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Chris and Joey once again unite to rant about the very structure of the Game Awards and why the industry deserves better, both in terms of jury and nominations. Also, just a lot of general good conversation about games.
After quite a hiatus Chris and Joey are back to discuss the Bayonetta voice actor drama, the Microsoft Activision-Blizzard acquisition, Scorn, and overall horror-themed media and games.
Chris is joined by Joey and Steve for a delightful discussion of games which they have been playing. Impressions on Xenoblade Chronicles, Metal Hellsinger, Halo Infinite, Soulstice, and more are given and debates are had. Listen in and enjoy!
My final thoughts (for the time being) on this monstrous game, bringing a close to this monstrous analysis of it all.
This is the final in a six-part series exploring the game Elden Ring and its design. You can read the prior entry on the game’s end-game bosses and balance here.
I began this whole series in an effort to discuss my thoughts and feelings towards Elden Ring in greater honest detail than I had previously this year. Going by word count, I’ve at least succeeded in discussing the game in far greater detail. To what end, however? Based on that initial essay, it was to try and help illustrate why some are so pleased with this game despite exercising some of the same open-world tropes or crimes as other developers.
While I think I somewhat achieved that goal, I’ve ultimately come to the conclusion that Elden Ring is forgiven because most people playing a game such as this are simply looking to lose themselves in something fun for a few hours at a time. There is a very small population of players, critics, and analysts taking a microscope to any given game in order to figure out how it all works or could be made better. Perhaps these analytical sorts are motivated by pure academic or intellectual interest and curiosity, or perhaps they’re just trying to understand why they came away underwhelmed when so many others are claiming the title to be a modern masterpiece. There will also always be the loud voices of those that simply dislike the game because “it sucks”, or “it’s too hard”, or “it doesn’t explain anything”, though I doubt many of them even understand why they like or dislike what they do. Similarly, many of the fans on social media and Reddit that will endlessly defend it likely don’t know what it is they love about Elden Ring so much. They’ll have inklings and they’ll quote those that seem to hit the nail on the head, but in the end it all comes down to gut feelings.
When I was first playing Elden Ring, my own gut was whispering “masterpiece” to my ears. Everything just felt right, the hands of the clock seemed to speed on by I was so engaged, and every moment spent not playing the game was spent thinking about it. Uncharted corners of the map were beckoning for my attention and incomplete dungeons were turning to new objectives now that I’d powered up some. It was a game that drew me in on every level, from the moment-to-moment of playing to the idle time spent waiting for work to end so I could log some more hours.
Yet familiarity breeds contempt, and the more time I spend playing or thinking about Elden Ring the more I cannot help but feel as if it’s no masterpiece at all.
Between crazy enemy combos and broken builds, the late game of Elden Ring is the most susceptible to balance issues.
This article is the fifth in a series exploring the game Elden Ring and its design. You can read the prior entry on the game’s many dungeons and bosses here.
Starting this piece I realized I may need to give myself a break before working on any further Piece-by-Piece follow-up series, writing them in full or mostly full before posting them onto the website. It’s not because keeping up with the weekly pace has been surprisingly difficult – though a sudden medical disruption threw me completely off track. I’ve otherwise been surprisingly more capable of keeping this up than any prior attempts at regular columns and series on this website! No, it’s more that my initial outline has not gone precisely where I first had anticipated it. I should have known this would happen, as it’s the same issue I frequently ran into when writing scripts for my video essays.
I emphatically agreed with Joseph Anderson when I watched his feature-length video essay on Elden Ring and declared the “final stretch” to be unreasonable. He had effectively illustrated how multiple later-game bosses were designed not for the combat stylings of Dark Souls, but Sekiro: Shadows Die Twice. I had also found other videos with similar titles and emphasis on the imperfection of the game. I had seen others express identical feelings regarding late stage bosses, and then would witness the mockery of these opinions in meme format on the game’s subreddit.
