thanks for watching our video, loved your reaction! I was the capture artist / editor for this video and I hope you react to the other videos in the PTC series!. The age of stars is my personal fav
I feel like I'm on the exact opposite spectrum of your opinion on how the lore and story is delivered. I wish every single game i played told me nothing and forced me to investigate in order to learn whats going on.
@@claus_al_aerth maybe I wouldn't say "It wasn't coveyed in a good way" just "I didn't like the way it was conveyed". I like the Item descriptions but NPC quests could've been made more easy to follow
Idk, i think it's a mix of the two. A good story should make you WANT to dive deeper and learn more, and a good game will provide details for those interested. But there has to be a compelling and well-presented hook to get people invested into that in the first place, and imo FromSoft doesn't do that nearly well enough. The details are there, and the lore is interesting, but it's a 100+ hour game and i just don't have the time to dive through every minute thing. And yeah don't get me started on NPC quests, that shit's ridiculous to try to follow
To depend on any other source than the game to understand the story is everything else than good storytelling. It's a great story but to put it together by item descriptions is annoying af.
17:42 this, is the start of a cut quest line for Kale, it would have had Kale find out what happened to his people cause he doesn't really know about what happened under the capital
If Vaati made you like more ER, do yourself a favour and watch Tarnished Archaeologist. He analyses architecture and items in a way no other ER creators do. Usually he traces things to real world artifacts, history and architecture
This is just my theory but I think the story telling was like this is because its a game first and foremost. Most people will just want to go in, kill stuff and finish the game. For those that wants to dive deeper, then the option is there for people to explore lore and deeper story. The casual players won't be locked in a linear quest that they might barely appreciate. I think it was done with option in which nobody is forced to be locked into.
I just wish it was clearer where the NPC's are. like if they told you "I'll be heading to Raya Lucaria" etc. or just mark it on the map. I love how obscure the lore in Elden ring is, but you can hardly do any questline without looking up a guide. even if you see a NPC you don't have to talk to them after all so there wouldn't be a downside for anyone
@@revengance4149 I would not want that. To me fromsofts games are always like that, using your brains and finding everything, connecting them. Everything in the world has a purpose, the items have a purpose, characters represent ideas. That is the world I love from DS, to Bloodborne, to Sekiro and finally Elden Ring. Every other story gives you things in the face, I just want miyazaki to always do this. The story gets more intimate that way.
@@SownJevan Im not talking about things like lore or the locations of items or even certain areas, Im talking about being able to naturally progress a questline without looking it up online. the progression often feels confusing. Sometimes you don't know where they went, other times fighting a boss too early will lock you out of that questline. To demonstrate the point of obscure things I love in these games you can look at the great hollow and by extension ash lake or archdragon peak or a similar example in the ER dlc (minor spoiler but it's kept vague without names) where you need to find a gesture then perform it in front of an altar and then your let through or another where you need to climb down a hidden ladder and then still break an illusiary wall. both of these unlock entire areas point is that where it feels rewarding and cool I like it but where it's confusing like with the questlines I don't. It's also not about vague dialogue that's the same as with item descriptions or enviromental storytelling where you need to piece everything together and that's what makes the story and lore in these games fun. even if the locations aren't obvious it should still be able to be infered with enough logical thinking rather then looking around everywhere for 3 hours or using a guide
"As for his flesh.........he gave it to me.......Shabriri" That right there made me immediately convene with The Three Fingers. Such a creepy concept. The idea Shabriri is chaos incarnate and like he said, he cannot die. He keeps existing by taking over dead bodies. Shabriri IRL is a demon in Jewish demonology that is related to a parasite that causes river blindess and is related to eye ball diseases. Apparently the whole idea of Hyetta seeing feint flickers of light is also rooted in fact. Those suffering from river blindess are prone to hallucinations ranging from flashes of light to full on silhouettes and scenary.
@@prometheanrebel3838 oh I bet. In some bad cases you can actually see a little parasitic worm sitting their eyeball. It's pretty brutal and all because of a lack of clean drinking water.
41:27 if anyone wounder what's with the ring here. It's torrent. You burn the world and everything in it so torrent and everyone you hold dear or helped you.
I really liked this video! And I respect your thoughts on the lore. It definitely is a lot that is spread to the winds. He has indeed done a video for each ending!
21:09 yeah it's similar to genshin impact's lore, the story that's on going is explained as the events unfold but everything else is hidden in artificial/weapon descriptions and in out of game manga. All of mihoyo's games follow this design choice, you don't learn of the character's in game, so if one dies you haven't spent much time with the character to actually care about said character, unless you go and read the descriptions and read the manga, for days to know why a minor character dying after 30 minutes of game length is so important to still refrence the character years after they died.
All of his Try Not to Cry Elden Ring videos are great. I suppose people tend to resonate with whatever ending they chose. That might be why I loved his Age of the Duskborn video so much.
Hhmm. I ws never stressed while exploring in Elden Ring. Then again I'm a veteran of these games and have long learned that sometimes you are just going to get your ass kicked and that's ok. You eventually learn to shrug and try again. Dying is ultimately meaningless in Souls games. It's quitting that's the actual defeat. That's even baked into the lore.
