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  • Writer's pictureTaylor Rioux

Elden Ring: Shadow of the Erdtree Review

Updated: Aug 3

Casting Shadows


               When Elden Ring first released in 2022, it cast such a large shadow that it basically became an inescapable part of online discourse – whether you played it or not. That shadow didn’t just cover every game that came out around the same time (sorry, Horizon), but it also extended to FromSoftware’s games themselves – past and future. In many ways a departure from their previous games, Elden Ring might raise questions about the direction FromSoftware games might take, and to some, they might wonder if anything else could live up to Elden Ring.

               With the release of Shadow of the Erdtree (SotE), I’d say we end up with more long-term questions than answers (both in-game and in reference to From’s direction itself), but it stands as a monumental experience. A massive, winding world, with great fights, music, exploration, and mystique, SotE follows what I would consider a general From thread - the DLC is high quality content, it is harder than the base game experience, and it does not answer most of the mysteries of the base game. Instead, SotE focuses on one major aspect, and creates many new questions in its wake.


Publisher: Bandai Namco

Developer: FromSoftware

Platform: Played on PS5

Availability: Released June 20, 2024 on PC, PS4, PS5, Xbox One, and Xbox Series S/X


Kindly Miquella atop a familiar steed.

 

               Where SotE differs from other From DLC is in mainly in two specific ways – Extremely long and vast by their DLC standards, and the character progression being not as directly tied to the main game. For the first point, it took me somewhere between 30-40 hours. Unfortunately, I did not take down specific times, as I did not initially plan to write a review on the experience. There was talk about the DLC map being about the size of Limgrave (the starting point in base Elden Ring), but this is clearly larger, more intricate, and frankly, more interesting. So much of the new map feels more intentionally built than the base game. The side areas feel less samey and repetitive, and the bosses are more unique in form and function. Gone are the days of cat statue repeats, or Godrick clones. We don’t have to walk down the same copy-pasted mineshafts any longer. Individual areas and dungeons have so many paths into and out of them, it can be easy to miss an area here or there if you aren’t keeping track.

The Shadow Keep was especially exciting to me. I came in through a back door and found no less than 4 exits to this legacy dungeon before I spun back around to take down the boss. It seemed as if every time I ran through the area, I found a new item I missed, or room I didn’t see. The excellence of The Shadow Keep, then, makes some of the other aspects of the DLC exploration so disappointing. Too many of the winding paths, or caves, or dungeons end up providing nothing of substance. So many of the cool hideaways give you a low-end smithing stone (which you can just buy) or a weak spirit ash (which you will likely never use). It can feel a bit like entitlement to complain – SotE gives many weapons (including new types), spells (also new types), and ashes of war – but having so much space dedicated to literal junk is just plain disappointing.



The dark and eerie Land of Shadow offers much to see and experience.

 

The second major departure, character progression, adds a bit of an interesting twist on how you power up in the DLC. While your levels are still very important for things like, health, FP, stamina, and equipment/spell requirements, additional levels are noticeably less impactful than the Scadutree Fragments and Revered Spirit Ashes on your Damage, Damage reduction, and spirit ash strength. These new collectibles directly scale your damage and damage reduction the more you find – no leveling necessary. For many, these will be integral in beating some of the harder bosses. If you start to struggle, this is a great place to start for a quick boost. It also ties in nicely with he exploration loop. As these items are scattered throughout the Shadow Lands, venturing out and exploring becomes integral to the experience. These upgrades do not transfer to the main game, so there’s a bit of a disconnect there, but you’ll still get a decent number of runes to spend on levels or items.

Shadow of the Erdtree excels in every way that Elden Ring proper does; the DLC has great boss fights (especially remembrance bosses), extraordinary freedom in build and weapon variety, and great music. For my money, I’d say the DLC is just flat out a better product than the main game in key areas as well. My previous complaints of ER notwithstanding, SotE feels more deliberate in its construction from top to bottom. They used what worked well in the base game to craft something that plays to the game’s strengths and either discards or minimizes its weaknesses. The NPCs, for instance, are more important or interesting that what you’d generally find in the base game, and have branching questlines.


