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How I tried to understand Elden Ring for a year

Elden Ring gave me an interesting game experience. Thanks to her, for the first time I felt like an old grandfather who grumbles at everything new and does not understand why this is new at all.

I had to go a long way to overpower the inner old man and figure out: how it turned out that Elden Ring is a great game and everyone likes it so much, but I don’t come in at all. And how can I do so that I still go.

Video version:

The first attempt

My first creation of Fromom was Bloodborne. Souls are reactive games. Games where you have to react to bosses attacks and play from them. But Bloodborne due to its speed, rhythm, some elements of control over the situation, allows you to impose your game a little to bosses. Add a little proactivity to this reactive gameplay.

You learn a kind of rhythmic dance in which you dodge the boss’s attacks, and pour as much damage as possible into the windows between the attacks. And how often you will use these windows depends on how actively you are involved in this dance.

Bloodborne taught me how. Taught how to play actively using dot. The turn Dark Souls 3 came. He was already slower, viscous and Bloodborn’s experience was greatly affected. For example, because of this, I didn’t even look at the shields. For me, this is something completely wild, slow and ineffective. I could not understand why use the shield if there is a roll. I haven’t touched the magic. Considered her something like a call of phantoms. I took a class with double sabers and continued to play through rifts, ignoring all the variety of weapons and styles of the game.

And it worked. It worked fine. Yes, more slowly Bladborne, but generally normal.

The first Dark Souls and many other SOLS LIKs also flew by.

I’m used to it, I was convinced that my style works in all such games. After all, all Souls and Sol-Liki made plus or minus one formula.

But Elden Ring happens and something begins to go completely wrong.

I play as usual, but for some reason it does not come out. Does not go out to dodge, hold the rhythm, torture. Nothing happens at all. I began to look closely at the bosses, look for what was done in a different way. And noticed. I noticed delays during the barn, different attacks of attacks in one series and many other remarkations.

Because of all these innovations, it turned out that I either memorize for dozens of attempts by heart of the boss Muvset and pass by about-it, or I do not pass at all.

Yes, and under some bosses, my ordinary katana, which I chose at the start, did not really fit as a weapon. Take the same Loretta. He has small windows between attacks, he constantly withstands the distance. Because while I reach him to make a blow, he is already rushing over again. I was introduced into the most perfect stupor that the boss cannot be shot by any weapon that is in the game. And if possible, then you need a terribly much effort for this.

It felt just disgusting. There was no trembling in the body and a sense of overcoming from victory over the bosses, there were only frustration and fatigue. And so for 30 hours. The game in a monstrous way ignored all aspects of the fighting that worked perfectly in previous Sols.

My reaction was expected. I went through so many souls, knocked out platinum in DS3 and Bloodborn. I can play like that. If something does not work out for me, then just the game is a dishonest garbage. With this conclusion, I fluttered the game.

The second attempt

We went weeks, months. I began to notice the reviews of the people who went through the game. Notice that Elda beats all sales records and a huge number of new people who are not familiar with the Souls come to it. I see that they like it, they get sincere pleasure from the game and do not notice those problems that are unbearable for me.

Here I begin to feel like an old grandfather. As if some huge event passes by me. And I, a fool, cannot join him and enjoy with everyone.

I decided to ask the youth how they play this village. In short, I was told to stop doing garbage and finally try magic.

Well, so I did.

I found the lunar veil on the advice, gathered a couple of spells and suddenly understood. I realized how people enjoy this game.

How easier it has.

All those bosses that I rushed over, picked up with my toothpick, now flew off the vuli proves pair.

Moreover, the use of magic revealed a lot of surprises to me. For example, I found that an open world in a Christmas is interesting to explore.

Open peace, variability

The open world in Dark Souls was smaller, more lines. But most importantly, he was more likely to the battles with bosses. A kind of strip of obstacles from the fire to the arena. Now the bonfires are a step away from the bosses and the role of the appendage of the open world has disappeared by itself.

