<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Level Design - vo.rs</title><link>https://vo.rs/tags/level-design/</link><description>Latest from the Level Design desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 14 Jul 2026 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/level-design/" rel="self" type="application/rss+xml"/><item><title>Blue Prince: The House That Redraws Itself</title><link>https://vo.rs/respawn/blue-prince-the-house-that-redraws-itself/</link><description>&lt;![CDATA[<p>The premise sounds like a gimmick and turns out to be an engine. You are Simon P. Jones, fourteen years old, and your great-uncle has left you a house called Mount Holly on one condition: find Room 46. The estate has forty-five rooms. The floor plan is a grid, five wide and nine deep, with the entrance hall at the bottom and a sealed antechamber at the top. Forty-five rooms, forty-six needed. That&rsquo;s the whole hook, delivered in the first sixty seconds, and it takes most players a very long time to work out what kind of question it actually is.</p><p><em>Blue Prince</em> arrived in April 2025 from Dogubomb — essentially Tonda Ros — published by Raw Fury, on PC, PlayStation 5 and Xbox Series consoles. It has been described as a puzzle game, a roguelike, a deduction game and a walking sim, and the reason nobody can settle on a label is that its central mechanic belongs to a genre that doesn&rsquo;t have a name yet. You don&rsquo;t explore Mount Holly. You<em>draft</em> it.</p><h2 id="drafting-as-level-design">Drafting as level design</h2><p>Here&rsquo;s the loop. Open a door, and rather than a room, you get three blueprints: pick one, and it becomes the room behind that door, permanently for this run. Each blueprint shows its footprint — how many doors it has, and which walls they&rsquo;re on — plus its cost and any rules attached. Some rooms only place in dead ends. Some cost gems. Some can only appear in the outer columns, or in the back half of the estate. Some are rank-limited, appearing once and never again.</p><p>Then you walk in, and the room does something. It might contain a key. It might contain a lever, a note, a shop, a security terminal, a slot for a coin. It might contain nothing except three more doors and three more decisions.</p><p>The resource that governs all of it is<strong>steps</strong>. You start each day with a step budget, every room you enter spends one, and when the steps run out the day ends, the house empties, and tomorrow&rsquo;s Mount Holly is a fresh sheet of paper. Everything you built is gone.</p><p>Set that beside how roguelikes normally work and the difference is sharp. In<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells</a> or<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a>, the run generates a level and you react to it. In<em>Blue Prince</em> the run generates<em>options</em> and you author the level from them, which makes every door a small architectural argument with yourself. Do I take the room with four exits because I need the reach, or the room with one exit because it has a chest in it and I&rsquo;m nearly out of steps? Do I place the Boiler Room now, knowing it&rsquo;s cheap and useless, because placing anything else here costs gems I don&rsquo;t have?</p><p>The genius is that the drafting rules are themselves the puzzle. A room that only spawns in dead ends means dead ends have value. A room that must sit on the west wall means the west wall is a resource. Within a few hours you stop seeing a floor plan and start seeing a constraint satisfaction problem with wallpaper. I can think of no other game where the act of<em>building the dungeon</em> is the intellectual content and the act of walking through it is the reward.</p><h2 id="the-step-economy-is-the-difficulty-curve">The step economy is the difficulty curve</h2><p>The elegance of steps as a currency is that it prices everything at once. Curiosity costs steps. Backtracking costs steps. A room that turns out to be a dead end with a locked door costs a step going in and, if you routed badly, several more getting back out. There is no health bar and nothing kills you; the only enemy is the walk itself.</p><p>That makes<em>Blue Prince</em> one of the very few games where<strong>layout efficiency is the skill</strong>. Good players don&rsquo;t have faster reflexes. They have a better sense of the grid — they know that placing a corridor at row three buys them lateral movement for the rest of the day, that a room with doors on three sides at the bottom of the map is worth more than the same room at the top, that spending eight steps on a detour to a shop is only correct if you already have the coins. The difficulty curve is invisible because it&rsquo;s inside your own planning, and it flattens the moment you get better at reading the grid, which is the most honest kind of progression there is.</p><p>The genuine cruelty is that Mount Holly is stingy with the thing you need most, which is reach. Room 46 sits at the top of the grid. Getting there requires an unbroken chain of drafted rooms from the entrance hall to the antechamber, which requires door alignment, which requires luck, which requires that you spend your entire day building a corridor rather than looting one. The house is constantly offering you interesting rooms that lead nowhere and boring rooms that lead north, and choosing correctly means choosing boredom over and over. That&rsquo;s a real design risk, and the game takes it deliberately.</p><h2 id="what-actually-persists">What actually persists</h2><p>If the house resets every day, what carries? Two things, and the split is the reason the game works.</p><p>The first is a modest layer of permanent unlocks — keys, codes, tools, changes to what can appear in the drafting pool. It&rsquo;s real, it&rsquo;s slow, and it&rsquo;s the least interesting part.</p><p>The second is<strong>you</strong>. What actually persists across days is the notebook in your head. The house is stuffed with documents: letters, ledgers, memos, a newspaper, plaques, timetables, a set of family records that don&rsquo;t agree with each other. Read them and a second game emerges underneath the drafting one, made of numbers you can&rsquo;t use yet, names that mean nothing yet, and rules that turn out to be literal. The most powerful thing you can take out of a run is a fact.</p><p>This is the same trick<a href="/respawn/return-of-the-obra-dinn-the-deduction-masterpiece-in-two-colours/">Return of the Obra Dinn</a> and<a href="/respawn/lorelei-and-the-laser-eyes-the-puzzle-box-with-a-memory/">Lorelei and the Laser Eyes</a> run: the gate is knowledge, and knowledge doesn&rsquo;t reset.<em>Blue Prince</em> welds that to a roguelike&rsquo;s structural churn, so the randomness that would ruin a fixed puzzle game becomes the delivery mechanism for the clues. A run that ends four rooms short of the antechamber still hands you three documents, and the documents are the actual progress. Once you understand that, the failed days stop feeling like failures. You aren&rsquo;t trying to reach Room 46 today. You&rsquo;re trying to learn something today, and Room 46 falls out of enough somethings.</p><p>I&rsquo;d argue the real ancestor is the old cassette-era adventure: the games I typed into a C64 in the eighties where you kept the map on graph paper because the machine wasn&rsquo;t going to keep it for you, and the memory the game relied on was yours.<em>Blue Prince</em> is that idea rebuilt with a modern designer&rsquo;s understanding of variance. The graph paper is back. Get a real notebook — the in-game journal does some of the filing, and it doesn&rsquo;t do the thinking.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>Two things chafe, and both come from the same source.