A plethora of unique spells, Ashes of War, and weapons await for you to try.

 

Regrettably, some of the faults of ER do still fester. Weapon and spell balance is way out of whack in both PvE and PvP, with many options just being flat out better than other tools in their class by a significant margin. Some of the spells are so weak (or so powerful in a few cases), you must wonder if they’re all just bugged in some way. Major bosses with great lore relevance get no introductory scene or dialogue. And the DLC continues the FromSoftware tradition of barely including a story, and what is there creates more questions than answers.

I know that the way From presents their stories is already fairly polarizing – I myself am somewhere on the fence with it, in general. For those that don’t know, these games do have a story, but not really a narrative. At least, not in a traditional sense. You get an opening scene that vaguely states what you are supposed to do, and in some games, they might explicitly tell you why you should be doing these things. Then, for the rest of the game, 98% of relevant world or plot information is tucked away in item descriptions. While a vast majority of the text lends itself to worldbuilding (flavorful descriptions that describe events that happened in the past or the way specific factions or people felt about an event), some of these descriptions are vital to understand the events you are currently going through.

For many, the hunt for information is the best part of the ‘Souls” games. People spend weeks, months, and years hunting down every item and secret in the game. Gathering the texts and rearranging them on their corkboard like a detective uncovering a deep-state secret is not only fun, but it is the point of the experience. Often the conclusions people reach are not explicitly stated in game– requiring leaps in logic or guesswork to make the pieces fit. For me, while I do enjoy that part of it quite a bit, I would absolutely appreciate a little more clarity as the game progresses. I should not need to reach and endgame area to learn why Steve, the second boss, is here trying to kill me (he’s recently been divorced by Tim, Final Bossman, and now they’re having a property rights squabble – you just happen to be walking down the wrong side of the street).


You'll face foes both fearsome and strange here in the Land of Shadow

 

Shadow of the Erdtree not only follows this, but I feel there is less clarity on why you need to be here at all until you’re reaching the end of the DLC, where, surprisingly, things are neatly laid out for you. And while the why does eventually get some semblance of clarity, the how is only briefly referenced, and the DLC creates 10 mysteries for every answer it provided for the main game. If you came in here looking for anything other than what one guy, specifically, might have been up to from Elden Ring, you’re kind of out of luck here. If that all sounds a bit daunting, the community has a number of youtubers or redditors who can cleanly lay out what everyone has found thus far.

For what it's worth, I played through the DLC with a level 200+ character, and used multiple different weapons and styles as part of the experience. Once I finished the DLC, I brought these new toys with me to the base game on NG+2. Some of the new goodies absolutely trivialize the main game, and going back the enemies might seem almost docile. I fully recommend you play through the DLC for the first time as an endcap to your adventure.

Verdict

Shadow of the Erdtree serves as a monumental achievement in FromSoftware’s library. I firmly believe that the combination of exploration, music, boss fights, art direction, freedom of exploration, weapon and armor variety and any number of other successes have coalesced to create From’s best DLC to date. A tight, fun, and ultimately moving experience that I would put in the upper echelon of their work, period. While the game might hold on to some controversial aspects of Elden Ring’s initial design, the DLC elevates, improves, or contextualizes so much of what has come before, it’s hard to say this is anything else than a masterwork.

For every fault or flaw I might come up with, a million bright spots wash over them like a blinding light. At times serene, and at other moments haunting, Shadow of the Erdtree is here to sweep you off your feet - dead or alive. Marginally harder than the base game, you might run into some hard walls if you are not prepared. However, if you finished the main game and all of the side content there, you shouldn't find yourself struggling too much.


Image Credits: Bandai Namco and FromSoftware

 

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