While I was there I was reminded of Bloodborne particularly the part that the world is attacked by the creatures known as Snatchers. These tall, hooded characters appear after defeating the Blood-Starved Beast and if they are killed, they imprison the victim in a location that, similar to
Elden Ring Runes Sellia The Crystal Tunnel beyond your capabilities at that moment in the story. Both scenarios are merely methods for the characters in their respective games to be massive jerks. However, I must admit, it's pretty fun getting an early glimpse of high-level Dungeons and getting some items earlier than would be normally possible. In addition, I'm now able to be able to teleport towards Sellia Crystal Tunnel and its adjacent areas whenever I'd like which gives me access to all their valuable treasures after I've been able to handle the dangers they bring.
Elden Ring is FromSoftware's seventh Souls-like release since the company officially introduced the genre's pseudo-genre in 2009's Demon's Souls. As of now all of us who have played every game that the company's sadistic developers have released over the past few years are beginning to get used to their snarkiness. This treasure chest, as straightforward as it appears on paper, is an important development from the typical Souls-style game.
Poison swamps? Sure, yeah, whatever. Collapsing bridges? I'm done with it. Mimics? Booorrring. But this teleporting treasure chest is reminiscent of an old-fashioned rogue-like. Classic role-playing games used to make these kind of moves every day, and it's cool to see a studio clearly inspired by the hardcore players-tormenting experience of early PC games go back to
cheap Elden Ring Items the source for something that's both fresh and familiar.