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Elden Ring is Miyazaki’s most successful attempt to get players out from behind their shields

hand ring

Hidetaka Miyazaki never seemed like one for the sequels, which perhaps explains why the familiar game model appears under so many different names. The Soulsborne bloodline, or whatever cumbersome portmanteau the label was replaced with with the release of Elden Ring, confused us not only between titles, but also between styles, settings, and time periods. But despite all the costume changes and remastered staging, the song itself has remained largely the same.

This is especially true when it comes to combat, despite efforts over the years to get players to change their tactics. In these games, swordplay is essentially a game of combat: it is about controlling the ground, dancing in range and out of range, baiting, dodging and punishing. Success consists in realizing that it is your turn; when the enemy has cleared enough for you to take a hit or two. You go in and fire a few quick R1s, then retreat to safety, raise your shield, and start the dance again.

From’s departure from this formula shows some disappointment with the defensive tactics used by his players. Bloodborne’s Regain mechanic encouraged the player to come forward, and Miyazaki openly expressed his feelings in describing one of the game’s few defensive tools: “Shields are fine, but if they don’t not lead to passivity.” In Sekiro, From went one step further and refashioned defense as the best form of offense – but only where defense involves such precise timing as a hardcore fighting game suit. Sure, he gave us privacy, but that didn’t do anything against Genichiro and society, did it?

similar veins

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(Photo credit: Sony)

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(Image credit: software excerpt)

“After 60 hours, we have barely begun to explore the depths of the Ashes of War system.”

And once you’re there, you have more choices than ever. Yes, you still have light and powerful attacks, the move-attack variant of the latter deals heavy damage to even the biggest enemies and knocks down many smaller ones. The new jump attacks have a similar effect, although less spectacular. And as another new addition, the Guard Meter, Elden Ring, makes a big compromise with the defensive mindset while showing just how much fun they can have when pointed into the wind. When you block an incoming blow, a fast and heavy attack responds instantly, dealing significant damage and often knocking the enemy straight to the ground – however, this is FromSoft, there is some risk: if your enemy is in the middle of the combo, you’ll likely eat their next hit instead.

After 60 hours, we’ve only just begun to explore the depths of Dark Souls 3’s Ashes of War system, which not only expands weapon skills with a single attack, but also enhances weapon skills by allowing you to edit and add scaling attributes. permanent elemental or status effects on your swings. We spent hours in the company of Lion’s Claw with his forward somersault and unstoppable finishing kick. Fast and engaging, causing bleeds with every hit, Bloody Slash is well worth its low cost to use. There are many more to reveal, but their impact on the game is already clear. You no longer need multiple weapons to cover different situations or overcome certain enemy resistances with consumables. The tool you need is already in your hands, the key to victory is just a few menu options away.

Putting all of these systems together in combat is a joy – especially when a boss is down and waiting for a critical hit – and when done right, it fundamentally upends traditional souls.


This feature first appeared in issue 370 of the magazine. Edge magazine. For more great articles like this, check out all of Edge’s subscription deals at: Direct Reviews.


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Elden Ring is Miyazaki’s most successful attempt to get players out from behind their shields

Hidetaka Miyazaki has never seemed like one for sequels, which perhaps explains why his familiar gameplay template has appeared under so many different names. The Soulsborne lineage, or whatever clunky portmanteau has supplanted the label now that Elden Ring has released, has shuffled us not just between titles but styles, settings and time periods too. But despite all the costume changes and reshuffled staging, the song itself has largely remained the same. 
That is particularly true when it comes to combat – despite efforts over the years to get players to change up their tactics. Swordplay in these games is a fighting game at heart: about controlling space, dancing in and out of range, baiting, evading and punishing. Success is about understanding when it is your turn; when the enemy has left themselves open enough for you to get in a hit or two. You nip in and dash off a couple of quick R1s, then retreat to safety, raise your shield, and begin the dance anew.
From’s departures from this formula suggest a certain frustration with the defensive tactics its players employ. Bloodborne’s Regain mechanic urged the player onto the front foot, and in the description for one of the game’s few defensive tools Miyazaki made his feelings plain: “Shields are nice, but not if they engender passivity”. In Sekiro, From went even further, reframing defence as the best form of attack – but where defence involved timing as precise as a hardcore fighting-game combo. Sure, it gave us stealth, but that was no use against Genichiro and company, was it?
Similar veins

(Image credit: Sony)
SUBSCRIBE TO EDGE

(Image credit: FromSoftware)

“After 60 hours, we’ve barely begun to explore the depths of the Ashes Of War system”.