This was necessary to compensate for something. Therefore, the study of the world in Elda is the same full -fledged part of the process as the bossfights.

Mobs on locations have become more diverse, their muvsets are more complicated. They are often placed in a special way. But I not noticed it right away. First I had to understand what the game wants from me. She wanted me to combine close and distant battle. I used to run ahead, duration with every mob, and in Eld you must first kill the most vile spells, and only then switch to a near distance.

On this understanding, I initially sprinkled. Therefore, it seems to me that the new players did not experience such problems with the game that I experienced. They did not have a worked out formula in the head of how to do in different situations and they were ready for the new.

They had no thoughts that “Nuuu, since I took a katana, then every location, every mob I can steal it, because all the previous Souls worked like that”.

They used the opportunities that the game gives much more actively.

And the problem is that I do not explain in any way that the rules have changed, and you need to play differently.

Maybe she does it in half -nights, but I am too stubborn grandfather to notice such hints. Hints work for beginners, but I would like explanations with direct text.

On my reluctance to experiment, an RPG system of souls is superimposed. With one hand, Miyazaki gives you a bunch of weapons, spells, prayers, and the second does not allow you to experiment with all this. Still, this is RPG, because there is a need to keep up with the damage from opponents. Weapons need to be improved, and stats to download according to a predetermined build.

Because of such a system, it turns out that if you are already swinging, for example, through dexterity, then just try to play with magic, you need to go through a bunch of fuss. Pump stats with tears of larvae, which still need to be found first.

In the world, their limited number. Therefore, if you are going to pump, you need to completely understand what exactly you want. Otherwise, you have to spend a second tear on the rollback. Such certainty is impossible if you try to come up with a build for yourself. It is possible only if you have found ready -made build on YouTube.

You need to look for sharpening, improve weapons. To spend a lot of runes on this, and it is not at all the fact that your experiments will end with some result.

At the end of the game and on NG+ this is better. Bell spheres are scattered around the world. If all of them are assembled, you can buy sharpening of an almost maximum level. So in terms of choosing weapons within your RPG class, they fall a little and allow you to experiment. But this is only at the end of the game.

In fact, the game punishes you for attempts to try a new.

But at the same time, a bunch of everything shoves into you at the same time, motivating this new one to try. The contradiction is funny. But because of him the desire to experiment does not appear.

Study

It was nice to explore the world with a magic https://anadol24.co.uk/ build.

The open world of Elda, namely the process of its research, is unusual for modern realities. Often OPENVORLDA is a bottomless sea of ​​question signs on the map.

You know what needs to be cleaned, you know where it is. All that remains for you is to reach the tags and dig. You don’t even need to look at the world around and navigate in space. Just staring at the mini-card in the corner and Grinda Avanposts.

Such worlds too aggressively shove a bunch of information in you. Tags on the map, loot, puddle color, damage numbers, levels and so on.

The world never leaves you alone with itself. Such information content prevents playing. The developers are so trying to help you and fill up with information that they take the whole gameplay from you.

This began to irritate me especially acutely due to Kojima with his Death Stranding.

Death Stranding- Walking game. She is calm, meditative. While you carry the load from point A to point B, nothing happens around. Therefore, at first I played it, listening to all kinds of vidos. So made and make a huge number of people.

But the more I played, the stronger I began to notice that I got sick of listening to something background. I began to like to look peacefully at the environment, enjoy walking, silence. To feel that a bunch of useless information does not climb into my mind.

The cunning Japanese hit me so strongly, I liked this feeling of silence and loneliness so much that now I can’t do several things at the same time. I removed the second monitor, stopped listening to something background, during the game I almost never climb the Internet. In general, in every possible way I reduce the consumption of information. Because if I do not do this, my head starts to boil from the overload.

During the game of ten, you are left alone with you, far from the Internet. Your brain, instead of absorbing a bunch of information garbage, begins to process information and produce thoughts. I really loved this feeling.

