"Elden Ring" Even in the new world, Fromm's character is alive and well. A report on the free gameplay, combat techniques, and world view that you felt in the play
On February 25, 2022, "Elden Ring" will be released as a title for PS4/PS5/Xbox One/Xbox Series X|S/Steam (PC). We will deliver how the network test was played in advance.
This work is a new title from FromSoftware, which works on popular titles such as the "Dark Souls" series and "SEKIRO: SHADOWS DIE TWICE". While adventuring in a vast world, you can experience the joy and sense of accomplishment of discovering the unknown through highly flexible exploration and strategic battles.
The network test will be held from November 12th. In the article, we will deliver what we played in advance.
There is also a video that summarizes the actions and world view in the game, so please check it out!
The play is from the PS5 version.
Play video
Action version
World view
The culmination of Fromm's action RPG
First of all, It means that it will easily exceed the expectations raised in the gameplay video released before the network test. It's so funny! "Even though I had other work to do, it was so much fun that I kept playing."
Since the base of the game is similar to the "Soul" series, those who have played it should not hesitate. You can play smoothly from walking, attacking motion, opening doors, interacting with items, UI, etc., but the big difference is that you can jump.
In the PS5 version, the X button jumps, the ○ button rolls, and the 〇 button is held down to dash. This feeling of operation is similar to "SEKIRO". There is no parkour, such as jumping on cliffs and jumping on branches, but considering the concept of "Soul" as a base, the concept of the air is very fresh.
In fact, there are scenes where jumping shines even in battle, such as lower attacks and avoiding shock waves. Since there is no cliff catch, it seems to be more useful for climbing small steps, aerial attacks, avoiding attacks, and shifting the axis rather than accessing high places.
In addition, the new elements in terms of action are crouching and guard counters. In this work, a blow while not being detected by the enemy has the benefit of increasing the damage. Therefore, the stealth by crouching will be useful.
In addition, the stealth effect is greater in the grass. If a specific enemy finds you, it will call in surrounding enemies, so I felt it was an important element for capturing a base while hiding.
The guard counter is an attack that can be performed immediately after guarding the enemy's attack, making it easier to break the enemy's balance. Since you can deal a fatal blow to an opponent who loses this posture, it seems that the situation where you are only defending with a shield has become less common.
In particular, I thought it would be good to be able to create a chance for a fatal blow by means other than parrying, as it would give a wider range of strategies.
The element of "breaking the balance" that I introduced briefly. Accumulation of various attacks will cause you to lose your balance and create opportunities to aim for a fatal blow. This seems to work for bosses as well as regular enemies. Jumping attacks, charge attacks, and guard counters seemed to be particularly easy to induce a balance break.
It reminded me of "Bloodborne" to create a chance for a fatal blow that is also effective against bosses. If you keep aiming at the weak point, your posture will collapse, and you can get a visceral attack with a charge attack from behind. In this work, there is also a "strength" in the status of armor, but the fact that you can aim for a certain chance even in boss battles with "strength scraping stagger" is an element that makes you want to try various attacks, so I'm looking forward to it. is.
Infinite thirst for exploration of open fields. Leveling up in the name of a detour
This work's resting place is called a blessing, and from this blessing comes a "guiding light" that points in the direction to go.
As a result, even in a wide field, you can somehow know where you are going without getting lost. However, it is good that the order of movement is not forced just by guiding. I ignored the initial guidance and explored freely for about two hours.
The map can be viewed in detail by obtaining the "map fragment" placed on the stone monument along the road. In this network test version, we could not access all areas and buildings, but it still took more than 10 hours to go around all of them.
Since the NPCs only appeared just to show off their faces, there weren't many events, and considering the time required for multiplayer, build construction, and aiming for drops, I'm sure you'll be able to spend dozens of hours playing even in the first area after the release. I felt it. I don't even know what the end of the search will be in the first place!
Reima is indispensable for exploring this field. My name is Torrent. Torrents can be summoned at any time, except in certain dungeons, and can double jump in addition to moving quickly. It is a favorite horse that expands the range of exploration.
In fact, there was a space that could not be entered without Trent's double jump, chasing fleeing enemies, and on the contrary, riding on horseback to keep a distance. It was comfortable to be able to attack while riding and fight while maintaining the speed of exploration.
The aether current jump, which can be seen especially in places with height differences, not only moves upward, but also has the advantage of not taking damage by landing from high ground to low ground towards the air current. Not only can you use this aether stream to get back to high places, but it's also nice that you don't have to take detours when you want to explore under cliffs.
In the "Dark Souls" series, etc., I was annoyed by the damage caused by the difference in elevation, but I feel that it has been considerably alleviated on the field in this work. However, even in this work, you will receive damage if it is too high, so be careful.
The field is dotted with search locations such as bases, ruins, and dungeons treated as separate areas. I was able to discover new martial arts, magic, and prayers in various places. Of course, there are also bosses!
There are various types of dungeons, such as ruins and caves, and traps are prepared from pressure-sensitive arrows to fire-breathing bronze statues. In the scope of this time, there were many dungeons that were about the size of small caves, not deep floors.
