Review: Newest to the Lands Between
A review and case in favor of Elden Ring from a From Software novice
Elden Ring, developed by From Software, released February 2022, available on PC, Xbox, and PlayStation.
My first attempt to kill every guard in the camp didn’t go terribly well. I stumbled into a soldier wielding a large horn, which he blew to summon his friends. They killed me. The second time went well thanks to stealth and caution. However, I accidentally put my sword away and began punching a shielded guard captain. Unable to get my wits about me, I spent my last bit of magic to defeat him with a spell. I returned my sword to my hands and asked aloud “what the hell have I gotten myself into?”
I want to explain this extra post. When Elden Ring released to gushing reviews, some on Twitter noted that there needed to be more reviews written by people who have never played a From Software game. People like me.
I read a few reviews, discussed it with friends, and decided to take the plunge. I’m terrified of “difficult games,” but just observing the energy surrounding Elden Ring made me buzz.
This review is 1/3 opinion, 1/3 guide, and 1/3 argument for why you should play Elden Ring. I will only break my “two posts per month” rule when I have a special idea such as this one. Let me know what you think of this in the comments.
Chapter I: Abandonment
I have been exploring the plains of Limgrave for hours, dodging armored caravans, and ambushing unsuspecting goblin patrols. I wield a large double bladed sword I scavenged from a crypt and use a spell to antagonize enemies from afar. I know there are more spells to learn, and I could benefit from this knowledge desperately. But, I am ignorant of the location of a teacher or merchant.
I did find a sorceress eventually, but there is not a single thing in game to help me find her. Remember the sorceress, because we’ll return to her at the end of this chapter. From Software isn’t bad at teaching the player, as that implies they put forth an effort of low quality. Instead, they put forth zero effort. Before we continue, that fact is something you really need to internalize.
Many reviewers said that Elden Ring is the most accessible From Software game yet, which isn’t dissimilar from me jumping off my roof and proclaiming it is the closest I’ve come to mastering flight.
You begin the game in a cave. As you approach a door, you walk past a large hole. If you do not jump into it, you will miss the tutorial, which details basic controls and mechanisms. Yes, you can even miss the tutorial. Before you can craft essential items, you need to find a specific merchant and purchase a Crafting Kit. In order to do something as fundamental as leveling up, you must find three Sites of Grace and speak to a mysterious woman named Melina.
These are basic functions. I cannot ascertain an upside in withholding these capabilities that outweighs the resulting frustration and confusion!
There are less critical omissions as well. You might not realize that you can attack to your left or right while mounted. You may not realize you can use both hands to use your weapon to increase its damage. If you’re like me, you’ll spend 10 minutes trying to equip the shield with which you began the game, because it isn’t equipped by default.
Finally, in some cases From Software made a choice that isn’t negative, just different. In games like Ghost of Tsushima, you are told when to press the button for a Stealth Strike. In Elden Ring, there is no prompt. You just need to time it correctly, based on experience and practice. You might initiate a satisfying execution, or you might poke a really big guy with your typical weak attack.
You cannot Pause Elden Ring, which is a very Hot Topic. Honestly, I wasn’t bothered. There are ample safe spots in the game to hide and peruse your inventory, such as the Sites of Grace. If you’re a new parent like I am, you shouldn’t begin a dungeon just before the baby wakes up.
From Software may not care about teaching, but the community does, and the available resources for Elden Ring are already robust. I strongly recommend you peruse a quick start guide, not to spoil locations, but to unlock the basic functionality the game mysteriously hides. I streamed the game to friends who provided basic tips while they played and it helped immensely.
Once you surmount this initial ulcer, being abandoned pivots from point of frustration to element of joy. The absolute disregard the studio displays for getting you started is inverse to the care they demonstrate for every other square inch of the game.
Being abandoned is what makes this game special. You enter the Lands Between alone, you will die in the Lands Between alone, you will emerge victorious in the Lands Between alone. A friend noted this game shares a kindred (dark) soul with classic roguelike games. They aren’t unfair, or cheap, rather more obtuse and challenging. They are playing by their rules, but it is a code to which they strictly adhere.
