r/VideoGameAnalysis

▲ 0 r/VideoGameAnalysis+1 crossposts

The Success Trap : An Analysis of Corporate Pressure on Shadow of the Erdtree's Design

The Success Trap: How Elden Ring Sold Its Soul to Service the Brand in Shadow of the Erdtree

Before the pitchforks come out and the comments sections fill with a chorus of "Git Gud," let’s get one thing straight : I love baseline Elden Ring. It is an artistic masterpiece. I am not here to complain about the difficulty. I am not here because a boss gave me an emotional breakdown. If a game is mechanically tight and beats me fairly, I’m all for it.

No, my issue isn’t with the difficulty. It’s with the vibe shift.

There is an unspoken rule in the corporate entertainment world: When a project explodes and sells well over 25 million copies, the pressure immediately shifts from "innovating" to "servicing the brand." The suits step into the room, the metrics take over, and art is quietly replaced by "content." Shadow of the Erdtree (SOTE) isn’t a failure of talent: FromSoftware is clearly still brilliant. It’s a symptom of massive success. It is the beginning of the "Ubisoft-ification" of Miyazaki’s world, where raw mystery is traded for commercial safety and social media engagement.

Let’s break down exactly how corporate gravity pulled this expansion down.

1. The Geography of Tourism: From Adventure to Chore

Remember the base game ? Remember the genuine, terrifying thrill of exploration ? You could be minding your own business in Limgrave, open a chest, and suddenly find yourself trapped in the literal hellscape of Caelid. The world felt dangerous, massive, and entirely indifferent to your existence. You were an archaeologist uncovering ancient history.

In SOTE, you are a tourist on a scenic route.

The map is visually stunning, no one is denying that. The vistas are beautiful. But once you stop staring at the horizon and actually try to play the game, the "All this for THIS ?" feeling kicks in. We were promised FromSoftware's largest DLC map ever, and technically, we got it. But it is an empty, visually padded illusion. Huge, breathtaking zones exist for absolutely no reason other than to fill out a marketing bullet point.

And what do we do in these vast, empty spaces ? We hunt for Scadutree Fragments. Exploration was stripped of its organic reward and replaced with a mandatory grocery list. You aren't exploring because you want to see what dangers await ; you're exploring because you need to collect the local DLC currency just to keep up with the game's artificial math.

To make these dead zones even more "engaging", the devs decided to populate them with the ultimate corporate shortcut : copy-pasted asset spam. No matter how unique or beautiful the sub-biome looks, you can bet your runes you’ll be fighting the same dragons, the same man-fly, and those lovely shadow undead. It’s not a living ecology ; it’s an assembly line.

2. Creative Bankruptcy: Capitalizing on the "Greatest Hits"

When a company becomes terrified of losing its massive new audience, it becomes risk-averse. Instead of inventing completely new cosmic horrors or factions, SOTE plays it safe by giving us "Factions : Volume 2." It takes the most recognizable, beloved themes of the base game and dilutes them into predictable video game levels.

  • The Fingers : In the base game, the Two and Three Fingers were deeply unsettling, alien entities whispering from the dark. In SOTE ? Here is a literal "Finger Ruins" biome. Look, finger-monsters crawling out of finger-dirt ! By over-saturating the theme, the cosmic horror completely evaporates.
  • The Frenzied Flame : The madness sickness was a terrifying, hidden taboo in the Lands Between. SOTE gives us the Abyssal Woods, a mandatory "Madness Stealth Level", complete with generic mad people pacing around.
  • The Dragons : Because players liked dragons, we get the Jagged Peak. It’s literally just "Dragon Mountain".
  • The Scarlet Rot (Romina) : This is perhaps the most insulting dilution. The Scarlet Rot in the base game was an incomprehensible, cosmic plague devouring a demi-god and an entire continent. SOTE introduces Romina, the "Saint of the Bud" and gives the Rot a tidy, tragic fantasy origin story in a pretty pink church. Because God forbid a cosmic horror just stay an incomprehensible cosmic horror ; we need a wiki-page explanation to check off the "Lore" box.

3. The GRRM Gap & Narrative Hand-Holding

Why does the story in SOTE feel so fundamentally different from the base game ? Simple : George R.R. Martin wasn't in the room anymore.

