Elden Ring is staggering in breadth and detail, and like anything so big, gradually numbing. You want to slow it down, to see these new areas with the same sense of awe that accompanied every turn at the beginning, to press forward in fear of what may lie ahead. But a sense of forward momentum overtakes until it's irrepressible, and then the game is over. Increasingly difficult demigods appear in sequence to halt the flow, as a substitute for the rich environmental mysteries that had us forgetting there was an overall story in the first place. I'm thinking of how I never wanted to get through Stormveil, because that would mean I was done with Limgrave, and there was still so much to be learned in its fields and ravines and dead beaches. And then it was the same with Liurna. Altus Plateau was the last place I couldn't bear to leave, but even then Leyndell sits on the perimeter as a nagging reminder that things must end, and others must keep moving.

There are internal and external contributors to the persistent lapping of the call of progress here. As the player becomes more familiar with the game, they move more quickly through conflicts, and with the greater investment of player time comes the expectation of proportional narrative payoff. The detail of the here and now becomes a blur on the way to motivators on the horizon, and so Elden Ring like other games of its scale eventually becomes a virtual checklist. These factors are reflected internally, in the production of architecturally streamlined and graphically featureless maps that encourage forward momentum rather than the opportunity for getting lost. The player at a certain point either submits to the flow of the game and finishes it, or turns back and looks to rekindle their sense of wonder in the world behind them. The former is rewarded with quick and empty victory. The latter is also doomed, because by this point everything and everyone you ever cared about is devastated in progress' wake. If the player follows this path they turn to complete the game with a heavy heart, having found the world robbed of meaning before it even closes.

Elden Ring knows that it is doing this, because the interplay of internal (terrestrial, world) and external (noumenal, Outer Gods) forces is the defining fixation of FromSoftware titles. Here it gives the progress narrative the form of the 'Greater Will', and stages a conflict between its adherents, and factions that wish to end the world as we know it. The Greater Will is that the player finishes Elden Ring, their character ascending to the Elden Throne, so that Elden Ring can begin again, forever. New Forsaken will continue to be summoned to the Lands Between to keep the cycle turning. That is why the delivery of the Greater Will is so empty. The paradox of narrative progress for the ending-oriented player is that any ending involving a throne is not an ending but a moment lost to the vastness of procedural eternal recurrence. Encountering the devoted Brother Corhyn and Goldmask across the Lands Between transforms the two into a chorus, commenting on the progression of the Greater Will. Corhyn initially holds Goldmask to be a prophet, but soon thinks him mad, complaining that his rituals "betray a suspicion of the holism of the Golden Order." In truth, Goldmask realises the way of the Greater Will is to mend the ring and initiate its eternal cycle. This suspicion of Order is baked into its very belief system, leading adherents to hope the next cycle is exactly the same as this one.

Goldmask's order is bound to the notion of apocalypse as revelation. (Apokalypsis means 'unveiling' or 'revelation', hence the Book of Revelation is the book of apocalypse). For the apocalypse to operate as revelation, it is not to arrive from forces elsewhere, but to have been set in place by entities that are already here. The revelation is both future-oriented and ancestral, and its event means the elimination of future and ancestry alike. There is perhaps no system more apocalyptic than the game system — every ending is already present in the game text but hidden within the code, and all that needs to happen is for the apocalyptic event to be revealed in play. In Elden Ring's late-game revelation, Goldmask discovers what was already there, Goldmask recognises the corruption of the Order, Goldmask waits for the flames, Goldmask mends the ring so it can happen all over again. The apocalypticism of the Golden Order is, paradoxically, eternal stasis. Everything returns to the beginning so that the Forsaken can arise once more and fulfil the Greater Will. For all the flames and tears and wreckage it is an Order without change or difference.