</p><p>Variance can hand you a genuinely dead day. Not a hard day — a<em>nothing</em> day, where the drafts come up cheap and doorless, you&rsquo;re out of gems by row three, and you walk the corridor already knowing there&rsquo;s no route north. Ten minutes of a game that has no combat and no failure state is ten minutes of walking. The design&rsquo;s answer is that documents still drop, and the answer holds most of the time. It doesn&rsquo;t hold all of the time.</p><p>And the late game asks a lot. Once you&rsquo;ve cracked the surface,<em>Blue Prince</em> keeps going — considerably further than most players expect — into puzzles that assume you&rsquo;ve been transcribing details for thirty hours and cross-referencing them off-screen. That&rsquo;s not a flaw so much as a filter, and the game is admirably unbothered about who it filters out. It won&rsquo;t tell you when you&rsquo;re done. It won&rsquo;t tell you that you missed something. It just leaves it there.</p><h2 id="the-verdict">The verdict</h2><p><em>Blue Prince</em> is the rarest thing in games: a mechanic nobody has done before, executed by someone who understood exactly what it was for. The drafting isn&rsquo;t a delivery system for the puzzle box; the drafting<em>is</em> the puzzle box, and the manor is the physical form of a decision tree. It is also gentle, funny, beautifully lit, and quietly sad about the family it&rsquo;s describing — a game that could have been a pure abstraction and chose to be a house instead.</p><p>The step economy will frustrate anyone who wants a puzzle game to sit still and be solved. Everyone else gets forty hours of the specific, disreputable joy of realising that a note you skimmed on day six was an instruction. Play it on PC if you want the notebook open on a second screen; the console versions play identically and you&rsquo;ll just want paper instead.</p><p>If it lands, go to<a href="/respawn/lorelei-and-the-laser-eyes-the-puzzle-box-with-a-memory/">Lorelei and the Laser Eyes</a> next for the same respect for your attention, or<a href="/respawn/animal-well-the-metroidvania-as-a-locked-room/">Animal Well</a> for the same conviction that the real progression happens in your head.</p><h2 id="spoilers-below">Spoilers below</h2><p>The moment the game shows its hand is when you realise the forty-five-room count was never the constraint. Mount Holly&rsquo;s grid has edges, and the game spends its opening hours training you to treat those edges as walls. They are not. Once the estate proves it can extend past its own footprint, the drafting rules you&rsquo;d internalised as physics turn out to be conventions, and every &ldquo;impossible&rdquo; placement you&rsquo;d written off becomes a question again.</p><p>That&rsquo;s the structural rhyme with the story. The house is a document about a family that lied about its own shape — an inheritance built on a boundary that was drawn wrong on purpose. Simon is handed a floor plan and a puzzle, and the puzzle is that the floor plan is a claim, not a fact. Learning to distrust the grid and learning to distrust the paperwork are the same act, arriving at the same time, which is about as tight as a game and its theme ever get.</p>
]]></description><pubDate>Tue, 14 Jul 2026 09:00:00 +0000</pubDate></item><item><title>Control: Remedy's Brutalist Office Horror</title><link>https://vo.rs/respawn/control-remedys-brutalist-office-horror/</link><description>&lt;![CDATA[<p>The first hour of<em>Control</em> is a woman walking into an office. There is a
janitor with a Finnish accent, a reception desk, a directory board, and a
pyramid of concrete overhead that goes up further than the building&rsquo;s exterior
allows. Remedy Entertainment released it on 27 August 2019 — PC via the Epic
Games Store for its first year, plus PS4 and Xbox One — under director Mikael
Kasurinen with Sam Lake writing alongside Anna Megill and Brooke Maggs, and
published by 505 Games. Six years on it is the studio&rsquo;s most complete piece of
world-building, and the reason is architectural rather than narrative.</p><p>The Oldest House is the best level in any game of its decade, and it is a level
about bureaucracy.</p><h2 id="the-building-is-the-design-document">The building is the design document</h2><p>Brutalism is a real aesthetic argument: the structure is the ornament, the
concrete is left showing, the building declares its own systems. Remedy took
that literally. The Federal Bureau of Control occupies a mid-century concrete
government block, all board-marked walls, terrazzo floors, wood panelling,
green-shaded lamps and an internal mail system, and then the building starts
behaving like an Object of Power. Corridors reconfigure. A stairwell delivers you
somewhere geometry says it should not. The Ashtray Maze rearranges itself
faster than you can walk it.</p><p>This is a very specific horror, and it is the reason the game sticks. Haunted
mansions are exhausted; a haunted<em>administrative facility</em> is not. The dread in<em>Control</em> comes from paperwork — a redacted case file describing a rubber duck
that killed six people, a research memo written in the flat voice of a civil
servant who has stopped being surprised. The building&rsquo;s uncanniness is legible
only because everything around it is so aggressively ordinary. You believe the
impossible pyramid because the noticeboard next to it has a poster about
workplace ergonomics.</p><p>The lineage is legible and Remedy has never hidden it: the SCP Foundation&rsquo;s
clinical containment prose, Mark Z. Danielewski&rsquo;s<em>House of Leaves</em> for the
building that is larger inside, Jeff VanderMeer&rsquo;s<em>Annihilation</em> for the New
Weird tone,<em>Twin Peaks</em> for the FMV inserts and the Finnish rock band. What
Remedy added is the thing prose cannot do: you<em>walk</em> it. A house that is bigger
on the inside is a conceit on the page and a spatial fact in an engine.</p><h2 id="why-the-combat-holds">Why the combat holds</h2><p>The Service Weapon is the second-best idea in the game. It is a single pistol
that reconfigures into five forms — Grip, Shatter, Spin, Pierce, Charge — with
no ammunition, only a recharge, so the weapon is a tool you select rather than a
resource you manage. Beside it sits Launch: telekinesis, on a cooldown, which
tears a chunk of the building loose and throws it at somebody.</p><p>The reason this feels good is Northlight, Remedy&rsquo;s engine, and specifically the
destruction. The Oldest House is built out of debris waiting to happen. Every
desk, chair, filing cabinet, monitor, partition wall and potted plant is a
projectile, and a serious fight in the Bureau&rsquo;s open-plan offices ends with the
room reduced to particulate. The combat loop therefore runs: shoot to build
energy, Launch to spend it, watch the office disassemble. Levitate, added later
in the ability tree, lifts the whole thing into three dimensions and turns the
atria into arenas with a Z-axis.</p><p>The real ancestor here sits outside Remedy&rsquo;s own catalogue. It is<em>Psi-Ops: The
Mindgate Conspiracy</em> (Midway, 2004), which built a whole third-person shooter
around telekinesis and physics objects and which nobody bought, alongside<em>Half-Life 2</em>&rsquo;s gravity gun (2004), which taught a generation that a physics
object in your hands is more interesting than a bullet. Both games arrived when
physics middleware was new enough to be the selling point, and both understood
the same thing: the pleasure of throwing a filing cabinet is that the cabinet was
furniture a second ago.<em>Control</em> is the first game to give that
idea a budget, an art director and a building worth destroying.</p><p>Where it fights itself: the enemy variety is thin. The Hiss are men in
hard hats and body armour, floating, chanting, and by hour twelve you have seen
the roster. The encounters escalate through numbers and health pools, which is