For the base game, GRRM built a mythic foundation that felt like history—messy, familial, and deeply grounded. SOTE, however, feels like high-quality fan-fiction written to fill a wiki page.

The base game trusted your intelligence. It forced you to be an environmental detective. SOTE, on the other hand, treats you like you have a short attention span. Think about entering the villages in the DLC : before you even have a chance to look around and piece things together organically, the game literally hands you a note or a ghost saying, "Hey, here is exactly what happened to this village." It’s journalistic, literal, and completely strips away the poetry of discovery to make the game more "accessible" to the casual masses.

Worse yet, the DLC actively "spends" the lore's greatest mysteries just to give them health bars. Cosmic legends like Metyr (Mother of Fingers) and Midra (Lord of the Frenzied Flame) are dragged into the light, given an explicit origin story, and turned into checklist boss fights. Demystification is the death of awe.

4. The Marketing Duo: Manufactured Icons and Disposable People

Nothing screams "Corporate Product" louder than how SOTE handles its characters.

First, look at Messmer the Impaler. He wasn’t born because the narrative absolutely demanded him; he was built from a marketing checklist. He is blatantly Malenia 2.0. He has the slender silhouette, the crimson color coding, the tragic backstory, and, crucially, a highly rhythmic "kill-quote" specifically engineered to generate viral TikToks and Youtube compilation clips. He is a manufactured mascot built to sell pre-orders.

If Messmer is the new product, Radahn is the safety net. Bringing Radahn back in Mohg’s corpse is the ultimate fan-service regression. It exists purely to capitalize on community "Prime Radahn" hype and power-scaling debates. It completely cheapens the beautiful, tragic finality of the Festival of Radahn from the base game, dragging him back out for a corporate encore.

And what about the human characters we actually spent time with ? The NPCs we grew with, plotted with, and fought alongside ? They get the assembly-line treatment. Instead of receiving poetic, lonely, individual conclusions to their questlines like Alexander or Blaidd did, the devs just funnel everyone into a giant, chaotic gank arena at the end and massacre them all at once. It’s efficient, it saves development time, and it’s completely uninspireda : mechanical necessity disguised as tragedy.

5. The Lone Sparks: The Exception That Proves the Rule

Am I saying Shadow of the Erdtree is entirely devoid of talent? Of course not. FromSoftware’s genius still sparks occasionally, and when it does, it hurts because it reminds you of what the rest of the DLC should have been.

Look at the Divine Beast Dancing Lion. It is, hands down, the most original and inspired boss in the entire expansion. The atmosphere is totally unique, the arena is legendary, and the music with its shifting cultural instrumentation and phase transitions, feels alive. It is a masterpiece of art direction based on the traditional Lion Dance, giving us a grounded, fresh flavor instead of another manufactured Malenia remix.

Then there’s the Scadutree Avatar. It doesn't exist to sell action figures or go viral on TikTok. It’s just a great, weird encounter. Mechanically, its multiple-resurrection gimmick is incredibly refreshing : a three-phase puzzle fight that rewards observation rather than artificial power-creep reflexes. Narratively, it shows beautiful restraint. It doesn't ruin an ancient cosmic mystery ; it’s just a tragic, twisted manifestation of the Scadutree itself. It feels organic to the world.

These two bosses prove that the old FromSoftware magic was still there, buried alive under a mountain of corporate expectations and brand deadlines.

Conclusion: The Symptom of Success

Ultimately, SOTE isn’t a terrible piece of software. If it were made by any other studio, we’d call it a triumph. But this is FromSoftware. We don't judge them by industry standards ; we judge them by the standards they set themselves.

And by those standards, SOTE is a massive compromise.

It is the tragic reality of the video game industry: When a game sells well over 25 million copies, the pressure shifts from "innovating" to "servicing the brand." Shadow of the Erdtree is a symptom of success. It is an expansion that traded the archaeological poetry of exploration for a sightseeing checklist, and swapped cosmic mythologies for corporate fan-service.