On the other hand, many in the Lands Between hold a contempt for predestination and dedicate their lives to overthrowing the eternal recurrence of dysfunctional Order. There is a lateral (rather than linear) progression to many of the minor quests, in particular those given by Ranni. The theme and shape of these quests is the fate of stars and gravity, as opposed to the main narrative's rigid iconography of thrones, crowns, and bloodlines. Ranni actively sends you against the current, mapping out a constellation atop familiar places that now appear strange, and exposing undead cities beneath your feet. This is not done in the service of 'uncovering' a living, breathing world, but its opposite: the true undeath of the Lands Between. There's a madness to Ranni's story, and that's because it wants to tell you that you have already been here, many times before, under different names and at different times. Everybody has already died and come back. The fates of everyone you care about have accompanied and in fact defined them since before you even knew them, and so all of your action in the Lands Between has been for the deliverance of their microscopic tragedy. Thops will always arrive too late, Irina will always have to wait too long, Millicent will always live diseased, Latenna will always curl up beside her sister in the snow.

The revelation of Ranni's story is not the arrival of all of the pieces that were already there from the last reset, but that the world was already lost and empty. Travelling across the Lands Between on her apocalyptic mission severs rather than traces the golden contours of the world shaped like a furled finger. She wants to find the man who stole the stars so the moon comes back and the tides with it. Rejecting the dysfunctional order of the past, we now seek things born of nothingness, to realise the possibility of eliminating the eternal 'now' that was never present any way. And so we turn our backs to the stars and march ahead, to end things once again. There is an ending with believing in, and it's the one that never eventuates. It's the one born in the coldest night imaginable. Are you ready to commit a cardinal sin?

Reviewed on May 09, 2022


8 Comments


1 year ago

critical read as always--really liked the interpretation of the golden order here as its something that strikes me as essential to way the narrative moves & the 'twists' but i was having troubling in reading it holistically with the rest of the narrative beats...this is it tho. dope shit fr.

1 year ago

Loved this! Beautifully written as always, and really helped me gain an appreciation for what Elden Ring’s world does to serve its narrative, rather than harm it, especially gratifying given how I’ve felt that there’s been a kind of frustrating unwillingness to actually meaningfully discuss the game’s narrative beyond a kind of appeal to the apparently self-evident quality of the stock FromSoft tropes. Don’t know if I see the things in it that you see atm but will definitely have this read in mind if I ever replay it!

1 year ago

Beautiful stuff. I don't know how much I read the same as you but the beauty of this game is that this spin is still very, very valid and might as well be it. Poetic as always! And I like the incorporation of resets/NG+

1 year ago

I really loved discovering the regression/causality and how they elegantly describe the ruling shape of reality as that process of turning wonder into discovery into a completed and understood end point that's necessarily smaller and lacking in possibility and interaction. The way that within the world of a game that is as inherently apocalyptic as you say the search for and imposition of meaning and understanding onto things is itself the process that renders it used up and leaves all its inhabitants standing around with no new dialogue to say waiting for it all to end. Think it's striking that hewg essentially resets to new game plus in advance too.

1 year ago

This comment was deleted

1 year ago

I just rewatched a couple endings and as the game goes, "the falling leaves tell a story." Absolutely. I loved yours, and its general reflexivity toward the "tropes," and am a bit happy more people are open to what this game does!! I think my Perfect Order run is in order.

"The current imperfection of the Golden Order, or instability of ideology, can be blamed upon the fickleness of the gods no better than men. That is the fly in the ointment" Player, too. Acting agent.

1 year ago

@simondedalus thank you! i was happy to let it kind of lurk around in the background, but the goldmask stuff really got to me
@woodaba thank you!! i'm sure i'll get a completely different reading next time i play it too lol!
@planet_struck for sure — it's all so legible and occult at the same time, let's get some poetry from it! gods and players-as-vessels, love it
@ashuccino perfectly put! the passage of discovery to a set of dead ends. and yes totally i hadn't even thought about the hewg stuff even though as you say he's like the face of it!

1 year ago

the player in the ointment leads to all sorts of poetry :)

1 year ago

"the fate of stars and gravity"? Now you need to read/watch Jojo's Bizarre Adventure: Stone Ocean...
I'm serious! Haha