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Because Elden Ring is about as far from BOTW as you can possibly be. It's not inspired by it at all.


From the Wikipedia for Elden Ring:

Miyazaki cited Fumito Ueda's work such as Shadow of the Colossus (2005) as an influence that "inspired him to create" Elden Ring, while also drawing influence from "the design and the freedom of play" in The Legend of Zelda: Breath of the Wild (2017).


Even before reading this I definitely got SoC vibes - riding through a vast and empty world + that tense combo of loneliness and beauty


It's literally their highly refined tried and true formula with BOTW. Hard to believe that you don't see the parallel in open world design if you've played both games.


I would not compare these two games. Death Stranding was a refined BotW. Elden Ring is a totally different game and I think comparing it to BotW is an insult to FromSoft as they actually put effort into making the open world feel full of content. BotW is 15min of riding your horse through nothing and dodging the same 2-3 enemy mobs to get to a shrine where maybe you get a fun puzzle but most likely you fight a robot for the 100th time.

Enemy, dungeon, weapon, skill, play style, and boss variety is massive in Elden Ring. BotW does not hold a candle to it.


I find it so disheartening when people reduce the influence of a game because they didn’t like it.

The main artistic voice of the game says he was inspired by BoW, yet because you don’t like it, you say it’s not an influence.

Take a step back from your own preferences when discussing art, it helps.


All I said was I wouldn't compare the two. I made no comment about the "artistic voice" and find me a Japanese developer who hasn't said they were inspired by BotW.

Just because somebody is calling out the massive shortcomings in a piece of art you enjoyed doesn't mean whatever value it held to you is reduced. Not everyone has to like what you do. No need to cry over it.


He wasn't the main artistic voice of the game, and I don't care about what people say or what they intend. Just because someone--who didn't write a line of code, create a pixel of art, or make a wave form of sound that was used in the game--says something, doesn't mean it's true.

I care about judging the actual work. It doesn't matter what he thinks. The reality is that there's nothing of BOTW in Elden Ring.


> Out of all the previous soulslikes, Elden Ring is the fairest in terms of providing options and routes. If you want to rush through the castle and beat Godrick right at the start, you can do that.

Doesn’t BOTW have a similar option to rush to the end boss?

Also, this video shows BOTW doesn’t have to be like what you say

https://youtu.be/9EvbqxBUG_c

Rather uncharitable to compare a four year old game to one that just came out.


Also worth watching Dunkey's Elden Ring review: https://www.youtube.com/watch?v=D1H4o4FW-wA


Interesting, I'm enjoying Elden Ring a lot but still feel that Breath of the Wild is much better. I think people just have preferences for different things. Elden Ring is absolutely beautiful and the world is very detailed and creative with its art style (I am at the mountaintop of the giants level 105). I would say the combat feels worse to me. It's unnecessarily punishing and dodge rolling every enemy in some dance is very repetitive. I can't think of a boss I've fought that hasn't been the same strategy. Personally, I found there were more interesting ways to fight in Breath of the Wild using the environment and enjoyed combat more. The time it takes to move in Elden Ring just feels so slow.

The world in Elden Ring is beautiful but the controls and interactivity of the world is just lacking. I've died so many times that I never would have in botw (as the controls are precise and predictable).

Switching flasks is a pain and using them after getting hit once so you don't get killed is just so repetitive. It would be much better to have enemies hit a third of the damage and give you a third of the flasks.

Music in both is 10/10. Breath of the Wild story/characters I prefer. ER horse I prefer. ER world I prefer visually. Gameplay wise, I prefer breath of the wild's world.

Wish there was climbing, ability to destroy non furniture (of which you can't jump on to platform in this even if you wanted to). I don't like that I can't climb a two foot castle wall. If there is a chair next to the wall I just jump through it and break it.

Both are incredible games but I find the creativity, freedom, and puzzles what I look for in a game more than rolling through an absolutely stunning and detailed world.


>I found there were more interesting ways to fight in Breath of the Wild using the environment and enjoyed combat more.

Then you're missing out on half of the fun. If one playstyle is repetitive then switch your build out. Learn dragon rot, pick a colossal weapon and apply ridiculous skills to it. Choose a faith build and spam buffs until bosses can hardly scratch you while you fat roll away. It sounds like you're just bad tbh. Stick to Zelda.


I'm not dying often, so thanks for that pointless insult. I think you're missing the larger point that the variety is still largely the same. You might be casting a different spell or swing a different weapon but it's still the same overall result. Just walk, fight, walk, fight, walk, fight just with different visual effects (which are awesome don't get me wrong). But you can't fit example, set the ground on fire, catch a gust of wind into the air, land on the cliff above, cut down a tree, roll it down into the enemy that you've frozen in place.

Reskilling takes so much time to do as well so it's not like you can just swap and try out something else quickly. You have to go to Raya Lucaria, re skill, then level your items with stones, then go back to where you wanted to try something else out for a fight. You might find you actually don't like that and you have to do the whole thing over again.


> I think you're missing the larger point that the variety is still largely the same

Counterpoint, there is one form of attack in BotW, you have coupled it with a few prescripted interactions which give you the illusion of emergent behaviour, you will not actually be able to perform this action in 99.9% of your fights. In addition, your fire/attack/tree fall all just do "damage", ruling out a small number of specific exceptions your enemy will not respond differently to any so whichever achieves the higher numbers is best.

