Why is nobody pointing out how much the level design regressed? Nothing's engaging to go through

Why is nobody pointing out how much the level design regressed? Nothing's engaging to go through.

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meh

Don't complain and don't ask questions

yea kind of a consequence of a large open world. it gives more opportunity for discovery but i certainly agree the level design pales in comparison to something like blighttown

another thread fampai?

what?
god you autists will never be happy
>too linear is not goos
>non linear do what ever the fuck you want is also not good

someone hasn't been to Stormveil castle
what's wrong, can't get past Margaret?

way past it, such a mediocre level compared to Boletaria.

Everybody is pointing out how shit this game is.

True. I'm playing souls games like Kings Field III/Demons Souls. I can play DeS - DS3 every year but Elden Ring won't click for me.
It's just play boring and despite the open world there is no sense of adventure or mystery.

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Because making any sort of criticism towards Elden Ring is blasphemy and you will only be feeding the anonymous trolls on 4chins.

i dont even know where margaret is i got whisked away into some fucked up pms swamp and theres trex dogs

All the people who liked the series for the great level design or stuff like the interconnected world of DaS1 dropped the series long ago.
t. dropped it halfway through 3

You should leave there user that's the third area

because you're not very far if you think that's true. stormveil castle is massive and feel like peak soulsborne. it's massive and non-linear and feel like boletaria, anor londo, and lothric castle all rolled into one. before beating magrit i kind of just assumed they did away with the bigger levels to focus on the open world, but i was completely wrong

its not at all coherent. you just jump around and stumble upon gold fog.

>there is no sense of adventure or mystery
just say you didn't play the game, m8. this is one thing elden ring nailed the best

you're just overwhelmed with the branching paths, feeling like you're stumbling around in a massive castle is way better than it just "looking" like a big castle but all paths but one are locked/barricaded to shoehorn you down a single path

Because it hasn’t

>Why is nobody pointing out how much the level design regressed?
Because anyone that cared knew it was over from the moment they said "Open world".

there's nothing overwhelming about a lack of a sense of progression in a level.

What? I ran into an area where you have to carefully navigate a bunch of rooftops and branches to find several beacons that opened up sealed doors around the town. It was one of the niftiest sections I've seen in a souls game in general

>people who haven't even Goldrick are complaining about level design
LOL, god I love how these games always filter the scrubs

i beat him a while ago.

Overworld is simplistic and made to engage feeling of casual exploration.
Legacy Dungeons are the size of 2-3 Dark Souls levels and are insanely intricate with shitton of stuff to find.

fucking idiots always fight agheel in his spawn point instead of going left where the snail things are. lots of boulders and agheel kills them all with his fire for free estus refill as well

>left
nigga what is left
NWSE nigga come on