The short version
FromSoftware's open-world take on its own Soulslike formula, now complete with the Shadow of the Erdtree expansion. No quest markers, no checklist — just an unusual trust that the player will find their own way, and a late-game difficulty curve that still divides critics.
What works
- Exploration rewarded without a single marker or checklist
- Shadow of the Erdtree's Land of Shadow matches the base game's density
- Build variety deep enough to support repeated playthroughs
- Seamless co-op and invasions for players who want other people in the world
What doesn't
- Several late-game and DLC bosses lean hard on input-reading over pure skill
- The base game's UI and inventory management remain dated
- Performance mode on base PS4/Xbox One is a visibly compromised experience
- No difficulty options, which remains a genre-wide debate FromSoftware doesn't engage with
What it is
Elden Ring takes FromSoftware's Dark Souls combat and puts it in an open world for the first time, developed with world-building input from novelist George R. R. Martin. There are no quest markers and no objective checklist — the map itself, and what's visible from any given hilltop, is the game's only guidance system.
The Shadow of the Erdtree expansion, released in June 2024, adds an entire second region — the Land of Shadow — built to the same density and scale as the base map, with a fully separate talisman, weapon and boss roster.
Exploration without a checklist
The base game's defining trick is that almost any direction a player walks pays off within a few minutes — a cave, a ruin, an NPC questline fragment — without the game ever flagging it on a map. That design has been widely credited as resetting expectations for what an open world can withhold rather than hand to the player.
Shadow of the Erdtree repeats the trick at a smaller but denser scale, and critics were broadly aligned that it matches or exceeds the base game's exploration density despite covering less physical area.
Still the benchmark for what an open world can withhold, DLC included.
Where the difficulty debate lives
Four years on, Elden Ring's late-game and DLC boss design remains the most consistently debated part of the package. A number of encounters — particularly in Shadow of the Erdtree — were widely reported to lean on fast, hard-to-read attack strings that reward memorization and input-reading more than the earlier game's boss roster did.
FromSoftware has not added a difficulty option, consistent with the rest of its catalog, which keeps this a genre-wide conversation rather than something specific to a patch or setting.
Performance across platforms
Current-gen consoles run a 60fps performance mode alongside a higher-resolution quality mode; base PS4 and Xbox One are capped around 30fps with visibly reduced density in crowded areas.
| Mode | Resolution | Frame rate | Load |
|---|---|---|---|
| PS5 / Series X · Performance | 1440p-class dynamic | 60fps | — |
| PS5 / Series X · Quality | 4K dynamic | 30fps (uncapped in areas) | — |
| PC | Uncapped, user-configurable | 60fps+ | — |
| PS4 / Xbox One | 1080p-class | 30fps | — |
Accessibility and comfort
- Full remapping on all platforms
- Subtitle size and background opacity, with speaker names
- Camera shake and some screen effects can be reduced
- No colorblind-specific modes as of this writing
- No adjustable combat difficulty — a known, long-standing FromSoftware design stance
Is it worth it
$59.99 for the base game, $39.99 for Shadow of the Erdtree — a combined 70-120+ hour open world that swept Game of the Year awards in 2022 and remains, per ongoing critical retrospectives, the reference point the rest of the open-world genre is measured against.
If you liked this, play
How we reviewed it
This review is informed by FromSoftware's own patch notes, the critical consensus formed since the February 2022 launch and June 2024 expansion, and public player and speedrun-community reporting — not first-party lab testing by this desk.
