The Elden Ring Network Test Impressions is a series of articles written by the members of the Elden Ring for testing and getting feedback on our server. The community can expect to see a variety of posts from various testers, with detailed information about their experience during this test

Elden Ring Network Test Impressions: Guiding Grace is a video game that was released on the PlayStation 5. It features a world based on Norse mythology and culture. Read more in detail here: elden ring ps5.

Elden Ring looks to be the greatest of all the major Souls games. It takes the most popular concepts from Dark Souls 1 through 3 and applies them to a beautiful open environment.

Of course, this time Around, FromSoftware didn’t have to perform as much mythology work: George R.R. Martin is in charge of the great bulk of it. The adversary designs, difficult but precise gameplay, and world-class visual and audio direction, on the other hand, are all straight from Hidetaka Miyazaki’s playbook.

I spent approximately eight hours wandering over a tiny area of Elden Ring’s worldspace, The Lands Between, soaking in the scenery, slaying monsters, and learning what’s new and what isn’t. I also spent a lot of time watching Elden Ring’s co-op and PvP. Let’s have a look at what we can find out about it.

Prepare to Investigate (and Die)


The Elden Ring Network Test only allowed players to view a limited area of the global map, however we could see for quite a ways beyond the bounds. We met a few NPCs and tried out a few different systems.

Although there were nine monsters to battle, there was only one major tale boss. We also saw a piece of Stormveil Castle, one of the game’s Legacy Dungeons, which should seem recognizable to anybody who has played Dark Souls 1 and 3.

The size of everything in Elden Ring is different. Stormveil seems to be significantly larger than virtually any of the landscapes we’ve seen in prior games, with only Dark Souls 3’s Lothric Castle seeming to be comparable in scale, if not complexity. If Stormveil is as large and multi-layered as it seems from the gates, the Painted World of Ariamis would be the most similar parallel.


The Great Plateau in Breath of the Wild looks to be the closest in scope to the area leading up to the Castle, which is part of a region named Limgrave. However, Limgrave has a lot more to offer, none of which is pleasant. The first adversary you face is a golden-armored knight riding a similarly gilded horse, who is more than willing to flatten and/or bifurcate you at the first chance.

Put your worries about Elden Ring’s difficulties to rest for this and many more reasons. Enemies are aggressive, do a huge amount of damage, and attack in large numbers. Or, at the very least, with large swords. You can use magic to help with some of the early problems, but such resources are finite, and you’ll ultimately have to combat your opponents.

The love of surprise strikes, unfair combat, and overall pranks by FromSoftware hasn’t changed. One fight began as a typical hill attack with several archers, but rapidly became deadly when a giant with a sword in his breast leaped down to pancake anybody dumb enough to approach without care.


In Limgrave, you’ll witness identical giants hauling carts loaded with riches. Horse-riding mercenaries, as well as rank and file troops and unthinking zombies who pose no danger, fill the gaps.

Small dungeons may be found all across the globe, providing prizes if you can withstand the challenges within. There were a total of six of them in the short area we had to play in, each with its own final boss. The dungeon monsters were less challenging than the tale bosses, but they were always diverse, odd, and required various techniques to defeat.

The side dungeons were tiny, with a boss arena and a treasure chamber being the smallest. The biggest was a small ore mine with numerous levels and adversary kinds to contend with. The mine boss, strangely enough, was a Dark Souls 2 monster in every way but name. The very identical concept was unexpected, given that the second game in the Souls series is still the most contentious.

Some of Elden Ring’s greatest brilliance stems from his determination to improving on previous accomplishments. Tarnished may take the best effective concepts from every game in From’s catalog and apply them to Tarnished. It doesn’t matter whether it was Souls, -Borne, or Sekiro: if it worked, it’s in the Lands Between, along with a whole lot more.

The task has been completed.


