Concrete details surrounding From Software’s upcomingElden Ringremain thin on the ground, but what has been revealed so far has been huge cause for excitement. Hidetaka Miyazaki, acclaimed Director of every game in the growing Soulsborne library besidesDark Souls 2, is at the helm once again forElden Ring.

The game will be a more expansive affair than previous entries in the series, famed for its challenge and dense but obtuse approach to world-building, and George R.R. Martin’s involvement appears to be a match made in heaven. In addition, Miyazaki has promised thatElden Ringis a “natural evolution” of theSoulsseries, so the scope of its world design and the mechanics of its combat can be expected to build on what came before.

Dark Souls 2 Bosses Feature Header Image

RELATED:Elden Ring Has Big Shoes to Fill

Looking back atFrom Software’s history, there are plenty of narrative and gameplay qualities that would be brilliant to see replicated and iterated upon inElden Ring.

Storytelling: Mystery is One of the Dark Souls' Greatest Strengths

Martin’scomplex and watertight fantasyworld-building is a great fit for Miyazaki’s love for immersive and compelling settings, from the fallen kingdoms of theSoulsgames to the Lovecraftian nightmare ofBloodborne. Where the two great minds differ most is the mode of storytelling: Miyazaki imparts narrative through environment, flavor text, and snippets of detail from a greater, daunting whole; Martin’s world-building is largely reliant on descriptive passages that organically develop characters, their conflicts, and the world they live in.

While a lore-heavy approach akin toDragon Agecould be ill-suited to aSouls-like, Miyazaki has said that the team is using Martin’s lore in a similar way that a tabletop RPG player would refer to a dungeon master’s handbook. From this, it seems clear that he is committed to retaining the mystery of previous entries in theSoulsstyle, and it would be a shame forElden Ringto miss out on this quality. Exploring Boletaria, Lordran, andYharnam is often its own reward, with players drawn in by the allure of arcane knowledge that’s always felt beneath the surface but only seen in tiny fragments that must be pieced together. Marrying this incidental research with Martin’s genius is sure to be a winner.

steam awards 2019 winners

Combat: Battle In Your Own Way

BloodborneandSekirodiverged most notablyfrom the steadier, shields-up gameplay established inDemon’s SoulsandDark Souls, and they found exciting new ways to test the player’s mettle in grueling combat situations. WhereBloodbornedid away with defensive gameplay in favor of encouraged aggression and multi-function weaponry, andSekirointroduced balance and stance-based mechanics that broke away from the tradition of chipping away at boss’s health bars,Elden Ringcould offer players a choice between these styles. A blend of defensive, offensive, and skill-based combat mechanics would be more complex than the relatively straightforward combat options ofSoulsgames past, but this would certainly feel like the kind of evolution of the formula that Miyazaki has promised.

Bosses and Exploration: Take the Long Way Round

Anyone familiar with Soulsborne games will know the frustration of a roadblock, that one boss that takes a little too much pleasure in kicking the player back to a bonfire. Perseverance and practice are par for the course, but sometimes having the option to turn away, cool off with something else, and come back later can be beneficial to the experience.Demon’sSoulsandBloodborne, in particular, often have clear alternative challenges to face when the likes of Old King Allant and Vicar Amelia have worn the player’s patience a little too thin. Often, the inspiration needed to find the right strategy for a tough boss can come from checking outother parts of the world, and that in itself is a sign of complete game design that rewards the player’s dedication to finding a way through.

RELATED:Rumor: Elden Ring Leak Details Kingdoms, Classes, and More

Bloodborne

That being said, not every path has to lead somewhere. The world ofElden Ringis promised to be considerably largerthan previous ‘Soulsborne’ games, potentially even with horseback riding and expansive dungeons set to feature, so it is likely that nooks, crannies, and eerie pathways will all be vying for the player’s attention.Bloodbornein particular does a great job of distracting players from the most direct course of progress, such as with the optional challenges of Old Yharnam, only to reward those players with something new to try out. Defeating the Blood-Starved Beast, for example, allows players to take on the optional chalice dungeons which often bring out some ofBloodborne’s finest moments. This kind of tangential and optional discovery rarely feels like wasted time, and hopefullyElden Ringwill benefit from similar ways of rewarding its most intrepid players.

Hubs Tie Everything Together

TheSoulsgames often have a (reasonably) safe space for players to take a breather, and it will be interesting to see howElden Ringincorporates this mechanic in alarger “open-field” settingthat is rumored to have multiple Kingdoms to conquer. Whether it’s detached from the main game world as it is inDemon’s SoulsandBloodborne, or integrated into it likeDark Souls' Firelink Shrine, respite amidst Miyazaki’s oppressive and testing worlds is an essential component to the experience.

Having somewhere to take stock, safely tinker with builds, and reap the rewards of a long stretch of battling through the games' challenges has so often been a key part of anySoulsgame session. After all, even the smallest comforts in such unforgiving places can take on huge significance when players need a moment to steel themselves for the next round. Or perhapsElden Ringwill find altogether new ways of delivering Miyazaki’s iconic vision - it certainly seems like his most ambitious effort yet.

dark souls fromsoftware

Elden Ringis currently in development for PC, PlayStation 4, and Xbox One.

Dark Souls