I want to see FromSoftware take terrifying risks again. I want them to make worlds that don't care if I understand them. But as long as the metrics dictate the art, we are going to keep getting high-fidelity, empty amusement parks.

reddit.com
u/Cold-30 — 2 days ago
▲ 156 r/VideoGameAnalysis+2 crossposts

My review of Hideo Kojima’s Snatcher that no one asked for

I’m a very big Kojima fan but I have never delved into his more obscure works being policenauts and of course Snatcher here.

I won’t lie, I was blown away by this. There were moments in this game where I could not believe what I was looking at. Especially with how the 90s was with games. Not to spoil too much but people die, there is a lot of gore, swearing, strip clubs etc.

For those who don’t know, Snatcher is a visual novel game made in Japan for a Japanese computer that had a sega CD version that was localized for America in 1994 directed by Hideo Kojima of Metal Gear and Death stranding fame. It’s about rip off of blade runner as you play as Gillian Seed who is a Junker, his job is to find the titular “Snatchers” who are a kinda combination of a replicant and a terminator. It plays a lot like a point and click and adventure game without well… the pointing and clicking. If I had to compare it to something I’d say I was reminded the most of ace attorney. Being a detective, finding evidence, uncovering a mystery, showing people clues and so on. The story takes some crazy turns and the thing that shocked me most of all is a lot of stuff people credit metal gear solid with (amazing voice acting, crazy deep story and weird over the top characters) was all here a few years before. The voice acting is all pretty stellar especially for the time period. I never really was taken out of the experience by it… with one exception that I’ll get into later.

I’d say it plays as a sort of gripping 8 hour sci fi movie. It’s interesting to note there’s a lot of funny mechanics that you just wouldn’t see nowadays. Something funny to me is in the game you have to make phone calls, and each time you have to type the phone number in as opposed to say just selecting who you want to call. Something that I suppose could be considered annoying but I never found it too cumbersome. The story is also loaded with extra dialogue, a lot of the times if you talk to people 2 or even 3 times they will say something different. The attention to detail really does fit kojimas style.

The story plays out pretty great and has some horror elements at times. I think this may be a weird comparison but a lot of the time I got Earthbound vibes with the tone. By that I mean just wacky and over the top silly but with a deep meaningful story in the end. Earthbound is way more on the wacky side but I couldn’t help but they get that vibe from this title.

I do have a few negatives I have to point out though. Some of the gameplay does get a bit tedious. A lot of the time, to progress you need to check a certain object in a certain room multiple times before you can actually progress. So in something like ace attorney there would be a checkmark if you checked something, here it’s super easy to lose track of what you checked once or twice or even three times. That being said I never had to use a guide so with enough trial and error it’s possible to muscle through. I think my other negative comes from the story. The story is really amazing… until it kinda isn’t. I would say the first and second acts are absolutely amazing. The games ending though feels a bit anticlimactic and just sorta odd. I think it seems weird they almost seem like they’re building up to one thing and go a different less interesting direction. Supposedly Kojima ran out of time and wanted the game to have two more acts in it but development got cut short (which is funny considering this happened years later with the phantom pain).

My other real big flaw with the game is Gillian Seed. Gillian ain’t no fuckin solid snake and I mean that in a few ways. He’s not really that likable and seems to just be a weird creep a lot of the time. Obviously this is partially based on your choices as to what to investigate and who you talk to but I really didn’t care for his character. I also think his vocal performance is the worst in the game by quite a bit. I’m not sure what happened, maybe just poor direction but he stands out in a bad way with maybe the exception of napoleon. Napoleon is a weird character anyway though so I sort of forgive it. If they ever rerelease this just get David hayter lmao.

One last minor thing I’ll point out that’s interesting is this is sort of a sequel to the original Msx metal gear. I wouldn’t say you need to play that or anything but trying to find all the references was super fun and it’s cool thinking they exist in the same world.

