From Software's upcoming game Elden Ring may prove to be a return to the developer's roots and a departure into uncharted territory. Elden Ring will be taking another stab at the dark medieval fantasy that put From Software on the map, but it also promises some big changes in storytelling, presentation, and mechanics. With a larger open world, a deeper emphasis on RPG elements, and a large chunk of lore sourced from legendary writer George RR Martin, Elden Ring appears to be the crystallization of some of the disparate pieces that went into Dark Souls. By focusing in on a few key elements, FromSoftware will be able to create a game that sets itself apart by taking ideas that went into FromSoftware's previous games and pushing them to their full potential.

In that regard, Elden Ring will be very similar to Sekiro: Shadows Die Twice. That is where the similarities end, though. The elements that Sekiro focused in on were the tight, snappy, almost rhythmic combat of faster weapons in Dark Souls 3 and Bloodborne, as well as the stunning and engaging vertical level design that From Software remains the best at. That resulted in a game that was all about traversal and a single style of combat. Many fans were disappointed that Sekiro forced them to use one weapon and just a few abilities to face every challenge, but that allowed the developer to fine-tune every boss, enemy, and encounter to have the exact level of difficulty that they intended.

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Dual Design Philosophy in FromSoftware Games

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In return for sacrificing RPG elements and playstyle customization, Sekiro gained focus. In Dark Souls, some bosses might be total pushovers for a certain build, while others would be nigh on impossible. In Sekiro, every boss's weakness was perfectly calculated to test players and wring out every ounce of skill and knowledge that they had learned up to that point. Sekiro was more of an action-adventure game than an RPG, and its combat benefited while its variety and replayability suffered.

On the other hand, Elden Ring will dive far deeper into the RPG elements that Sekiro eschewed. An open world, heavy RPG elements, and Norse-inspired mythology seem to be all the things that Sekiro is not. The creation of two totally different games begins to make a lot more sense when From Software's creative direction in their last few games is inspected more closely. As masterful as they are, there are elements from each of From Software's games that deserve more individual focus.

In Dark Souls and Bloodborne, there always seemed to be a clash between a multitude of design elements. As mentioned previously, a mage in Dark Souls might annihilate one boss only to come up against one later than can't be beat. There was a constant conflict between attempts to fine-tune difficulty and the ideal of giving players freedom. As a result, it makes a lot of sense for From Software to separate those elements into multiple projects that allow each ideal to shine to its full extent. A relatively more linear story and fine-tuned combat make Sekiro great, while Elden Ring will give From Software the chance to dive into RPG goodness and open world design with the same care that it gave to Sekiro's swordplay.

Lore and Level Design

The most obvious difference between Sekiro and Elden Ring are the two games' settings and lore. From Software tends to repeat themes across multiple games, regardless of setting, but the collaboration with George RR Martin is a very promising start for delivering fresh new concepts to the dark fantasy that From Software is so accustomed to working with. Norse-inspired story notes are about as far as it gets from Sekiro's feudal Japan, but it really remains to be seen how much classic Miyazaki storytelling flair Elden Ring brings to bear.

A more substantial difference will likely be Elden Ring's level design. Sekiro trended towards linear level design with most of the exploration centering on traversal and stealth, rather than the open and interconnected areas of previous From Software games. According to leaks and teased information, Elden Ring will be comprised of much larger and more open areas, much better suited to a game that focuses on RPG elements and exploration. In a game with more customization, it makes a lot more sense to allow players to explore the setting in whatever order works best for their build.

Combat, Co-Op and RPG Systems

Publicity image for FromSoftware's Elden Ring

The combat of Elden Ring will be very different from that of Sekiro because it will rely on how the player builds their character. There is no doubt that Elden Ring, like every From Software game, will include tight, engaging combat and challenging bosses. However, the major difference from a game like Sekiro will be in the multitude of ways to go about any given encounter. Sekiro had some customization in skills and gadgets, but bosses typically had one or two key weaknesses that were meant to be exploited. With a more RPG-heavy design, when Elden Ring comes out it will likely see a return to slower combat and a near-infinite number of methods to defeat any given boss.

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Many are also hoping for a return of online and co-operative gameplay in Elden Ring. Co-op makes a lot more sense in a game with a wider variety of builds, because friends or strangers with different setups can be called in to help during particularly thorny sections. Sekiro was so focused that multiple players would have ruined many boss fights, while much of the joy of more RPG-heavy games is in playing with friends or testing a unique build by dueling against players online.

The most interesting question is how FromSoftware will integrate deeper RPG mechanics into the story and gameplay of Elden Ring. FromSoftware almost never includes a mechanic that doesn't have some basis in lore, and almost every feature has a deep role to play in the overall feel and flow of gameplay. With the freedom to focus on RPG mechanics without compromising other parts of the game, FromSoftware will likely surprise us with how they implement new ideas and evolve souls-like gameplay.

Elden Ring is currently in development for PC, PS4, and Xbox One.

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