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00:00:00 – 00:08:36
The video focuses on a recent interview with game director Miyazaki regarding the upcoming "Shadow of the Erdtree" DLC for "Elden Ring." A new level-up system has been introduced, drawing inspiration from the attack power mechanics in "Sekiro: Shadows Die Twice." This system allows players to independently level up their attack power within the DLC field, addressing a common issue in From Software's DLCs where players often start with fully upgraded builds, limiting the sense of progression. The new mechanics aim to maintain the challenge and explorative experience by allowing high-level players to experience a fresh sense of growth as they take on difficult bosses. Additionally, the DLC-exclusive system adjusts enemy resistances and attack power dynamics to balance damage outputs, ensuring that players with advanced builds can still feel challenged without disrupting the main game's balance. Overall, this approach significantly enhances the progression experience for high-level players in the DLC.
00:00:00
In this part of the video, Rasar discusses a recent interview with Miyazaki about the “Shadow of the Erdtree” DLC. Miyazaki mentioned the introduction of a new level-up system within the DLC, which reminded Rasar of the offensive power mechanics in “Sekiro: Shadows Die Twice.” The new elements will allow players to level up their attack power in the DLC field independently from conventional levels. This system addresses a common issue in From Software DLCs, where players often start with fully upgraded builds, limiting the sense of progression. The goal is to enable players to tackle difficult bosses and areas with a new progression system, maintaining the challenge and experience that comes from exploring, leveling up, and returning stronger.
00:03:00
In this part of the video, the discussion revolves around the gameplay mechanics of “Elden Ring” and “Sekiro: Shadows Die Twice.” The speaker explains how “Elden Ring” allows players to divert from difficult challenges, explore other areas to become stronger, and return later to overcome those challenges. This open-world concept contrasts with DLCs, where players are typically at peak strength. The focus then shifts to “Sekiro,” where attack power does not increase with traditional leveling but through defeating specific bosses that provide memories, which permanently boost attack power. The speaker highlights a mechanic discussed by Miyazaki in an interview, which aims to give high-level players the same progression experience by letting them explore and strengthen before facing tough bosses again. Finally, the segment addresses the notion of experiencing challenges by choosing not to increase attack power, thus taking on threats at a lower level.
00:06:00
In this segment, the speaker discusses a new system in an upcoming DLC that adjusts enemy resistances and attack power dynamics. This system aims to equalize damage outputs, enabling high-level builds to experience progression and avoiding overly easy gameplay for advanced players. The system is DLC-exclusive to prevent disruption in the main game balance. The speaker believes this is a significant improvement over previous DLCs, which did not address the issue of progression for high-level players effectively. This new approach allows players to feel challenged again without affecting the base game’s balance.