I promised you a denouement for the sorceress. A friend of mine accidentally killed her while exploring, which in most games wouldn’t even be possible. As a consequence, she no longer exists. He cannot purchase spells from her and must find another merchant. I said that the studio is indifferent towards introducing you to the game, which wasn’t completely true.
Sometimes they actively conspire against you.
Chapter II: Defeat
I have tried to kill the bloodhound knight Darriwil no fewer than thirty times. In this cursed realm I cannot truly die, but I remember every time Darriwil’s massive blade has severed my head after I greedily leapt at him with a poorly timed attack. I still feel the blood leaving my body as I miscalculated his speed and suffered a fatal cut. I’ve watched my severed hand fly through the air shortly after casting a spectral blade that will miss its mark. I was too slow. I am too slow. I stand before his portal, then step back. I will return.
From Software games are notorious for their unflinching difficulty. Every encounter can be your last if you are sloppy or impatient. You cannot tap your controller buttons recklessly. Despite knowing this, you will still die often.
You will boldly charge into a pack of wolves only to find that being surrounded by four wolves, including the one you didn’t see in the dark, is not a good situation. An enormous poison spewing flower will launch spores at you from afar. As your health ticks down, it only takes one lousy dodge to seal your fate. You will charge a mounted knight, time your attack poorly, and be knocked off your horse as his swing lands. Stunned, you have little to do but await his ensuing killing blow.
All of the above describe enemies that are within your capabilities. They don’t even delve into devious tricks, like goblins waiting behind the doorway to back-stab you. There are also literal gods the likes of which stem from the imaginations of our best fantasy authors. These monsters aren’t just tucked away at the end of lengthy dungeons. They’re everywhere.
The vignette introducing this chapter is a lightly dramatized description of two hours I spent in the game. I still haven’t killed that boss, though everything I do is about gaining the power I need to do so.
You can read that vignette, read the words “tried to kill […] no fewer than thirty times,” and think “that sounds too hard.” But, you should instead ask, “what is Elden Ring doing that makes it so that he is willing to keep at it for so long?” It’s a fairly excellent suite of design choices, including Runes, Resurrection, and the concept of Elsewhere.
You earn Runes for killing enemies and for using Golden Runes, which are items you’ll find as you explore. Runes are spent with Merchants to buy equipment and spells, but also to level your character and become more powerful. When you die, you lose all of your unspent Runes. The game punishes recklessness, so spend your Runes wisely and often.
Runes fall where your character dies, which is easily found thanks to the indicator on your compass. If you reach the Runes before you die a second time, you reclaim all of them. Yes, Elden Ring punishes mistakes, but it provides a second chance.
You are given a swift horse early in the game, which you can use to ride to pick up Runes without stopping. That, paired with the fact that most monsters stop chasing you after a short distance, means retrieval is typically a short walk.
A walk from where, though? Sites of Grace are scattered throughout the world, often after pinch point fights limiting access to new areas, or at the start of dungeons. Once found, you are resurrected at the last one visited upon death, can instantly travel to them from anywhere in the world, and can use them to spend Runes to improve your character.
There are also Stakes of Marika, which are ominously placed before a difficult fight. The Stakes provide only the resurrection function of the Sites of Grace.
The reason I fought Darriwil thirty times is because I would fight him, die, resurrect at the Stake of Marika, walk a few feet, pick up my Runes, and initiate the fight once more. I lost nothing but pride. The sadists at From Software delight in seeing you fight the boss, so they structure their world to send you back into the jaws of defeat as quickly as possible. But, if defeat is too assured, you can go elsewhere.
The reality of Elden Ring is that sometimes you are not ready to fight a foe. I sincerely believe that someone of sufficient skill could win any encounter in the game from the beginning, but I am not that player. Neither are you. But, there are weaker monsters to fight and camps to clear. You will earn Runes to increase your power and find better weapons, purchase superior spells, and adorn better armor as you explore. Your health bar will lengthen and with time, every swing of your weapon will deal more damage.
The game is incredibly disciplined about getting you back into the fight, almost to the point of obsession. But, it is also fantastic at providing alternatives when you fall dead for the thirtieth time.
