
THE CRITICALLY ACCLAIMED FANTASY ACTION RPG. Rise, Tarnished, and be guided by grace to brandish the power of the Elden Ring and become an Elden Lord in the Lands Between.
Most likely between $563.1M and $1.6B. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $59.99 | 93% | approximately $938.5M |
| PlayStation | $59.99 | 94% | #66 |
| Xbox | $59.99 | 90% | Top 100 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 3885 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
For some reason (i.e. shareholders) they continue to patch in pointless crap and dlcs. Leave it be.
Fantastic game. $5 DLC that could and should have been a free gift to the community? Go F**K yourselves. Enjoy the negative review.
Elden Ring is a game that offers a visual experience unlike any other. The open world, with its fantastic atmosphere, scenery, and unique locations, takes your breath away. While horseback combat featuring double jumps adds a special thrill to exploration. Magnificent, mesmerising music that makes you want to just stand there and listen. Character progression opens up a sea of possibilities, and the storyline - with its unexpected twists, charismatic bosses, and heartfelt NPC - leaves you with a pleasant sense of emptiness after the ending; you’ve experienced so much that your emotions are overwhelming. Stunning visual effects, especially during the boss battles. The boss designs, their attacks, and their backstories command genuine respect, while the intricate puzzles and secret paths make every discovery a joy. It’s especially gratifying that the world is alive and changes based on your actions. But it's not without downsides: - Ranni’s Tower is a nightmare in itself: the constant fear of lag, the need to use backups and hacks (I really hope they fix this); - Frequent player invasions: when a 100lvl player invades to 1lvl, it’s infuriating. There’s no way to disable it; - Boss attacks sometimes lag heavily; - NPC quests also suffer from lag and bugs; - Repetitive bosses: out of 120 battles, only about 10 are unique; - Over-grinding: if you loot everything in sight, the game becomes too easy by the middle; - You have to piece the story together bit by bit: item descriptions, little details in locations, but there’s so little information in cutscenes and dialogues that it’s easier to google it; - Without a mod, you can’t really play cooperatively; - There aren’t many endings, and the additional ones just change the color. The ending is a plot twist, but the conclusion itself feels very hollow. After such an epic journey and such intense emotions, that’s just it - the end. Yes, it makes you reflect, think things through, or dwell on your thoughts after the game. But this revolution for the sake of nothing - for me, it was very sad to end this way.
i wish i could sniff ranni's armpits
Een koptelefoon naar de tering gegooid door dit spel, voor de rest echt een prachtig spel!
熬过了不明不白的前8个小时就会有接下来的80个小时800个小时,引导哪有我破碎。被火喷,被小恶魔杀,被大树守卫杀,被巨熊杀,被野狗群殴,被小龙虾杀,被毒杀,被猩红腐败杀,被安娜塔西亚杀,被熔岩土龙杀,被黑夜骑兵杀,被腐败树灵杀,被结晶人杀,被大手怪杀,被王室幽魂杀......五十多个小时死了171次,一路走来全是老师。每到一个区域先探索,再攻略查漏补缺,然后反复被惊艳,怎么会有史东薇尔城这么巧妙的设计。接下来,小掉色人儿要努力成为艾尔登之王。
mükemmel dizayn edilmiş tamamen bağımlılık yapıcı bir oyun. oyuna başladıkdan sonra 1 ay başka birşey oynayamadım. onca saatin ardından bile dünyasında gezerken yeni detaylar, bosslar buluyorsunuz. haritada onlarca ikon veya soru işareti yok. merak duygunuz sizin pusulanız oluyor. uzakdan gördüğünüz biryere veya girişini bulduğunuz bir mağaraya girmek tamamen size kalmış ve emin olun ki orada sizi birşeyler bekliyor. oyundaki oynanış çeşitliliğine sonsuz demek yanlış olmaz. oyun size kendi oynanış tarzınızı yaratmanız için devasa bir özgürlük sunuyor. erkenden güçlü bir build yapmak için lütfen internete bakmayın. oyunda oynadığınız kısımdaki olmanız gereken leveldan düşük ya da yüksek bir levelda olmak oyun zevkinizi fazlasıyla etkiler. belli bir saldırıdan inanılmaz fazla hasar alıyorsanız daha fazla zorlamadan oradan uzaklaşın ve sonradan tekrar deneyin. eğer oyunu bayıla bayıla oynadıysanız dlcyi kesinlikle alın ve oynayın.
tarnished edition has too little for too much, should be free.
