I spend too much time even for someone who has only 33 years of experience contemplating the legacy I'll leave behind. I'm constantly worried about what I've achieved and the legacy I'll leave, especially in comparison with other people, both successful and otherwise. As such, while playing FromSoftware's Elden Ring Runes over the last month, I couldn't help but pore over studio president Hidetaka Miyazaki's biography, just to feel slightly less self-confident about myself.

Miyazaki began his career in the field of game development fairly late. However, by the time he was 33, he was acting as director of Demon's Souls, the PlayStation 3 classic that created the oft-imitated Souls-like pseudo-genre as an iconic aspect of gaming's past. Since then, Miyazaki's made himself the genius behind the biggest FromSoftware games which include Dark Souls, Bloodborne, Sekiro: Shadows Die Twice, and the latest Elden Ring, which released for all major consoles (apart from Switch which isn't able to cope with such huge games) on February 25. I've since spent more than 90 hours exploring Miyazaki's mind, and let me be honest, it can be a bit awry.

Elden Ring is the inevitable conclusion to Miyazaki's legacy. It's this sprawling, huge game that borrows elements from in a way, every FromSoftware project that preceded it. It's (and I'm sorry for stating this) Dark Souls meets Breath of the Wild. I'm not sure the direction I'm taking or what I'm doing half all the time, but the game's interface isn't so complicated that it is overwhelming with its many options and systems. Elden Ring mostly stays out of its own way, offering you gentle nudges in the direction of exciting things. It also offers the necessary support should you decide to create your own path It's a complete system wrapped in the expected ambiguity of traditional FromSoftware design.

I've come to terms of the fact that reviewing Elden Ring--that's providing an accurate and complete account of my time playing the game is almost impossible, at least with my shaky knowledge. How can I make you feel the way I felt each when I ran into a vendor or enemy creating the most eerie diegetic soundtrack I've ever heard from a video game? What words could I choose to bestow the same soothing nostalgia that I felt the very first time I slammed into the wall by using my weapon until it disappeared to reveal the path that was hidden? What is the perfect word to convey my reflexive groan when I was swarmed by a hive of smoke-spewing basilisks, immediately conscious of the dangers they pose from encounters in the previous Souls games?

Everything in Elden Ring comes bundled with its own type of friction that's specifically designed to rub you the wrong way until, eventually, it rubs you in the right direction. The rough edges can't be sandpapered down without fundamentally changing the game's primary d'etre. Souls fans frequently praise the sense of achievement which comes from conquering the genre's much-vaunted challenges however it's more than that. It's like when my dad recently cleaned the hinges on the old screen door that was at my childhood home. The first time I opened it , following his work as handyman, I felt in a moment of numbness when I wasn't greeted by the exact sound or sensation I was expecting. I heard nothing. I was not feeling anything. It was as if I was lost in the void. All the appearance, the texture, and all the character that door used to hold in its creaking joints was gone, replaced with a whispery smoothness that hid its existence instead of creating a taste for the world.

It's Elden Ring but without any learning curve. It's a process that lets FromSoftware basically throw users into the ocean and urge them to swim to ensure safety. Would the interface for users be a little more descriptive? I would think so. Could the devs make an effort in concert to enhance the combat mechanics, moving past the confusion of its predecessors? Sure, anything is possible. Personally, however, I wouldn't like a game that behaves just like any other game. It's helpful that I get a perverse level of enjoyment from Elden Ring's repetitious die-retry-die-loop It's also refreshing to observe FromSoftware stubbornly maintain its decades-old principles. It's akin to a project that eschews modern sensibilities like HD graphics and smoother frame rates to achieve a specific aesthetic, Elden Ring wouldn't be such a worthy follow-up to Souls lineage if it didn't kindly ask players to adjust themselves in accordance with its peculiarities instead of and the reverse.

Mind you, Elden Ring isn't as bad as that it or its predecessors were believed to be by ardent fans as well as detractors. The open-world design seems like a deliberate decision from FromSoftware to extend an emulation to players who had a blast playing various Souls games, most of which were far more linear than Elden Ring. Being stuck by a monster in Dark Souls or Bloodborne, for example, usually meant smashing into one of the brick walls again and time until you finally came out bloody and bruised, but The Lands Between provide much more to see and do. Many hours could be spent exploring the area prior to the first major dungeon , and the skill test of a boss, accumulating loot and increasing levels until you're overpowered enough to reduce Godrick the Grafted to a pile of amputated limbs with little effort. You can skip the fortress completely if you've concluded that you're done with his deceit, which is a good strategy for when you want to check out what the rest of the game has to offer.

