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Elden Ring Review | PC Gamer

The Dark Souls series, including Demon’s Souls and Bloodborne, were open worlds before the term referred to the structure of games like Grand Theft Auto and Assassin’s Creed. Far off castles and swamps caught your eye, you puzzled out a linear path towards them, fell down a hole and went looking for a new destination. They didn’t need maps or icons, because their worlds were dense with clues and lures leading to new paths and back to old locations.
It worked, but spreading the mysteries and challenges of Dark Souls across an open world in the conventional sense—castles to infiltrate from many angles, swamps to ride through on horse, and beasts to chase you down—is the kind of thing you dream about.

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