Sam Wilkinson, Bandai Namco: First off, please tell me when and how development for Elden Ring took off.
Hidetaka Miyazaki, Game Director: Development for Elden Ring started just after development for the Dark Souls 3 DLC had ended. At the time, Elden Ring was being planned as a more classic fantasy title compared to others that were either being considered or already in the early stages of development.
We wanted to create a new dark fantasy action RPG full of things that we weren’t able to do in the Dark Souls series.
Wilkinson: What genre do you think Elden Ring will fall under?
Miyazaki: It is a third-person action RPG.
Unlike Sekiro, which has a heavy focus on action, Elden Ring puts more focus on RPG elements.
Of course, we are not shying away from the fun of responsive melee-based combat, and these elements will be present as well.
Wilkinson: Do you believe this title will turn out to be a very From-like and challenging game?
Miyazaki: Yes, I do. The importance we place on the joy the player experiences through overcoming challenges will be the same as it is in our other titles. I believe it will prove to be a very satisfying experience.
Earlier I had said that this title focuses more heavily on RPG elements. This title will include a wide variety of weapons, magic, and ways to engage enemies, that make it possible to provide users with a style of gameplay and strategy that suits them.
Even when compared to the Dark Souls series, I believe this title will provide even more variety in the ways for players to overcome challenges and tweak their tactics when facing enemies.
Wilkinson: Will Elden Ring contain character customization elements like in Dark Souls, or will it be similar to Sekiro in that there is a fixed protagonist that the player controls?
Miyazaki: Yes, it will contain character customization elements.
Similar to the Dark Souls series, Elden Ring allows players to design and control their own unique character. As I said earlier, this title puts a heavy focus on RPG elements, and we thought this approach would best suit that focus.
Wilkinson: Regarding the collaboration with George R. R. Martin, can you further explain how this collaboration came about and in what role it has served throughout the project?
Miyazaki: I suppose the start of this collaboration came from the fact that I myself am I huge fan of Mr. Martin’s work.
I loved “A Song of Ice and Fire” as well as the “Tuf Voyaging” series, however if I had to pick a favorite I would probably say “Fevre Dream.”
I personally see “Fevre Dream” as a masterpiece among vampire fantasy and had even previously recommended it to all new employees.
Me being such a known fan of Mr. Martin caused our executive business director Eiichi Nakajima to reach out to him with the expectation that we would get turned down.
However, we were then given the rare opportunity to talk one-on-one with Mr. Martin which was an incredibly fun and stimulating experience. It was then that I strongly felt that I wanted to work with Mr. Martin.
I am still unable to put into words how grateful I am to Mr. Martin for agreeing to our offer.
The actual collaboration itself begun with Mr. Martin ever so politely confirming what sorts of themes, ideas as well as many game-related aspects I had envisioned for the game.
This allowed us to have many free and creative conversations regarding the game, in which Mr. Martin later used as a base to write the overarching mythos for the game world itself.
This mythos proved to be full of interesting characters and drama along with a plethora of mystical and mysterious elements as well. It was a wonderful source of stimulus for me and the development staff.
Elden Ring’s world was constructed using this mythos and stimulus as a base. Even I myself find it hard to contain my excitement from time to time. We hope that everyone else is looking forward to the world we have created.
Wilkinson: What are some differences when compared to your previous titles (especially Dark Souls)?
Miyazaki: If I were to put aside the world full of fresh stimulus thanks to our collaboration with Mr. Martin, I would have to say the biggest difference is it being open world.
Due to this, the scale of the world and its narrative, as well as the depth and freedom of exploration have increased dramatically. It is without a doubt our biggest title yet in terms of sheer volume.
There are many definitions to the term “open world,” and I might not be phrasing it correctly, but we have simply tried our own approach to a game with a large, open field to play in.
It is a world full of danger and threats, as well as many areas ripe for exploration.
Among those areas, you will also find intricately designed, multi-layered castles and such.
Wilkinson: What is the meaning behind the title?
Miyazaki: Elden Ring is the name given to a mysterious concept that defines the world itself.
As the trailer at the conference implied, this “Elden Ring” has been shattered. The significance of this will be one of the important themes of the game.
That’s about all I can say at this point in time (laughter)
Wilkinson: Will Elden Ring contain the gritty, intense boss fights we’ve all come to love and expect from From?
Miyazaki: Yes, of course. Boss fights are something we enjoy making and make up one of the climaxes to this title as well. We feel there is a wide variety of unique and horrifying bosses for players to look forward to.
Wilkinson: What can you teach us about the character shown in the concept art that was released?
Miyazaki: We chose this character because of his eccentric aspects as well as the way he portrays the darkness that the world and story possess.
While Elden Ring may be a classic dark fantasy title, it is more than just that.
This character also represents one more theme in addition to the previously mentioned eccentricity.
