A challenge can be anything that’s difficult to achieve, but to be challenged, in the sense of being called to action, carries a much more complicated set of implications. The most distinct is a sense of inescapability, that there are no alternatives but to rise and give your best within a certain set of limitations. The difference between the two is core to what I found lacking in Elden Ring, but it’s also what I think lies at the center of the game’s unprecedented appeal. In a game like Dark Souls, you could find yourself at the bottom of Blighttown with no way to easily boost your weapons, no way to upgrade your flask, no way to try a different weapon, nothing, you had to either press onwards, or do what no player wants to do, climb back out and redo the whole thing when more prepared. For lack of a better term, it was a challenge in both the intransitive and transitive senses; it was difficult, and it also confronted players with that sense of inescapability. Elden Ring’s wide open world with unimpeded access to weapon upgrades, weapon arts, summons, physick flasks, alternative progression paths, and so much more means that the only time the game presents an active challenge is an hour from the end, in the final couple bosses. The rest of the game is a wide open space where you can always go where you’re prepared, and snowball without pressure. The Souls games always let players do this to some extent, but the ease with which this can be achieved in Elden Ring is its unique selling point, and thus why I think it’s so appealing to newcomers. An open space dotted with intransitive challenges allows players of all skill levels to enjoy themselves in the way they want to, and never hit any brick walls. For me though, the most memorable parts of the series were the times like Blighttown and the drop into Anor Londo, when I knew that my only real choice was to press onwards against all odds. Elden Ring is clearly an artistically ambitious game, and I can applaud and respect it for that, but now that I’ve finished it, I’m left without any similar moments to remember. I’ll certainly recall playing it, but that's a lot different from an experience hoping “to be remembered”.

Reviewed on Apr 14, 2022


2 Comments


2 years ago

Couldn't agree more, I recently re-played Dark Souls and I had forgotten what to do since I last played it 11 years ago.

One of the first things I did was to go down to The Catacombs and eventually reach Tomb of Giants while being incredibly underleveled. I pressed on even though I knew I wasn't meant to be there because of how powerful the enemies were - I didn't want to go back.

I eventually hit a brick wall (Nito - which has some pre-requisites in order for one to be able to fight him) but the path from the last bonfire of Tomb of Giants back to Firelink Shrine proved to be far a greater challenge than anything Elden Ring threw at me -perhaps everything but for Malenia which is an end-game boss-.

Not to say that hard things are the only memorable things in a videogame but they are very easily remembered and provide a sense of accomplishment.

1 year ago

Jeez I missed your new stuff!
I persist, I have to play this, but that same sense of overall freedom does bring up theoretically (and it seems practically) problems with the Souls formula. The Sekiro-like speed of some bosses and its incredibly narrow cooldowns are a pretty glaring issue, that full strenght builds got recently buffed. That's quite the shocker considering the supremacy of strenght builds as cakewalk playstyles.