Review killerstar 4/5 · May 31, 2025
I've been mulling what to say about this game for a while now and I can't come up with any coherent though. So I'm just going to sit and ramble on.
The game is so incredibly uneven that I can't honestly say if I liked it or not. At the same time it features some of the most incredible levels …
I've been mulling what to say about this game for a while now and I can't come up with any coherent though. So I'm just going to sit and ramble on.
The game is so incredibly uneven that I can't honestly say if I liked it or not. At the same time it features some of the most incredible levels and the most dull and repetitive areas.
Reaching the capital city, for example, was such a shock. The open vista of the whole city almost frozen mid struggle, each corner telling a story... it's simply stunning. I spend ages going through it's streets absorbing the ambiance.
But is that overshadowed by the countless samey boring catacombs whose boss' idea of escalating difficulty is increasing the number of the same enemy you need to fight? I don't know.
The open world is gorgeous complex and interesting place. I love that you platform on things that don't look like platforms, like broken down structures and weird root systems. I also like that there are lots of little animals and enemies that seem to be doing stuff instead of just standing around waiting to be killed. It doesn't feel like a level in a game, it feels like a real world.
But does that justify the complete broken difficulty curve that means that you can easily overlevel and overgear yourself out of any satisfying challenge? Or that the game effectively can't use difficulty as part of the storytelling toolbox? I don't know.
Similarly uneven is the combat. While you can block or even parry, abusing iframes is by far the most effective strategy, and the one the game clearly expects the player to use. But this makes fights feel messy and lacking in physicality. And also makes enemies the sole controllers of the flow of battle. For the most part bosses will go on with their animations without reacting to your attacks, so the strategy in most encounters is to dodge and keep your distance until a gap in the animation opens up an opportunity for attack. There's nothing of Sekiro's incredibly satisfying control of the battle in which you could force enemies where you wanted them once you'd mastered their moves. I just cannot get into this iframepalooza of a combat system.
But there were highlights. I really liked fighting the Godskin Apostle. Only by chance I found him at a good level in which it was pretty hard but still doable and satisfying to get right. And the rewards from beating him were massive at the time so it also felt appropriate. The first couple Evergaol fights were also thrilling. Again, hard but doable and forced me to learn the patterns.
But, honestly, no boss was as memorable as Sekiro's first Genichiro fight, Owl, or Isshin. Partly it's because I was so overleveled that I could kill most mid-game bosses with a few attacks without require any mastery of my own. How could Rennala be a memorable fight if I literally killed her in 7 hits?
The summary of all this rambling is that my Elden Ring experience was blemished by it's sheer size and lack of structure and a combat system that I don't particularly love. The fact that I still mostly liked it should speak volumes the small kernels of greatness that are mixed with the packing peanuts of dullness.














