I doubted From Software. I will be the first to admit that, after the proverbial dreg heap that was Sekiro and the reminder of how stunningly mediocre Souls games can be with the Demon’s Souls remake, I came at Elden Ring with a healthy amount of caution. The irony is that I have a deep love for From Software when they’re firing on all cylinders. While I have always been weary of the fantasy genre and the often maligned “dark fantasy” label, the world of Dark Souls speaks to me. Although I have very little appreciation for the lore present in the series, I respect the uncompromising vision that the lore follows. As a vehicle for unforgettable visuals is where the lore shines, though. I doubt anyone who has played the Dark Souls series will forget things like Sen’s Fortress, flanked by a lush forest and standing ominously as a roadblock to a city bathed in light. The Dark Souls series is filled with displays of From Software flexing their visual design muscles, proving time and again that there is no other studio who can bring such horrifically beautiful creatures and worlds to life at such high frequency. Irithyll, Anor Londo, Duke’s Archives, Yharnam, Lothric, The Fishing Hamlet and I could name at least ten more locations from these games that all came out within the same decade that are among the most breathtaking areas in any game that I’ve played. The only lore that I need is that someone built these places, and that they are no place for the speck in this world that I’m playing as. Their size frequently dwarfs your player character, reinforcing the fact that this place is hostile to you, that despite any level of undeniable beauty that still remains, that you are not welcome here.

There is comfort to this fear of the great unknown though. I was recently introduced to the works of Thomas Moran during an art history class that I’ve been taking. Moran’s career was defined by his paintings of the Grand Canyon, and his experiences there were clearly a combination of awe and unease. See, Moran was in the company of an expedition that was mapping out the American west for an industry raring to exploit it for everything it is worth. It soon became evident to these explorers that this land was too important to be tilled by big business. This importance was not due to the mineral housed within the Grand Canyon’s fertile ground, but the sheer wonder that it inspired in them. Take a look at any of his paintings, and one can see exactly why they wanted to protect this land. It feels otherworldly, like a place that is too perfect and awe-inspiring to be a physical place on earth. That feeling would be founded in the truth, because the places Moran painted are not real. Moran painted composites of the Grand Canyon area. The places he painstakingly captured cannot be visited and looked upon with the same wonder you may have imagined he did. In a way, Moran’s paintings were “propaganda” for the conservationist cause. They captured a feeling rather than a specific time and place. This feeling, although it basks you in the light of beauty that is beyond the description of prose, is also tinged with the same unease that Anor Londo might evoke. Moran felt that to prove the pricelessness of the Grand Canyon, it was not only imperative that its indescribable wonder be on full display, but also its titanic hostility. Beauty can be overlooked in the name of profit, but it’s more difficult when the unknowable wilderness lies beyond. Pictured in his most famous painting are tiny figures representing the expedition, standing like ants at the precipice of a sheer drop. Any great gust of wind or tectonic shift could send them plummeting off into certain death. Beyond, on the horizon is a thunderous waterfall. It is fantastical and alluring, but god help you if you get caught in its uncaring flow. I want to be there, standing next to the explorers and even going out into the painted world, but at the same time I feel my fragility pang. From Software has distilled the essence of Moran’s paintings down to a concentrated formula. The worlds they create are three dimensional recreations of this feeling strung together in a barrelling journey toward more and more danger. They are anxiety filled trips to places that are constantly out to hurt you and make you feel true, unrelenting fear. The fear that all the progress you made through this world will suddenly be halted by something insurmountable. Something that has seen a thousand people like you, and disposed of them like any of the birds or unclothed zombies that you dash past. Despite the danger and confusion and seemingly endless unfair obstacles that these games are defined by, they hold some allure with us. We keep bashing our heads against these walls because they are walls that are splendid to look at.

Elden Ring is an embarrassment of beautiful walls. It feels like a scavenger hunt where around every corner a new Moran painting lies in wait. Breath of the Wild hid shrines around the world, but everyone knew that the real reward was the intrinsic joy of finding an abandoned temple embedded with sleeping guardians. It was scaling a mountain you’ve seen in the distance for the last five hours, reaching the top, and seeing that not only do dragons exist in this world, but there’s one right in front of you. Elden Ring is like Breath of the Wild if every shrine was replaced with a dragon at the top of a mountain. At every turn there is a mine filled with stone-skinned humanoids wholly concerned with stripping away the gem laden walls, or a ravine that ends in a climb through scaffolding and jutting cliffs with a magma spewing wyrm guarding its peak, or a castle just as intricate as the best Dark Souls levels taunting you with its grandeur. Everything here taunts you. Elephant sized wolves that can murder you in one fell swoop taunt you in the same way Moran taunted everyone who looked upon his paintings. It’s a dare that no matter how dangerous they can make something, we will always edge closer to it to get a better look at its grotesque beauty. It’s the dare that, my 10,000 souls be damned, you will platform through treacherous ramparts of a castle in disrepair to see what lies at the end. Elden Ring taunts me constantly, and its rewards are greater than 10,000 or 100,000 souls or runes or whatever they’re called now. All I know is that I should have never doubted From Software’s propensity to allure me with venomous curiosity.

Reviewed on Mar 01, 2022


3 Comments


wtf, sekiro dreg heap? sekiro was great

2 years ago

in awe at the idea of reading this entire beautifully written review about the visual design of FromSoft games and only retaining "sekiro bad"
when its the first thing you see and its wrong, yeah lol