And the open world of Elda is largely consistent with. The game almost does not give you any information. There is not even any conversations between the characters.

On the one hand, it’s shitty, because if you want to perform some kind of quest, or find some object, you have to climb Vicki. On the other hand, this lack of information reinforces the sense of research. And when you are not looking for something specific, but simply explore the world, the game does not distract you with a bunch of excess information, lets you stay alone with you.

This, of course, is a bad excuse, but I like to perceive thematic wiki as part of the game itself. To which you need to get through the effort so that there is no temptation to play only by guides.

Complexity

The complexity of the Souls always stood on two important whales: honesty and accessibility. These two aspects made her interesting. Making a complex game in itself is not so hard. Add opponents an attack that cannot be avoided, and leave your health to the player for one blow. Everything, a difficult game is ready. No one will ever pass it, she is so complicated.

Just what is the meaning? The difficulty should be interesting. Give you challenge, but at the same time show that this challenge is adequate. Each attack can be avoided. All of them are perfectly telegraphic, that is, you can see the player in advance. You can go through a boss with any weapon.

The game should show in every way that it is honest. That only you yourself are to blame for your death. They gave you an honest, adequate challenge, but you could not cope with him. It’s okay, try it until you succeed.

It is clear that there are exceptions from this rule. But they are exceptions, and not constant reality.

The second aspect, accessibility, made it possible for almost everyone to try their hand and succeed. Too complicated boss? FOFARMI experience, roll weapons. Do not have time to roll in time? Here you have a shield.

Most players can safely go through souls, they just have to spend efforts to get comfortable.

Froma began to play with this formula with Sekiro.

In many ways, she inherits the Souls. The game is still honest. Every boss attack you see, you can avoid it. The concept of rhythmic dance with the boss, brought here to its climax. The game can still be held with a katana alone, not paying attention to all those gadgets and techniques that the game additionally offers you.

But Sekiro sacrificed accessibility. She became much more dynamic, which eliminated the audience with a slow reaction. She lost in diversity. Now you have only one katana, instead of a bunch of weapons. The fighter narrowed. But at the same time deepened. If earlier there was only one mandatory button to avoid damage, roll. Now there are three of them: block, dodging and jumping, depending on the situation.

Sekiro sacrificed accessibility to increase the difficulty.

With Elda is another situation. In the game, they clearly wanted to maintain accessibility at the level of the Souls so that ordinary players and newcomers have no problems. And for the sake of complicating under the knife, honesty was allowed. The task is interesting. How to make bosses more difficult, but so that at the same time they remain at least a little honest?

The Japanese invented a bunch of tricks.

The most vile for me, this is the delays of attacks. It used to be simple: you see that the boss lurks to strike, you are pressing the roll and avoid damage. Now not so. Now the boss lurks for a blow … deerizes, holds, holds. And the end of it beats.

Understand when it is necessary to dodge it is more difficult. On the one hand, you have to carefully monitor the attacks of the boss, not spit the roll, it is better to choose its timing. On the other hand, hell will you notice when he is going to beat there. Because you see the swing, but the moment of the blow with such delays is very simple to skip. A series of attacks is now much longer. And even each individual blow in the series occurs at different speeds due to delays.

The complication of the icing is imposed on this. Now that you drink Hilka, the boss immediately begins to move towards you with the desire to hit. Move away, or wait for the pauses in the attacks for the icing now almost never succeeds. The only way is to remember a series of attacks in advance, wait for a blow to the series, after which there is a pause, dodge it and immediately press the hil, while the animation of the blow is still playing.

It has become more difficult to dodge the blows. Now you have much more opportunities to make a mistake. At the same time, if you allow, it is also more difficult to fix it, you need to make the right timing for the chill.

The idea is beautiful in its simplicity. Why invent new mechanics when you can make the player use the existing?

