Elden Ring is Miyazaki's most successful attempt to get players out from behind their shields

Elden Ring
(Image credit: FromSoftware)

Hidetaka Miyazaki has never seemed like one for sequels, which perhaps explains why his familiar gameplay template has appeared under so many different names. The Soulsborne lineage, or whatever clunky portmanteau has supplanted the label now that Elden Ring has released, has shuffled us not just between titles but styles, settings and time periods too. But despite all the costume changes and reshuffled staging, the song itself has largely remained the same. 

That is particularly true when it comes to combat – despite efforts over the years to get players to change up their tactics. Swordplay in these games is a fighting game at heart: about controlling space, dancing in and out of range, baiting, evading and punishing. Success is about understanding when it is your turn; when the enemy has left themselves open enough for you to get in a hit or two. You nip in and dash off a couple of quick R1s, then retreat to safety, raise your shield, and begin the dance anew.

From's departures from this formula suggest a certain frustration with the defensive tactics its players employ. Bloodborne's Regain mechanic urged the player onto the front foot, and in the description for one of the game's few defensive tools Miyazaki made his feelings plain: "Shields are nice, but not if they engender passivity". In Sekiro, From went even further, reframing defence as the best form of attack – but where defence involved timing as precise as a hardcore fighting-game combo. Sure, it gave us stealth, but that was no use against Genichiro and company, was it?

Similar veins

Bloodborne

(Image credit: Sony)
SUBSCRIBE TO EDGE

Elden Ring Edge Magazine

(Image credit: Future / FromSoftware)

This article first featured in Edge Magazine – check out subscription options at Magazines Direct

The mechanical riffs on the Souls template in Bloodborne and Sekiro were only made possible by the stylistic ones. Only when the game looked different was it allowed to feel different. No doubt FromSoftware understood that players would play Elden Ring like a Souls game. As soon as fans see a knight with sword and shield, a mage with robes and staff, or a wretch wearing nothing but a loincloth and a smile, they make the obvious connection and revert firmly to type. Unable to force you out of your comfort zone, in Elden Ring FromSoft instead seeks to encourage it. The result is the most generous and flexible combat system FromSoft has yet produced – one you are free to engage with as much, or as little, as you like.

Early on, the Spirit Ashes feel like the game-changer. When an NPC gives us a jellyfish to call into battle, we assume they are having us on. But despite its squishy form it's an absolute tank, soaking up surprising amounts of aggro and causing plenty of problems with its status effect. A pack of skeletons that we could kill in seconds hangs around for an entire fight against a miniboss whose AI script hasn't been written with self-resurrecting support characters in mind. Not that it matters: the poor beast spends most of the fight stunlocked. While they vary in shape, size, power and utility, every Ash serves a singular primary function: to draw the boss's eye away from you, and to let you onto the front foot without fear, if only for a second.

Elden Ring

(Image credit: FromSoftware)

"After 60 hours, we've barely begun to explore the depths of the Ashes Of War system".

And once you're there, you have more options than ever. Yes, you still have your light and strong attacks, the charge-move variant of the latter dealing heavy damage to even the biggest foes and putting many smaller ones on the floor. The new jump attacks have a similar, if less dramatic effect. And in another new addition, the Guard Counter, Elden Ring makes a huge concession to the defensively minded while also showing them how much fun they can have when they throw caution to the wind. When you block an incoming blow, a quick press of heavy attack performs an instant riposte, dealing significant damage and often crumpling the foe straight to the floor – though, this being FromSoft, a certain risk is baked in: if your enemy is mid-combo, you're probably eating their next hit instead. 

After 60 hours, we've barely begun to explore the depths of the Ashes Of War system, which builds on Dark Souls 3's weapon skills by not only expanding a weapon's moveset with a unique attack, but also letting you tweak its attribute scaling and add permanent elemental or status effects to your swings. We've spent hours in the company of Lion's Claw, with its slick forward somersault and unstoppable finishing slam. Bloody Slash, fast and attractive and causing bleed on every hit, is well worth the small amount of health it costs to use. There are many more to uncover, but their impact on the game is already clear. No longer do you need multiple weapons to cover different situations, or to work around certain enemy resistances with consumables. The tool you need is already in your hand, the key to victory only a few menu selections away.

