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| Elden Ring |
After I played the game for the first few hours, I had mixed feelings, as I was stunned by the amazing art design, yet incredibly surprised by the serious lack of narrative and actual characters. And things went only downhill from there. There was no sense of purpose, you just meaninglessly dwell around in that dull puddle of 'worldbuilding'. A few hours in, and I had to fight my first bosses, I wondered why they were so hard, and where the difficulty settings were -- there were none. I wanted to get on with the story, if there was any, and after that frustrating, tedious experience, I decided to quit the game, as it felt like an absolute waste of my time and money.
I've heard people proudly talking about how they died over one hundred times during a bossfight. But what is the point of spending eight hours battling a boss? Do you come away any different than when you started? Have you learnt a valuable lesson about life or the world? Was it amusing, doing the same thing hundred times again and again? That's at least what I expect when I willingly spend that much time doing something.
| Planescape: Torment |
Miyazaki, director and co-writer, (no, not that one, the other one) himself stated:
"We are always looking to improve, but, in our games specifically, hardship is what gives meaning to the experience. So it's not something we're willing to abandon at the moment. It's our identity."
"But we try to design the games to make the cycle of repeatedly trying to overcome these challenges enjoyable in itself."
| Now, that's one way to spend your time |
The inaccessibility should already make this game a no-go zone for anyone like me, but I, the kind person that I am, did some extra research for you, my reader, to make my review complete and my judgement final. Thus you and I wonder: is there, next to the pointless combat, an interesting story worth sharing? This is an open world game, meaning that the player can go wherever he likes, at least, until he is one-shot by some random creature. I have gathered some bits of writing and articles about the themes, and there was, unsurprisingly, almost nothing written about them. I did find a fairly good video essay that explores the weaknesses of the game in depth.
One of the major problems, as discussed (here and in Neverknowsbest's video), is the lack of characters and motivations. Even our PC is barely developed, having no real inner purpose, enforcing the idea that this game is only about the player, rather than its story, world and characters.
| Howl's Moving Castle (by the other Miyazaki) |
Thus it is not shocking to hear that Miyazaki collaborated with George R.R. Martin, whose work he is a huge fan of, only imploring him to write the worldbuilding part. Why worldbuilding is a problem and why it is so popular would yet require another blogpost, but it seems that our man Keely has again preceded us: article.
Then, the worldbuilding and difficult combat are there to make up for the lack of story, themes and ideas, for I bet the game would be a hundred times shorter if you took those away.

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