Elden Ring is like Overlord. It has so many cool lores but the way it way written is like the lores are an afterthought because of how little they are shown/explained.
Sadly, Kalé never goes beyond the church where you find him in the final release of the game, everything shown here though, is a full cut questline discovered and put back together as much as it could be by dataminers, the whole of which can be found on SekiroDubi's channel
There is a way out with the Frenzied Flame, but you basically need to take the unalloyed gold needle from the rot lady's side quest to a certain boss arena (the boss doesn't even need to be dead for it to work). However, Melina still won't forgive you.
If you want to piece the puzzle together. you can do so yourself. I get you don't want to feel lost somewhere in the middle of it. The youtubers that do the puzzling does too. that's why they take notes of everything. is it really putting the pieces together if you have every information given to you?
The way you find stories in these games DOES reflect the design of the games themselves throughout the series, where each player creates their own pieces of the gameplay by their own style, so too are the pieces of the in-game stories found to a different degree by everyone, making each game and each story unique to each player, and the ones who gathered enough similar information can accumulate their knowledge from individual legends to collected lore.
The problem is that we are not familiar with this type of story telling. So it is frustrating when we play the first time. Plus there is no question that questlines are designed such that we will need other people's help.
@@majestictaleb Nothing that has given anyone else problems, the Kale questline music was even made in collaboration for this video so it's definately not copyrighted.
you need to do millicents quest to revert the flame of frenzy. after that you have to kill Malenia and Placidusax aka probably the two strongest optional bosses in the game. at least Malenia don't quote me on Placidusax
I kinda love that they turned the bad ending into you becoming fucking Sauron. Like you see the madness tower and all the eye-based artifacts at first and think it's just a neat reference... but no.
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thanks for watching our video, loved your reaction! I was the capture artist / editor for this video and I hope you react to the other videos in the PTC series!. The age of stars is my personal fav
It's a shame that the Traveling Merchants questline was cut
I feel like I'm on the exact opposite spectrum of your opinion on how the lore and story is delivered. I wish every single game i played told me nothing and forced me to investigate in order to learn whats going on.
Guy likes linear, I don't agree either but I can understand his opinion on the matter.
@@claus_al_aerth maybe I wouldn't say "It wasn't coveyed in a good way" just "I didn't like the way it was conveyed". I like the Item descriptions but NPC quests could've been made more easy to follow
Idk, i think it's a mix of the two. A good story should make you WANT to dive deeper and learn more, and a good game will provide details for those interested. But there has to be a compelling and well-presented hook to get people invested into that in the first place, and imo FromSoft doesn't do that nearly well enough. The details are there, and the lore is interesting, but it's a 100+ hour game and i just don't have the time to dive through every minute thing.
And yeah don't get me started on NPC quests, that shit's ridiculous to try to follow
To depend on any other source than the game to understand the story is everything else than good storytelling. It's a great story but to put it together by item descriptions is annoying af.
17:42 this, is the start of a cut quest line for Kale, it would have had Kale find out what happened to his people cause he doesn't really know about what happened under the capital
If Vaati made you like more ER, do yourself a favour and watch Tarnished Archaeologist. He analyses architecture and items in a way no other ER creators do. Usually he traces things to real world artifacts, history and architecture
Seconded. Also Centered Tarnished and Crunchy and the theorist who made the "Marika Horcrux" theory.
He really made me appreciate the world designers and artists a ton more. There's so much untapped information in the historical strata and geography.
This is just my theory but I think the story telling was like this is because its a game first and foremost. Most people will just want to go in, kill stuff and finish the game. For those that wants to dive deeper, then the option is there for people to explore lore and deeper story. The casual players won't be locked in a linear quest that they might barely appreciate. I think it was done with option in which nobody is forced to be locked into.
I just wish it was clearer where the NPC's are. like if they told you "I'll be heading to Raya Lucaria" etc. or just mark it on the map. I love how obscure the lore in Elden ring is, but you can hardly do any questline without looking up a guide. even if you see a NPC you don't have to talk to them after all so there wouldn't be a downside for anyone
@@revengance4149 I would not want that. To me fromsofts games are always like that, using your brains and finding everything, connecting them. Everything in the world has a purpose, the items have a purpose, characters represent ideas. That is the world I love from DS, to Bloodborne, to Sekiro and finally Elden Ring. Every other story gives you things in the face, I just want miyazaki to always do this. The story gets more intimate that way.