the least interesting axis available to a game with this much physics under it.</p><p>The ability tree compounds it. Jesse&rsquo;s powers arrive on a schedule tied to Objects
of Power, and each is excellent on arrival, yet the game rarely builds an
encounter that demands two of them together. Seize — turning an enemy to your
side — is the clearest waste: a mechanic with real tactical depth, deployed
against enemies who die too quickly for the investment to matter. Remedy built a
sandbox and then mostly asked you to clear rooms in it.</p><h2 id="the-map-is-a-genuine-failure">The map is a genuine failure</h2><p>I take the map seriously because<em>Control</em> takes navigation seriously and then
sabotages it.</p><p>The Oldest House is a Metroidvania — gated sectors, clearance levels, ability
locks, backtracking — and it ships with a map that does not rotate, does not
sensibly express vertical relationships, and is close to unreadable in the
multi-level sectors it most needs to explain. In a game whose entire subject is a
building that will not hold still, being lost is thematically perfect and
practically miserable. Compare<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread</a>,
where the map is the interface the whole game is played through.</p><p>The launch checkpointing was worse and Remedy fixed it. Control Points were
sparse, and a boss death could send you on a long walk back through cleared
rooms; the studio patched in additional checkpoints — including around the
Anchor fight and the mould sequence — after the complaints landed. Base-console
performance was rough at launch too, and the<em>Ultimate Edition</em> in August 2020
brought ray tracing to PS5 and Xbox Series consoles, though existing owners on
older consoles found the upgrade path handled badly enough to become its own
small scandal.</p><h2 id="the-verdict">The verdict</h2><p><em>Control</em> is a game whose ideas outrun its systems, and it is worth playing for
the ideas. The Oldest House is a genuine achievement of environmental design —
the rare fictional space you could navigate in your head years later — and the
Bureau&rsquo;s tone, that mixture of cosmic horror and departmental procedure, is
Remedy&rsquo;s most original register. The physics give the combat a texture nothing
else quite matches, even when the enemies opposing you are dull.</p><p>What it does not have is a second act with the confidence of its first. The Hiss
are a weak antagonist for a building this strange, and the mid-game settles into
a rhythm of side missions that ask you to clear a room with the same three enemy
types you cleared the last room with. The Ashtray Maze is the correction — a
scripted, musical, twelve-minute sequence where the level design and the
soundtrack take over completely — and its presence in the last quarter is a
reminder of how much more the building had left in it.</p><p>The Foundation (March 2020) and AWE (August 2020) expansions are worth taking.
The second folds Alan Wake into the Bureau&rsquo;s case files and turns Remedy&rsquo;s
back catalogue into a shared universe, which they then cashed in properly with<a href="/respawn/alan-wake-2-remedys-swing-at-the-fence/">Alan Wake 2: Remedy&rsquo;s Swing at the Fence</a>.
Remedy bought the full<em>Control</em> rights back from 505 Games in 2023 and a sequel
is in development, which is the correct outcome for a studio that finally built a
world worth owning.</p><p>Play the<em>Ultimate Edition</em> on PC or a current console. It is cheap, it is
everywhere, and there is nothing else like the Oldest House.</p><p>What to play next:<a href="/respawn/alan-wake-2-remedys-swing-at-the-fence/">Alan Wake 2</a>
for what Remedy did once it stopped apologising for being strange, and<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis: The Survival Horror That Reads Like a Poem</a>
for bureaucratic dread on a fraction of the budget and twice the compression.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Ashtray Maze is the game&rsquo;s high point and it is instructive to say why,
because the sequence works by taking things away. For twelve minutes<em>Control</em>
removes navigation entirely — the maze folds and unfolds itself, you cannot get
lost because there is no choice to make — puts Poets of the Fall&rsquo;s Old Gods of
Asgard over the top of it, and hands you a corridor of fights to walk through
while the building performs for you. Everything the game has been fumbling
(pacing, legibility, the sense that the Oldest House is doing this deliberately)
snaps into focus the moment the player&rsquo;s agency is narrowed.</p><p>Which raises the awkward question:<em>Control</em>&rsquo;s best sequence is the one where it
behaves least like<em>Control</em>.</p><p>Jesse&rsquo;s internal monologue — the second voice she has been talking to since
childhood, revealed as Polaris, a benign Object of Power riding along — is the
structural gag that pays off the FMV inserts and Dr Darling&rsquo;s increasingly
unhinged research films. Trench&rsquo;s suicide, delivered as the game&rsquo;s opening beat
and understood only later as a man refusing to become a vector for the Hiss, is
the sharpest piece of writing Sam Lake has done. And Dylan, the brother, is the
Bureau&rsquo;s real indictment: an agency that studies children as containment risks
and calls the paperwork ethics.</p><p>The ending withholds resolution deliberately — Jesse is Director, the Hiss are
contained rather than defeated, the building keeps its secrets. That was a
sequel hook in 2019 and it looks like patience in 2025.</p>
]]></description><pubDate>Tue, 04 Nov 2025 09:00:00 +0000</pubDate></item><item><title>Titanfall 2: The Best Campaign Nobody Bought</title><link>https://vo.rs/respawn/titanfall-2-the-best-campaign-nobody-bought/</link><description>&lt;![CDATA[<p><em>Titanfall 2</em> came out on 28 October 2016.<em>Battlefield 1</em> had arrived on 21
October.<em>Call of Duty: Infinite Warfare</em> landed on 4 November. Respawn&rsquo;s game
was released by EA into a fourteen-day gap between EA&rsquo;s own military shooter and
the biggest annual shooter on earth, and it was flattened. Patrick Söderlund,
then running EA Studios, said publicly the following year that the timing had
hurt the game and that they had misjudged it. That is the whole tragedy in one
paragraph, and it is the reason the game is now shorthand for a certain kind of
industry injustice.</p><p>Nine years on, the injustice framing has calcified into a meme, which does the
game a disservice.<em>Titanfall 2</em>&rsquo;s campaign survives on its own merits: it does
something structurally unusual that almost nobody has copied since, and the
reason nobody has copied it is that it is expensive, wasteful, and hard. The bad
luck is a footnote to a design worth studying.</p><h2 id="one-mechanic-per-level-then-bin-it">One mechanic per level, then bin it</h2><p>The standard shooter campaign teaches you a verb in hour one and spends the next
seven hours escalating it. More enemies, bigger rooms, a boss.<em>Titanfall 2</em>
does the opposite: each level introduces a mechanic, extracts a single good idea
from it, and throws it away before you get bored.</p><p>You get a level where the terrain itself is the assembly line: a factory that
builds rooms in front of you as you move through them, so the level is being
constructed at the speed you traverse it. You get a level built around a
time-shift device that flips you between two eras of the same facility with a
button press, where the enemies, the geometry and the light all change and your
momentum does not. You get a gauntlet — a speed-run training course with a
leaderboard, sitting inside a campaign, teaching you your own movement by
timing it.</p><p>Respawn has been open about how this came about: the team built playable
prototypes first, small self-contained toys, and then designed levels around the
