorly balanced. Complaining about Spirit summons fails to acknowledge the inherit assumptions behind what the player needs to do to make them useful, especially in the later game.
In order to make a Summon good, you need to upgrade it and use one that is already decent. If Spirit summons are so amazing and trivialize the game, then use the beginner Jelly, Un-upgraded, on Melania. I doubt it will change much before it gets One shot.
You need to put effort and intent into making Summons useful, they aren’t a instant win button. So if your complaining about them making the game easy, its your fault.
Quick Edit/Addition:
I forgot to mention that he makes a final point in the end of the video that the Spirit Summons and overpowered builds fractured the player base and went agasint Myazaki’s vision of a community forced to work together and figure how to triumph.
If everyone beats the game with different tools, then how are we all suppose to feel like we beat the same game?
I feel like this is a flawed argument. Yes some of the options in Elden Ring do make the game easier than in similar options in past titles. And so people, specifically some of the more toxic people on the internet, have argued that beating the game with summons isn’t actually winning. That Sorcery isn’t winning and so on.
He mentioned that had spirit summons been in Bloodborne or Dark Souls 3, would we consider Orphan of Kos and Gael to be the difficulty titans we do now?
And my counterpoint to that is Malenia. Elden Ring has these options in the game. And yet, the undefeated Valkyrie is still considered one of the hardest, most intense boss fights ever in a souls game. If the game was so easy with summons then why is she renowned for her challenge? Radahn is similar, many people cite him as a very difficult boss to the point where he was temporarily nerfed.
My main point to this final argument he makes is that by creating a wider and more diverse set of playstyles and options in the game has made the community fractured. However I think he fails to see who are saying that.
When the game first launched I remember seeing everyone struggling online agasint Margit. Now that the game is full explored for the most part, people are gatekeeping what it means to beat it, same as all other FromSoftware games.
I don’t think the community is fractured because of Spirit Summons. I think it’s fractured because a small vocal group of people are angry that people beat the game differently then they did. They maybe they struggled less on some bosses. Even though a lot of people don’t see the hours of attempts at bosses before they found the attempt that worked.
Side note: a lot of the clips he uses to illustrate the difficult points, are just him not dodging properly, or spam rolling and getting punished.
My Final Point
In short, play Elden Ring, and every FromSoftware game for that matter, how you want. Everyone else already is.
If you want to only use the biggest greatsword you find? Do it. You’ll struggle at some bosses, and less on others. Isn’t that the point? The fight and struggle but inevitably, win? To triumph despite the oppressive odds with the strategy you developed, the way you wanted to?
I love these games and have since I first played DS2. I’ve beaten all of them except Demon Souls, and Platinumed Bloodborne, which is my favorite. And I beat them all in different ways and had fun in different ways. And the thing that keeps me coming back, is the mystery of the new worlds, the lore that inspires my creativity and the thrill of overcoming a difficult challenge using my wit, skill and my choice of weapon.
And looking cool.
If you do it with online friends, in-game friends in the form of Spirit Summons or alone. With an overpowered build your found from a creator or with the starting longsword.
But you triumphed agasint the terrors and great foes, your way? That is the joy in these games for me. The struggle and eventual victory.
No hate to DeModcracy, I just think he needs to play the game his way. It seems he is lost in complaining about things that he can easily avoid and put aside.
Don’t let another ruin your enjoyment of a game. If you beat it and feel accomplished, then amazing. FromSoftware is probably happy you did. And stop using things you don’t like using.
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My problem with Sarada’s timeskip outfit
I wasn’t going to do this but with the number of times i have seen that outfit on my FY page on other platforms, I kinda wanna gauge my eyes out.
But I’ll refrain from that and explain why I don’t like it. If you like it that’s your thing.
I won’t be too mean so let’s get to the Pros first.
- This is Ikemoto’s own flare and I respect that. Kishimoto did encourage him to do this own thing rather than copy his style, and he’s doing it, so that’s a plus.
- It helps separate Kishi’s and Ike’s work better.
- It’s kinda cool and fashionable once you get use to it. The outfit is also a continuation of her pre timeskip ( which is also problematic for me)
However, for me the Cons outweighs the Pros about 3 times at least
1. It doesn’t suit Sarada as a person.
She’s quite level-headed and practical since the beginning of the series. Sarada also doesn’t express her emotions openly. She’s not much of a fashion gal who needs to dress cute and sexy all the time as well.
She’s also a responsive and active girl.
As we know, outfit is a big part of character design, it shows the readers part of the character’s characteristics, and we can understand which vibes they gonna give off.
Heels and loose jackets don’t help indicate the activeness, maturity and seriousness that Sarada has.
The jacket and the shoes being big and heavy don’t indicate a powerful taijutsu user who has Chidori ( a technique that is speed based) as one of her arsenal.
Various accessories don’t show a girl who is efficient and analytical right on the spot.
So a drippy and ngl sexy outfit doesn’t help showing what kind of person she actually is.
2. The design doesn’t match the world building
Yes this is peace time, yes it is also a fantasy world, but Naruto character designs have always been more functionalities oriented. Tell me you look at a basic jounin outfit and say it doesn’t scream life bulletproof jacket.
However it’s still a fantasy so not everything has to 100% be functionalism because if that’s the case then they’ll all wear bulletproof jackets.
If you see the main designs of each period you can see how it evolved over time: from samurai-ish armor to bulletproof style jacket and lighter version of it in Boruto time.
This problem comes in 2 parts
- It hinders Sarada’s very own power
She has her mother’s strength and her father’s ninjutsu, which requires her being fast and active. A big bomber jacket which is always fallen on one shoulder ( and stay there with all of her movements smh ) doesn’t help her very physical fighting style.
And you better tell me how this kind of sleeves does not hinder her hands’ signs, esp the thumbs.
- The design contradicts a very crucial element of Naruto’s clothing design: Maneuverability
This one is quite a controversial and people have screamed left and right about this so I’ll just argue some stuff they said
1. Heels are not a problem. She can fight in heels since there were other women in Naruto did that.
Yes and no.
Yes theoretically she can. However Sarada as an active teen Chunin won’t do that.
The famous examples of women who fight in heels were Mei, Tsunade and Konan. However Konan often turns herself into paper and she floats/ flies a lot so she didn’t even need her legs as much lol.
Mei and Tsunade are straight up Kages, they don’t have to fight that often. And when they have to fight, it’s either ambush or a sudden wtf thing appears out of nowhere.
If you look at every Chunin girl designs, none of them fight in heels. Especially those taijutsu specials aka Tenten, Hinata and her mom!
2. There are ppl who wear long coats but still can fight so can she. ( aka the Akatsuki and Hinata)
The coat is part of the character designs to help gives off a cool, dangerous and mysterious vibe for the new villain, so that the readers can be hooked and keep reading.
Still the coat is quite easy to move in even when it’s zipped up.
The lower part ( idk what to call it ) can still split apart after that.
Hinata has a big jacket but it’s to show her shyness and introverted nature, and she zips that shit up wtf.
Summary:
I guess my very main problem is that it doesn’t suit Sarada’s very own character, the others are just favour to the main dishes.
Thank you for reading till the end. I’m also happy to hear other takes on this.
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