So yeah I highly recommend this to anyone and I’m shocked not more people talk about this. Unfortunately the only way to play nowadays is tracking down a sega cd or emulation. Just emulate it, I don’t think Konami is going to release it again anytime soon. That being said though this would fit perfectly on a metal gear collection as a bonus. I don’t see why not just include the rom seems like a no brainer. Same with the genesis mini consoles that came out. Not quite sure what the hold up is, maybe it’s just that niche of a title? My recommendation is just use retroarch like I did. You won’t regret it

u/ReadyJournalist5223 — 6 days ago
▲ 17 r/VideoGameAnalysis+17 crossposts

AXLE GAMEPLAY SEASON 29

Hey Legends, made this video in the first week of the new season with all the struggles of playing and facing AXLE, hope you can relate!

youtu.be
u/too_slow- — 5 days ago
▲ 37 r/VideoGameAnalysis+3 crossposts

Dungeon Siege 2 GameSpy Is Back After 20 Years!

Everyone saw just how difficult and exhausting the work was - restoring multiplayer. This video is just over 12 minutes long, but it captures the result of many months of persistent work and faith in reviving our dream.

This is our collective achievement. Together, we are creating a new chapter in the history of the Dungeon Siege fan community. Share this video with your friends, invite them to join us, and together we’ll look forward to the server’s public launch - so that you and your friends can have a positive and fun time enjoying your favorite game, which we’re personally bringing back from undeserved oblivion!

Like and comment on the video! The more engagement we get, the more people will join us. Enjoy the video -> Historic Dungeon Siege 2 GameSpy Run - Multiplayer Lives Again

u/Beneficial_Speed_604 — 6 days ago
▲ 16 r/VideoGameAnalysis+1 crossposts

Joker: One In A Long List Of Pawns in the Arkhamverse

In the Arkham Trilogy, visibility is not control. While Joker played his games, he was being moved across the board by the true schemers: Hugo Strange and Ra’s al Ghul, with Quincy Sharp as their frontman.

Pawn to His Own Status

After being defeated at the Blackgate Chapel in Origins, Joker’s underworld hierarchy was diminished. His subsequent escalations with torturing Jason Todd, paralyzing Barbara Gordon, the many civilians he killed, and the TITAN riots were purely reactionary. Though his chaos inadvertently led to the approval of Arkham City, he lacked true agency; he was simply a victim of the momentum of his own obsession.

The Asylum Gambit

Joker believed he controlled the Asylum riot, but his violence was merely the "opening move" for Quincy Sharp. By proving the Asylum was ineffective, Joker acted as the catalyst for the funding and political will needed to build Arkham City. Sharp used Joker’s theatricality to sell the public on the necessity of a super-prison.

The Protocol 10 Diversion

In Arkham City, Joker was a dying piece used to distract the Bat. Batman’s investigation into Protocol 10 was abruptly cut short by Joker’s attempt to snipe Catwoman, re-centering the night around Joker’s health. This "noise" kept Batman’s eyes off the clock, forcing him into a desperate arms race for medicine while Strange finalized the mass-execution protocol.

Conclusion: An Effective Death

The tragedy of the Arkham Joker is that he died effectively and was incredibly pathetic. He died not as a god of chaos, but as a man pitied by the very person he spent his life trying to destroy. He was the loudest piece on the board, but he was always a sacrifice for a larger goal, a tool for Gotham’s collapse, not the schemer of it.

Note: This is just my perspective and opinion about the series' lore and narrative. I am open to criticism and willing to chat in the comment section in a friendly manner. You can provide me with materials that I may have missed.

reddit.com
u/theyvebeensent — 7 days ago
▲ 343 r/VideoGameAnalysis+70 crossposts

We’re currently improving the Steam page for our horror FPS The Infected Soul.

Which version do you think looks better visually? (1 or 2)

Any feedback on layout, readability, or overall feel would really help us.

You can also wishlist the game from the link it would mean a lot to us 🙏

The Infected Soul – Steam Page

u/Guilty_Weakness7722 — 12 days ago

All of these consoles appear to be based on real ones but I can't seem to pinpoint the one on the far right.

From left to right, we have: PS1, Sega CD, Super Nintendo and the one I can't identify.

u/Nobody_Important_2 — 7 days ago

Vintage 3D Games: why Tank Controls?

Resident Evil may be the patron saint of tank controls, but it starte way before that, in 2D games like Combat. Literally the EXACT same movement controls. But by the early 80s, as shooter games transitioned from vehicle to 'human avatars' we saw "true" directional control in games like the iconic Commando - you move in whichever direction you move the joystick (and that's also the direction you shoot).

