Choices, Decisions, and Subversion - Elden Ring
Something a friend said to me sparked my reflection in the game again. He said:
the more I play Elden Ring the more I am impressed with the art direction. it's the real reason I'm so into this game
That struck me as unique from a lot what I saw as a reason to return to the game. Again, I'm not finished. I did get to the invisible bridge in the mountaintops (very cool puzzle!) however so I am moving along. But that said, what keeps me coming back so much is the music, atmosphere, and that sense of wonder. I think art direction is a huge part of it but FromSoft manages to take the expectation of the player within their art direction and subvert it!
Take for instance the seemingly copy/pasted catacombs, heroes graves, and mines in the game. The mines may be the most egregious example of reused content, but even there we see how the space can be altered slightly and completely changed with the type and density of enemy within the mines. The Rot Pests constantly barrage of needles in tight quarters is a great example of subverting the space of the mines while also being the direct result of a totally separate expectation being upended: the trap treasure chest in the Dragon Burnt Ruins.
Long time players of the series have come to expect things like illusory walls and mimic chests. But here, FromSoft twists the expectation by making the chest a trap and a teleporter to a place that can offer seriously overpowered rewards for the bold player. The trap teleports the player to a mine in the middle of Caelid and locks your fast travel function. Beyond that the structure of the mine leads an average player (who has probably not seen a mine yet) to think: "ah, I'm underground so I just need to climb up and out!" When in fact going down and out is the real path to grace. So in one stroke the game forces you to reset your expectations and approach chests with caution, mines and catacombs with patience, and the physical space of a fight or scene with consideration.
So when it comes to level design, I think FromSoft has, again, proved themselves to be pushing the boundaries in terms of what is possible using limited resources. But the question becomes: what does this have to do with art direction?
I think that FromSoft is creating interest and conflict within it's art direction by offering a gorgeously laid out game that is littered with incredibly hideous and grotesque design. The lake/swamp in Limgrave is a wonderful example of this in action. Surrounding this shallow body of water is a lovely, full forest and plain littered with human and semi human enemies. It is a peopled space whereas the swamp is so immediately decayed and destroyed it evokes this intense feeling of fear and concern. It's visual vertigo. Add in the arrival of Flying Dragon Agheel and you suddenly realize just how small and insignificant you are in the world.
When I start to observe Elden Ring as a game of juxtapositions and polemic choice, I believe its beauty begins to truly shine. The Lands Between is an obvious choice for the name because the entire direction of it is so obsessed with polemic choice and subverted expectations. I would argue that the story refracts this idea as well:
Ranni steals the Rune of Death, slays Godwyn, and brings about an age of stagnation; a freezing of time in a way. All of the conflicts within the Lands Between are locked into position, just like the Stars Radahn holds back, or the slumber Miquella falls into. The world is absolutely unable to make any sort of decision or choice.It then comes to the Tarnished's ability to quite literally finally make a choice. Perhaps the last choice depending on the ending the player chooses.
Now I am sure that I'm paraphrasing the story and missing intricate beats. Frankly, I'll look to Vaati to make an essay better capturing the story and use it to help amend my thoughts. But I find the story and game itself to be raptured between decisions and FromSoft manages to present that experience within the full experience of the game. It's honestly something incredible to behold.
Thanks to Steve for sparking my Elden Rotten brain into some thought.