Like everyone and their dog, I've been playing Elden Ring, and judging by the fact I find it extremely difficult not to play this game whenever I have any free time available, I surmise that I'm really enjoying it. Elden Ring brings back the freedom to pursue a multitude of branching paths, which is something that Fromsoft's last few games have been slightly lacking in. I believe that this new open-world structure has helped a lot of people to get through Elden Ring, since now you can just wander off somewhere else if you are sick of banging your head against a difficult boss.
It's no secret that Fromsoft are known as the developers that make really hard games, but that difficultly was always in service of making a player think about their actions. Both Demon's and Dark Souls punished people for being too cavalier, since getting surrounded by enemies would quickly lead to death as you could only focus on one adversary at a time. You movement was also slow, which made you think about when to attack and when to not. The very combat system Elden Ring uses today was made for this slow and deliberate movement, but the majority of enemies and bosses are anything but.
There has been a focus on quicker action ever since Bloodborne came about, and it's something that I'm not a fan of. Enemy attack patterns are awkwardly paced and sometimes poorly telegraphed, and this isn't helped by the fact that your character still moves like a lethargic brick. Sekiro actually made some good headway in this regard, with cancellable attacks, a quick and reliable dodge, and visual and audio cues for certain dangerous enemy attacks. But Elden Ring seems to have disregarded these changes, and it is back to this cumbersome middle ground. I'm still firmly loving this game, but I just wish that the developers would realise that not every boss needs to a whirling ball of death.
What's everyone else's opinion on this? Is there something I'm missing here? Or do you feel the same way?