Elden Ring: we traveled the open world à la From Software

The beta phase of Closed Network Test doesn't start until the weekend, but Bandai Namco offered us a skip-the-line ticket. To tell you the truth, we spent the whole of last weekend on Elden Ring. The opportunity to give you our enthusiastic and reassured impressions of the new title from From Software.

In the almost 10 hours accumulated on Elden Ring, I have been impaled by a knight in gold armor, leather tanned by the breath of a dragon and died under the cane of an old man more agile than it doesn't look like it. But, more importantly: I loved every moment I spent in the Underworld. And I am now counting the days that separate us from February 25, 2022 (106, 106 remain).



Preview made on PlayStation 5 as part of a closed beta based on Closed Network Test content for approximately 10 hours.

Remarkable identity

What sets From Software games apart from others? Their difficulty (sorry, their "requirement"), the mastery of their level design, the tension of the boss fights... but also their abstruse universe which is told via the descriptions of objects, and an interface straight out of a C - Belarusian RPG of the 90s.

All these ingredients, and more, are melted in a new mold called Elden Ring. And as much to write it right away: the new game from From Software very quickly hangs up the wagons with a certain Dark Souls. And for good reason: according to Hidetaka Miyazaki himself, his new game represents the natural evolution.

Elden Ring: we traveled the open world à la From Software

No longer say "campfire" but "grace site".

Admittedly, it is no longer a question of the Age of Fire or Morteflamme, but the universe of Elden Ring, co-created with George RR Martin (the saga of the Iron Throne, which the Game of Thrones series adapts) , honors the habits of the Japanese studio. It is always about corruption, ancient gods with devastating powers and enigmatic characters with a sinister air. In short: we are at home.



So comfortable, moreover, that you don't need more than 10 minutes to build up a little mental glossary of “new” terms to assimilate. Campfires become sites of grace; the vials of Estus are here called vials of crimson tears; the souls renamed runes… Not to mention the interface and the different statistics of our character. Let it be said, the game design of Elden Ring is simply modeled on that of Soulsborne… up to a certain point. Because we should not imagine that the new From Software lacks originality, quite the contrary.

Elden Ring: we traveled the open world à la From Software

The game's menus are quite familiar.

A real artistic success, but not graphic

Sure, Elden Ring isn't quite as stellar as the PS5 remake of Demon's Souls. Built on the same engine as previous games from From Software, it flatters the retina more for its artistic direction on for the finesse of its graphics.

Tested on PS5 (the demo is only accessible on consoles), Elden Ring shows its weaknesses above all on the display distance and in terms of clipping. Close textures, on the other hand, can be very detailed; especially when the "quality" display mode is selected. On the other hand, it would be to give up the fluidity offered by the 60 frames per second. Suffice to say that we do not recommend it.

Elden Ring: we traveled the open world à la From Software

Elden Ring is jaw dropping more for its art direction than for its graphics.

After its release on February 25, 2022, Elden Ring will benefit from a patch that will bring ray tracing to Xbox Series X and PlayStation 5. It is not yet known if this addition will be exclusive to the "quality" mode, or if From Software is also planning a mode. intermediate which allows you to enjoy the best fluidity while maintaining ray tracing. For example by using a lower resolution.



Elden Ring: we traveled the open world à la From Software

The day/night cycle makes it possible to appreciate the environments under a different light.

A breath of fresh air

The main originality of Elden Ring is its open world. Of course, some would argue that the studio's previous games were already open worlds. But we change scale here, and we must consider the Entre-Terre as a playground similar to that offered by Assassin's Creed or Ghost of Tsushima.

And I don't choose to cite the Sucker Punch game by chance, mind you. To make sure players don't get (too) lost, grace sites let out a ray of light that shows us the direction to follow to progress in the story - like wisps of wind of Ghost of Tsushima therefore. 

Elden Ring: we traveled the open world à la From Software

Grace sites nudge you in the right direction to avoid getting too lost.

Of course, you are free to explore at your own pace. This demo only gave us access to just over half of one of the six main areas of Elden Ring. And it took me about 8 hours to comb through it. Enemy camps, caves, hidden crypts and of course bosses to slay… the area lacks neither content nor secrets to discover.

And to facilitate travel, you can now teleport whenever you want to any grace site visited. A dedicated jump key is now on the program, and stealth mechanics inherited from Sekiro are making an appearance. Also, our avatar is free to summon his spectral mount Torrent whenever he wants — even in combat! The latter also benefits from a double jump which allows access to high areas.



JVFR

As in Sekiro, you can crouch to surprise enemies.

But your horse is not only interested in moving you faster. You can obviously fight on the back of a canasson. And let me tell you, it makes life so much easier.

