GameSpot, IGN or something said
an unmissable tour de force that is every bit as brilliant as the
original game
What they were trying to say (I think) is that it makes the same mistakes as the base game.
It is too big and extremly uneven and unbalanced experience. Huge areas that at first glance promise a big adventure, end up being mostly empty except for 1 dungeon, or some mini bosses pasted from the base game.
What is new is mostly OK or good, with splashes of bad. Visibility of multiple bosses is worse than it has ever been, don't really understand how the hell AC6 with way more strobing lights and particle effects, remains more visually clear and transparent.
Fromsoft boss design in Elden Ring has become 90% the same template. Spin around in AoE combos. Why? Because now except for summons, players also have access to spirit ashes so FS has to counter that. More and more bosses limit builds that are fun or good against them. They have long forgone the Demon Souls and Dark Souls gimmicks of bosses, where they try to make the bosses rememberable thanks to fun design, interesting and fresh gimmick. Now they can only make you remember a boss cause it either had great spectacle, or a stupidly hard fight. But spectacle runs of, and does not provide replayability.
Fromsoft has always had great level and world design (with very few missteps) but applying that to a huge open world only works if you know how to limit the scale. Leaving such huge empty areas makes the exploration extremly padded out and only creates an illusion of interesting exploration that often becomes tediouis, annoying and unrewarding. Huge areas often gave me 5-10 minutes or running around on a horse, "fighting" either those black villager NPCs for useless crafting materials or just nothing. Biggest areas have 1 dungeon, and still often repeated minibosses from base game.
At least the new dungeons are more unique than the base game, there is less of them too, which is good. But still, the game remains too big. I think that crafting is largely the fault. There is a lot of stuff to find in this game, in all their games in souls like genre. But in Elden Ring, most of this stuff is either crafting which you will rarely use (i haven't used it for anything else other than horse food and big pots required to kill flaming visage guys) or more and more equipment, where most of it is now unusable, because per 1 run, playthrough, you want to find 1 build that you find fun/good and complete the game with it.
Finding stuff no longer feels significant and thus is not rewarding and fun.
As much as there are a few cool new weapons, most of the new equipment seems useless or too situational.
There is a few of nice new NPCs, but the story, just as the base games, lacks focus of their other titles. Base story of elden ring was boring for me, and this is more coherent but goes into a very weird direction and is no more interesting.
In terms of difficulty, people seem to have split into two camps (as they often do those days):
- Git Gud hehehehehehehhehe
- Enemies do too much damage, have too much health and bosses only do AoE
To me it seems that the difficulty debacle has a lot more to id.
You can be extremly patient and not run around looking for scadutree fragments everywhere. If you are a god gamer, streamer or spend 8 hours a day gaming or in general do gaming it per living (or don't do much else except game), you won't find this DLC too difficult. This is a very vocal part of the community because those people are usually terminally online. Those are people who post videos beating Radahn lvl 1, comment GIT GUT everywhere seriously (the phrase started out as a meme in Dark Souls 1 times but now is treated as an actual insult) and in general think very highly of themselves, have a perma honeymoon phase with Fromsoft and just think that hard to beat == good. They see that boss design evolved but player mechanics didn't, and they want it to stay like that, cause it gives them an option to boast about beating Godslayer Zanzibar with a club while naked.
There are also people who do not spend that much time on gaming and like this game. I also know a few of them, and in general they are rather patient, don't play much else other than FS games cause they played them a lot when they had more time. This DLC is just more Elden Ring to them, and they are ok with it, they have fun with it. They gather scadutree fragments, use spirit ashes, play the game as FromSoft intendent and don't want to tread new grounds. They see that boss design evolved but player mechanics didn't, but they don't care.
And then there are people like me, who are rather unhappy with this DLC repeating mistakes of base game or even going deeper into them. I hate most new bosses and half the areas. I hate how so many fights favor certain builds or straight up cheese. I hate how greatshield + spear is a viable build for many bosses, how many cheese options there are. I hate that rolling has been nerfed cause bosses need to have AoE to counter summons. I hate that the mechanics of their games in this genre haven't evolved in many years, and that they are forgetting how to design their legacy dungeons. Too many sites of graces, too little shortcuts and interestingly connected areas that still makes sense. So many connections in those new areas are so moronic.
There were still fights and areas I really liked, but so much of the game was tedious. The big torch walking guys. What were they thinking? They one shot you with most attack, and it takes 10 minutes to kill one of them? You still fight the camera on most big bosses in closed areas too. After so many years I am still looking only at dragons feet, cause they won't give you the option to zoom out just a bit? So many times its impossible to see your character and so on and on with the same stupid stuff.
And the scadutree fragments? This system makes your rune levels almost obsolete, you can now boost all stats to unlock any weapon. It makes the DLC collide with the base game cause the DLC still has bunch of runes (went from lvl 120 to 190), so if you start it without completing the base game, you will come back to it extremly overpowered and creating a build does not matter anymore.
A lot of the fights and enemies do not feel fair with their attacks and patterns and AoE and one feels much like the other, with maybe 3 exceptions.
I've never so far been dissapointented by FS, but I had a lot of gripes with the base game, or at least the last 30 hours of it, being too hollow, repetitive and uninventive.
It often feels like they start to value spectacle more than the gameplay. You are amazed at the cinematic or the cool boss looks, so you push away how stupid the fight is.
Of course mindless fanboys will remain strong in their belief that FS does nothing wrong and will stay firmly at their belief that it's a flawless game. Because they can just say "get good" "its supposed to be difficult" and never let a thought enter their mind, that maybe there is something more to those games that made them so special that so many others try to copy it and fail. This is the first time FS has failed at their own game for me, and I really hope they evolve in some other direction, or focus on stuff like AC more, or something entirely new. Souls like formula for me peaked with DS trilogy and Bloodborne and transfering it to open world was an interesting experiment, but in the end deeply flawed.
As any creators, artists etc. they deserve and need criticism to evolve, be better or at least stay at the top of their game, denying it because "git gud" is as moronic as it sounds.