Failure is an excellent teacher. Beyond instruction is the fact that it sweetens your accomplishments. This game will tease you, taunt you, and knock you down. Eventually you figure out the missing link and bring a bigger sword.
Chapter III: Triumph
I fled the site of Darriwil’s summoning portal disheveled and still wounded. I found respite at a Site of Grace and intended to rest for the night. As my eyes closed and my heart rate settled, I heard the wanton chatter of guardsmen beyond the gate at a barricaded checkpoint. Enraged, I grabbed my sword and charged forth. They grabbed their crossbows and began firing, which was a problem, but became less so when the troll landed before me from above. I backpedaled with my jaw in tow and furiously summoned spirits to help me fight him. After some time, he fell dead. I was out of healing potions, without energy to cast more spells, and saw the crossbowman approaching, I wiped my brow and began to pick up speed in their direction. In for a penny, in for a pound.
Everyone is quick to describe the painful difficulty of From Software games like Elden Ring. But, far more time should be devoted to the sheer joy and satisfaction that results in victories. Yes, I spent some time losing to Darriwil. However, in the prior session, I killed three bosses. In between attempts to defeat Darriwil I killed a boss. And after I retreated from Darriwil for the night, I really did recklessly attack a troll and come out on top. I don’t know why I did it, but I was furious and hungry and I needed a win. By god, I took one.
Video games can slow down time, cue intense music, and copy every pose of Viggo Mortensen charging the gates of Mordor to make a moment feel epic. Elden Ring leverages no cheap tricks. When you fail, it is your fault. But when you succeed? That’s also you.
Victory is common in Elden Ring if you pay attention and apply the lessons it serves. Plus, it’s good to know that true satisfaction doesn’t only come from the boss fights. Returning to get vengeance on the common knight who killed you is satisfying. Masterfully navigating a large group of goblins is delightful. The game gives you ample opportunity to experiment, iterate, and emerge intact.
These triumphs rule. Side effects include Thunderous Heartbeat, Sweaty Palms, and Outrageous Expletives. I don’t often need to burn off adrenaline from playing a video game before I can fall asleep. In my 38 years of existence, only two other games have made me feel such overwhelming thrills in victory.
(If you’re curious, winning Call of Duty: Warzone and fighting pirates in EVE Online.)
Triumph has a symbiotic relationship to defeat and it is all about fairness. Enemies use behaviors that can be learned, avoided, and countered. Remember, you will be resurrected within seconds of the fight, which means even the most epic bouts reward experimentation. Think of it like practice before the big game. You have to figure out what does and does not work.
Let’s return to the topic of my nemesis.
I noticed that I was always dodging twice to avoid an attack from Darriwil. Unfortunately, by the time I finished my second dodge, I would be too far away to attack him as he recovered. I learned to dodge a single time, jump immediately, then bring the sword crashing down on his head just before rolling to safety again. It feels amazing to execute! Some fights take on the quality of a gorgeous choreographed set piece.
The reason choreography is even a valid comparison is due to the exceptionally high quality combat system. Swinging your weapons looks and feels good. Dodging is, as the French say, correct. I have only successfully parried once or twice, but doing so is worthy of both whoopin’ and hollerin’. From Software is refining an outstanding toolkit, filled with a huge variety of distinct weapons, sorcery, minor tools, and ranged weapons. You will find a weapon you love that feels like an extension of your arm.
Furthermore, every fight is fun, whether you’re slashing skeleton guards from horseback or flying to stun a tentacled monster with a jump attack.
Elden Ring is an absolute bastard, but it is a bastard with scruples. It will never cheat you, or provide any cheap victories. You will be successful because you earned it. You earn it because you practice. You practice because it’s incredibly fun.
Chapter IV: Wonder
A fellow traveler advised me to seek out the ruins at the lake to rob a crypt of its goods. I kept my horse at a steady trot as I admired the surroundings. Few worlds embody a fallen civilization and flourishing fauna as the Lands Between. I saw a troop of soldiers and decided to rob them of their lives and belongings. I began to watch them to identify an approach, when an enormous dragon crashed into their camp. It instantly demolished the camp, spied me, and gave chase. Terrified, I turned my horse towards the sea. I rushed to the cliff, hoping the dragon would lose interest before I lost solid ground. He did, just. As my heart settled I left a mark on my map. Eventually, I would return to the lake to defeat the winged beast.