I would have kept on insisting that the game’s latter third or fourth is horrifically balanced, but at the same time I’ve admitted within this series that my Dex-build was an awful one. Just by swapping out to a strength build I’ve found much more success in damage scaling and poise-breaking with little adjustment to my overall playstyle and strategy. My knowledge has certainly deepened, turning a pair of once troublesome burial watchdogs into a piece of cake by disrupting one with crystal darts and turning them against one another. It’s an example of using a subtle and surprising game mechanic to make my second run through the game even “easier”, though I’m still primarily relying on basic melee attacks and spirit ashes in order to take out my foes.
Then, the Friday before this post is scheduled to go up, YouTuber NeverKnowsBest posted his Elden Ring analysis. Needless to say, it got me thinking, and it got me thinking a lot.
Chris and Steve are back to their old-fashioned style of bickering and debate as they discuss the merits and not-so-merits of Cyberpunk 2077.
Though Steve was unable to join in on the first discussion of Cyberpunk 2077, Chris and Zach managed to have quite a mechanics-driven conversation that will no doubt continue into next week's episode.
In response to a recent video by Bellular News, I try to examine why certain rewards systems are received more positively than others.
YouTube channel Bellular News released a video this week wherein they discussed research performed regarding how video games of a certain type impact one’s mental health. Specifically, they wanted to target how “intrinsic” goals impacted players versus “extrinsic”, and therefore chose a wide selection of titles that had a series of motivators to try and encourage players to engage regularly.
To better summarize: how do live-service and similar models impact mental health?
I may find the thumbnails and titles of Bellular News videos to be unfortunate victims to YouTube algorithm manipulation, but the content is typically substantial and of great interest to me. As an independent development studio themselves, I find their insight can often be more enlightening than your average hobbyist industry commentator on the platform. In this instance, however, I feel as if they didn’t really dig in deeply enough. It makes sense that “intrinsic” goals – objectives that the player internally desires and yearns to work towards – are far more rewarding than “extrinsic” – assigned goals by the game in order to feed a progression loop. It somewhat makes sense that players that log in out of obligation would feel no sense of satisfaction or enjoyment, sometimes feeling worse for having played, than those that sign onto a game out of their own compulsion.
The problem is that there isn’t a close enough examination on how different rewards systems exploit the player rather than… well, reward them. It’s easy to try and paint battle passes and seasonal activities in a negative light due to their pressuring players with the fear of missing out; skins, cosmetics, or even activities are only active during this limited time, so you’d better log in if you’d like to earn them! However, this runs the risk of throwing the baby out with the bath water.
So, let’s consider these rewards systems a little bit more deeply and how some games may shift from intrinsic desire to extrinsic over time.
An examination of the most recycled content in all of Elden Ring, and whether From Software ought to get a pass for it or not.
This article is the fourth in a series exploring the game Elden Ring and its design. You can read the prior entry on the adjustments made to combat here.
We’ve now approached the most mixed-of-bags in all of Elden Ring: not just the bosses, but the dungeons that house the majority of them. While there’s enough material to discuss both in isolation, I struggle to separate one from the other. They are where the greatest joy is to be had while also some of the greatest frustration. So many are uniquely designed and crafted and yet they are also incessantly repeated. They are what leave me asking if Elden Ring is, perhaps, too big of a game.
It was impactful to cross over into the rotted land of Caelid and see monstrous and mutated canines scattered across the landscape, overseen by uncomfortably disproportionate crows perched atop the trees. The overwhelming atmosphere indicates to the player that life is unwelcome there, and what creatures exist have been mutated into a grotesque new evolution whose only intent is to annihilate that which does not belong in those rotted plains and lakes. No corner of the land feels as unquestionably hostile as Caelid, and such unique creatures are essential to that identity.