Due to the mobility it offers (Torrent is very handy), it is easy to dodge enemy assaults and land lightning attacks. We can thus harvest the groups of adversaries without too much risk of passing the weapon to the left. To put it another way: the open world and horse combo offers an unexpected farming terrain. And as much to say that it will be necessary to go through it before going to rub shoulders with the dungeons of Elden Ring. 

JVFR

Your mount allows you to approach combat in a much more serene way.

JVFR

In the open world, farming runes on horseback is the best way to avoid dying stupidly.

Shocked and Fallen

If one follows the rays of light escaping from the sites of grace, one ends up arriving at the gates of the castle of Voilorage. A majestic building, perched on the hill overlooking the ocean. And, quite naturally, the level design of the game tightens – without any loading – to send us back to something much closer to Dark Souls.

Once you've entered the area, you can't call your horse to help. Grace sites are also once again the only way to recharge healing and magic vials (in the open world, they can recharge by defeating an enemy group). 

JVFR

The dungeons follow the Dark Souls game design formula to the letter.

We therefore find the feeling of insecurity specific to the studio's games. We raise the shield, we walk slowly and carefully observe the surroundings to try to unearth traps which, we suspect, will be numerous. It's simply exhilarating, and it's only when you spend some time in this state of anxiety that you realize how life-saving the open world of Elden Ring is. It creates a breathing bubble in which, admittedly, we are not invulnerable, but feel more in tune with our destiny. In the dungeons, we are the intruders.

And a certain Margit the Fallen will quickly make you understand. Barely arrived at the threshold of the castle, this grandfather whose cane is thicker than the two thighs of Dwayne Johnson combined will represent the first peak of difficulty of the game. Luckily, the site of grace which one reappears after a failure is located right in front of the arena. We can therefore chain the tests, and especially save ourselves from losing too many runes on the way. 

JVFR

The staging of boss fights is always amazing.

As in Soulsborne, Elden Ring allows you to call other players to the rescue to explore its universe and beat the bosses. Summoning (and PvP invasions), is done exactly the same way as usual. By placing a mark on the ground and waiting for someone to answer the call. 

The novelty is that we can also call on spirits to help us. In the demo, I was able to obtain the spirit of three wolves and a wizard who, respectively, will attack enemies in close combat or by casting spells on them.

JVFR

Some enemies' spirits can be summoned freely to aid you in combat.

Mortal combat

As usual in Souls, the class chosen at the start is not of fundamental importance. It grants basic equipment, a weapon with a particular moveset, while already allocating a few experience points to your strength, endurance, faith or esotericism depending on the character chosen.

But as in meritocracy, we are all alone in Elden Ring. The more enemies you kill, the more runes you accumulate that allow you to level up and buy equipment. This is where all the ingenuity of From Software games lies: a knight of the first hour can very well become a powerful wizard, while maintaining heavy armor and being comfortable at archery. Of course, it will be necessary to go through a somewhat harsh learning phase on the impact of the different statistics. But the game leaves us the possibility of creating a unique character.

JVFR

Elden Ring leaves a lot of freedom to shape a character adapted to his style of play.

Compared to previous games in the genre, Elden Ring also fleshes out weapon-specific skills. Dark Souls 3's "weapon arts" now merge with Sekiro's prosthetics for much more promising gameplay variables. Clearly, each weapon can now be coated with an "ash of war" which will grant it additional statistics and abilities. Once collected, you keep these ashes ad vitam, and can therefore apply them to as many weapons as you wish.

The ash "Caria Shardblade" gives your sword an indecent magical reach, while "Piercing Fang" teaches you a devastating thrust. Others also allow you to destabilize your enemies or electrocute them with the tip of your blade. A very rich addition (and which concerns both offensive and defensive weapons), which adds an additional brick to the already sprawling game design of Elden Ring.

JVFR

"Ashes of War" add devastating abilities to your weapons.

Elden Ring: our first impressions

I do not hide it: I was one of the skeptics concerning Elden Ring. Deeply in love with the level design of previous From Software games, I had trouble imagining how an open world could bring anything interesting to the formula. But these few hours spent on the game completely rid me of my fears.

In reality, this aspect of the game makes it a more welcoming title at first glance. By offering a real space of freedom in which to get lost, experiment and level up serenely before tackling the dungeons, Elden Ring makes sure not to leave people on the sidelines that the requirement of every moment of life requires. a Dark Souls has always put off.

A game emerges that is not any easier for all that. The dungeons, precisely, scrupulously repeat everything that has made the reputation of From Software. We quickly find their characteristic insecurity, which prepares us for the impressive boss fights punctuating the experience. In the end, there is absolutely nothing to worry about: Elden Ring gives all the pledges to reassure the fans, while allowing itself a few sidesteps which will allow, perhaps, more people to join the vessel.

add a comment of Elden Ring: we traveled the open world à la From Software
Comment sent successfully! We will review it in the next few hours.