Putting all of these systems together in battle is a delight – particularly when it leaves a boss prone on the floor, awaiting a critical hit – and when done correctly fundamentally upends the traditional Souls 


This feature first appeared in issue #370 of Edge Magazine. For more great articles like this one, check out all of Edge's subscription offers at Magazines Direct.

Edge Staff

Edge magazine was launched in 1993 with a mission to dig deep into the inner workings of the international videogame industry, quickly building a reputation for next-level analysis, features, interviews and reviews that holds fast nearly 30 years on. 

Read more
Screenshots of battle in Elden Ring Nightreign along with a logo for GamesRadar+'s Big in 2025 features
Elden Ring Nightreign could be the Fortnite of Soulslikes, but probably not for the reason you think
Exploring and fighting in Blades of Fire
Blades of Fire plays like a lost Xbox 360-era mashup between God of War and Soulslikes, and it's coming from the studio behind Metroid Dread
Elden Ring Nightreign
Elden Ring Nightreign feels like a modded version of FromSoftware's best game ever – and after 3 hours, I only wanted to play more
A feathered enemy in Wuchang: Fallen Feathers reaches out to grab... us!?
With Wuchang: Fallen Feathers, Chinese studio Leenzee aims to soar to the heights of its field
Elden Ring Nightreign Wylder warrior
Elden Ring Nightreign is the first FromSoftware game where co-op isn't jank, and the team synergy already feels amazing
Three knights riding on a scenic dirt path in the hills of Bohemia in Kingdom Come: Deliverance 2
"Instant gratification in gaming has become a problem" – Kingdom Come: Deliverance 2 dev says the RPG is meant to feel like a spiritual successor to Oblivion and Morrowind
Latest in Action Rpg
A Monster Hunter Wilds character holding binoculars.
Despite Monster Hunter Wilds suffering monstrous performance problems on PC, it still outsold the PS5 and Xbox Series X versions in the US
Skyrim
It took Skyrim players nearly 15 years to discover ingenious loot hack that completely changes the game and, uh, requires you to desecrate a couple corpses
Elden Ring: Shadow of the Erdtree final boss Radahn stares into the camera, holding a sword in each hand.
After 423 hours and over 15,000 total deaths, Elden Ring player finally beats Shadow of the Erdtree without the upgrades FromSoftware urged everyone to use: "Never give up"
Monster Hunter Wilds trailer screenshot showing a young woman with long blonde hair tied back into a ponytail smiling slightly, pumping her left fist in the air
Monster Hunter Wilds' Gemma actor requests "tips for beginners" from fans of Capcom's action RPG as it's the "first MH game that I've ever played"
Monster Hunter Wilds characters share a meal
Oh no, Monster Hunter Wilds is so good that I'm already counting the days until its inevitable Master Rank expansion
Diablo 4 season 8 boss
Diablo 4 season 8 is revamping the boss ladder system with new mechanics and bosses, including one of the best from Diablo 3
Latest in Features
The Punisher holding two machine guns in the rain
Daredevil: Born Again - Learn the bullet-riddled comic book history of the Punisher before he officially joins the MCU
A woman in a underwater machine waving during the cinematic teaser for Subnautica 2.
Subnautica 2: Everything we know about the new underwater survival game
The AMD Ryzen 7 8700G being held above a motherboard by a reviewer
AMD's pro-consumer 9070 strategies are exactly why it's primed to dominate the CPU market in 2025
Assassin's Creed Shadows cinematic screenshot
Assassin's Creed Shadows' transmog looks set to combine the best of Odyssey and Vahalla to make changing my drip easier than ever
Split Fiction screenshot of Zoe and Mio in a fantasy world
Split Fiction feels like a Mass Effect-meets-Fable platformer and I'm obsessed with it after just one hour
Monster Hunter Wilds characters share a meal
Oh no, Monster Hunter Wilds is so good that I'm already counting the days until its inevitable Master Rank expansion