Elden Ring: Shadow of the Erdtree will make you feel the original “sense of discovery” again according to the director
According to Hidetaka Miyazaki, FromSoftware’s main aim with Elden Ring: Shadow of the Erdtree was to make players experience the original “sense of discovery” again, with newness.
On the occasion of the recent tests on Elden Ring: Shadow of the Erdtree , director Hidetaka Miyazaki was interviewed by PC Gamer and had his say on the recovery of some characteristic elements of the original game within the expansion, such as the return to the ” sense of discovery” that characterized the experience of the main title.
Also given the enormous size of this expansion, which as reported even in our recent test of just three hours of the game has already shown a huge amount of content, we have no doubt that the new parts of the explorable world can recall that sense of adventure without borders experienced initially.
Considering that Shadow of the Erdtree contains 10 new major bosses, over 100 weapons and other new elements , it is easy to understand how it has dimensions very similar to those of a real complete game.
Pay attention to the density of elements
“At the beginning there were many possibilities, but one of the things that was determined very early was the size,” Miyazaki reported in the interview.
Elden Ring: Shadow of the Erdtree will make you feel the original “sense of discovery” again according to the director
“We were looking for a particular sense of scale for this map, because we wanted a player experience that matched that of the base game. We wanted them to feel that sense of discovery, wonder and exploration again . We needed a map that maintained and strengthen this aspect.”
This could clearly only be achieved easily through considerable extension, as well as by varying settings and styles in order to also create slightly different atmospheres. But not being able to use dimensions comparable to the original, the developers chose the path of variation and density of elements.
“Obviously it wasn’t going to be exactly the same, but smaller, and so we wanted to approach it with a sense of granularity, which is the word we’re using. The density of the map, the ratio of traditional dungeons to open areas, and the way in which they are intertwined”, this is an aspect that FromSoftware has focused on in this DLC.