After investing over a hundred hours into Elden Ring, a player known for their dedication to FromSoftware titles approached the network test for The Duskbloods with significant anticipation. The upcoming title's PvE aspects initially appealed, with previews suggesting a balance that would accommodate players less adept at PvP. However, the network test revealed a harsh reality, leading to considerable frustration and doubt about whether the final game will offer a more enjoyable experience.
The network test environment itself proved problematic. The inability to play with friends was a significant drawback, as the player typically enjoys Elden Ring in cooperative trios. While The Duskbloods is confirmed to support only singles and duos, the absence of even the ability to queue into the same game to compete or form temporary alliances diminished the social aspect of the experience. Moments of successful cooperation, when players managed to get into the same matches by timing their queues, were highlights but were too infrequent to compensate for the lack of consistent shared play.
Furthermore, the limited scope of the network test contributed to the repetitive nature of matches. With only one map and a small selection of six characters, alongside a suspected limited pool of bosses, enemies, and events, the gameplay quickly became monotonous. This lack of variety exacerbated the sting of repeated losses. The final game is slated to feature three maps and ten characters at launch, but the concern remains that without sufficient expansion of other elements, the game could become boring rapidly.
The core of the frustration stemmed from the PvP encounters. The player, while admitting to being mediocre at PvP, felt that the game offered insufficient opportunities to adequately prepare for player-versus-player combat. The previews suggested that PvE activities like boss fights and exploration could provide enough of a buff to hold one's own in PvP, but in practice, players were frequently ambushed and eliminated by others while attempting these very activities. The victory of stealing another player's progress or kills offered little solace for the repeated defeats, especially when such encounters felt particularly egregious, such as being immediately killed again after respawning.
Interactions in the game also presented challenges. The requirement to get very close to players to form alliances often led to accidental attacks from allied NPCs, mistaking the player for an aggressor and initiating unwanted combat.
The importance of Ritual Sites, contested zones with specific objectives, often devolved into intense PvP free-for-alls. While players could opt to engage with bosses during these phases, doing so alone meant falling further behind as others battled for control. This created a dilemma for players struggling with PvP, as avoiding these core objectives meant missing out on crucial progress but participating often resulted in immediate defeat.
Despite these issues, the player acknowledged several positive aspects of The Duskbloods. The movement mechanics, including quadruple jumps and a satisfying air dash, were praised. Character abilities, such as the Senator's dinosaur form or Layla's ranged attacks, offered engaging combat options. The visual design, from characters and bosses to environments, was described as incredible, with hidden areas providing moments of discovery. Kin partners, particularly the wolf and Marlowe, were appreciated, though the Baritone Kin was noted for being irritating.
The fundamental premise of a FromSoftware action game with simultaneous cooperative and competitive multiplayer elements was found to be highly appealing. The desire to participate in this unique dynamic is strong, yet the network test experience cast a shadow of doubt over its execution.
Several factors could improve the player's experience in the full release. The possibility of story progression even after repeated losses offers a potential avenue for a sense of accomplishment. The introduction of new characters could lead to a better fit for the player's skillset. Skill-based matchmaking might place the player with more evenly matched opponents, and a developing meta could potentially allow for more peaceful exploration in the early game phases. Crucially, the ability to play with friends could significantly enhance enjoyment, even in defeat.
Ultimately, the player remains cautiously optimistic, acknowledging that the network test was primarily for stress-testing the servers, which largely performed well after initial issues. However, the current state of the game, as experienced, has significantly dampened the initial excitement. The question of whether losing in The Duskbloods will be fun enough to motivate improvement remains unanswered, and if not, the game risks becoming too 'sweaty' for players who struggle with its PvP elements. The player intends to try the full game at launch, but the prospect of a "vampire battle royale" is now tinged with a considerable amount of apprehension.