ER has different moves for light/heavy, one hand/two hand, running, rolling then the hundred plus the ashes of war skills which can be customised on each weapon. You can indeed set fire to the ground (it's a torch skill), you can catch a gust of wind (ash of war), you can freeze opponents etc. Enemies have meaningful resistances, choosing your armaments carefully makes a difference.

> Reskilling takes so much time to do as well so it's not like you can just swap and try out something else quickly

I tried this out to guage how onerous it actually is, this takes less than 15 minutes. Are you sure you're making these points in good faith?


I think you've totally missed the point. Nobody buys these games for anything but the challenge of the boss fights. If you find that repetitive the game just isn't for you.

What makes tetris or animal crossing any less repetitive? Nothing, and yet they're fun games people can sink hundreds of hours into.


Weird that you're fighting a robot for the 100th time when there are only 6 "test of strength" shrines.


I think they’re talking about the robots in the overworld. I think it’s a poorly made critique of the small amount of enemy types.


Yeah nice try dude, there at 20 test of strength shrines (of varying difficulty). Sounds like you didn't actually complete the game.

I sure love when someone reviews a game they hardly even played.


Haha no I finished it at launch and couldn't remember the number, I knew it wasn't hundreds and looked it up. Clearly the site I checked was wrong and you're correct, it is 20. However, would you say "more often than not" a shrine is a test of strength? It's a nonsense claim.


Elden Ring has absolutely nothing in common with BOTW.

The whole "exiting the cave to reveal the world" is Socrates cave shit. Old as the hills.


Plato


My recommended game where you exit a cave to reveal the outside world is Exile/Avernum III.

I don’t think video game starting caves have “shadows on the wall” though?


Exile 3 is probably still my favorite CRPG ever...


I don't think the NES is that interesting. Who said it is? It was just another machine that came out, had some games, got outdated, and then was replaced by something else just like all the rest.

The SNES was the most "special" of the Nintendo machines in that it hit the sweet spot where the games were sophisticated enough to be really interesting yet still simple enough to be made by small teams and thus not end up as run by committee corporate turds.


Because once you go 3D, you might as well just go modern 3D.

It's why, amusingly, the PS1 game that is probably the most highly regarded today is a 2D game (Symphony of the Night).

3D games just age like milk and people have no interest in old ones.


This is definitely it and impacts even later games. I've been playing through the Yakuze series and been loving it. Once I got to the oldest non-remastered game, Yakuza 3, I just couldn't get myself to play it. That game came out on PS3 in 2009. Yet graphics and controls made this a pain.


If the look of early 3D doesn't appeal to you, sure. You probably would have had to experience it at the time.

That said, I do feel the mix of 2D sprites and basic 3D that many of the JRPGs (like Xenogears) went for did age well and works best at that resolution, without texture filtering.


Sink or swim. I think it's actually a really good way to weed out do nothings.


What's hilarious is that if you actually look at the code he's written for it, it's a horrible ball of spaghetti. The whole thing is a scam. Just because HE says "this is bad code" doesn't mean it's bad, and just because he wrote it, it doesn't mean it's good. Most people would find the clusterfuck he wrote unmaintainable, and the funny thing is that it doesn't even really DO ANYTHING YET.


The goal of Handmade Hero is to show how to do everything from scratch, not how to make a game as fast as possible using existing technology. I agree that the game is currently light on the gameplay side of things, but he said countless times that he doesn't like gameplay code and that he's an engine programmer. I don't know if you watched a lot of episodes, but actually, each hour of him programming is full of complicated stuff which is hard to follow, but he does that in the blink of an eye. Each time you think that you understood something, he starts doing something way more complicated and he always nails it. Look at how many programming streamers are able to speak 2+ hours continuously without any cut. Most of the youtubers have to look at their source code written before turning the camera on to be able to retype it during the video! Even for a simple Tetris or something!

I'm curious to know what you think is unmaintainable in his codebase. Sure he uses alternative little-known techniques for say, memory management, but once you know what is going on, the code is pretty clear I think.

He posted an issue about the Windows terminal being slow, and proposed simple things to speed things up. What happened? The Windows Terminal team declared that what he proposed is an entire doctoral research project that would be a massive investment. He did the freaking thing in 2 days and said that it's "nothing" and "very simple". The team then apologized for being dumb and is now working on implementing his idea, that they described as "original" and "very valuable"


That's not true. He works on it offline, and honestly, even if he did only work on it 2 hours per week, it's STILL not as far along as it should be by now for a supposed game development "guru." You got hoodwinked.


Tell that to World of Warcraft. Really is hilarious just how goddamned clueless most of the comments in this thread are.


Please don’t misunderstand me; I really think that SOLID is good to follow. My comment was more meant to express understanding for people having doubts about SOLID in situations where the SOLID principles don’t give as much of an obvious benefit.


I find it hilarious that people even entertain the idea that the only roadblock for MacOS is that it only works on Apple hardware. Gamers would NOT want an OS run by those psychopaths. MacOS is junk.

And Valve/Steamdeck is really just creating even more Windows dependence. Because of Proton everyone just assumes you don't need to make cross platform games anymore, so game devs are just happy making Windows only games.


steam could instantly reduce the weight by insisting that all games must run on linux by policy


They would kill their platform by this, and we would end up with even more launchers than we have today


What are you talking about? Neither one of them has ever shipped a AAA game.


I think it's charitable to read that as shipped a relatively performant game.


Actually the funny thing is that Braid's CPU usage was always kind of high for what it was doing. Not sure about The Witness.

The emperor definitely doesn't have any clothes though when it comes to either one of them.


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