On the one hand, the game has become more complicated. You have to play more thoughtfully, select time for rolling and offering. On the other hand, attacks after a delay are specially trying to deceive you. Because in order to steadily dodging them, often you have to memorize them by heart. You cannot catch the boss rhythm and move with it to the beat. We have to spend much more effort on tracking his attacks in order to dodge in time, which is very exhausted. Because of this, the gameplay becomes completely reactive. You have no choice but to wait for the boss’s attacks and attack short windows between them. In previous Seols, everything was felt a little the opposite. The attacks of the bosses did not take so much time, and you attacked much more often than dodged. The bosses had a rhythm in which one could integrate.

Therefore, I do not really understand the popular thought, they say bosses to Elden Ring came from Sekiro. Sekiro is much more proactive. In terms of the speed of attacks, the bosses, maybe they began to gravitate towards it, but they have absolutely no rhythm. And this is the main feature of the Sekiro fighter.

Even if the player’s character was the same fast, broken rhythm then remains. Although the speed would not hurt anyway. All these innovations are felt even more painful due to the fact that you cannot really manage your character. Long, clumsy, reacts to pressing buttons with a delay. Sometimes you can get a couple of extra actions, and sit on how he realizes them.

But still there is one more similarity with the ax. Elda also exhausts you too much. Only not the dynamics of battles, but, on the contrary, the need to wait and follow every shirt and boss attack.

Dragging the game

But if we talk about all the bosses and innovations in general, is it such a bad way to complicate the game? Yes, not really. Sometimes disgusting and sickening, but in general, all these small dishonesty are felt normally. They only motivate you to look for some new approach, to take a closer look at especially complex bosses. And in general, many of them come to sworn, if you are more or less exploring the card. You take a lot of health and linger on them less than you need to hate them.

So I thought, but either the intensity of abomination began to rise, or I was just tired, but closer to the last third I was all completely unbearable to strangle me.

All these delays and long series began to cause wild disgust and unwillingness to deal with this. Could, Radagon are precisely those bosses in which the essence of the fighter of the Elda is concentrated. And how do I hate them.

Large bosses are generally some kind of apogee rot. Here I don’t understand what the idea is. There is a huge crap, which does not fit into the monitor to you and it is not clear what to do with it. You won’t see her lounged until the blow crashes into your face. A bunch of attacks on the area, the area of ​​which until the last moment is not visible, because you run away from them at random. This is corny dishonest. Such guys, such as plasidusax, I generally started ignoring.

On the apostles of divine leather and other paired bosses, he began to call a false tear so that I was also two.

Probably really tired of overcome, resist the game, and decided to accept its rules. Since she throws any abomination of varying degrees of honesty at me, so why not use the possibilities that the game gives to get rid of this abomination.

And as if pushing me in this direction, feeling my love for large bosses, the last in the game is the beast of Elden. And even goes without a pause behind the radagon. Here I could not endure and for the first time in my game in the Solses called on the phantom. He called, destroyed this abomination and finally finished the game.

And what in the end?

The game was too large for me. I spent 90 hours in it and the last 25 strangled incredibly. I’m very tired of the bosses. Murmular mechanics in battles with bosses stopped simply annoying. By the end of the game, I finally hated them and experienced only frustration from them. Such a fighting is not at all close to me, although I understand that she has fans. I hope the new Armored Core will compensate me for this.

But also, unexpectedly for myself, I realized how much the cool open world is in the game. In fact, after Bloodborn, I stopped playing Souls for the sake of complexity and bosses. The main thing that always held me was a crazy Japanese visual. Therefore, in Elden Ring, the study of the world for me finally came to the fore. I am very glad that this is the same full -fledged part of the game as bosses.

For a long time the charms of this game reached me. For a long time I could not understand how people generally enjoy her. But now I understand.