Elden Ring’s laundry list of systems and features that have grown from past games might go on for miles, but here’s a quick rundown:

  • Ambushes and almost-unfair confrontations, as well as strange boss and monster designs, return in Demon’s Souls. Opaque systems have returned, as have certain mysterious mechanisms in the Network Test that no one can explain.
  • Dark Souls 1: Passive poise depends on your equipped armor, enabling you to take a single or double hit from some weapons. In the global design, there is also a recommitment to interconnectedness. Most weapon parry timings seem to be comparable, however there is some overlap with how Dark Souls 3 handles parries.
  • Dark Souls 2: Power standing weapons are back, and they’ve been much simplified: equip two of the same sort of weapon in both hands, and you’ll be able to use the left trigger to perform the whole power-stance moveset. Magic is once again highly potent, and it may be used in both PvE and PvP.
  • Weapon Arts are back in Dark Souls 3, however this time they may be swapped between weapons rather than being connected to them. The core graphical design, as well as flask allocation and weapon-tier matching, have returned.
  • Bloodborne: The most major feature of Bloodborne to Elden Ring is combat speed and fluidity, with rapid steps and various mobility choices accessible. We only saw a few weapons in the Test, so a Trick Weapon isn’t completely out of the question.
  • Sekiro: The player and foes also have a concealed Stance value that, if violated, exposes them to a critical assault. It’s not as guaranteed as in Sekiro, but it’s more noticeable than in previous Souls games. Then there’s the leaping, which isn’t as important as it was in Sekiro but opens up totally new level design possibilities for From.

Elden Ring isn’t only a best-of collection of From’s prior work. It is self-contained. There’s a lot to like about this newest game, from the equestrian travel to the battle flow.

So, how are the Elden Ring fights going?


You may easily mistake Elden Ring’s fighting for that of Dark Souls 3. There are clear inspirations, and the core can be found in the last Souls installment, but the inclusion of leaping completely twists the script. Because you may now access previously unreachable areas, the landscape is even more crucial in the moment-to-moment fight.

Elden Ring’s possible construction diversity seems considerably wider than in past games, though that will undoubtedly alter within a few weeks of the game’s official release. With magic back on the menu, I can’t fathom how many various configurations are truly viable. There are over 100 weapon arts, most of which are interchangeable.

All of these possibilities are considered in PvE, with high adversary density in both dungeons and the open world. Almost every adversary is aggressive, with occasionally surprising maneuvers and weird attack timings, as previously stated.

The damage output was also twice that of most people’s expectations, at least while they weren’t scaled up. Bosses up the ante on damage, easily two- or three-shotting fully equipped players. When you factor in their ability to chain three or four attacks together, you can and will perish quickly.


The dying aspect may be made a bit less painful by summoning teammates, and there are more methods than ever to do so. Summon signs are still a viable option, but there’s now a summoning pool that prospective helpers may join at any moment, and it looks for cheerful assistance no matter where they are in the globe.

Having co-op teammates is still one of the finest ways to add some levity to a Souls-struggle. like’s Enemies still struggle when there are more players present. Most adversaries can still be stun-locked into oblivion by you and your companions.

Being a summon has no health or any consequences: you carry everything with you. If you can’t or won’t summon, you may still summon NPC phantoms using reusable objects that cost different levels to cast. If you have to play offline and need some assistance with an encounter, these NPCs may help you out, and there’s absolutely no penalty for utilizing them.

Beyond the standard penalties, there are no extra punishments for invading. You’ll be outmanned, whether it’s due to summons or blues, or both. As a red phantom, you now have a handful of unique benefits.

First, there don’t seem to be any lengthy genuine combinations if you can keep your bouts one-on-one. After the first hit of any weapon’s moveset, you may roll away. The same is true for your targets, as a well-timed series of strikes by numerous individuals may bring you down.

The Phantom Bloody Finger, your second tool, will provide you some breathing space by teleporting you to another location near your target and their buddies. The cast duration is around one second, and the spell has a long period of invincibility once it is used. You’ll utilize it, as well as your local expertise, to remain one step ahead.

Backstabs, at least in the Network Test, were far more difficult to pull off consistently. The cone used to initiate the animation is significantly smaller than in prior games, and the action starts slowly, so you’ll need to stay right behind your opponent while also nailing the tight time.

There are a lot of little nuances I could go over, but these are the most important ones. I’m looking forward to seeing the entire release since I know we’ve only seen a glimpse of what Miyazaki and FromSoftware have in store for us. I’m immediately enamored with the environment they’ve created, and how it’s loaded with just enough to keep you interested without feeling crowded. Everything is lovely and spectacular, but there are also plenty of quiet moments to enjoy.

Elden Ring will be released on February 25, 2022, and I have no idea what I’ll do till then.

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