ones that felt good. The time-shift level, &ldquo;Effect and Cause&rdquo;, came out of that
process under designer Mohammad Alavi. The result is a campaign that reads like a
compilation album, and it is short — five or six hours — precisely because a
mechanic gets one level and then leaves.</p><p>This is a real design position, and it costs money. Every one of those toys is
bespoke engineering for a single level, thrown away afterwards. It is why the
game has no filler and also why nobody in a boardroom wants to greenlight it. A
campaign built this way cannot amortise its costs across a sequel. Compare<a href="/respawn/doom-eternal-the-shooter-as-puzzle/">Doom Eternal: The Shooter as Puzzle</a>,
where id built one economy and spent eighteen hours proving it. Both are
disciplined. Only one is repeatable.</p><h2 id="why-the-movement-is-the-actual-argument">Why the movement is the actual argument</h2><p>The mechanics-per-level structure gets the headlines. The thing underneath it is
better.</p><p>Pilot movement in<em>Titanfall 2</em> is a wall-run, a double jump, and a slide that
preserves speed, and the crucial property is that none of them are on a cooldown
or a meter. Chaining them is a matter of the level agreeing to be chained. So
every space in the game is authored twice — once for a player walking through it
and once for a player who never touches the floor — and the design&rsquo;s whole
character comes from that second reading.</p><p>What this produces is a feeling almost nothing else in the genre offers: the
levels are legible<em>as movement</em>. You look at a room and you see a route rather
than a set of cover positions. When the time-shift level asks you to jump
between eras mid-wall-run, the reason it works is that both eras were built to
be run through, so the switch never breaks the line you are drawing through the
space.</p><p>The Titan half is the counterweight, and it is smarter than it looks. BT-7274 is
slow, heavy, and armed with loadouts you swap by taking them off dead Titans, and
the deliberate friction after twenty minutes of pilot movement is what makes both
halves read. A game that was all wall-running would flatten into noise inside an
hour. The campaign alternates the two registers relentlessly — light and fast,
then heavy and considered — and the rhythm is the reason six hours never sags.</p><p>There is a design lesson here that the industry mostly ignored: the pleasure of
mobility depends on periodically taking it away.</p><h2 id="the-one-that-got-away">The one that got away</h2><p><em>Titanfall 2</em>&rsquo;s time-shift level shipped two weeks before<em>Dishonored 2</em>
(11 November 2016), which contains &ldquo;A Crack in the Slab&rdquo;, a level built on the
same idea — a device that flips you between two time periods of the same
building. Two studios, parallel development, no possibility of copying, both
landing the trick in a fortnight of each other. It is one of the strangest
coincidences in level-design history, and the fact that both are widely
considered their game&rsquo;s best level suggests the idea was simply sitting there
waiting for hardware that could hold two versions of a space in memory at once.</p><p>The genuine ancestor of &ldquo;one bespoke mechanic per chapter&rdquo; is older:<em>Half-Life</em>
(Valve, 1998), which introduced a set piece, resolved it, and moved on, and
whose sequel built a physics toy and then spent a chapter on the gravity gun
before dropping it. Respawn&rsquo;s team came out of Infinity Ward, which came out of
2015 Inc., which made<em>Medal of Honor: Allied Assault</em> — a lineage that has been
building scripted, single-use spectacle since 2002.<em>Titanfall 2</em> is what that
tradition looks like when the spectacle is handed to the player as a system
rather than played at them as a cutscene.</p><h2 id="what-went-wrong-and-what-happened-after">What went wrong, and what happened after</h2><p>The release window is the famous part. The less famous part is the aftermath.
Respawn&rsquo;s multiplayer — free maps for everyone, no season pass carving up the
population — was the most player-friendly network model any big publisher shipped
that year, and it was undermined for years by sustained attacks on the servers
that left matchmaking unreliable or unusable for long stretches. A community
project, Northstar, eventually stood up unofficial servers so people could play.
EA rolled out fixes in 2024 that restored official matchmaking. That an eight-
year-old shooter needed rescuing twice, once by its players and once by its
publisher, is a fair summary of how the game has been treated.</p><p>EA acquired Respawn in 2017. The studio then made<em>Apex Legends</em>, set in the same
universe, released it in February 2019 with no announcement, and it became one of
the biggest games in the world. Every wall-run and double jump in<em>Titanfall 2</em>
is money that eventually arrived, just wearing a different hat.</p><h2 id="the-verdict">The verdict</h2><p>The campaign is six hours long and has no fat on it whatsoever, and that is a
genuinely rare sentence to be able to write about a AAA shooter. The mechanics
are disposable by design, the movement is the best in the genre, the pacing
between pilot and Titan is exact, and the whole thing is over before it can
disappoint you. Its reputation as the great lost shooter is deserved on the
merits and has nothing to do with the release date.</p><p>The reservations are real. The story is thin — competent, warm, thin — and the
emotional weight it goes for in the last hour is doing a lot of work on very
little setup. The Titan boss fights against the Apex Predators are the least
interesting encounters in the game, arriving on a schedule and reading as a
different, more ordinary shooter&rsquo;s idea of structure. And six hours is six hours;
the campaign gives you a movement system that only becomes properly expressive
around hour four.</p><p>It is on PC, PlayStation and Xbox, it is old enough to be permanently cheap, and
it runs on everything. The campaign alone justifies it.</p><p>What to play next:<a href="/respawn/doom-eternal-the-shooter-as-puzzle/">Doom Eternal: The Shooter as Puzzle</a>
for the opposite structural bet — one system, endlessly deepened — and<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread: The Series Remembers What It Is</a>
for another design that treats mobility as the thing being authored rather than
the way you get to the authoring.</p><h2 id="spoilers-below">Spoilers below</h2><p>&ldquo;Effect and Cause&rdquo; is the level everyone names, and it deserves it, but the
better piece of design is &ldquo;Into the Abyss&rdquo; — the factory that assembles the level
in front of you. It is the game&rsquo;s thesis made physical: the space is being
authored at the speed you move, and you are outrunning your own level designer.</p><p>BT&rsquo;s ending works despite the setup being thin, and the reason is mechanical
rather than narrative. You have spent six hours climbing into and out of BT,
being caught by BT, being thrown by BT across gaps you could not cross alone. The
throw is a verb you have executed dozens of times. When the last one comes, the
game asks you to perform an action you have internalised, one final time, with a
different meaning attached — the feeling arrives through your hands, having been
rehearsed for six hours under another name. That is what games can do that film cannot, and
Respawn got there through a mechanic they had been quietly teaching since level
two.</p><p>The Ark and the Fold Weapon plot is disposable. Nobody remembers it. Everybody
remembers the throw.</p>