Elden Ring

The best comments

“I had to go a long way to overpower the inner old man and figure out: how it turned out that Elden Ring is a great game and everyone likes it so much, but I don’t come in at all. And how can I do so that I still go. “

I always want to ask after such an introduction – why? Why overpower yourself and play that you don’t like?
I would understand the attempts through pain and sweat to try to love the game only if there were no more other games, and there are a bunch of good games for which the passage of which is not enough time – why suffer in those that do not cause positive emotions?

Because I want.

No, not acceptable. The Games of Jubisoft are also huge and they are also filled with copy -navvposts, only the assassins are scolded for this for some reason, and then suddenly it became acceptable. Why make such a huge game if you have to fill it with a reyuz of bosses and dull dungeons? There is no bazaar, the locations look incomparable, artists and designers FromSoft have always done work at the highest level, but the open world in this game is pure water Kurisoft, they just removed the issues from the map. The game has huge empty spaces, which either do not fill up with anything or fill up with the same camps, caves, catacombs and other garbage. Catacombs are very few types, unique generally a couple, therefore, in fact, I saw once, then everything is the same – forty minutes of stuffy running around the same dull corridors in search of a lever opening boss. And after the boss that? What is the reward? A flower for pumping the spirit? Very cool, thanks, very useful, I always dreamed, but my tear is already pumped on Ful, but other perfumes are not needed. As a result, these dungeons turn into a dull grind, which is only needed to be fraud for the comfort for the comfortable passage of plot dungeons.

Open locations could be squeezed, removing the empty space, reduced the amount of dungeons, but to make all of them unique, the game would only win. I would love to score a fuck on an open world in this game, but the game does not allow – you will try to go to the plot locks without proper pumping – you will suffer more than conceived. And I don’t want to suffer, I want to play.

In the open world, bosses are massively reopened, in the catacombs they also reopen massively, many bosses are generally ordinary enemies with screwed Helsbar below. Fromoma, of course, did this before (I convey fiery greetings of a wandering demon from the first Dark of three different colors), but before their game was not so huge to freeze so much. After the capital, the bench was clearly worth a folding, because personally, after the next Garguli, at the exit from the capital, I had specifically so much, every innocent trifle in the game enraged me, I was just angry in the game, because even the Assassins did not allow me to strangle (more precisely, they allowed me to work out, but I got it quickly, I got it according to the scheme.a reward, he went on, ”there each cave and each camp cleared quickly and fun, do not have to flaunt forty minutes from some metro before guess that the right path is on foot in lava (what the hell, Froma?) And you are so sank, there is simply no time to strangle, there is already the next camp nearby).

The same question – why are they needed then? Optional is not equally useless. In any Dark, there are optional bosses that are not necessary to kill for the game. But all these bosses are unique, inscribed in the ENT, drops unique things, are in unique locations, in the end. And to put a bunch of ancient Erd in the world and plant a lot of mind next to them of repainted spirits. There should be an option to explore the optional content, the game should somehow encourage this study, but the murder of the same dragons will not give me anything, because the hearts falling from them are suitable only to learn the dragons of the spells that you cannot use if you are not a magician. Wow, cool. You see, the feeling of the first-spit and the pleasure of research disappears immediately as soon as you understand that you will not get something unique anymore. And as soon as the pleasure of research disappears, the game turns again into a drill. And no, there is nothing wrong with the distances, just admit already that the eating is jerking off and there is, they just don’t show you where the content is and make the walls smell it to get to it. I personally do not understand what pleasure in this, for me it is so easy for my time.