But a strange thing happened when games transitioned to 3D - for some reason, they reverted back to the tank control format. Games like Tomb Raider, Spyro, Bubsy - all tank controls. Not just the fixed-camera stuff like Resident Evil. Of course that all changed after Doom, when the strafe became a critical component of fast gameplay, finally starting the process of the obsolescence of tank controls (the problem lingered on for consoles until the dual shock).

Does anyone else find it strange that 3D games began with tank controls, when 2D games had already gone through that process of starting there, and growing to better controls, in terms of shooter gameplay? It just seems ironic that, in essence, 3D games had to go through the same growing pains as 2D games, instead of learning their lessons and trying to implement their later/better controls to 3D, rather than their earlier, clearly inferior controls.

u/4cade — 9 days ago

HOT TAKE! we should not critique games in a bad-good spectrum because its all subjective!

my opinion on the matter is that we humans made it all up and thats why its not correct to say things like "this game has great writing" the point is there is no objective truth and because of that we should change how we analyze games or even art in general like movies or drawings

there is also downsides of using the bad-good spectrum:

  • there could be a mismatch between the expectation and reality causing you to waste money on games that are just simply not for you for example i heard really good things about disco elysium about how great the characters and the writing are and well what do you know i didnt like neither so i was just left out disappointed and with bad feeling which get me to my next point
  • using this kind of language could make you feel bad like your taste is wrong or worse or shallow when it could have been avoided

if the discussion were more like for me-for you i would have found my kind of writing i like sooner like in the game "the forgotten city"

on the contrary you might say "well i believe there is an objective better games than other based on the fact that if i offer you to play 2 games one is breath of the wild and one is a no name new game without a budget you will most likely pick breath of the wild" but i would argue you mistake consensus with objectivity

in the end i think that if criticism was more focused on who is this for and why instead of why is this a masterpiece we would all find OUR games better and faster

thank you so much for reading all that, i would love to respectfully debate in the comments

reddit.com
u/Ok_Till_1280 — 11 days ago

Am i the only one who prefer to watch no commetary walkthrough's of games to see if a game is for me rather than watching youtuber reviews of them,Personally I prefer to do it this way so i can see a non bias look at the game im interested in checking out

..

reddit.com
u/Scary_Dance2628 — 10 days ago
▲ 6 r/VideoGameAnalysis+3 crossposts

'High on Life 2' Glitches Galore on PS5

I loved the first game, and I'm not even that much of a 'Rick and Morty' guy. The talking guns, ridiculous humour, and weird sci-fi worlds were a true novelty (for me) and the game felt fresh. I was excited to hear that there was a sequel, but worried about the lack of hype and staggered release dates.

The game definitely feels like High on Life, and I came to enjoy the skateboarding mechanic as it gives the game much needed energy. Some of the new Gatlians and side characters are fun additions, especially Travis and his whole sequence on the cruise ship. And there are also several missions that I thought were really clever and lived up to the innovation of the first like the boss fight in the Pause Menu.

HOWEVER, in my opinion as a casual gamer, a lot of the humour feels recycled from the first game, except less funny the second time round. Characters like Knifey become painfully overused, and the game constantly mistakes “loud and random” for... clever? There are long stretches where you’re just standing still listening to characters dump exposition on you, and the final act is one last boring blow to the face. I finished the game genuinely angry that I was forced to wait through that court scene. I didn't find it clever or meta or funny.

I bought it on PS5 (hard copy) the day it released. Technical issues galore. I had frame drops, frozen loading screens, broken prompts, and multiple moments where I had to reload checkpoints because triggers wouldn’t activate the next sequence. Honestly one of, if not the buggiest experience, I’ve had on PS5. I read the digital release MONTHS AGO was also shocking.

It’s frustrating because there are moments of creativity and fun (like the cult missions), but they are few and far between in a pretty bland game overall (compared to the first).

I've seen some really positive reviews praising the humour and story, only identifying the bugs as the primary weakness. I was a bit surprised by this, but maybe I'm way out of the loop? I'm curious what others here think.

My full thoughts if interested: High on Life 2 (2026) - Game Review

u/aussiereeltalk — 12 days ago