All of the stories I’ve shared in this review are true. Lightly embellished, but absolutely true. In addition to the dragon, I stumbled into a grove occupied by enormous bears. There is a convoy, where the treasure wagon is being pulled by two trolls, that I am desperate to attack. I want to know what is in the wagon! Surely it must be fantastic. I’ve come across two groups battling. It isn’t just for show, as the simulation will lead to one group emerging victorious. In this case, the group I helped win from afar, as I knew they’d be easier to clean up.
You will find enormous subterranean cities. Wind swells that will launch you into the sky. Portals that whisk you to the lair of a terrifying monster. Some crypts are simply a tomb with a weapon that sparks the question “I wonder what I’ll do with this?”
Elden Ring is a game filled with wonder the likes of which I’ve never seen. There are no indicators to guide you, which means every bear-filled grove is your discovery. As discussed at length, the world is incredibly dangerous, filled with overt and deceptive dangers, which keeps your heart rate up and the excitement palpable. You will enter areas beyond your capabilities, but as I’ve said, going elsewhere is a key aspect of the game. Jot down a note and return when stronger.
I’ve tried to understand how an enormous world can feel so crafted and special. I think it’s driven by a few things:
The setting of the world is a shared vision across the team, and the setting is king.
The tools given to the player (combat, Sites of Grace, mounted traversal) are excellent.
Danger is common. Everything is earned and appreciated.
Nothing in the world is confined to a detailed narrative. The team is free to add a dragon, a city, or a cave, because they think that is the coolest possible thing to put there.
There is no right or wrong place to be at any time. Your skill and curiosity are the only inhibitors. The mechanisms support this being a world for you to explore.
There is also excitement in discussing your travels. A friend noted that:
“[…] because the game does very little to explain itself, you feel the need to talk and discuss it, because there is always that “oh shit, I didn’t know that!” moment.”
I found a talking bush, which had been seen by my friends. I found a ghost patrolling the beach, which none of them had encountered. When I came across the dragon, they were giggling with delight. Not in a sense of schadenfreude, but in one of shared comradery as they had been there before.
You will be surprised regularly. Some surprises will kill you, but you will return nearby and can pick your Runes back up, informed by the experience. Some surprises are deeply rewarding. Some just baffle you, as you will not have had a similar experience in a game before.
I made this chapter the final one, because it’s the north star of the entire game. In the beginning, you will be abandoned in a dark cave with not nearly enough guidance. You will emerge and will die, and die again. But, before long, and I sincerely mean within an hour or two, you will stand up and demolish foes that previously scared you away. Then, with confidence, you will discover some of the coolest things I have ever seen in a video game.
Wonder is not a thing you can just deliver. It’s the output of masterful vision and craft.
Epilogue: Pick up thy sword
I think you should play Elden Ring, even if you have never played a title by From Software. It is thrilling and rewarding. The combat is outstanding and the world is filled with things you will not find elsewhere. The beginning is rough, but this is an hour or two. You will get your bearings and soon see that while the developers may not do everything the way you’d prefer, they are consistent and committed to their vision. It is a brilliant one.
I even want to encourage you to buy it now. Yes, it is full price, and yes, there is a risk you won’t like it, but I think if you approach it sincerely you will. Everyone is playing it right now, which doesn’t matter in terms of the “hype train,” but does matter in terms of rich, shared experiences. It is all I’m discussing with my friends and I think that is a collateral benefit of the experience.
I rate each game I play as a thumbs up, thumbs down, or heart. A month ago I wondered what my first heart of 2022 would be. In case it wasn’t clear by now, it is Elden Ring.
Thank you for reading! If you liked what you read, please subscribe and share, but also, let me know what you think about special posts like this one.
Edited by Joshua Buergel, who would just like to mention that this is also his first From Software game, and it’s a stone cold bastard, and despite it getting off the rails multiple times and being sincerely baffling, it rules with an iron first.