At its heart, the beauty that is Elden Ring is found not in its difficulty, but in the little things you do between the earth-shattering boss battles. The game is about exploring each shadow-filled crevice and dark-obscured nook in the world in search of things you'll never need. It's about turning the camera in the right direction to see at corners and across slick walls for hidden dangers. It's about climbing into coffins which take the climber up and over underground waterfalls to caves that are long lost to time, but filled with elven creatures from out of the sky. It's about climbing the cliffs of a dead, impossibly huge dragon or the massive branchings of a golden Tree each of which has been so closely woven into the structures of a decaying capital city that, for centuries before your arrival, they've become more architecture than biology.

Elden Ring manages to pull off the astonishing task of making it seem tiny while still being able and able to effect shifts in the tectonics of the world around you.

If you are one of Tarnished members, a group that consists of "chosen" "undead" who return to the world that's been described as the Lands Between long after an unexplained exile, Elden Ring puts you in the position of a visitor and vaccine. The destruction of the famous phenomenon known as Elden Ring. Elden Ring resulted in the deaths of demi-gods , as well as the demise of many great kingdoms, leaving a huge mess for you to fix in a variety of ways when you arrive. As with the more desolated settings of previous Souls games in the Lands Between is a shadow of what it was before, and those who continue to dig out the debris pick through the rubble based on an emotion of speed rather than an effort to put the pieces back together. There is no way for life to live through Elden Ring so much as it plods along with its eyes fixed on the ground, unable cope with the end of the world.

The most effective way to describe the experience of playing a Souls game like Elden Ring is to compare it to renting or purchasing a second-hand role-playing game during the age of cartridges. In the past, before the game's progress was saved on consoles, memory cards, or magical cloud-based servers, playing a previously owned game meant interacting with someone else's story. Although this typically resulted in a few boring minutes spent wiping the cartridge's internal memory, occasionally it gave you the perfect opportunity to experience the conclusion of your journey prior to taking your first steps. After paying a ridiculous amount to get a boxed copy of Super Mario RPG as a child going through a saved game and observing how characters reacted to the final boss's loss was like going to the museum of an alternate dimension. The Mushroom Kingdom had shifted and I was just one of the tourists wrapped in the digital avatar of somebody they once knew.

This goes beyond story and setting into gameplay well. Where a fresh save file in many games can bombard by a tutorial pop-up following a tutorial pop-up to slowly acclimate players to the game's challenges The world of Elden Ring is largely akin to the way you've already been there before. Sure, there's a easily ignored primer that will teach you the fundamentals, but for the majority of the time, it's up to you to learn the game's unique visual language.

Swirling airborne flecks of gold glitters signify the presence of hidden checkpoints. Statues of hunched-over old men signal the entrance to catacomb-like underground dungeons. The magically animated rock piles suggest an alternate universe prison cell which has a mini-boss close by. Elden Ring does this so effortlessly and at the level of a micrometer that you'll recognize yourself recognizing the telegraphed body language of even the most dangerous of enemies and formulating counters without any idea of how you gleaned that info.

Some critics have stated that Elden Ring as slapstick, an Arthurian myth that Looney Tunes situation that births often hilarious moments, despite the game's serious trappings. Like taking your mind off for an ice-cold breath while you laugh in awe at Johnny Knoxville getting kicked in the nuts, giving yourself permission to change your correct mindset is the initial step towards truly enjoying what Elden Ring offers.

Accept the fact that the game will not always play in a fair way. Accept that its massive input buffer will frequently force you drink a sip of a healing potion when you really were trying to avoid. Accept the fact that you'll likely get your legs kicked every time you leave the start area because you, in only one piece of clothing and carrying an incredibly small club, decided to face the mounted knight in the gloriously shiny armor. Be willing to accept Elden Ring for what it is, as well as for the goals that FromSoftware wanted to accomplish, and don't get hung up on what it's not. I guarantee that 90% of you will have a much better time with the game when you do. And for the other 10 percent, that's okay too.

I'm saying this with compassion and without an ounce of elitism inside my soul The art of creating doesn't necessarily have to be for everyone.

Elden Ring is a love note that could also to be written with a defunct tongue for people who are unable or unwilling to accept its demands. Although it's not as cryptic or as cryptic King's Field, unforgiving as Dark Souls, or mechanically complicated as Sekiro: Shadows Die Twice The most recent FromSoftware project is still asking players to bear plenty of frustration. If they are willing to then what they'll discover in Elden Ring is a fitting culmination to director Hidetaka Miyazaki's years of experience in world building. My long sabbatical during my time in the Lands Between revealed to me a game that was equally enthralled with providing something fresh and weird to see around all corners of it's open world as it is in love with the game's own sound. Seriously, sentient iron balls? Hand monsters that are gigantic? A necrophiliac named Dung Eater? FromSoftware requires chilling.

As with most masterpieces, Elden Ring Items buy is magnificently imperfect, and equally beautiful and ostentatious. In this age of cookie-cutter painting-by-numbers and triple-A developments, what more can you want than something that is completely confident in its bullshit? Okay, excuse me, I'm about third of the way through the game and would love to see at least one of its many finales this year.