I spend too much time, at least for someone with only 33 years on his odometer, thinking about legacy. I find myself overly concerned with what I’ve accomplished and what I’ll leave behind, especially in comparison to other people—both successful and otherwise. As such, while playing FromSoftware’s Elden Ring over the last month, I couldn’t help but pore over studio president Hidetaka Miyazaki’s biography, if only to feel a little worse about myself.
Miyazaki started his career in game development relatively late. But by the time he was 33, he was already working as director on Demon’s Souls, the PlayStation 3 classic that created the oft-imitated Souls-like pseudo-genre as an enduring facet of gaming history. Since then, Miyazaki’s established himself as the creative genius behind FromSoftware’s biggest projects, including Dark Souls, Bloodborne, Sekiro: Shadows Die Twice, and now Elden Ring, which released for every major gaming console (apart from Switch, which can’t typically handle such vast games) on February 25. I’ve since spent more than 90 hours journeying through Miyazaki’s sub-conscious, and let me tell you, it can be a pretty weird place.
Elden Ring is an inevitable climax in Miyazaki’s legacy. It’s this massive, sprawling thing that borrows from, quite literally, every FromSoftware project that came before it. The game is (and I’m sorry in advance for saying so) Dark Souls meets Breath of the Wild. I barely know where I’m going or what I’m doing half the time, but the experience isn’t so unwieldy that it overwhelms with its many options and systems. Elden Ring mostly stays out of its own way, giving you the gentle nudges in the direction of cool stuff while also providing little resistance should you choose to forge your own path, a complete package neatly wrapped in the expected ambiguity of traditional FromSoftware design.
I’ve long since made peace with the fact that reviewing Elden Ring—that is, providing an adequately thorough accounting of my time with the game—is nigh impossible, at least with my limited skillset. How do I make you feel the way I felt every time I encountered a merchant or enemy creating the most mournful diegetic music I’ve ever heard in a video game? What words can I use to bestow the same soothing nostalgia that rushed over me the first time I hit a wall with my weapon and it finally faded away to reveal a hidden path? How do I spell out the perfect onomatopoeia to capture my reflexive groan when I was ambushed by a nest of smoke-spewing basilisks, immediately aware of their dangers from encounters in previous Souls games?
Everything in Elden Ring comes bundled with its own kind of friction, designed to rub you the wrong way until, finally, it rubs you the right way. And those rough edges cannot be sandpapered down without fundamentally changing the game’s entire raison d’être. Souls fans often make hay over the feeling of accomplishment that comes from overcoming the genre’s much-vaunted challenges, but it’s more than that. It’s like when my dad recently greased the hinges of an old screen door in my childhood home. The first time I opened it following his turn as a handyman, I fumbled with a brief weightlessness when I wasn’t greeted by the exact sound and sensation I expected. I heard nothing. I felt nothing. It was like I was in a void. All the texture, all the personality that door previously clutched in its creaking joints was gone, replaced by a whispery smoothness that hid its existence rather than adding flavor to the world.
That’s Elden Ring without the learning curve, a process that sees FromSoftware essentially throw players into the deep end and encourage them to swim for safety. Could the user interface be a little more descriptive? I suppose so. Could the devs make a concerted effort to further evolve the combat mechanics past the clunkiness of its predecessors? Sure, anything is possible. But personally, I don’t want a game that plays like every other game—it helps that I get a perverse amount of satisfaction from Elden Ring’s repetitive die-retry-die loop, of course—and it’s refreshing to see FromSoftware stubbornly maintain its decades-old conventions. Akin to a project that eschews modern sensibilities like high-definition graphics and smoother frame rates to achieve a specific aesthetic, Elden Ring wouldn’t be such a worthy successor to the Souls lineage if it didn’t kindly ask players to modulate themselves to its eccentricities rather than the other way around.