Only you will see them again in later regions, one of which is completely blanketed in snow. Yes, the chill cold of the frozen north, white plains devoid of trees or grass, are often seen as regions hostile to life as well, but there’s also a serene beauty to them. A transcendent peace that contrasts greatly with the shape of a horrific, malformed, oversized dog. While I am certain fans can dig up some lore reason that these creatures prowl such different environments, I would argue that such lore exists solely to give context to recycled content that should have remained unique.
Perhaps, if From Software had allowed Elden Ring to be a bit smaller, they could have crafted more unique foes, dungeons, bosses, and locations. Would it have been an improvement? As all things discussed thus far, it depends on your perspective.
Chris is joined by Joey and Steve for the tenth volume of the Conversational Grab Bag! They bounce around from game to game, discussing the likes of Exoprimal, Live A Live, Stray, Tales of Berseria, Foregone, and more.
David Kushner compiles the founding of an upstart, rebellious company, creation of one of the most influential games of all time, and collapse of a years-long friendship in a fascinating and enjoyable read.
I was still in elementary school when I was first exposed to Doom. It was through no ingenuity or knowledge of my own that I came to witness it, but that of my high-school aged older brother. I had descended down the basement where our not-so-great computer was kept, my father believing such a machine need only be powerful enough to run Microsoft Office (a philosophy he maintains to this day). I don’t know which of his friends my brother had gotten the floppy disk from, or if he had found it on his own somehow else, but he had installed the game and been playing it that afternoon. Upon seeing me walk down the steps, around our father’s drum set and towards the cold corner in which the computer was kept in our unfurnished basement, he had reset the title so that I could give it a try from the beginning.
Of course, he then hurried upstairs, grinning that smarmy grin of his as he left me by my lonesome. I decided to start the game up, already disturbed somewhat by the Hellish imagery that would look cartoonish and absurd by modern standards. I don’t know if it was due to the lack of such state-of-the-art technology as a CD-ROM or some other crucial piece of missing hardware – were there even sound cards back then? – but none of the game’s headbanging thrash MIDI played. Instead, the Mars base was completely silent save for the cackling of demons in the next room, hurling fireballs in my direction.
Rather than being pumped up and ready to deliver hot lead into soft demon tissue, I got frightened, shut the game down, and sprinted out of our already creepy basement and up to my brother. I recall he was surprised to see me upstairs so quickly, but he was also amused that I got so unnerved by it. It was as if he had predicted my terrified response, which is why he was so glad to leave me down there alone in the first place.
I had no idea this creepy game was about to become one of the biggest PC releases ever, nor that it was giving birth to a whole new genre, or that its developers, John Carmack and John Romero, were changing the nature of game development forever. Now, almost twenty years since the book was published, I’ve been given a fresh and impressive new perspective from Masters of Doom.
In the third installment of the Elden Ring Piece by Piece series, I take a closer look at adjustments From Software has made to the game's combat and how effectively they build on the established mechanics of the Soulsborne selection of titles.
This article is the third in a series exploring the game Elden Ring and its design. You can read the prior entry on the freedom of the open world here.
Unfortunately I cannot be as thorough as I’d like to be regarding Elden Ring’s combat. I’ve barely experimented with magic, whose reputation of being overpowered has been betrayed by my difficulty to construct a satisfying build of the mystical arts early on. I stubbornly insisted on playing a dex-based warrior on my first playthrough, which in hindsight seems to be the least efficient type of character unless you possess magical back-up abilities. In the end, I simply don’t have enough experience to thoroughly discuss the balance of classes, techniques, and spells towards particular playstyles, or which ones the game itself seems to best accommodate.
I must also confess doubt as to whether anyone could experiment with so many builds in such a span of time whilst maintaining objectivity over the game’s quality. Such players are likely already experienced in playing around with From’s systems from prior games, and therefore they are less likely to perceive potential flaws as anything but a feature. When it comes to proper, in-depth analysis of the intricacies of class builds and viable play styles, we’ll likely not see anything with depth or value for another year or two.
