“The world is a fine place and worth fighting for and I hate very much to leave it.”
–Ernest Hemingway, For Whom the Bell Tolls

I’m not the biggest fan of open world games. That’s not meant to be the blanket statement it sounds like. There are games in the genre like Insomniac’s Spider-Man and The Witcher 3 I do enjoy quite a bit, but open word games are hardly my favorite type of game overall. I usually find myself overwhelmed with the size of the world and get burnt out by the length of the games. So when I heard FromSoft’s new game Elden Ring was basically going to be Dark Souls but open world, I was a little concerned. I had faith in the company and director Miyazaki to deliver a great game, but how would they adapt the brutal combat and intricate level design of their Souls games into an open world? In short, they succeeded expertly.
I will state upfront that I have not finished Elden Ring at the time of writing. I’m about 60 hours in, have two Great Runes, and have uncovered about half of the map to my best estimate. But even though I have not beaten the game, I have gathered a good sense of the world that FromSoft wanted to create with the Lands Between. You get a taste of what’s to come from the moment you leave the tutorial cave and see the world spread out before you, the wide open fields,the crumbling ruins, the giant Erdtree shining golden in the distance. It has the trademark rotting splendor of the other Souls game but stretched to a size far bigger than any previous game. But that first glimpse of the Lands Between is like looking at the entrance of a cave. You can see it there, possibly even see a ways in, but you can fathom how deep it goes until you explore further in.

It cannot be understated how large the world of Elden Ring is. The opening areas of Limgrave and the Weeping Peninsula to the south are very large in of themselves. Walking across them takes forever if you are not one for fast traveling, but luckily the game gives you Torrent, a horse/yak hybrid creature, for faster travel. You start out a map that is covered in clouds. Traveling into new areas and finding map fragments will fill areas in with more detail. But even spreading hours in these areas collecting maps doesn’t give you a good sense of the full scale of the world. New to Elden Ring are entrapment chests. If you open certain chests in the game and are enveloped by the smoke that spews from it, you will be transported to another area on the map. At least twice, I have opened my map in the game to see where I was only to discover it’s size had doubled, as if your Tarnished never thought to unfold it completely before. But like an ultra greatsword, size isn’t everything if you do not know how to wield it. So what does Elden Ring do with its massive map? Turns out, a lot.
We’ve all heard the phrase “wide as an ocean, deep as a puddle” referring to game worlds that are massive in scale, but with little to do with them. Oftentimes, games like a Ubisoft open world will just have the same types of missions copy and pasted around the map. ER is a different beast. Sure, you will often see the same types of broken ruins around the map and more than once you will fight repeated bosses, but with a game world this large and an estimated 100+ unique bosses, some reused assets are to be expected. What excites me about the Lands Between is the sheer density in which content is packed. There are things to do and find everywhere. Besides groups of the enemies to fight, there are caves and catacombs to spelunk, castles and ruins to explore, and a load of bosses to fight. Every named ruin in the world has a staircase somewhere in it leading to useful items, chest, or NPC to talk to and every stagecoach you find will have a treasure chest to loot to grab. However, the biggest reward you will often get after clearing out a dungeon is another boss fight and seeing how these are the bread and butter of FromSoft, it’s a fitting reward.
A lot of these bosses will grind you into ash when you encounter them, so it’s smart to leave them be for a while, whether it be until you level up, get better gear, or just feel like fighting them again. In these times, you will want to remember where they are at. Elden Ring only saves icons for places you discover, not merchants* nor bosses nor stone imps that require a Stone Sword Key to unlock a fog wall. Instead, Elden Ring takes cues from Breath of the Wild and makes the players mark notable places in the world by placing their own markers on the map. It’s a small addition, and one that might irritate other players, but it’s one I love thanks to the sense of agency, discovery, and interactivity. The worst thing an open world game can do for me to lose interest is provide markers and icons for everything on the map. What’s the point and exploring if I know what I will find beforehand? By restricting the information the map shows the player until they discover it and making them mark the map themselves, Elden Ring stays surprising and rewarding to explore well past other games in the genre.

But a larger world needs something to fill it. With the massive world of the Land Between, there can be a lot of bosses to fight and things to explore, but still have a lot of down time while traveling between them. Here is where FromSoft falls victim to rather standard open world trap: they added crafting. I understand why crafting has been so prevalent in the genre in recent years: a bigger world has more walking to do in it, so why not give the player things to collect constantly while traveling? Crafting is a mechanic that can be done well or poorly depending on the game. Well I wouldn’t say it is handled poorly in Elden Ring, it does come off feeling token and unnecessary. It’s useful to be able to craft things like poison heals and different greases (the game’s version of resins), most of the craftable items are different arrows and things that give you negligible buffs to things like robustness and magic deference. It’s not something I find egregious since you can ignore the materials in a world and not collect them, but it is disappointing when you survive a classic FromSoft item trap–where you grab an item and a bunch of enemies jump to attack you–only to find you fought for your life for a mushroom or something.
I was worried that Elden Ring being open world would lose the FromSoft intricate level design the company has been known for with the Souls game–with shorts opening up to bonfires, pathways leading to previous sections of the maps, and many nooks and crannies hidden in areas. Luckily, this type of level design does return in many castles and dungeons of the game, but like everything else, it’s just on a more expanded scale. Stormveil castle was an absolute delight to explore with its blend of shortcuts, multiple paths to explore, and Anor Londo style progression of walking along roofs and buttresses. It’s always amazing to me when I see a small ledge in a wall and edge along it only to find that FromSoft has put an item or area at the end to explore. Something that would just be part of the building model or without a hitbox to crawl on in any other game is a viable path in a Souls game. Of course, to get to Stormveil, you have to fight through Margit first, and that is no easy feat.
After leaving the tutorial cave, the Guidances of Grace point the player toward Stormveil castle and right into Margit’s lap. Margit watches over the gate entering Stormveil castle and he acts as the game’s first skill check. So the game purposefully leads players into a fight that it knows they are woefully unprepared for, and that is actually a great and very FromSoft bit of design. Basically, the game is showing the player that it is not always best to grit your teeth and run your head in the wall that is the current boss fight you have found. It is not one of the more linear Souls games. This is Elden Ring, a game with a huge open world to explore. So go explore. You will get more gear to use, level up a bit if you manage to keep hold of your Runes, and naturally get better at the game through experience.
I am so happy to see Elden Ring doing so well both critically and financially. As a huge fan of FromSoft, I’m glad they made a hit and will be able to make games for the next foreseeable future. But beyond that, I’m happy that the game is clicking with so many players. Between Elden Ring and Breath of the Wild, I hope the industry takes notice of how their open worlds are designed–being deeply explorative and letting the player discover things on their own without automatically plastering markers on the map, giving them a ton of things to find and do. Much like how Dark Souls created a seachange for games because it was unique and fresh, I truly hope that Elden Ring does the same for the homogenized open world genre.
*This was updated in a patch while writing and now the map does show the locations of merchants.





