Because I could get new things, I never ran out of desire to explore. I'm glad that enjoying exploring naturally leads to leveling up.
Up until now, exploration would stop completely when encountering a strong enemy. However, with such a large and free field, I think the good thing about this work is that when you encounter difficulties, you can change your mind and play by exploring another place.
In addition, the concept of day and night was introduced, and some enemies were only available at night. It sometimes rained regardless of the area, so maybe enemy spawning is affected not only by day or night, but also by the weather in certain areas.
By the way, the weather was random, but day and night can be switched with a blessing. Morning, afternoon, night and finely changed.
Replacement of martial arts not bound by one style
Many flashy martial arts were seen in the previous play videos. In the "Soul" series, it had a strong implication as a special move, but in this work, it consumes less FP, and I got the impression that it is one of the attack methods that can be used easily.
In this work, you can freely change the martial arts with the strengthening material called "war ashes". However, the martial arts that can be granted are determined for each category, and can be roughly divided into three types: melee weapons, ranged weapons/catalysts, and shields. In addition, if you meet the detailed conditions such as "weapons that are not small and can pierce", you can add combat skills to your favorite weapons.
In addition, attributes such as sharp derivation and magic derivation can be added when imparting combat skills. With this, you can have a magical longsword and a lightning winged spear from the beginning, so the options and methods of strategy have expanded anyway!
Furthermore, since this variant relies on "war ashes", it is possible to attach or detach weapons at any time by reselecting war ashes. Also, since war ash is a non-consumable item, you can try combinations of martial arts and derivation as many times as you like until you are satisfied.
I think this is a pretty big point for beginners and veterans alike!
This means that veterans can be more particular about their tactics in interpersonal battles, and beginner players can flexibly prepare and try out depending on the boss.
And of course, there are also special weapons with fixed martial arts, so it seems like you'll be using a variety of weapons in this game as well!
It's also a point that there are many ranged attacks even though it's a close-range weapon, such as "thunderbolt" that shoots lightning at the enemy and "storm blade" that shoots a swirling wind forward. It was very convenient to be able to quickly access melee weapons against distant enemies without switching to bows and arrows or magic. The weight issue seems to be resolved as well.
I'm looking forward to playing the product version, considering the abundance of combat techniques and the build width when considering derivations and ability corrections. Thinking about when all the weapons and combat techniques will be available, I can't stop being excited!
By the way, there are two types of magic: "magic" and "prayer". In the "Dark Souls" series, "miracle" becomes "prayer", and "magic", which deals mainly with fire-based attacks in the "Dark Souls" series, also seems to fit within the framework of "prayer". Wands are used for magecraft, and holy symbols are used for prayers.
The above is just an example of a simple comparison with the "Dark Souls" series. It's fun just to use new magic, like "What's the cool effect that comes out when it's activated?"
Personally, what I found most interesting was the name.
For example, the technique that creates a violent fire at hand is "Fire!"
Because the stage is different, it's only natural that the name will change from the title released in the past, but when I see the effect I know, I smile (laughs).
Multiplayer where you can run across a vast field with your friends
In this work, you can enjoy multiplayer as soon as you use special items. There is an item called multiplayer on the menu screen, and since special items are lined up, there is no need to equip shortcuts!
There was a question, "Even if I write a white sign in this wide field, it won't be found?" Perhaps in anticipation of this question, a spot called a “signature pool” where signatures accumulate was prepared.
In other words, it will be the meeting place for signing. By using an item, you can send a signature to this spot, so it seems that matching is possible regardless of location. It was a maximum of 3 players, up to 2 cooperators for 1 main player.
When invading, the UI showing the direction at the top of the screen will now display the direction of the owner. In other words, intruders always know where they are! "In addition, an item that allows you to be re-summoned near the master was also granted." Is this some sort of insurance in case you lose sight of it on the field?
Basically, there is a rule that only the world of multiplayer players can be invaded, and the world of solo players cannot be invaded. Players who like interpersonal elements have items that can remove those restrictions, so you may run into players who like interpersonal battles when you invade.
In multiplayer, if you defeat the boss, you can bring back a specific item and a large amount of runes. In this network test, we encountered a fading man standing in front of a "certain boss", so be sure to play co-op and become a savior!
In summary, it was the most fun playing period. You can enjoy an experience full of expectations and fears, surprises and discoveries like the "Soul" series, a new feeling of operation by jumping and riding a horse, a freshness of speed, a wide range of options for combat techniques, magic, prayers, and builds. Imagination and hope... When I think about the adventures to come, I'm really looking forward to it and can't wait.
The fun of exploring the weaknesses of bosses and powerful enemies, the ruins that stir the imagination, the NPCs that don't talk much, the descriptions that hint at it... FromSoftware's taste has not changed from previous titles, and there is still a sense of security. is. There is nothing to say if you are a player of the past work. Long live the sun!
I have not played the "Dark Souls" series and have no problems with this work. Although it inherits the feel of operation and atmosphere, the story and NPCs have a completely new view of the world, so you can enjoy it even from this work. And one last thing, I'm sure this message will appear at difficult points in the game, so please rate and encourage me.
"My heart is broken..."