Despite my inability to examine Elden Ring’s combat to the most minute detail, I can still look at many of its mechanical additions and what benefit they offer to the game’s combat. In fact, I’ve already learned how difficult it can be to go back to their prior titles, having started a new game in Dark Souls 3 and fought through a few bosses. I would definitely say that, for many players, Elden Ring could be the most enjoyable Soulsborne title to be developed by From Software due to how many dynamic options are now available.
It's a full house this week as Joey, Misfit, and Steve join Chris to gripe about the downward direction that Square Enix has taken. Booze might have also been involved.
Despite its pedigree, Ghost in the Shell: SAC_2045 is more interested in the style of the franchise than it is in the potential substance.
I don’t know where I stand in regards to the notion that Western corporations are starting to put their fingerprints all over the Japanese anime industry. It’s not like there’s a complete lack of evidence or sources, but aside from the hefty bags of money companies like Netflix and Crunchyroll use to persuade studios to make what they want, it’s uncertain whether they’re having a visible impact into how the shows are made. I already have a healthy distrust of Western translation of video games, anime, and manga due to the “I Made This” attitude of many of the industry’s translators, masquerading liberal reinterpretation and modification as “localization”. Of course, that is an incendiary topic all its own, and one filled with ignorant arguments and perspectives on “both sides” of the fence (which, like so many things these days, shouldn’t even be about “sides”).
Intricacies of localization and arguments of accuracy aside, Ghost in the Shell: SAC_2045 is just one of those shows that leaves me wondering whether it has such Western meddling involved due to such additions as one particularly pink-haired member: Purin Esaki. I’d say that she is the Jar Jar Binks of the show, only I feel as if my meaning would be too misunderstood. It’s more like she’s a character from the Star Wars sequel series dropped into the straight-laced world of Star Trek: The Next Generation, there to appeal to the young crowd and their TikToks and Instant Grahams. She’s also super special and magically talented with computers and hacking because of course she is. Everything about her screams “audience self-insert” in a way that feels out of place for Ghost in the Shell: SAC_2045.
Which is a shame, because in the latter half of the series, she could have been a far more suitable exploration of Ghost in the Shell’s best themes.
This essay will immediately go into some pretty big spoilers for the show, so be alert in case you plan to read onward.
One of the most important elements of Elden Ring's success is also its most advertised feature: the open world.
This article is the second in a series exploring the game Elden Ring and its design. You can read the prior entry here.
Ever since The Legend of Zelda: Breath of the Wild released I’ve found myself debating what makes a “good” open-world with my friend and titular podcast cohort Steve. After five years and an additional one-hundred and fifty hours in Elden Ring, I think I’ve come to recognize just how much of that debate is over the unimportant specifics. While icons on a map are a part of the problem to someone such as myself, it does not get to the heart of what I enjoy about an open-world. Towards the end of our ninth conversational grab bag, I asked a simple question:
What is the point of a giant, open world if you don’t even engage with it?
Of course, this question itself could easily lead to more semantics and unimportant bickering over minor details. From my perspective, however, if I’m following the GPS on the mini-map or looking for icons rather than topography, then I’m not actually engaging with the world. It simply exists to look good on screenshots and pad time between linear missions or mini-game style activities.
Again, this is from my perspective, and I’m not even sure what forms the foundation of that perspective. All I know is there are some activities that exhaust me when exploring an open-world, and others that do not. When I played Breath of the Wild, I found it refreshing to explore a mountain range only to discover a hidden shrine or, even better, a dragon roosting upon its peak. There was no icon on the map saying to go there for that thing specifically. It was… well, it was a discovery, and it was driven purely by my own curiosity. When there’s an objective marker present, I tend to look at the mini-map more than the environment around me. When no such marker is present, my eyes are instead scanning every bit of the world, and this activity allows me to appreciate the world even more.
It is this same sense of discovery that embodies Elden Ring, but unlike Breath of the Wild, the Lands Between are far less accommodating than even the harshest corners of Hyrule.