GB Feature: Elden Ring Review

FromSoftware’s new installment to the dark, unrelenting “Souls” universe, Elden Ring, is the subject of our latest review. It’s a full six-page write-up, as we’ve done our best to aim our critique at both veterans and newcomers to the action role-playing franchise:

And every once in a while, you’ll navigate yourself into one of the so-called Legacy Dungeons that put you into some castle that serves as a master class in level design and features multiple ways to advance, secret passages, architecture that loops around on itself, and all the other awe-inspiring stuff you’re used to seeing in FromSoftware’s games.

There’s this sense of wonder that permeates your entire journey. FromSoftware’s games are known for their impressive visual design, and Elden Ring takes that to a new level. Wherever you go, you can stumble onto some breathtaking vista.

Beyond just that, while, in the usual Dark Souls style, Elden Ring is set in a dying, or rather undying, world, things aren’t quite as dire here as they were in Lordran. You get plenty of meadows and neat little groves where harmless critters skitter around, birds overlook things from their perches, and even turtles make an occasional appearance. And all the while, the ground is littered with skulls, mad undying warriors are still hanging around their ruined outposts and Nazgul-looking riders patrol the roads at night.

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