Games

FromSoftware reveals a lot of details about the Elden Ring -apkrig

When the Japanese company Bandai Namco appeared on the list of partners of the Opening Night Live event, fans began to glow hope that they would see something else from the expected Elden Ring. If you watched the presentation with us, you already know that there was no demonstration, but the end of the week will not end so sad for fans of games from FromSoftware. Without any previous indications, a plethora of very detailed previews appeared from the media, which was invited to a special online presentation with a commented passage through a large part of the game. Producer Jasuhiro Kitao showed the editors of Eurogamer, Polygon, IGN and Game Informer the game in action and answered a number of questions. Indirectly, we learn a lot of details about the design of the world, the combat system, summons, the creation of game styles and a lot of other interesting things that fans have been eagerly waiting to reveal.

It should be noted at the outset that FromSoftware has not given permission to publish any new videos. However, there is a fresh set of images that, in the context of current information, provides at least a partial view of the aspects around which the presentation revolved. The question then remains when the developers intend to share the footage with the fans, and why we didn’t get at least a brief hint during Gamescom. But a lot of complaints, new information is important, which we will try to at least translate for you, although the impressions of each of the mentioned editors always focus on slightly different aspects and get into the article absolutely everything is impossible.

For example, a different time of day can open up other possibilities, such as when hitting a caravan whose defense is not strong at night.

But let’s start with the game world, which will be divided into two significantly different parts. The first of these – Overworld – is a large area where you can move freely, even with the help of a horse, which is always available to the player. In this part of the game, the player can come across small stories and situations, to which it is possible to react in many ways, from a quiet passage without the need to intervene in any way, to a straightforward attack. An important role here will be played by the change of time of day and weather, which, according to the game’s producer, should not be just an aesthetic matter. For example, a different time of day can open up other possibilities, such as when hitting a caravan whose defense is not strong at night. However, you can also encounter enemies that could be classified as bosses, such as a dragon that suddenly landed in the middle of an ongoing fight, killed a group of opponents and went against the player. However, Overworld also has large fortresses and castles, which are detailed and offer many levels to explore. However, the player must constantly weigh the risk associated with entering these giant structures and keep in mind that there may be a threat in the bowels that is beyond the player’s ability.

Like other games from FromSoftware, Elden Ring will also count on a system of capture camps, where you can replenish your health and, most importantly, save your position for further progress and experimentation without additional risks. These places are called Site of Lost Grace and come with one novelty – while in previous Japanese studio titles you could use them as points between which it was possible to use fast travel, they will now serve as a point where you can get from anywhere from Overworld teleport. The developers, together with the availability of a traditional map, wanted to make it a little easier to progress through the game world, but this should by no means mean an overall ease of play. As confirmed by individual developers, Elden Ring is, of course, another challenging matter in which the player’s abilities will be tested to the maximum. We must not forget the second, no less substantial part of the game world, and these are individual dungeons, although this designation may be a bit misleading. These are smaller locations where various biomes and aesthetics themselves can alternate, and where you will encounter traps, challenges of various kinds and, of course, a constellation of enemies, including large bosses. It is not possible to use horses in these places and it is not possible to teleport to the Site of Lost Grace from here.

Speaking of the hero, the developers have confirmed that they will not have any character ready for the player, but will let him completely create the character, unlike the last Sekir.

However, if you are at the ends, you can rely on summons that can be summoned by an object, not in the presence of a mark on the ground. They can take a variety of forms, from defenders luring enemies to attack types that can really help deal damage and speed up enemy clearance. Although Kitao has not provided more information, the whole mechanism will probably be based on who you have already killed in the protagonist’s skin and to whom you will have access through their posthumous dust. And speaking of the hero, the developers have confirmed that they will not have any character ready for the player, but will let him completely create the character, unlike the last Sekir. In addition, players will be given the freedom to direct abilities that will not bind to the weapon. Thanks to this, we get the opportunity to experiment and especially change according to the type of enemy, which could give the game another extra interesting level of tactics, regardless of the already sufficiently sophisticated gameplay of games from FromSoftware. As for the fight itself, it was possible to observe some innovations in it, such as a special attack from the defense, logically based on blocking the strikes of enemies.

If you also like to explore the story background while playing titles from the mentioned studio, the developers have other important changes for you. Although the world will continue to be full of objects, places, and fragments of stories, it will be complemented by more traditional and elaborate cutscenes featuring various NPCs. The developers want to avoid a certain confusion or lack of understanding of what is happening that some players should have complained about, and they want to ensure that everyone can appreciate the work of GRR writer Martin, who is behind the world. We are still unable to answer how often these custenines will be and how many friendly contacts with the supporting characters will take place, but it seems that taking into account Sekir and the experience gained by developers over the years, we could get a balanced mix which – hopefully – will not only please die-hard fans, but also complete newcomers. They could also appreciate a sophisticated system of deciding on the future and direction of the world, which, however, does not have to be expressed simply by answering something in a specific way. The flow of the game is to be influenced by a simple decision about where to go and in what time sequence, or whether you decide to fight someone or not.

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