The Elden Ring Difficulty Debate

The Elden Ring Difficulty Debate

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    Hey it's Tarrmu and welcome to Thinking out loud, and todays video will be focused around the latest Shadow of the Erdtree expansion for a little indie game you might not beware of called Elden Ring. But on a serious note, the reoccurring debate that surfaces with every From Software experience has reared its head again and that is the conversation around video game difficulty.

    It's crazy, because at the time of release and the two years that have followed many have complained that Elden Ring is the easiest Soulsbourne game, and it feels like From Software have answered their calls and delivered.

    The recent debate is over many of the main bosses being hard to defeat, and look I'm still making my way through this DLC at the time of writing and yeah Rellana handed me my ass more times then I'd like to admit. But here in Shadow of the Erdtree, there is an item that I feel people are overlooking, as it is a core point of progression. That of course is Scadutree blessings which both increase the damage you deal, as well as the damage you take in the Shadow Lands. It is important to set out and explore, and progress and I believe From Software took this approach to incentivize exploration, but provide a worthy challenge to those players who have built disgusting builds over the year that melt health bars.

    It's crazy because the expansion despite meeting critical acclaim from critics, is currently sitting at a mixed rating on Steam, as many players are deeming the game too difficult.

    It's also worth mentioning that at the time of writing this Bandi Namco have even addressed the feedback stating that players should set out and explore and even try collecting more of these blessings.

    Miyazaki stated in an interview recently quote

    "We design certain experiences with the intent of, 'Oh man, I'm sure they're going to have a tough time with this,' but somehow, these players are able to overcome all the obstacles with their skill. With regards to difficulty, I know we get a lot of credit for saying, 'Yeah, our games are difficult,' but it's not a matter of simply cranking up the difficulty. It's doing so fairly."

    "We design certain experiences with the intent of, 'Oh man, I'm sure they're going to have a tough time with this,' but somehow, these players are able to overcome all the obstacles with their skill. With regards to difficulty, I know we get a lot of credit for saying, 'Yeah, our games are difficult,' but it's not a matter of simply cranking up the difficulty. It's doing so fairly."

    He also went on to explain quote

    "If we really wanted the whole world to play the game, we could just crank the difficulty down more and more. But that wasn't the right approach. Had we taken that approach, I don't think the game would have done what it did, because the sense of achievement that players gain from overcoming these hurdles is such a fundamental part of the experience. Turning down difficulty would strip the game of that joy – which, in my eyes, would break the game itself."

    "If we really wanted the whole world to play the game, we could just crank the difficulty down more and more. But that wasn't the right approach. Had we taken that approach, I don't think the game would have done what it did, because the sense of achievement that players gain from overcoming these hurdles is such a fundamental part of the experience. Turning down difficulty would strip the game of that joy – which, in my eyes, would break the game itself."

    Now my thoughts on this whole situation are that there is something special about the Soulsbourne games, and what I think makes the experience meaningful is the sense of challenge that it offers you, and the idea that there is one difficulty that we are all playing on. Not to mention the worlds that these games take place in a brutal, bleak worlds, that the tread through and I feel this punishing bosses that you only scrape by the skin of your teeth is fitting and is what makes these worlds, their lore, and overall the accomplishment from finishing them so meaningful.

    It is my belief that including an easy mode really does take away from that feeling and I'd agree with Miyazaki in the sentiment of it breaking the game. Not to mention there are many different tools, and methods that can make particular encounters less of a struggle, such as using summons or calling in spirits to help you out. I'd even say that this expansion was designed with players using these spirits in mind, as you can also collect blessings which both increase the damage a spirit deals, and decreases the amount it takes.

    I'd say if you're struggling with the expansion, take a breather and try exploring, don't be ashamed to use spirits too. But this is par for the course with From Soft games in general, whether it is a helicopter in Armored Core 6 or modding Sekiro to be easier, there will always be the difficulty debate surrounding these games.

    So to top this video off, it has been announced that a patch is coming to Elden Ring that buffs blessings making the experience for those who collect them much easier, I personally feel somewhat disappointed, and well the Helldivers 2 Director put it well when opening up on this issue

    " A game made for everyone is made for no one"

    But what are your thoughts? Let me know below and expect a review for this one sometime soon when I git gud and finish it. Thanks for watching and have a good one.