Pancakes and Sausage
Member
Just finished the DLC, as someone who thinks the base game of Elden Ring may be the best video game ever made, Shadow of the Erdtree really let me down. Dont get me wrong its a great DLC and a great game if you dont compare it to the base game but typically From Software makes their DLC the best part of their games and I cant I say even close that I feel that way about anything in it.
The 2 biggest things that bothered me were the crazy amount of empty space in the DLC which really didnt reward exploration as hard and the fact that most rewards you did received mattered very little, every smithing stone, every cookbook, every material, every glovewort just meant so little and they were a majority of your rewards for taking the time to explore, even at the end of the base game some of these things begin to matter less but you can forgive it since you are in the latter half of the game and in theory you could use these limited resources on other weapons/summons you wanted to try but they give you the bell bearings, you dont anymore smithing stones or gloveworts.
When it comes to the cookbook/material stuff part of the reason that worked so well in the base game was because it was mostly an ignorable mechanic that rarely affected the game in a meaningful way, thats fine when there are few rewards toward that mechanic but when that mechanic becomes the majority of the little rewards for you exploring then you have a problem.
So rewards took a big hit. The skibbidy tree pickups were a nice thing to help you feel some sort of progression but they needed to add more, I could easily think of a couple easy to implement pickups similar to smithing stones or glove glovewarts that would allow players to receive interesting pickups but no sort of effort is found (hell at the very least make new smithing stone levels or something)..
In terms of empty area's Hinterland, finger ruins, most of cerulean cost and honestly alot of gravesite plains just felt barren, also there's alot of odd choices, like no stonesword key locations so player's can finally use some of those overcollected stone sword keys from the base game but they have an imbued sword key to reach an area that you can visit pretty early, idk just strange stuff. Also the lowering of catacombs, lack of night time bosses and having no bosses at the end of forge's was really disappointing too, I personally loved how many Red Life bar's would just pop up in the base game, it felt like there was danger/surprises around every corner, here theres not much.
Then there is the lack of legacy dungeons, there's really only 2 and the only strong one I feel is Shadow Keep but even then its pacing is super weird since they intend for the player to constantly enter and exit it making it not feel as meaningful of an area, the other Legacy Dungeon Belurat/Elis is split in half which also screws up the pacing making it feel not like much of a legacy dungeon since you do it at 2 separate instance's in the DLC. Every other area is too small to really be considered a legacy dungeon, hell the catacombs were more like legacy dungeon's than most things with how long they were, I think they got the wrong impression from the mainstream audience that kept complaining about how every catacomb was the same (when they absolutely werent) and instead of having several they would try to fit 2-3 into one, Id rather they spend that amount of time in more of the unique area's than the visuals of the catacomb's. As for new area's I do have 2 big praises, Ruins of Roah is easily the best new are, I think they did a great job of kind of blending the open environment with legacy dungeon type design, it really worked for me and secondly I think the Abyssal woods had the best atmosphere in the DLC, it was so well done, the only things keeping it from being my fav area in the DLC are the large amount of empty space (I have no clue why they didnt just put more of the survival horror gimmick in that empty space to make it even more tense, such a missed opportunity) and the spooky manor while super cool was too short (also screw the fake map space behind the manor).
One of the last big knocks for me was there just wasnt enough cool boss cutscenes, there are alot of cool bosses that really deserved more effort put into their presentation, saying it would be overbudget is bullshit, elden ring made bank there is no reason at least 4-5 more bosses couldnt have had an intro cutscene. Also speaking of cutscenes, miyazaki said the DLC would have its own ending and thats kinda bull, you just get a weird memory cutscene that feels out of place, after you beat the final boss it feels so strange not to have any sort of resolution or conclusion, its really bizarre and another mistep.
One final nitpick I have to say is picking Radaun for the final kinda lame given we have already fought him, the implications from the whole using Mohg's corpse bit made it seems like a fusion of sorts would happen like some weird Mohg/Radaun/Miquella hybrid or something crazy but no its just Radaun with some light spells \ ('.') /.
Anywho I had alot of fun but Elden Ring is the best game Ive played as an adult and From usually makes the DLC's for the best part so it failing to live up to the hype for how long we waited is frustrating even if I thought most of it was really good. Honestly I just wish it was like half the content and more tightly designed and we had gotten it a year ago or they spent another year of the development just polishing important stuff up like the rewards/cutscenes I mentioned. At this point I kinda hope its the last time they do Open world because maybe they really dont get what made elden ring so good, if ER 2 comes out Im not gonna lie, Ill be alot more skeptically cautious about my expectations, its probably for the best that they just move on.
My score for the DLC would be 9.5/10
Well thought out and presented.
Can’t argue against anything