@@SownJevan Im not talking about things like lore or the locations of items or even certain areas, Im talking about being able to naturally progress a questline without looking it up online. the progression often feels confusing. Sometimes you don't know where they went, other times fighting a boss too early will lock you out of that questline. To demonstrate the point of obscure things I love in these games you can look at the great hollow and by extension ash lake or archdragon peak or a similar example in the ER dlc
(minor spoiler but it's kept vague without names)
where you need to find a gesture then perform it in front of an altar and then your let through or another where you need to climb down a hidden ladder and then still break an illusiary wall. both of these unlock entire areas
point is that where it feels rewarding and cool I like it but where it's confusing like with the questlines I don't. It's also not about vague dialogue that's the same as with item descriptions or enviromental storytelling where you need to piece everything together and that's what makes the story and lore in these games fun. even if the locations aren't obvious it should still be able to be infered with enough logical thinking rather then looking around everywhere for 3 hours or using a guide
"As for his flesh.........he gave it to me.......Shabriri"
That right there made me immediately convene with The Three Fingers. Such a creepy concept. The idea Shabriri is chaos incarnate and like he said, he cannot die. He keeps existing by taking over dead bodies. Shabriri IRL is a demon in Jewish demonology that is related to a parasite that causes river blindess and is related to eye ball diseases. Apparently the whole idea of Hyetta seeing feint flickers of light is also rooted in fact. Those suffering from river blindess are prone to hallucinations ranging from flashes of light to full on silhouettes and scenary.
I bet their eyes burn, just like what the Frenzied Flame does.
@@prometheanrebel3838 oh I bet. In some bad cases you can actually see a little parasitic worm sitting their eyeball. It's pretty brutal and all because of a lack of clean drinking water.
41:27 if anyone wounder what's with the ring here. It's torrent. You burn the world and everything in it so torrent and everyone you hold dear or helped you.
I don't even think of Elden Ring as a story game, but a game world full of a collection of stories. You are there to write your own story.
Probably my favorite out of all the "movies" by Vaati even if they are all great, absolutely stunning work
I really liked this video! And I respect your thoughts on the lore. It definitely is a lot that is spread to the winds. He has indeed done a video for each ending!
21:09 yeah it's similar to genshin impact's lore, the story that's on going is explained as the events unfold but everything else is hidden in artificial/weapon descriptions and in out of game manga. All of mihoyo's games follow this design choice, you don't learn of the character's in game, so if one dies you haven't spent much time with the character to actually care about said character, unless you go and read the descriptions and read the manga, for days to know why a minor character dying after 30 minutes of game length is so important to still refrence the character years after they died.
All of his Try Not to Cry Elden Ring videos are great. I suppose people tend to resonate with whatever ending they chose. That might be why I loved his Age of the Duskborn video so much.
That video is so good it's just a shame that he leaves out D's full final dialog. It's my fav part and he somehow cuts it off during the fight x.x
u have to use Miquella's needle in dragon lord boss area to avoid the frenzied flame ending
Hhmm. I ws never stressed while exploring in Elden Ring. Then again I'm a veteran of these games and have long learned that sometimes you are just going to get your ass kicked and that's ok. You eventually learn to shrug and try again. Dying is ultimately meaningless in Souls games. It's quitting that's the actual defeat. That's even baked into the lore.
Elden Ring is like Overlord. It has so many cool lores but the way it way written is like the lores are an afterthought because of how little they are shown/explained.
Sadly, Kalé never goes beyond the church where you find him in the final release of the game, everything shown here though, is a full cut questline discovered and put back together as much as it could be by dataminers, the whole of which can be found on SekiroDubi's channel
You need to see Vaatis Age of the Duskborn video
If you're still wondering, hyetta is still wearing irina's bloddy dress under that shawl.
There is a way out with the Frenzied Flame, but you basically need to take the unalloyed gold needle from the rot lady's side quest to a certain boss arena (the boss doesn't even need to be dead for it to work).
However, Melina still won't forgive you.
If you want to piece the puzzle together. you can do so yourself. I get you don't want to feel lost somewhere in the middle of it. The youtubers that do the puzzling does too. that's why they take notes of everything. is it really putting the pieces together if you have every information given to you?
The way you find stories in these games DOES reflect the design of the games themselves throughout the series, where each player creates their own pieces of the gameplay by their own style, so too are the pieces of the in-game stories found to a different degree by everyone, making each game and each story unique to each player, and the ones who gathered enough similar information can accumulate their knowledge from individual legends to collected lore.
The problem is that we are not familiar with this type of story telling. So it is frustrating when we play the first time.
Plus there is no question that questlines are designed such that we will need other people's help.
MAY CHAOS TAKE THE WORLD!!!
But first, I too had to get the Age of Stars ending. Lady Ranni comes first, then chaos. ;P
How come all the music is removed? Surely it wasn't copyrighted.
I was going to ask, did he use something ?
@@majestictaleb Nothing that has given anyone else problems, the Kale questline music was even made in collaboration for this video so it's definately not copyrighted.
yeah this video is a masterpiece among vaati's works lol
you need to do millicents quest to revert the flame of frenzy. after that you have to kill Malenia and Placidusax aka probably the two strongest optional bosses in the game. at least Malenia don't quote me on Placidusax
you don't actually need to kill placidussax, you just need to use the needle at the arena
@@Ghorda9 youre actually right I didn't know that
Where can i find your book?
I personally like Ranni's ending video more. However this video is also a masterpiece.
Well one of you is famous regarding the story and I don't think it's you especially considering you don't want to READ😂
I kinda love that they turned the bad ending into you becoming fucking Sauron. Like you see the madness tower and all the eye-based artifacts at first and think it's just a neat reference... but no.
Main difference is that that Sauron wants to control order while FF ending is Buring everyone and everything away