MULTI Elden Ring (a From Soft & George RR Martin collab) - Delayed to Feb 2022


Feb 5, 2008
Karachi, Pakistan

very interesting interview with miyazaki

Elden Ring
faces a formidable challenge in building on the legacy of FromSoftware's action games. Dark Souls, Sekiro, and Bloodborne have all been lauded for their dense, unforgiving gameplay over the years, enticing the best players to prove their mettle in their swamps and dungeons.

Their strength lies in the way that they invite you to consider every single action. Every encounter is a unique challenge; every foe is a puzzle waiting to be solved. They're the kind of games where even a lowly enemy like the simple hollow can kill you if you're not careful.

So how do you improve on what is now a firmly-established and beloved genre? Speaking with IGN in a lengthy new interview, director Hidetaka Miyazaki says FromSoftware's goal is to craft a combat system that's more flexible than the ones found in past games. In particular, there will be an emphasis on giving players a wide variety of options in how they approach an individual encounter.

Elden Ring Release Date and New Gameplay Trailer Revealed - IGN News


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"We wanted to allow the player to combine these different elements to find their own strategy and even indirect approaches to combat if they wanted to," Miyazaki says. "So yes, this is something that we wanted to explore moreso than our previous games and really focus on [...] this level of variety and this level of freedom in combat."

Previous FromSoftware action games haven't exactly been static – YouTubers and streamers have been finding novel ways to defeat enemies going back to the original Demon's Souls, usually by shooting them from a distance or by taking advantage of poor A.I. so they go tumbling off into the abyss. But it sounds like FromSoftware wants to weave this element of choice more firmly into the fabric of the game. What that will entail is unclear, but "freedom" comes up quite a bit when talking to Miyazaki. Here are the major gameplay details we learned along the way:

  • There will be no resurrection mechanic: Unlike in Sekiro, where you could come back to life in the right circumstance, you won't be able to able to resurrect in Elden Ring. However, it will have a "couple elements" designed to keep players moving forward.

  • There's less of an emphasis on the stamina bar in Elden Ring: Stamina bar management has historically been a big deal in games like Dark Souls. Running out of stamina at exactly the wrong moment is a leading cause of death in FromSoftware's action games, since it leaves you wide open for attacks. But while Elden Ring will retain the stamina bar, Miyazaki is planning to put less emphasis on it this time around. "Yes, the stamina bar exists in Elden Ring, but we feel it has less influence on the player overall," Miyazaki says. "We wanted to make it feel less restricting again and contribute to that level of freedom moreso than our previous titles."

  • Elden Ring's stealth will be relatively simple: Elden Ring will have relatively simple stealth mechanics, but it will have a variety of uses, Miyazaki says. It will be possible to crouch and sneak through long grass en route to a familiar backstab attack. "We wanted to create these opportunities for players to see what lies ahead of them and below them and around them and to assess how they're going to confront that or not as the case may be. So stealth, while again it's a simple implementation, it allows for a lot more of these possibilities," Miyazaki says.

Elden Ring Trailer Breakdown - With Help From Creator Hidetaka Miyazaki


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  • Elden Ring will have around 100 skills in total: Elden Ring will allow you to freely interchange skills between a large variety of weapons, Miyazaki says. FromSoftware's goal is rich, varied character creation that can be adjusted on the fly. "You're free to build your character with different weapons and equipment. You're free to learn magic as well," Miyazaki says. Some of these skills can be purchased from stores. "There are cases in which you can buy them [arts, magic, etc.] at stores or learn them from NPCs, but generally they are hidden throughout the game's world for the player to discover through exploration, rather than unlocking them through a skill tree as in previous titles."

  • You will be able to customize and craft items on the go: Miyazaki shed a bit more light on Elden Ring's customization during the interview. "You can customize and craft items on the go by using materials found in the world," he said. "There are also more resources to recover health on the way as you will be fighting for a longer time than before. The key word I think is retention and retaining sense of progression, so we wanted them to keep going, to keep that flow as they explore and they journey through the map."
  • Spirits will be a collectible element that can also help you in battle: Elden Ring will feature spirits that can be collected from defeated enemies and used as allies in battle. Miyazaki says there will be a "large variety of them," and they will be a "nice collectible hidden element" to encourage exploration. "They offer a lot of different strategic options, but also the player might find that they just like a certain enemy tagging along with them, a certain summon pleases them aesthetically," Miyazaki says. "So there's a lot of strategic and a lot of personal touch to these summons. And we hope that players will also enjoy discovering their own progression elements as well." It kind of sounds like... Pokemon?

Elden Ring Gameplay Trailer 4K Screenshots - Summer of Games


Miyazaki's insights are part of a greater wave of info about FromSoftware's anticipated action game, which was conceived in part with the assistance of Game of Thrones creator George R.R. Martin. As part of the interview, we also talked about the specific ways in which Martin helped build Elden Ring, and delved even further into how it will emphasize freedom.
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R e |3 e L
Jan 25, 2009
It looks like a reskinned Dark Souls with an open world setting!

Graphics look average because it is primarily a last-gen game.


Apr 16, 2009
Wow, this is totally breaking away from the tired old Souls formula 😄
It totally is learning from their best and most fluid game yet :ROFLMAO:

It creates games with a sense of value derived from overcoming hardships, and Elden Ring implements new ways to do this. One of these is by taking mechanics from its last game, Sekiro: Shadows Die Twice.

Like Sekiro's protagonist
, Wolf, the Tarnished is agile, capable of leaping into the air at a moment's notice. In terms of gameplay, this means that platforming is now more integral to the gameplay experience and, as such, Stormvale Castle is designed with verticality in mind.
One element that Elden Ring has seemingly lifted from Sekiro is stealth. Out in the open world, there may be times that you don't want to take on multiple enemies head on or all at once, so utilising stealth and crouching behind ruins or in the undergrowth will allow you to bypass enemies or maybe strike under the cover of darkness.
In Elden Ring, it transpires, enemy stances can be broken with heavy strikes such as jumping attacks - because yes, as with Sekiro Elden Ring does have a dedicated jump button.
Similar to how the Wolf of Sekiro: Shadows Die Twice moved through his world, Elden Ring players will be able to leap and bound without fear of fall damage through the environment.
Having a dedicated “Jump” button allows you to jump straight up in the air, much like Sekiro, allowing you to attack while doing so as well.
The other thing added was what are referred to as Stances. A good comparison to this would be “Posture” from Sekiro, allowing you an opening for a devastating attack if you break your opponent’s Stance.
Loving the mechanics being lifted from Sekiro. Bad news for Sekiro haters I guess 🤷‍♂️:ROFLMAO:
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Apr 12, 2007
Ctrl+F deflect / mikiri counter 🤣

Anyway, this is one of the few games on my PSN wishlist. Looking forward to it (y)

P.S. Poor 2022 PS excloosives. People buy a PlayStation console to play a handful of multiplats, and so did I 🤷‍♂️🤣

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