Fromom’s attempt to pull his proprietary Salt concept on the open world is boasted, but it ended, as I think, quite badly. Within the limits of the vast, but linear locations of Dark and Blodbourne, as well as a slightly more vertical, but still linear ax, you have a restriction on where it is possible to go and what parts of the world to explore and you more or less know where you can be and what to look for there. When all this is dragged into a just huge scale of the world, and the useful and necessary things are smeared on it without the slightest hints of where to look for them, everything is just crumbling: you do not know where to find a gun for your build, where to take spells, where there are sharpening stones, where to find the NPS to advance its quest and so on. You do not know where to go to get a smooth complexity curve, if you go to a highly -eating location and go -a -breeze, then at the Loka where you should be a groove that kills all with a careless sneeze (and no, the arrow of the bonfires on the map does not solve this problem, as they simply indicate the directions to the plot dungeons. Why on the map not to write the scatter of the recommended leftists for each region, I can not really understand. Exploration will not spoil this, the trayharders can still be Tyharjarit if they wish, but those who want a pleasant smooth increase in complexity could secure this, but no, casual, you can’t give the players information in the game, let them look for it, they are now part of the game (seriously, Vika is part of the game? If in order to navigate in the world and find the things you need for the game you need to climb on Vicki, it means that the game designer and left-designer are turned off the wrong way).

I seem to be carried away again and overwhelmed, so it’s time to finish. I honestly hope that if the Froma continues to play with open worlds, they will begin to fill them with something more interesting. Or at least more rapidly, so as not to spend so much time on each dungeon and it will be better, and the number of bosses will reduce in favor of quality.

Well, I just didn’t really hit the reyuz bosses. The game is huge, because it is quite acceptable. +These are almost always optional bosses, because I often drew them

Er seemed to me the most variable of games from fs. Options how to kill the same boss huge number. I’ll tell you how my passages passed. The first time I ran with a shield and used phantoms. NG+ I removed phantoms and used magic. NG+2 passed through the parries of all who are feared naturally. And finally, I decided to start the last passage and try to go through the game without pumping. I did not suit such a challenge for myself in any game, but here I wanted to try my hand. I did not hope for success, I thought I would just try, and I will reach the document. As a result, I went through the whole game with the exception. I am to the fact that if such a rather average player was able to go through this game of any dishonesty in this game, choose a convenient option and go through.

And I want to clarify what is more important for me in such games than gameplay, because of this Nioh passed me.

The dungeons I often scared, it is really a little variety. But walk around the world, admire the beautifulness, beating, looking for enemies and bosses to me
very interesting.
The taste of wild still. Zelda is the last, for example, did not go. Although the formula of the open world there is similar, not counting the mechanic tied to interaction with this very world.

I completely agree on all points, you completely opened the topic of the grindle. Absolutely not an understanding of why everyone is dragging from the open world of the ring if it is shit and further the visual does not particularly pull.

I don’t know what kind of hard -wing fans are there, but I like magic. Passed all the Miyazaki sauces including demons, bladik and Elden. I can say that the magic themselves do not like. The norms were in the second sauce, in the third until you dress up in a clown, you can suck Bibu, I don’t remember the first one, I don’t remember. Even in the bladic with magic, he played, through the Arcana, even though it is cut there. I haven’t tried it in Elden.

Well, sometimes it happens that the game needs time to come in. I will allow DAO only to 5 attempts to go through it and only went to the middle of the game, and to such an extent that for me it has become one of the best RPGs. If the game is not an action, then it happens that it takes time and overpower, and this is also a souls – a genre in which you are constantly killing you._.

Frankly, the first 50 hours in Elden, I experienced very mixed feelings: fascinated by the beauty and atmosphere of the world, endlessly passionately fascinated by the study of the Ocean of the capabilities of the character of the character, nevertheless I did not get tired of pouring Miyazaki and his wards of the mat for dubious designer “starse” like the lightning speeds of giant bosses, like the author of giant bosses, like the authorshitty fiery giant, whom I sincerely hate. By the way, when he got a river of blood in the giant lands, he instantly improved them to a maximum and cleaned the rest of the game, so I am for.I panted after each second Fight to pick up your torn ass.) The only exception when I did not use either a spell or the aforementioned katana – this is a wave. The warrior deserves a special relationship and respect. In fact, the fight with her is a real exam, partly showing the player his level of ownership of combat skills in this particular game. Just like a battle with Ganitiro on the roof of Ashina’s castle in the previous Fromom game.

