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Скачать или смотреть Why Fromsoftware's Level Design And Difficulty Work's Perfectly!

  • The Emerald Gecko
  • 2022-12-18
  • 857
Why Fromsoftware's Level Design And Difficulty Work's Perfectly!
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Описание к видео Why Fromsoftware's Level Design And Difficulty Work's Perfectly!

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Hello everyone today I've made this video to help you all understand Why Fromsoftware's Level Design And Difficulty Work's Perfectly! I'm so excited to talk to you all about the lore regarding the Zamor Knights, The Ancient Zamor Hero's, The Zamor ruins, Shabri , Hyetta, Irina, roundtable knight vyke,vyke the dragonspear, edgar and the madness around the curse of the world being shattered, this is mostly on Queen Marika the Eternal and her Demi-god offspring's, Ranni, Rykard, Radhn, Godwyn the goldern, Malenia and her scarlet rot and Miquella the unalloyed/ saint Trina, its also theorized that Melina is the gloam eyed queen an emperyan like Ranni, Miquella and Melania.
We also talk about the impact war has on the residents of the lands between.

If I am being completely honest Elden ring just keeps getting better, the ending to Elden ring is next level filled with Lore, from the lore surrounding Marika/Radagon to Melina and the Frenzied Flame to Blaid, Rennala, Ranni, Malenia Blade of Miquella, Miquella the unalloyed, Mohg lord of blood so on and so on plus the ending of Elden ring is just chefs kiss really wanna do a video on them so bad!


Elden Ring is an action role-playing game played in a third-person perspective with gameplay focusing on combat and exploration; it features elements similar to those found in other games developed by FromSoftware, such as the Souls series, Bloodborne, and Sekiro: Shadows Die Twice. Director Hidetaka Miyazaki explained that players start with a linear opening but eventually progress to freely explore the Lands Between, including its six main areas, as well as castles, fortresses, and catacombs scattered throughout the open world map. These main areas are interconnected through a central hub that players can access later in the game's progression—similar to Firelink Shrine from Dark Souls—and are explorable using the character's mount as the main mode of transport, although a fast travel system is an available option. Throughout the game, players encounter non-player characters (NPCs) and enemies alike, including the demigods who rule each main are


Combat in Elden Ring relies heavily on character-building elements found in previous Souls games and related intellectual properties, such as calculated and close-ranged melee-based combat with the use of skills, magic abilities, as well as blocking and dodging mechanics. Elden Ring introduces mounted combat and a stealth system, the latter being a core gameplay element from Sekiro; these features are expected to encourage players in strategizing their combat approach with each unique enemy they encounter. The game makes use of a player character stamina bar after being absent from Sekiro, although its overall influence over combat was reduced compared to previous FromSoftware games that utilized it. Unlike in Sekiro, resurrection mechanics after in-game death are not available; however, some elements were added to ensure players' progression within the game

Combat in Elden Ring relies heavily on character-building elements found in previous Souls games and related intellectual properties, such as calculated and close-ranged melee-based combat with the use of skills, magic abilities, as well as blocking and dodging mechanics. Elden Ring introduces mounted combat and a stealth system, the latter being a core gameplay element from Sekiro; these features are expected to encourage players in strategizing their combat approach with each unique enemy they encounter. The game makes use of a player character stamina bar after being absent from Sekiro, although its overall influence over combat was reduced compared to previous FromSoftware games that utilized it. Unlike in Sekiro, resurrection mechanics after in-game death are not available; however, some elements were added to ensure players' progression within the game

Timecodes

0:00 - intro.
0:18 - Main video start.



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