Looks like FromSoftware is now more interested in increasing shareholder returns than releasing high quality content. Very disappointing.
The open world just destroys the flow of the game. It doesn't feel like exploring, but more like working a 9-to-5 just to reach the next legacy dungeon and finally get another taste of actual level design. More than half of the game is made up of useless horizontal planes with different textures or, when the game feels generous, those same planes decorated with good-looking solid objects planted into the ground. The game can often be visually impressive, but that alone contributes very little to the actual enjoyment of the exploration itself. And the legacy dungeons aren't that much better, to be honest. Excluding Farum Azula, I don't feel like any of them really tries to propose a distinctive or interesting way of exploring in the way almost every area of Dark Souls did. Stormveil is basically a castle, Raya Lucaria is a castle with mages, Volcano Manor is a castle with lava, Leyndell spends most of its time feeling like a traditional dungeon crawler, and the Haligtree is okay but ultimately forgettable. This doesn't mean the game looks bad. Quite the opposite: very often it looks fantastic. But visuals are only part of the job in a medium built around interaction. It's crazy to me that, despite being the first entry with a dedicated jump button, this somehow feels like the Souls game where exploration is least enjoyable. The reward structure makes things even worse. The game fills the world with useless items in an attempt to create the illusion that wandering around is worthwhile. Half the time you go out of your way to reach some distant corner of the map only to find a crafting material or recipe whose function you'll forget five seconds after picking it up. And then there are the catacombs and mines. I hope you really like those assets, because you're going to see them a lot. They feel almost procedurally assembled: repetitive, unimaginative, full of dead space and absurdly unrewarding considering how much of a slog many of them are. The entire map could have been one quarter of its current size. If that smaller space had been properly filled and given more attention, I'd probably be the happiest Souls player alive. But thank God there are the incredibly rewarding boss fights. Yes, I absolutely love being input-read into an AoE, roll-catching, delayed one-shot attack during a seven-hit tracking true combo. At some point you genuinely start wondering whether having somebody punch you while you're playing would improve the experience, if only because the physical pain might distract you from the spiritual hassle of fighting yet another random boss. And that's assuming the boss isn't recycled. Be prepared to fight the same ♥♥♥♥♥♥♥ thing over and over again, or, even better, a normal enemy arbitrarily promoted to boss status for the occasion. It's lazy design taken to an absurd level. There isn't a single boss in the entire game that I genuinely look forward to fighting again. Maybe Malenia and Morgott. Regular enemies aren't much better, although their biggest problem is less the movesets themselves and more the absurd damage numbers. After a certain point, even with a full tank build, almost everything can practically two-shot you. That doesn't mean their movesets aren't filled with ♥♥♥♥♥♥♥♥, because they absolutely are, but the damage is so aggressively overtuned in an attempt to inflate difficulty that every other problem almost becomes secondary. That constant feeling of unfairness, combined with some of the least rewarding exploration I've experienced in this kind of game, pushes the frustration to another level. What keeps Elden Ring afloat is its build diversity and lore. In combat, you can use almost anything and create an enormous variety of viable builds, while the world and its mythology are genuinely compelling. The problem is that the experience surrounding those strengths is often so exhausting that eventually you stop caring about what is in front of you, because everything starts feeling like another chore. Worst entry in the series, and overall an average to below-average game. If I also judge it against the minimum level of progress one should reasonably expect from a later installment in an established series, I have to mention how unacceptable the state of the AI is. Enemies are frequently just braindead. The environmental storytelling has also become strangely self-celebratory. It was one of the defining strengths of the earlier games, but an open world should have been the opportunity to expand that formula and communicate the setting in more organic ways: through cities, settlements, populated spaces, or basically anything that made the world feel more alive. Instead, despite having exponentially more space to work with, the game often falls back on the exact same formula: empty ruins, cryptic environmental details and item descriptions carrying most of the narrative burden. At that point it stops feeling elegant and starts feeling lazy. Bad.