]]></description><pubDate>Tue, 14 Oct 2025 09:00:00 +0000</pubDate></item><item><title>Dead Space (2023): The Remake as Restoration</title><link>https://vo.rs/respawn/dead-space-2023-the-remake-as-restoration/</link><description>&lt;![CDATA[<p>Most remakes are arguments. The remake of<em>Resident Evil 4</em> takes its original&rsquo;s central rule and overturns it.<em>Final Fantasy VII Remake</em> takes its original&rsquo;s ending and makes a philosophical scene out of disagreeing with it. Motive&rsquo;s<em>Dead Space</em>, released in January 2023 on PS5, Xbox Series consoles and PC, does something rarer and much harder to talk about: it agrees. Fifteen years after EA Redwood Shores shipped the original in 2008, this is the same game, with the same layout, the same weapons, the same beats, executed by people who thought the 2008 design was already right and set out to build the version the hardware of the time wouldn&rsquo;t allow.</p><p>That&rsquo;s a strange product to review, because the temptation is to score it on novelty and it has almost none. The interesting reading is elsewhere.<strong>What does a remake look like when the designers&rsquo; only ambition is to remove the compromises?</strong> And how much of a horror game turns out to have been compromise?</p><h2 id="dismemberment-was-always-the-system">Dismemberment was always the system</h2><p><em>Dead Space</em>&rsquo;s reputation rests on one line of dialogue and one design rule, and the rule is the reason the game outlasted everything around it. Necromorphs don&rsquo;t die from body damage. Empty a pistol into a torso and the thing keeps walking. You kill them by taking the limbs off, which means the plasma cutter&rsquo;s rotating blade — horizontal, vertical, snap it round with a button — is an aiming problem rather than a damage problem. Every shot is a decision about<em>which piece of a moving body you want to remove</em>.</p><p>That does something no health bar can. It makes the enemy&rsquo;s body legible. You look at a Slasher and you see arms, and arms are the problem, and the game has trained you to solve problems by cutting rather than by shooting. Panic in<em>Dead Space</em> is the specific panic of firing four rounds into a chest because your hands forgot the rule.</p><p>The remake&rsquo;s central technical addition serves exactly that rule and nothing else. Necromorphs are now built in layers — skin, muscle, bone — and shots strip them progressively, so a limb visibly degrades before it comes off. In a game about damage numbers this would be gore for its own sake. In a game where the enemy&rsquo;s silhouette is your information, it&rsquo;s a<strong>feedback improvement</strong>: you can now see how close a limb is to separating, and adjust mid-encounter. The 2008 game had a binary — attached or gone — because that&rsquo;s what a 2008 console could stream. The remake has a gradient, and the gradient is the extra sentence the original wanted to say.</p><p>That&rsquo;s the pattern for the whole project. Find the thing the design was reaching for, and give it the hardware it needed.</p><h2 id="the-ship-as-one-continuous-object">The ship as one continuous object</h2><p>The USG Ishimura in 2008 was twelve chapters connected by loading screens dressed as tram rides. In 2023 it&rsquo;s one place. You can walk from the bridge to the mining deck without a cut, the tram is a real vehicle in a real network, and — this is the part that matters — the ship is now<strong>fully interconnected</strong>, so the level design can double back on itself the way a real derelict would.</p><p>Motive uses that in two ways. The obvious one is atmosphere: the Ishimura reads as a working vessel with a plan, which makes the corpses read as an event that happened to a place rather than a set of horror rooms in a row. The subtler one is the security clearance system, which replaces the original&rsquo;s locked doors. Doors that refuse you at clearance one open at clearance two, so the ship gates you by<em>rank</em> rather than by scripted key, and the map fills in gradually as a single expanding space. It&rsquo;s the metroidvania grammar applied to a survival horror ship, and it&rsquo;s the single biggest structural improvement over the original.</p><p>Side missions follow from it. Isaac now has a handful of optional errands — chasing the Ishimura&rsquo;s dead crew through their own logs — that send you back through territory you cleared hours ago. That trip is where the game earns the seamless ship, because returning to a &ldquo;safe&rdquo; corridor and finding it repopulated is a feeling the 2008 version&rsquo;s architecture simply could not produce.</p><p>The Intensity Director sits on top, adjusting spawns, lighting and sound to what you&rsquo;re doing. It&rsquo;s less of a headline than the marketing wanted, and its real function is modest and correct: it stops the backtracking from being empty, and it keeps the ship from settling into a rhythm you can predict. The same idea, differently expressed, underwrites<a href="/respawn/still-wakes-the-deep-horror-on-a-rig-with-a-scottish-accent/">Still Wakes the Deep</a>, where the horror is likewise a structure you have to keep re-crossing.</p><h2 id="isaac-speaks-and-the-room-changes">Isaac speaks, and the room changes</h2><p>The one genuine deviation: Isaac Clarke has a voice, provided by Gunner Wright, who played him in<em>Dead Space 2</em> and<em>3</em>. In 2008 he was a mute — a helmet with hands, in the Gordon Freeman tradition.</p><p>This is the change most likely to annoy purists and it&rsquo;s defensible on the game&rsquo;s own terms. The 2008 Isaac was silent while every other character in the fiction spoke<em>at</em> him, issued orders, and treated him as an engineer to be dispatched. Giving him a voice converts him from an instrument into a person who is being used, which is the story the original was already telling and could only tell in the third person. The remake&rsquo;s Isaac pushes back, occasionally, and every time he does the power dynamic of the Ishimura&rsquo;s chain of command becomes visible.</p><p>The cost is real. Silence was doing work — the helmet is one of the great horror designs precisely because it never told you what was behind it. Trading that for characterisation is a legitimate trade with a legitimate loss, and it&rsquo;s the only place in the remake where I&rsquo;d say the original still wins.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The remake inherits the original&rsquo;s third act, and the original&rsquo;s third act is the weakest part of a very good game. Zero-G is now full flight, imported from<em>Dead Space 2</em>, and it&rsquo;s an enormous improvement over the 2008 point-and-jump version — the asteroid-shooting sequence, which was reviled for fifteen years, is finally playable. It&rsquo;s also the point where the game becomes a shooter with a level select, and the Necromorph rule that made the first six hours brilliant gets buried under set pieces.</p><p>Kinesis and Stasis are still underused. Kinesis lets you pick up a severed limb and throw it as a spear, and it&rsquo;s the most inventive economy in the game: your ammunition is the enemy. Stasis slows anything to a crawl and turns a panic into a puzzle. Both are fully realised and both are optional, because the plasma cutter is so good that most players will finish the game having barely touched either. When a toolkit&rsquo;s best tools are elective, the loop underneath is either magnificent or too dominant, and here it&rsquo;s both.</p><p>And the upgrade tree keeps the original&rsquo;s node system, which was fiddly then and is fiddly now — a grid of sockets that mostly amounts to spending currency on numbers. The remake adds an upgrade path for weapon behaviour rather than pure stats, which helps a little. It&rsquo;s the one place Motive should have argued and didn&rsquo;t.</p><h2 id="the-verdict">The verdict</h2><p><em>Dead Space</em> (2023) is the most useful remake anyone has made, precisely because it&rsquo;s the least interesting to argue about. It&rsquo;s a demonstration that a well-designed game from 2008 needed nothing except the machine it deserved — that dismemberment, the Ishimura, and the plasma cutter&rsquo;s rotating blade were finished work, and the loading screens were the flaw. Every change serves the original&rsquo;s intent. Nothing is here to make a point.