SotE makes a case for “Scadutree Fragments” in the games of the future

FromSoftware's latest and greatest dark fantasy role-playing game, Elden Ringproved to be a worthy successor in a long line of brutal and difficult, but rewarding role-playing games. From relentless combat to extensive world-building and lore, Elden Ring echoes many of the qualities and mechanisms found in its spiritual predecessors that steered it toward that particular FromSoftware formula that makes the Soulsborne game cycle so terrifying. Although Elden Ring borrowed and improved mechanics found in other Soulsborne titles, there remains a surplus of new concepts unique to Elden Ring that set it apart from its kin, especially with the release of its main DLC, Shadow of Erdtree.




In typical FromSoftware style, the Shadow of Erdtree The DLC stands apart from the main game and takes place in an all-new map called the Shadow Realm, where protagonist Tarnished pursues the lost demigod Mikela. However, what is atypical of FromSoftware is how the developers have gone about finding a balance between conservation Shadow of Erdtree challenging and fun for veterans as well as accessible to new and lower level players. Typically, following precedent with other Soulsborne titles, the scaling of enemies in the DLC area is locked, meaning that new content will scale to a certain level relative to the rest of the game, regardless of the player's level. This time, FromSoftware did something a little different.

Relatives

Elden Ring: Shadow of the Erdtree perfected the single level type ahead of FromSoftware's next game

FromSoftware's penchant for certain themes in level design reached a particular peak in Elden Ring's Shadow of the Erdtree DLC.

The legacy of Soulsborne mechanics may change


Enter the Scadutree fragments. Scadutree is the name of a twisted variant of Realm of Shadow's Erdtree (more or less), and the shards are used to increase the amount of damage the player deals while reducing the damage they take in Realm of Shadow. This is already a major departure from FromSoftware's usual reminder to simply use in-game currency to create a player (like runes in Elden Ringsouls in Souls of demonsetc.). Instead of keeping runes to allocate points to individual stats, Scadutree shards are the primary method of mediating the difficulty curve on the DLC map.


While it is of course still possible to level up in the DLC itself using runes, the inclusion of Scadutree shards foreshadows the possibility of more complex leveling systems in future FromSoftware titles. Fragments of Scadetra are most reminiscent of the leveling system c Sekiro: Shadows Die Twicein which the level was only gained through prayer beads dropped from boss fights. This is one of the reasons for this Sekiro sometimes called the most difficult of the Soulsborne titles; the player cannot delay progressing through grind levels as is possible in other titles. Fragments of Scadutree can be found in the open world Elden Ring and not only as drops, but the similarity between the prayer beads and the Scadetra fragments should not be overlooked.

Mechanics Elden Ring borrowed and improved from previous Soulsborne titles:

  • Sneaking away from Sekiro
  • Stunning enemies with Bloodborne
  • Parry with a shield from Dark souls series
  • Jumping with Sekiro
  • Balance and hyperarmor from Dark souls
  • Power position from Dark souls 2
  • Martial Arts (called Ashes of War in the game) with Sekiro


What Scadutree Fragments Could Mean for FromSoft's Next Game

Being the one Elden Ring is sort of an amalgamation of successful mechanics from previous Soulsborne titles, the prayer bread-like pieces of Scadutree hint at the potential of a reworked level in FromSoftware's future RPGs. The dual alignment system that currently exists in the Elden Ring not only is it a fresh take on vintage mechanics, but it highlights how such old mechanics and systems are able to accommodate more complex, multi-faceted additions and still blend into the flow of gameplay. Leveling using Scadutree fragments, just like in the base game, is optional, allowing the player or agency to individually moderate the difficulty of their game and DLC to their liking.


If this is any indication of the direction FromSoftware may go with the leveling systems and/or other legacy systems in the Soulsborne titles, the departure from simplicity will certainly attract attention, but it won't necessarily have a negative effect. Scadutree's fragment implementation has been well received so far, so it's not a bad idea to continue as long as any new mechanics are well integrated. However, FromSoftware is clearly innovating with its Soulsborne titles, which coincides with its growing fan base and infamous status in the gaming community at large. No matter what the future holds in the present, Elden Ring set a tone that will surely influence not only what comes next for FromSoftware.

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