And once you’re there, you have more options than ever. Yes, you still have your light and strong attacks, the charge-move variant of the latter dealing heavy damage to even the biggest foes and putting many smaller ones on the floor. The new jump attacks have a similar, if less dramatic effect. And in another new addition, the Guard Counter, Elden Ring makes a huge concession to the defensively minded while also showing them how much fun they can have when they throw caution to the wind. When you block an incoming blow, a quick press of heavy attack performs an instant riposte, dealing significant damage and often crumpling the foe straight to the floor – though, this being FromSoft, a certain risk is baked in: if your enemy is mid-combo, you’re probably eating their next hit instead. 
After 60 hours, we’ve barely begun to explore the depths of the Ashes Of War system, which builds on Dark Souls 3’s weapon skills by not only expanding a weapon’s moveset with a unique attack, but also letting you tweak its attribute scaling and add permanent elemental or status effects to your swings. We’ve spent hours in the company of Lion’s Claw, with its slick forward somersault and unstoppable finishing slam. Bloody Slash, fast and attractive and causing bleed on every hit, is well worth the small amount of health it costs to use. There are many more to uncover, but their impact on the game is already clear. No longer do you need multiple weapons to cover different situations, or to work around certain enemy resistances with consumables. The tool you need is already in your hand, the key to victory only a few menu selections away.
Putting all of these systems together in battle is a delight – particularly when it leaves a boss prone on the floor, awaiting a critical hit – and when done correctly fundamentally upends the traditional Souls 
This feature first appeared in issue #370 of Edge Magazine. For more great articles like this one, check out all of Edge’s subscription offers at Magazines Direct.

#Elden #Ring #Miyazakis #successful #attempt #players #shields

Elden Ring is Miyazaki’s most successful attempt to get players out from behind their shields

Hidetaka Miyazaki has never seemed like one for sequels, which perhaps explains why his familiar gameplay template has appeared under so many different names. The Soulsborne lineage, or whatever clunky portmanteau has supplanted the label now that Elden Ring has released, has shuffled us not just between titles but styles, settings and time periods too. But despite all the costume changes and reshuffled staging, the song itself has largely remained the same. 
That is particularly true when it comes to combat – despite efforts over the years to get players to change up their tactics. Swordplay in these games is a fighting game at heart: about controlling space, dancing in and out of range, baiting, evading and punishing. Success is about understanding when it is your turn; when the enemy has left themselves open enough for you to get in a hit or two. You nip in and dash off a couple of quick R1s, then retreat to safety, raise your shield, and begin the dance anew.
From’s departures from this formula suggest a certain frustration with the defensive tactics its players employ. Bloodborne’s Regain mechanic urged the player onto the front foot, and in the description for one of the game’s few defensive tools Miyazaki made his feelings plain: “Shields are nice, but not if they engender passivity”. In Sekiro, From went even further, reframing defence as the best form of attack – but where defence involved timing as precise as a hardcore fighting-game combo. Sure, it gave us stealth, but that was no use against Genichiro and company, was it?
Similar veins

(Image credit: Sony)
SUBSCRIBE TO EDGE

(Image credit: FromSoftware)

“After 60 hours, we’ve barely begun to explore the depths of the Ashes Of War system”.

And once you’re there, you have more options than ever. Yes, you still have your light and strong attacks, the charge-move variant of the latter dealing heavy damage to even the biggest foes and putting many smaller ones on the floor. The new jump attacks have a similar, if less dramatic effect. And in another new addition, the Guard Counter, Elden Ring makes a huge concession to the defensively minded while also showing them how much fun they can have when they throw caution to the wind. When you block an incoming blow, a quick press of heavy attack performs an instant riposte, dealing significant damage and often crumpling the foe straight to the floor – though, this being FromSoft, a certain risk is baked in: if your enemy is mid-combo, you’re probably eating their next hit instead. 
After 60 hours, we’ve barely begun to explore the depths of the Ashes Of War system, which builds on Dark Souls 3’s weapon skills by not only expanding a weapon’s moveset with a unique attack, but also letting you tweak its attribute scaling and add permanent elemental or status effects to your swings. We’ve spent hours in the company of Lion’s Claw, with its slick forward somersault and unstoppable finishing slam. Bloody Slash, fast and attractive and causing bleed on every hit, is well worth the small amount of health it costs to use. There are many more to uncover, but their impact on the game is already clear. No longer do you need multiple weapons to cover different situations, or to work around certain enemy resistances with consumables. The tool you need is already in your hand, the key to victory only a few menu selections away.
Putting all of these systems together in battle is a delight – particularly when it leaves a boss prone on the floor, awaiting a critical hit – and when done correctly fundamentally upends the traditional Souls 
This feature first appeared in issue #370 of Edge Magazine. For more great articles like this one, check out all of Edge’s subscription offers at Magazines Direct.

#Elden #Ring #Miyazakis #successful #attempt #players #shields


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