</p><p>The first six hours are as good as survival horror gets. The last three are a competent action game with a lot of set dressing, which is exactly what the last three hours of the 2008 version were, and I&rsquo;d rather have the honest reproduction than a fabricated improvement. Play it on PS5 or PC; the ship is worth the frame rate.</p><p>If you want the opposite philosophy — a remake that disagrees with its source in public — read<a href="/respawn/resident-evil-4-2023-the-remake-that-argues-with-the-original/">Resident Evil 4 (2023)</a>. If you want the argument that survival horror&rsquo;s soul lives in restraint rather than technology,<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a> makes it with a fraction of the budget.</p><h2 id="spoilers-below">Spoilers below</h2><p>The remake&rsquo;s smartest addition is the smallest one. In 2008, Nicole was a ghost you didn&rsquo;t clock until the game told you, and the reveal at the end — that she&rsquo;d been dead the whole time, that Isaac had been talking to a Marker-induced hallucination — landed as a twist because the fiction had withheld its cards.</p><p>Motive rebuilds it as something you can catch. The new-game-plus alternate ending, and the seeding of Isaac&rsquo;s instability through the run, turn the reveal into a piece of evidence rather than a rug-pull. Isaac&rsquo;s dialogue lets him respond to Nicole, and the responses go wrong in ways an attentive player registers long before the confirmation arrives. That&rsquo;s the strongest justification for the voice: a silent Isaac cannot be seen losing his mind in real time, because losing your mind is a thing that happens in speech.</p><p>The Hive Mind is still a boss fight in a genre that shouldn&rsquo;t have boss fights. It was true in 2008. It&rsquo;s true now. Some things a restoration honestly cannot fix, and pretending otherwise would have made this a different, worse project.</p>
]]></description><pubDate>Tue, 15 Jul 2025 09:00:00 +0000</pubDate></item><item><title>Umurangi Generation: The Photography Game With Politics</title><link>https://vo.rs/respawn/umurangi-generation-the-photography-game-with-politics/</link><description>&lt;![CDATA[<p>There&rsquo;s a moment in<em>Umurangi Generation</em> where you&rsquo;re on a rooftop in Tauranga
composing a shot of some graffiti, and you notice — properly notice, for the first
time — the thing standing on the horizon behind it. The game hasn&rsquo;t cut to it. No
camera swing, no stinger, no character pointing. It&rsquo;s been there since you loaded
the level. You just hadn&rsquo;t looked, because you were doing your job, which was
photographing graffiti for money.</p><p>That&rsquo;s the whole design, delivered in one gesture.<em>Umurangi Generation</em> is a game
about the difference between looking and seeing, and it teaches that difference by
paying you to look.</p><h2 id="the-setup">The setup</h2><p>Released in May 2020 on PC by ORIGAME DIGITAL — essentially Naphtali Faulkner, a
Māori developer working out of Australia — with a Special Edition arriving on
Switch in 2021 via Playism and consoles following in 2022. The title is te reo
Māori:<em>umu rangi</em>, red sky. It won the Seumas McNally Grand Prize at the
Independent Games Festival in 2021, which is the closest the indie scene has to a
Best Picture, and it beat a field with far more money in it.</p><p>You&rsquo;re a courier with a camera. Each level drops you in a location in a
near-future Tauranga, hands you a bounty list — photograph this, photograph that,
photograph three of these in one frame — and a time limit. Complete the list, earn
gear: new lenses, new film stock, filters, a tripod. Then the next level, which is
worse.</p><h2 id="why-the-bounty-list-is-the-mechanic">Why the bounty list is the mechanic</h2><p>The obvious ancestor is<em>Pokémon Snap</em>, and it&rsquo;s a real lineage: a game where the
verb is framing and the scoring is composition. But<em>Snap</em> is on rails and its
subjects perform for you. Faulkner took the framing verb and put it in a space you
walk, climb and clamber through, which changes what a photograph is. In<em>Snap</em> you
receive a subject. Here you go and find one, and finding is the gameplay.</p><p>Now the trick. The bounty list is a checklist of banal nouns. Bins. A skateboard.
Someone&rsquo;s mate. A pigeon. It is deliberately, aggressively mundane, and it directs
your attention like a lead in the nose. You are scanning the level for a bin.</p><p>Meanwhile the level is telling you a story. There are UN soldiers in the street.
There are refugee tents in the car park. There&rsquo;s a mural somebody painted about
what happened to their neighbourhood. There&rsquo;s the thing on the horizon. None of
this is on your list, and none of this is required, and the game will never
acknowledge that you saw it.</p><p>So the design does something almost no political game manages. It doesn&rsquo;t lecture
you. It gives you an errand, surrounds the errand with a catastrophe, and lets you
be the person who chose what mattered. If you photographed only the bins, that&rsquo;s
information about you. The critique isn&rsquo;t in the text. It&rsquo;s in what your own
attention did in a room.</p><p>That&rsquo;s a much older trick than it looks, and it&rsquo;s an environmental-storytelling
one. The real ancestor is the way<a href="/respawn/hypnospace-outlaw-the-operating-system-as-level-design/">Hypnospace Outlaw</a>
makes you an enforcer clicking through webpages for copyright violations while
somebody&rsquo;s life falls apart in the sidebar. Both games weaponise a job description.
You&rsquo;re compliant, you&rsquo;re being paid, and the compliance is what stops you looking
up.</p><h2 id="the-gear-is-the-point-of-view">The gear is the point of view</h2><p>Photography games usually treat lenses as stats.<em>Umurangi</em> treats them as
positions. A long lens compresses a scene and flattens distance, which makes a
crowd look like a mass. A wide lens exaggerates space, which makes a soldier
standing over a civilian look like architecture. Faulkner clearly knows this, and
the levels are built so that the same subject reads differently depending on the
glass you brought.</p><p>There&rsquo;s also a photo mode that&rsquo;s an actual photo mode: exposure, colour grade,
depth of field. And critically, the game lets you take pictures that have nothing
to do with the bounty. You can spend the entire timer photographing a wall. The
timer is generous enough that this is viable and tight enough that it costs you.</p><p>This is the freedom that makes the politics land rather than nag. A game that
forced you to photograph the atrocity would be a game telling you the atrocity is
important. A game that pays you for bins while the atrocity is available in the
background is a game asking what you&rsquo;d do with a camera and a wage.</p><h2 id="the-soundtrack-and-the-anger">The soundtrack, and the anger</h2><p>ThorHighHeels did the music, and it&rsquo;s a genuinely great record — jazzy, warm,
loose — and it does the same work the bounty list does. It&rsquo;s too pleasant for what
you&rsquo;re seeing. It&rsquo;s the sound of a Tuesday. The dissonance between the mood of the
audio and the content of the frame is where a lot of the game&rsquo;s discomfort
actually lives.</p><p>Faulkner has been direct in interviews about the origins: the 2019–20 Australian
bushfires, the spectacle of institutions responding to a catastrophe with press
conferences, and a specifically colonial reading of who gets protected when the
sky turns red. The game inherits that anger without inheriting a thesis statement.
