Summary

Though they still hold up surprisingly well, players returning toDemon’s SoulsandDark Soulsare bound to notice the lack of any of the quality-of-life improvements and subtle tweaks to the formula that FromSoftware has made over the last decade or so. From simple additions like a dedicated jump button to more substantial overhauls such as a full open-world and mount mechanic,FromSoftware’s gameshave come a long way, culminating in the most recent release,Elden Ring: Shadow of the Erdtree.

After a lengthy wait, fans finally got their hands onElden Ring: Shadow of the Erdtreeabout a month ago, and for many, it was everything they wanted and more. An intricate, extensive 20+-hour adventure,Elden Ring’s Shadow of the Erdtree expansion is far more than just an average DLC, and it’s set quite the high bar for the next FromSoftware game, especially in one department in whichSekirohad already laid the foundations.

Elden Ring Shadow of the Erdtree Tag Page Cover Art

The Next FromSoftware Game Could Double Down on Verticality

Sekiro Brought a New Layer of Verticality to FromSoft’s Soulslike Formula

Taking the generalFromSoftwareSoulsformulaand adding its own set of unique twists to it,Sekiro: Shadows Die Twiceoffered a familiar but fresh experience for FromSoftware veterans upon its launch in 2019. One of the biggest departures from the usual formula wasSekiro’s traversal system, allowing players to grapple onto specific parts of the environment with their Shinobi Prosthetic Tool.

Though the game still had a few flat areas, much ofSekiro: Shadows Die Twice’s level designemphasized this new grappling hook mechanic by giving its environments more verticality. InSekiro, this verticality took the form of climbable towers, grappling hook anchors on rooftops, and underground caverns located below key areas.

Elden Ring: Shadow of the Erdtree Pushed That Verticality Further

Elden Ring’s base game tookSekiro’s verticality one step further, implementing it into a vast open world.Elden Ring’s verticality is best seen in Legacy Dungeon areas such as Stormveil Castle and Leyndell Royal Capital, both of which feature branching paths that take the player underground, above it, and high into the sky. This verticality can also be seen in some areas ofElden Ring’s open world, where the player’s mount, Torrent, is needed to reach new heights or safely descend tall mountains.

The recently releasedElden Ring: Shadow of the Erdtreecontinues to double down on this vertical level design. Almost all of Shadow of the Erdtree’s larger areas contain some level of verticality, hiding whole new areas or boss fights deep below its surface or high above its ground level. The amount of Torrent platforming is also increased in Shadow of the Erdtree, encouraging players to thoroughly explore the environment for any alternate routes in the open world.

How FromSoftware’s Next Game Can Push Verticality to the Next Level

Based on its last few games, it seems like a safe bet to assume that FromSoftware is going to keep on experimenting with verticality in its next game’s level design. And if that ends up being the case then there are a few different ways FromSoftware could take its verticality to the next level. A simple yet effective idea would be to combineSekiroandElden Ring’s approaches to verticality, delivering the latter’s stacking approach to level and environmental design, and adding the former’s grappling hook mechanic to make vertical traversal feel fluid and fast.

Elden Ring: Shadow of the Erdtree

WHERE TO PLAY

Shadow of the Erdtree is the first and only DLC expansion for FromSoftware’s groundbreaking Elden Ring. It takes players to a whole new region, the Land of Shadow, where a new story awaits the Tarnished.