That theme is the will, or ambition of mankind.
https://news.xbox.com/en-us/2019/06/09/hidetaka-miyazaki-and-george-rr-martin-present-elden-ring/
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The boss i just foguht had it's ai break. On top of that, the ash zone isnt coded right or something - either my Ash is running out the door to fight the constantly respawning ghost enemies outside, and despawning, or it's not actually high enough so if you get grabbed the boss lifts you high enough the ash despawns.
Just what the hell.
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I regard a From boss AI glitching the way I regard a bank error in my favor
I took a short video to show what I'm talking about.
Like seriously, come on. lol
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That mf's healthbar tho
God damn Zamtrios meets Inigo Montoya
is that a truthful statement to put in the title
I've been trying to spoiler shit like certain high profile things. I think the game being out almost a week makes things a little looser? Like we accept most people who were coming into this wanting to be spoiler free have seen Caelid and fucked up crows. And sometimes things are nebulous enough without directly spoiling location fights it should be okay.
I dunno, it's difficult to gauge it without the entire thread turning into a long series of spoiler tags
It's still evidence of a shit QA approach. This sort of thing should not be slipping through.
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We mainstream now kids.
Done much software QA?
Steam sales alone were estimated at over 5 million. I love it! IMHO a lot of AAA games have gone too extreme on the hand holding so I’m happy to see so many people getting in to a game that is basically the antithesis to that. Not that I want all games to be as obtuse as Elden Ring, but I think there is a good middle ground to be found.
Woah.
Did you do the tuning stuff, like disabling the Microsoft Device Association Root Enumerator?
Actually, yes! On something of this scale, no. But come on, you can understand the frustration. This boss is one that @surrealitycheck has reported their ai bugging too. And, likewise, the ash of war just vanishing mid combat is the sort of thing that shouldnt be happening, and should have been caught (and fixed). The game is very good overall - but there are some serious cockroaches in this soup and they don't deserve to be ignored.
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I understand the frustration, but I'd rather be playing the game then waiting another 3 months to hammer out a bug that happens twice a playthrough.
Yeah, I did all that stuff when I was having stuttering issues on Margit. Nothing really helped. For him it was, like, whenever he would jump. For Radahn it's ... what you see there. It feels like the game is trying to compile it every time or something, lol.
PSN: ShogunGunshow
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What's your CPU, if I may ask?
and why the fuck is there no stake of marika on the other side of these? What's the point of introducing checkpoints and not using them here, forcing me to sit through two load screens every single time I die and want to try again??
i7 6800k. My GPU is not very modern, a GTX 1080, but for 1080p 60fps it's been just fine for modern gaming. I really feel like this is not a hardware issue, as there's been similar graphics going on in game that I haven't had the shown stuttering issue with.
PSN: ShogunGunshow
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i still remember my first time fighting the iron giant boss in DS1 and it just falling off the roof. love it
Tried sleep arrows?
is that the one standing at the end of a long bridge section lookin emo?
I haven't but I also don't think I can craft them just yet. Have to go into the fight not-tilted I'm sure. I just wish I could figure out why sometimes I can summon my wolves and other times I cannot.
Spoiler for item location on sleep arrows
They take FP, are you out? That or if you roll from a successful fight into another without resting at a grace they won’t be able available.
Sleep arrows are fucking stupid good vs anything that doesn't have a lifebar at the bottom of the screen. They're worth leveling up your stats to minimum and carrying a bow, just for them. Use them.
Stormveil:
more Stormveil:
Is he dead now? Or will I be able to find him again?
I really want to get that Glintstone Pebble ash; I can't believe I missed the one opportunity I had to easily buy it from him.
There's an icon of a headstone on the left side of your screen when you can summon them, when it's not there you can't summon them.
If you mean from a design standpoint? I think it's to prevent summons from trivializing too much of the content, but also I suspect it may be a technical limitation issue (some summonable NPCs just can't exist well in certain rooms/areas).
Nah I don't think so. I fought them... Died. Respawned and then ran right back in and the summon was blocked.
Sorry I just mean for this fight specifically. One fight I summoned the wolves and they helped me out immensely. Then I die and go back in... And then I can't summon them for some reason. But if I die and go back in after not being able to summon it looks like I can summon them again.
Some arenas won't let you summon right by the door. Unless that isn't the issue then I dunno
Previously I had a bug when I was running across the bridge with the catapults firing at me and when I summoned my horse the horse never showed up but I was hovering in the air but unable to move. Which really sucks because I died and lost 18K runes.
-so should the thread title imply we're mostly using spoilers or not?
-what's wrong with the entire thread being spoiler tags, how else are they supposed to work?
To be clear I've given up on not seeing tons of spoilers in here, if I wanted to avoid them I'd just avoid the thread, and that's fine. I just think the title is misleading given that.