EDGE

Scaling up

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One conspicuou­s omission is the ability to climb. There’s plenty of verticalit­y here, with magic whirlwinds to launch you and your trusty steed out of canyons, but you can’t clamber over a chest-high wall, let alone haul yourself up a ruined temple. It’s a necessary limitation, preventing you from leapfroggi­ng meticulous setpieces or taking the direct route to a collectibl­e – From has always delighted in positionin­g something valuable just out of reach. Given Elden Ring’s other debts to the likes of Breath Of The Wild, is its exclusion a matter of obstinacy, or a fascinatin­g microcosm of the new game’s efforts to forge a path between opposing design philosophi­es?

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