17 reviews liked by Moezart


um dos melhores games já feitos parabéns aos envolvidos

i want to crush seiji amanome with my bare hands and toss him into a blender

Hello,
I still. Use that clock on a daily baisis. Thanks Nintendo, Shigeryu Myamoto, Akira Toriama and Ghibili guy for the best clock On the market, right, now, i know a rich guy in India calless pounjab who Still where it on is DSi

This review contains spoilers

(This is a post from my blog: https://saab900blog.blogspot.com/)

I miss Dark Souls. That is the thought that crossed my mind when I felled Malenia, Goddess of Rot. After that moment, there was a single feeling that washed over me: exhaustion. I was exhausted of playing Elden Ring. Thoroughly and viciously, I was utterly exhausted.

To be upfront about it, I have quite a love-hate relationship with Elden Ring. Sometimes, I hate it. I wonder how some of the stupendously idiotic decisions and enemies and encounters even made it past initial conceptualization. Other times, I am in love with it. I cannot fathom how what I'm seeing was dreamt by a human mind, how it coalesced into something so incredible. Mostly? It's both. There was rarely ever a time I felt indifferent to it.

I have no idea where to start when talking about this game. I have tried to put my thoughts into words three times so far, and all of those times they completely failed to convey my feelings. I think it comes down to one thing: I am saddened by this game. I am not angry at it, nor am I disappointed. It's not a raging sadness, one filled with mistrust and betrayal. It is simply a lonely, quiet sadness: a feeling of melancholic acceptance. There is nothing about Elden Ring that is offensively bad. There is nothing that made me genuinely angered or even upset.

It is a walking corpse. A retread. It is the dream that is not allowed to die, a work that is not allowed to be simply be. It must be something more. More. More is the key of Elden Ring. There are more enemies. More bosses. More story. More lore. More endings. More world. More music. More, more, more, there is so much more, but there is no justification. I guess I would liken it to an artists greatest hits, in the sense that it doesn't feel like something new, like a new record from your favorite singer. It's not a new direction, or a new beginning. Elden Ring is the end. There is nowhere for this corpse to go. Fights like Malenia and Malekith push this series so hard, harder than even Artorias or Gael or Sister Friede that I genuinely think it has gone too far. In its effort to be bigger, to be better, Elden Ring feels empty.

That is what saddens me the most. This game feels so fundamentally, wholly, not there. In a series so poignant, so focused on the idea of letting go, of realizing when one has gone too far, its finale charges forward, bluntly and drunkenly. There is nothing new here. There is nothing one has not seen before, nothing unique that you couldn't find in the series' other offerings. Is that a bad thing? I believe so. In a medium with such blood, sweat and tears poured into it, there must be a reason. When there is, quite literally, nothing fundamentally new, nothing fundamentally innovative, then it is just more, and no reason for it. There must be a cause. More is not an excuse. It's a selling point.

Elden Ring is the ashes of a fire gone cold. The ashes are still warm, but the fire is gone, the brilliance absent. In a world where accepting that there is indeed an end, it clings to life, grotesquely and vainly. The ashes cannot burn bright. The flames cannot dance across the canopy of the dark night sky. All it can do is smolder and smoke and die. A cold, lonely, pitiful death. And that is all there is to it: cold, lonely ash.

While it's undoubtedly an impressive achievement on many levels, I just didn't like Elden Ring as much as previous From games - of which I have played a great many, going all the way back to the early 2000s. The introduction of the open world has unfortunately diluted what I valued and exacerbated pre-existing problems to the extent that I actively rushed through the second half of my 80 hour playthrough.

It's all down to level design essentially. Dark Souls and Bloodborne for me were elevated by the sparks of brilliance inherent in their world design and path building, those moments of discovery overcoming my dislike of other game elements - the repetitive nature of boss runbacks, grinding for levels, and so on. This, coupled to a linearity of goals within a context where multiple paths offer district experiences was what drove me onwards.

And this is where ER's design philosophy runs counter to what I enjoy. The introduction of the open world means the addition of plenty of filler content generated from templates; outside of the main legacy dungeons, you are going to have seen most of what the game has to show you before you leave Limgrave, but you better be hyped to fight the same mini-bosses multiple times, because that's what's on offer. This review is an excellent summary of some of my issues, with some mechanical spoilers: https://backloggd.com/u/Woodaba/review/337912/

I've seen many comments praising the side content to the effect of: "if the critical path is too hard or not fun, you can go and do other content until you're ready to take it on". I'm sorry, but that's not how I want to spend my time, making progress by repeatedly seeing the same enemies and areas while grinding out levels and upgrade materials. The joy for me lies in advancing the story and world state, and if I'm not doing that, it feels like time ill spent.

Note: it is a quirk of my personality that I can't stand being bored. I despise repetition and want constant novelty, especially in entertainment. Conversely, I'm also compelled to investigate and seek out what content is available, because not seeing everything I could is deeply unpleasant and unsettling to me - an orientation that open world design with its emphasis on rote box ticking activities interacts with very poorly. This might go some way towards explaining why I had the reactions I did.

At this point, you're probably asking why I'm not mentioning the combat or boss design, which is by all accounts unparalleled. The sad fact is that those things are secondary contributors to my enjoyment, and while I enjoyed working out an effective build and set of strategies, I just can't find it in me to value those systems as much as many obviously do. That said, I found the bosses in Bloodborne far more compelling to face. I also didn't enjoy that I felt funnelled down a particular build path and towards exploiting a small number of mechanics to beat late game bosses—and it's evident by the number of players leaving coop signs with very similar gear that this isn't just a me issue.

So what did I enjoy, and why did I spend so much time finishing this game? Well, it does have some beautiful enemy and location designs, mostly along the critical path. The story itself is thematically linked to the earlier Souls games, but adds just enough unfamiliar elements to sustain my interest through to the finale. Positioning and patience in combat remains tactical and interesting moment-to-moment, and the number of cheap deaths seemed lower this time around.

There are numerous quality of life improvements that were appreciated: for instance, pointing out NPCs on the map is essential in a game with so many small quests in such a large area it would otherwise be impossible to keep track. Having access to NPC summons that mimic coop multiplayer is great, although you're prevented from using them outside boss arenas, a decision that I heartily disagree with.

In summation, this is not the game I would suggest if you were interested in this Miyazaki-verse everyone's been talking about, or if you're interested in an "open world done right", as I've heard it described. Instead, it's an experience that caters to players who love a hard combat experience with a varied array of builds and weapons, and are willing to commit a lot of time to adapting to a flexible if unforgiving set of rules.

If that sounds like you, more power to you, I hope you loved this game. I just... didn't. Perhaps the next one will be an Armored Core, and I'll be the one singing its praises while the world collectively shrugs it off, who knows?

took me a while to come around to it, but this game is bangin, actually. it has a ton of things to complain about, but i had way too much fun to even mind. i now think this is better than the first game. don't play ultra despair girls OR v3. this is the last game in the series. too many boobs for its own good

The flight system is so bad that i became grateful for having feet

My sister became addicted to this, please give my sister back

trans people can double jump?!? awesome