Nobody in it makes a speech. The UN presence just gets more numerous, level over
level, and the tents get more numerous, and eventually you&rsquo;re photographing
something that used to be a town.</p><h2 id="the-frame-as-a-lie">The frame as a lie</h2><p>One more thing this game knows that most photography games don&rsquo;t: a photograph is
an edit.</p><p>Every shot you take excludes almost everything. Step left and the soldier leaves
the frame. Crouch and the tents disappear behind a wall. Zoom and the context
evaporates.<em>Umurangi</em> never says any of this out loud, and it doesn&rsquo;t have to,
because it made you do it several hundred times. You have personally cropped a
crisis out of a picture in order to get a clean shot of a bin, and you did it for
a small amount of money, quite quickly, without thinking about it.</p><p>That&rsquo;s the argument. Photography chooses, and choosing is a political act
performed by somebody&rsquo;s hands, and in this case the hands were yours. Games have spent decades trying to make the player complicit
through plot twists. This one does it with a viewfinder and a shopping list.</p><h2 id="where-it-strains">Where it strains</h2><p>It&rsquo;s rough. The movement is loose, the clambering is inelegant, the collision
occasionally embarrassing, and there&rsquo;s a level or two where finding the last
bounty item is genuinely tedious rather than observant. This was made by
essentially one person and it plays like it in the seams.</p><p>It&rsquo;s also short — two to three hours for the base game, a bit more with the<em>Macro</em>
DLC, which is the best content in the package and considerably angrier than the
main campaign. Short is the right shape. It&rsquo;s still worth knowing.</p><p>And the bounty design occasionally fights the looking. When a list item is fiddly
— get four of these in one frame from a spot that barely exists — you stop being a
photographer and start being a checklist operator, which is the exact mental state
the game is critiquing, achieved by accident rather than design.</p><h2 id="the-verdict">The verdict</h2><p><em>Umurangi Generation</em> is the most efficient political game I know, and the
efficiency is the achievement. Three hours. One verb. No dialogue trees, no
morality meter, no branch where you choose to Be Good. It just hands you a camera,
gives you a reason to point it at something trivial, and puts the end of the world
in the depth of field.</p><p>The medium keeps trying to do politics through writing — a character explaining the
system, a choice menu about the system — and keeps producing homework. Faulkner did
it through attention, which is the one resource games actually control. He made
noticing optional and then measured nothing, and that&rsquo;s why it works. The game
never tells you that you missed it. You just find out later that it was there.</p><p>Play it on PC if you can; the mouse is the camera and the camera is the game. The
Switch version is a competent port and the right size for a couch, though the
photo-mode fiddling is happier with a pointer.</p><p>Where next:<a href="/respawn/hypnospace-outlaw-the-operating-system-as-level-design/">Hypnospace Outlaw</a>
for the other great game about doing a small job inside a large disaster.<a href="/respawn/norco-the-southern-gothic-point-and-click/">NORCO</a> for a place that has
already had its red sky and learned to live under it.</p><h2 id="spoilers-below">Spoilers below</h2><p>The escalation is the structure, and it&rsquo;s brutal once you see it laid out. Early
levels are a skate park and a hangout — you photograph mates, you photograph a
crew. By the middle, the same locations have soldiers in them. By the end you are
photographing the aftermath of something that killed people you&rsquo;d previously been
asked to photograph having a nice time, and the bounty list is still asking for
bins.</p><p>The list never changes tone. That&rsquo;s the knife. The game could have had your
employer stop, or apologise, or pivot to documenting the crisis, and instead the
errands continue at the exact register they started at, because the institution
issuing them does not have a mechanism for noticing. The horizon fills up and the
paperwork stays the same shape.</p><p>And the final level&rsquo;s use of the camera — where the only thing left to photograph
is what happened — works because you&rsquo;ve spent three hours with the shutter making
a small pleasant sound. Two hundred photographs of bins have taught your hand a
reflex, and the game finishes by pointing that reflex at the thing it was always
in the way of.</p>
]]></description><pubDate>Tue, 08 Apr 2025 09:00:00 +0000</pubDate></item><item><title>Elden Ring: The Open World FromSoftware Earned</title><link>https://vo.rs/respawn/elden-ring-the-open-world-fromsoftware-earned/</link><description>&lt;![CDATA[<p>The first thing<em>Elden Ring</em> does, once it lets go of your hand in Limgrave, is show you a
castle. Stormveil sits up on its rock in the north-west, visible from most of the starting
region, lit and enormous and obviously important. There is no marker on it. There is no quest
in your log telling you to go there. There is a castle, and there is you, and the game has
correctly calculated that this is sufficient.</p><p>FromSoftware and Bandai Namco shipped it on 25 February 2022 across five platforms, it sold
in numbers that embarrassed the entire genre, and two years on the interesting question isn&rsquo;t
whether it&rsquo;s good. It&rsquo;s why<em>this</em> open world holds when so many don&rsquo;t, given that it contains
most of the same parts as the ones that don&rsquo;t.</p><h2 id="navigation-by-sightline">Navigation by sightline</h2><p>Here is the design decision everything else hangs off. The map fills in when you find a stele
and read it, and the map it gives you is a<em>drawing</em> — terrain, rivers, roads, the shape of
things — with nothing on it that tells you what to do. Your objective marker is a shaft of
golden light that leans in a direction from every Site of Grace, and you are free to ignore it
forever, which most people do for the first twenty hours.</p><p>What replaces the checklist is your own eyes. You crest a hill on Torrent and there&rsquo;s a
cathedral in a swamp, or a ruined manor, or a shaft of light coming out of a well, and you go
and look. The information that drives navigation lives in the world geometry rather than the
UI layer, which means that the act of playing and the act of deciding what to play are the
same act. The Ubisoft tower solved a real problem — how do I tell the player what&rsquo;s out there
— and it solved it by moving the world into a menu. FromSoftware solved it by building a
skyline.</p><p>The mechanical consequence is that curiosity has an actual cost. Riding to that cathedral
takes ninety seconds you could have spent elsewhere, you might die on arrival, and nothing
promised you a reward. So the reward, when it comes, is<em>yours</em> in a way that a completed
checklist item never is. That&rsquo;s the loop. It&rsquo;s very old and almost nobody runs it, because it
requires the confidence to let players miss things — and<em>Elden Ring</em> lets you miss an
enormous amount. Entire questlines, entire underground regions the size of a normal game&rsquo;s
map. Ranni&rsquo;s line alone is missable by walking past a door.</p><h2 id="why-the-fear-survives-the-freedom">Why the fear survives the freedom</h2><p>The obvious risk in going open-world with a Souls game was that difficulty stops meaning
anything when the player can walk away from any fight. FromSoftware&rsquo;s answer is a rune
economy that makes walking away expensive in the right way.</p><p>Die with runes on you, they drop where you fell. Die again on the way back, they&rsquo;re gone. In a
corridor game that&rsquo;s a tense trip down a familiar hall. In an open world it&rsquo;s a ride across
hostile terrain, and the map is full of things that hit like a truck and are placed exactly
where you&rsquo;d want to gallop. The genius bit is Torrent&rsquo;s double-jump and the spirit springs:
you&rsquo;re fast enough to escape almost anything, so death is nearly always a decision you made.
