Summary of Elden Ring merece ser más [Análisis] - Post Script

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The video discusses the various features of the Elden Ring video game, including the use of areas of grace which refill health and magic, the use of seeds to refill health and magic, and the presence of powerful enemies throughout the game. The video also discusses the design of the game's protagonist, who is guided by a design system that shows the distance and proximity between the player and various obstacles.

  • 00:00:00 This video is sponsored by North. The first voice in Dark Souls is the gothic style. Culona teaches how to play Dark Souls here, enemies are slow and predictable, but have high health. The first voice in Elden Ring is Martin. His timing is treacherous and his attacks are teledirigid. He leaves after teaching just a few techniques. The game most anticipated in 2016 is Elden Ring, but after playing other games, it is clear that bread of the wild 2 is not what people expected. However, there are reasons for such anticipation, followed by a game that was very well-received but had its own formula. While the Elden Ring is selling well, Miyazaki stated in an interview that this game is the evolution of Souls games. There is some innovation in both directions, as the developer of From Software's game, George R. Martin, also created the manual for a role-playing game. Camilla is here to talk about George R. Martin's work, and it is similar to that of a game's designer. He enters the story and makes it his own, taking place in the middle lands, blessed by the Aureole Tree. A while ago, the Queen
  • 00:05:00 The video discusses the various features and gameplay of the Elden Ring game, including the use of areas of grace which refill health and magic, the use of seeds to refill health and magic, and the presence of powerful enemies throughout the game. The video also discusses the design of the game's protagonist, who is guided by a design system that shows the distance and proximity between the player and various obstacles.
  • 00:10:00 The video discusses the Elden Ring, a game that deserves more attention. The Bosques y las Copas de los árboles tapan el Sol, which leads to soldiers mounting guard with lit torches. The world seems to function without the protagonist, and more than once, you find yourself in scenes that add variety to the world and make you feel that things beyond your control are happening. These scenes are not enemies placed at random, but rather immersed you in these places, with an expansive atmosphere and when entering a cave, you see nothing, which reminds you of the gameplay of Dark Souls 2's Presentation, where zones were so dark you needed a torch to see enemies. There are 8 areas, but at last, we have arrived to these places where I do not dare venture myself, unless I have a light source, but not only is that the sensation of riding a horse, the wind is moving the trees and you go where you will find something interesting at every horizon, full of fascinating places that catch your eye. The horizon marks the aforementioned first voice, which protects the entrance of the Castle of the Terrible and basically is there to tell you that you should try somewhere else and, once you reach a level where curiosity comes naturally, the game
  • 00:15:00 The video discusses the differences between Elden Ring and other video games. Elden Ring is designed to be more atmospheric and overwhelm the player with content. The game is also well-made, but causes this feeling of not exploring the game's content fully. The design philosophy is not suited for all games, and requires a slower gameplay that the reviewer is not capable of giving to all video games. The game's dark souls-like design is once again effective in creating a dark and dense world. The player's exploration is aided by the game's markers, which allows the player to explore hidden areas connected by elevators that are blocked by doors. The Then Ring allows for both linear and free-form gameplay, with areas like the children's areas being designed to be both. The game's world starts to lose its appeal after the player accumulates too many items and the game's bosses become too predictable. The difference between this and a game from Ubisoft lies in the fact that all the game's bases are very similar, making it easy to navigate. The player can find chests with eyes, complete a temple, and increase their health and resistance in Hollow Night. However, all of this is viable because each item the player acquires introduces a different approach to the game.
  • 00:20:00 The video discusses the Elden Ring video game, which it argues deserves more recognition. The game's various elements, including its narrative and archaeological elements, give it an aura of mystery that encourages curiosity. Players are left to explore the game's world on their own, while Ubisoft eagerly awaits players' feedback. However, the game's lack of faccions and lack of true world dynamics leaves it feeling stagnant to some. One criticism of the game is that it panders to mainstream gamers and provides little value for its subscription fee. However, other critics feel that the game is a well-done adaptation of a popular book series.
  • 00:25:00 The video discusses the design of Elden Ring, which some players criticize for its "minimalist" interface. It goes on to say that, because the game requires someone to guide the player, it is essentially a "game of micromanagement", and that the player cannot progress without engaging in these tasks. It then discusses how, in other open-world games, the player's progress is often limited by the game's map.
  • 00:30:00 The video discusses the potential combat features in Elden Ring and discusses some of the limitations of the game. It also mentions the player's character's mentality and how it relates to the game's open world. It concludes by stating that Shadow of the Colossus was one of the inspirations for Elden Ring.
  • 00:35:00 The video discusses the Colossus in the video game "Elden Ring," which is praised for its story, world, and lack of need for additional content. It also discusses the 16 enemies and their different appearances in different places, the game's slow moments that are reminiscent of the journey, and how the world can be beautiful even with silence. The video concludes with a melancholic but ultimately positive message that the game's length is a testament to its quality, and that we can dream even further with video games that are "breathless and free." The names of those who maintain the channel are listed, as well as a few of their contributions to the game.

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