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Gaming · ReviewElden Ring's DLC Is Both Its Greatest Triumph and Deepest Failure
Shadow of the Erdtree is, simultaneously, the best and worst expansion FromSoft has ever released.
There is a specific sound a person makes when they finally beat a boss after dozens of attempts, and it is not quite triumph. It is relief mixed with disbelief, exhaustion mixed with laughter, the sound of someone who has been lost and has suddenly found the road again. This expansion lives in that sound: in the space between suffering and satisfaction, between a fight that breaks you and a fight that makes you. Anyone who has played a FromSoft game knows that space well. What makes this expansion different is that it does not live in that space consistently. Sometimes it earns the sound. Sometimes it just makes noise, and the difference between those two outcomes is the whole review.
Calling something both the greatest triumph and the deepest failure is not a contradiction for effect; it is the only honest way to describe an expansion that is spectacular and frustrating in the same breath. The areas are spectacular in the way only this studio can manage, vast and vertical and strange, rewarding curiosity with beauty and danger in equal measure. The weapons reshape builds, which is another way of saying they reshape how you think about playing, forcing veterans to reconsider habits they had settled into years ago. The bosses are technically impressive, choreographed with a confidence that few studios can match. And yet, alongside all of that, there are fights where difficulty stops being a design choice and starts feeling like spite, where the game seems less interested in testing you than in wearing you down. Both things can be true. In this expansion, both things are true, often within the same evening.
The Places That Earn the Praise
The Shadow Keep deserves its billing as the best single location in the game, not because it is the largest or the most ornate, but because it understands vertical exploration as a form of storytelling. A fortress built into a cliff face, populated by knights whose armor looks like art, rewards every side passage not with a checklist but with a sense of discovery, the feeling that you went somewhere you were not strictly required to go and found something worth finding. Spending many hours there and wishing for more is not a complaint about length; it is a compliment about density, about a place that feels like it has more to give than you have time to take. That is the FromSoft magic at its best: a location that feels real because it feels indifferent to you, existing for its own reasons, letting you wander through its history rather than leading you by the hand through a tour.
The Abyssal Woods work for the opposite reason: they change the genre without changing the game. Turning a fantasy action game into a horror experience for a stretch, where being spotted can end you and stealth becomes survival, is a bold tonal shift, and it works because it is committed rather than half-hearted. It is genuinely terrifying, not in the jump-scare sense but in the sustained-dread sense, where every step forward feels like a risk and every shadow feels like a threat. Some players will not love that shift, and that is fair; not everyone wants their epic fantasy to become a stealth horror game for an evening. But for those who do, it is a reminder that this studio's greatest strength is not difficulty alone but atmosphere, the ability to make a place feel a certain way and then trust the player to sit in that feeling without a tutorial explaining it.
Enir-Ilim, the final tower, is the necessary counterweight to those triumphs: visually stunning, mechanically okay, with platforming that will kill you and a shrug that says, in effect, that is part of the deal. Late-stage FromSoft platforming has always been like this, beautiful and slightly unreliable, and casual acceptance of it is telling. Players forgive this studio's platforming because the spectacle compensates, because falling to your death while staring at something gorgeous feels less like a failure of design and more like a tax on ambition. That forgiveness has limits, though, and the DLC tests those limits elsewhere, which is why the platforming here feels forgivable while the boss problems do not. One is an accepted quirk. The other is a breakdown in the core promise of the combat.
Messmer Versus the Final Boss
The Messmer fight is the standard against which the rest of the expansion should be judged, because it proves that extreme difficulty and fairness are not opposites. A fight can be mechanically demanding, can kill you dozens of times, can make your neighbor worry about you, and still feel fair, provided you can see what killed you, learn from it, and do better next time. Messmer is readable. His attacks telegraph, his patterns can be learned, his phases escalate without obscuring themselves. When you die to Messmer, you know why, and that knowledge is what turns frustration into motivation. You do not just want to win; you want to prove that you learned, and when you finally do, the victory feels earned in a way that no easy win ever could. That is difficulty as art, and it is why this fight will be remembered long after easier bosses are forgotten.
The unnamed final boss is the dark mirror of that achievement, and not naming it is itself a kind of respect for players who have not yet faced it. The problem described is not that the fight is hard; it is that the fight is unreadable. A camera glued too tight to the boss means you cannot see attacks coming from off-screen. A second phase full of particle effects means you cannot always see your own character, let alone the threat. When the attack patterns themselves are readable in theory but invisible in practice, the game has broken its own contract. You are no longer being tested on skill, timing, or learning; you are being tested on luck, on whether the camera happened to show you the thing that killed you. That is not a "git gud" problem, and calling it one misses the point entirely. It is a visibility problem, a camera problem, a readability problem, and those are design problems, full stop.
The emotional difference between those two kinds of death is everything. Dying to Messmer and knowing why makes you want to try again immediately, because the next attempt feels like progress even before it starts. Dying to an unseen attack makes you want to put the controller down, because the next attempt feels like a lottery ticket, not a lesson. When I finally won the final fight with a summon and felt not accomplishment but the sensation of having waited out a traffic jam, that is not a player failing to appreciate difficulty. That is a player accurately describing what happens when difficulty is produced by obscurity rather than by challenge. A win that feels like an accident is worse than a loss that feels like a lesson, because it teaches you nothing and rewards you with emptiness. That is a damning sentence for a boss fight, and it is earned.
Why Difficulty Became the Feature
The broader argument about feedback loops and community pressure is where this moves from criticism to cultural analysis, and it is the part that will age best. When a studio becomes famous for difficulty, difficulty becomes an identity, and identity becomes an expectation, and expectation becomes a trap. Every new release has to be harder than the last, not because the design demands it but because the audience, the press, and the marketing all treat "hardest yet" as a selling point. That pressure is real, and it is corrosive, because it confuses escalation with improvement. A game can be harder and worse at the same time, if the hardness comes from the wrong places, and a studio that only hears praise for hardness will eventually stop asking whether a particular kind of hardness serves the game. I do not claim to know for certain that this happened here, but the pattern is suspicious, and suspicion, honestly stated, is more useful than false certainty.
The "git gud" culture deserves its share of scrutiny here too, not because it is entirely toxic — it began, after all, as encouragement, as a way of saying that these games are learnable and that struggle is part of the pleasure — but because encouragement curdles into gatekeeping when it is used to dismiss legitimate criticism. Telling a player who cannot see an attack to "get good" is not tough love; it is a refusal to listen. It protects the game from critique by blaming the player for the game's own failures, and it creates an environment where developers may hear less honest feedback than they need. A healthy community can hold two ideas at once: that these games should be demanding, and that demanding does not mean unreadable. The DLC's best fights prove the first idea. Its worst fights prove why the second idea matters just as much.
And yet, after all of that, the recommendation is yes, with conditions, and those conditions are the final wisdom. Yes, if you finished the base game and want more, and if you understand that some of those additional hours will be deeply frustrating and that the frustration is part of the bargain you are accepting. No, if you bounced off the base game, because this expansion does not ease you in, does not hold your hand, and does not apologize for its gate or its gloves-off attitude. That is a fair, adult recommendation, neither hype nor warning alone but both together, and it respects the reader enough to let them decide which kind of player they are. The score reflects that balance: lower than the base game, not because the expansion is lesser in ambition or beauty, but because pacing and two specific fights keep it from the top tier. It remains one of the best things in the medium, and it remains, for all its wounds, a game worth finishing, worth arguing about, and worth returning to when the next one arrives.
Score: 8.8. Down from what I'd have given the base game (9.5), mostly on pacing and the two specific boss fights that don't work. Still one of the best things in the medium.