The game gives you the exit and then watches you decline it.</p><p>Then there&rsquo;s the Spirit Calling Bell. Summonable ashes are the difficulty slider FromSoftware
refused to put in the options menu, and giving them to you inside the fiction — a bell, an
item, a thing you upgrade with Grave Glovewort — is a better answer than a difficulty select,
because it costs FP and it changes how the fight reads. Bring the Mimic Tear and a boss
becomes a two-front problem it wasn&rsquo;t designed for. That&rsquo;s a legitimate solve. Nobody has to
tick a box marked EASY, and the fight&rsquo;s identity survives.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The padding is real and I&rsquo;m not going to be polite about it. The Lands Between contains
roughly a hundred and fifty catacombs, caves and mines, and a substantial share of them end
in an Erdtree Avatar or an Ulcerated Tree Spirit you have already fought, in a room shaped
like the last room, for a reward you&rsquo;ll shard down for materials. The dragons are worse: after
the third Flying Dragon you can read the entire encounter in two seconds.</p><p>This matters because the whole navigational thesis depends on the horizon keeping its
promises. Every recycled Erdtree Avatar is a small withdrawal from the trust that makes you
ride towards the next unexplained shape. By the Consecrated Snowfield, plenty of players have
stopped detouring — which is the design defeating itself, and it happened because the map was
sized by ambition instead of content.</p><p>The back third is also where the legacy dungeons start doing FromSoftware&rsquo;s older, meaner
thing — narrow, vertical, interlocking — and it&rsquo;s a reminder that Miyazaki&rsquo;s team still build
the best enclosed spaces in the business. Stormveil Castle is a masterpiece of a level and it
arrives in hour eight. Nothing in the open world beats it, and I think the studio knows.</p><h2 id="the-ancestor">The ancestor</h2><p>The lineage everyone reaches for is<em>Breath of the Wild</em>, and the shared instinct is obvious:
put a thing on a hill, let the player want it. The real ancestor runs further back, to the
home-computer sandboxes that had no budget for markers and no room for a quest log. I&rsquo;d point
at<em>Hunter</em>, Activision&rsquo;s Amiga game from 1991 — a free-roaming island, vehicles you could
just get into, objectives given as<em>descriptions</em> rather than dots, and the expectation that
you&rsquo;d work out where things were by looking at them. It was crude and it was enormous and it
navigated exactly the way<em>Elden Ring</em> does, thirty years earlier, because it had no other
option.</p><p>Sightline navigation is what you build when you<em>can&rsquo;t</em> build a marker system. FromSoftware went back to it deliberately, with a budget, which is a
much harder decision than it sounds.</p><p>For the studio at its most compressed, see<a href="/respawn/sekiro-the-rhythm-game-with-a-sword/">Sekiro</a>, which does the opposite of everything
here — one moveset, one rhythm, no build-crafting, no escape — and is arguably the better<em>designed</em> game. For the studio&rsquo;s other 2023 answer to the same question of what a Souls game
is once you take the sword away, there&rsquo;s<a href="/respawn/armored-core-vi-the-boss-rush-hiding-in-a-mech-game/">Armored Core VI</a>. And if you
want the open-world argument made in miniature by a much smaller team,<a href="/respawn/tunic-the-manual-is-the-game/">Tunic</a> hides its entire map in a manual and dares you
to read it.</p><h2 id="the-verdict-argued">The verdict, argued</h2><p><em>Elden Ring</em> is the best argument in years that an open world can be a<em>place</em> rather than a
delivery route, and it makes that argument with a hundred and fifty dungeons of evidence
against it. Both things are true. The first thirty hours are the finest exploration design of
the decade; the last twenty are a very good Souls game wearing an oversized coat.</p><p>What it earned, it earned by holding a line every other studio abandoned: it refuses to tell
you where to go. That refusal is what makes the castle on the horizon mean anything, and it&rsquo;s
why people who bounced off<em>Dark Souls</em> three times finished this one. Being<em>told</em> was always the barrier.</p><p>It&rsquo;s on PS4, PS5, Xbox One, Series X|S and PC, and it runs best on PC with a frame cap you set
yourself. Start as a Vagabond, ignore the golden light for as long as you can stand it, and go
look at the castle.</p><p><strong>Play next:</strong><a href="/respawn/sekiro-the-rhythm-game-with-a-sword/">Sekiro</a> if you want
FromSoftware with every fat trimmed off.</p><h2 id="spoilers-below">Spoilers below</h2><p>The moment the design fully tips its hand is Leyndell.</p><p>You spend forty hours riding towards a golden tree that is visible from everywhere in the
Lands Between — the single largest sightline in the game, the thing that has been telling you
where north is since Limgrave. Then you reach the capital underneath it, fight your way to
the base, and discover the tree is sealed behind thorns that no weapon touches. The
navigational landmark that organised the entire map turns out to be a locked door.</p><p>What follows is the game&rsquo;s best structural joke and its most divisive stretch. You go<em>down</em> — the Siofra and Deeproot depths, an entire second map hanging under the first — and
then Leyndell burns, and you come back up to a version of the capital filled with ash where
the geometry you learned is now a trap. The open world resolves into the closed one. Farum
Azula is pure late-period FromSoftware corridor design, floating in the sky, and Torrent is
useless there, which is the point. The horse gave you freedom for forty hours and then the
game takes it back for the ending, because the ending is about arriving rather than choosing.</p><p>Malenia is the other tell. Waterfowl Dance is a three-part flurry that covers the arena and
kills most builds outright, and there is a widespread view that it&rsquo;s unfair. It isn&rsquo;t quite —
it&rsquo;s dodgeable, the timings are published, thousands of people do it hitless — but it&rsquo;s
designed against the grain of everything the open world taught you. Open-world<em>Elden Ring</em>
rewards preparation, level-scaling and bringing a bigger hammer. Malenia doesn&rsquo;t care about
your hammer. She&rsquo;s a<em>Sekiro</em> boss wearing a Souls skin, sitting in an optional tower at the
end of a missable region, and she&rsquo;s there to remind you which studio you&rsquo;re dealing with.</p><p>The endings, meanwhile, are the weakest thing in it. Four cutscenes and a Frenzied Flame
variant, gated on questlines most players never touch, delivered as text. After two hundred
hours of a world that spoke entirely in geometry, the finale speaks in paragraphs. The game
that trusted your eyes for the whole ride ends by reading to you.</p>
]]></description><pubDate>Tue, 14 May 2024 09:00:00 +0000</pubDate></item></channel></rss>