Now, when many months have already flowed since then, and the player’s counter has approached three hundred, I noticed that I perceive all the features of the game unpleasant for myself as part of something much more-so to speak, constituting the identity of the game. The rivers of blood were replaced by more entertaining fluffs like a golden halberd or a black knife, left far beyond the three -hundredth, many quests have not been passed once. But the Cutinum Elden Best as was a piece of awkward shit, so they remained even after the patches. When this bastard simultaneously casts absolutely all the magic, which he has and at the same time dumps on the edge of Skyrim, I want to tear off my hands and put them in the asses to everyone who came up with it.

But I managed to love Elden Ring. When you turn on the game, not a game of it for a couple of months, there is a feeling that I came home. Although the first Dark Souls and Bloodborne I love much more.

So it is. The first 50 hours I played in Elden as I did in DS. The wrong approach.

Dysbalance among the builds, magic is several times higher than the majority of game builds and it was from it that most bosses were balanced. Phantoms were even before but basically were not needed and bosses were in most cases balanced without their accounting.

There is only one question, why are the hardy fans of the Souls so drive magic and phantoms, from the fact that the game is easier? So in this bad, who came up with that you are obliged to suffer by all means and fight on fists without clothes and pumping.

I think it is a matter of mythical-mystical “overcoming”. Like, the elite passes the souls with a weld in a loincloth with one CP.
I am a fan and I do not think that you must suffer in these games. Those who think so are simply otherwise they cannot realize themselves.

I absolutely agree with the author to the expense of a crooked imbalance on bosses. Either you use perfumes with magic / ashes and an unrealistically wild imba like tooth a cosmosvere and ride a face in the clave and every boss will die without memorizing a single mechanics, or you so torment with each boss that it is fucked up, and even when you play “optimally”, you understand that the battle itself is dull and boring, where the bosses do 8-9 attacks, and you do it, and you do it1-3, you bite them a crumb of HP and go away, repeat to infinity.

As for me, the author did not mention the repetition of secondary bosses 10 times like ancients, dragons and black riders. Such rubbish completely repel the desire to explore something or a hint of immersion. Clon war in all its glory.

Elden did not come from the word at all, but he went like the “best” soulslay mainly either completely or completely fanboys, the graphodrodes or normalizuas that every fight with any boss is put up with facial expressions and wipe with gravikamins / cometa azura and “run” the game as some kind of graphogrindrome like the Ubesoft.games.

The first passage goes to Izi with a huge two -handed and large shield. With a phantom no magic is needed. NG+ generally like a light walk with a black blade of a raspberry and a large golden shield. The main thing is 100+ lvl to fuel, and go.

You know, when you are fucked in the ass for the first time, you can also experience mixed feelings, like there is sex, but there is one nuance. But after many months, leaf into the ass “I perceive all the features of the game unpleasant for myself as part of something much more”

There is only one moral, I don’t like the game right away, do not torment your ass))

What kind of horror, he also called himself a grandfather, Facepalm just. I wrote about Bloodborn, and described in the end DS3. Again the victim of acquaintance with the series from 3 parts … what kind of grandfather are you? Grandfathers play 1 and 2 DS with shields, but these are your fashionable rifts – yes you are dandy, not grandfather. DS3 is slow for him, ahhahah, grandfather, you are a teenager. ds 1 and ds 2 this is Dark Souls and they are slow, and everything else is no longer for grandfathers and in general crap)

But I did not fall in love, the same waves with an imba like an ice spear are carried out at a time, and if it is prapping without weapons that falls on the ground or has a good rainj (that is, any adequate Soulslick Passage) then becomes a real hell. Fromoma punish you for the “classic” style of play and encourage you to skip 99% of their own miserable mechanics like Estus Tigger due to imbalance, magic and unique long -range high -sized weapons like a munwall.

I still do not understand how Elda could become so popular when there are only two builds in the game: bliders and magic.

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