It's the same as when my father recently lubricated the hinges of an old screen door at the home of my childhood. The first time I opened it , following his work as handyman, I struggled and felt a tingle of Elden Ring Runes weightlessness, but I was not greeted with the same sound and feeling I expected. I did not hear anything. I felt nothing. It was like being in a space. The feel, all the personality that door previously clutched with its creaking joints was lost, replaced by an ethereal smoothness that concealed its existence instead of creating a taste for the world.
That's Elden Ring without the learning curve. It's a process that sees FromSoftware basically throw users in the deep and encourage them to dive to ensure safety. Could the user interface be more specific? I would think so. Are the developers able to make an effort in concert to evolve the combat mechanics past the flaws of its predecessors? Absolutely, anything is possible. Personally, I don't want a game that plays just like any other game. It's helpful that I get a perverse level of enjoyment from Elden Ring's repetitive die-retry-die loop and it's pleasing to see FromSoftware stubbornly maintain its decades-old practices. Similar to a game that rejects modern sensibilities such as high-definition graphics as well as higher frame rates for a smoother experience to attain a specific aesthetic, Elden Ring wouldn't be an appropriate sequel to Souls lineage if it didn't kindly ask players to alter their behavior to its peculiarities, rather than it being the opposite.
But, let's be clear: Elden Ring isn't as bad as It and the predecessors are believed to be by diehards and detractors alike. The newopen-world format appears to be an intentional choice from FromSoftware to extend an emulation to Elden Ring Items for sale players who had a blast playing previous Souls games, most of which were less linear as Elden Ring.