In the year 2089, I’m still puzzling over the identity of Zanzibart, and why his actions significantly impact the world I’m navigating. Along my journey, I stumbled upon an intriguing artifact: a fragment of Regalia Clothing bearing the description, “Zanzibart was once the king of New Eden, a realm now desolate and barren following the demise of his daughter Zaneeba.
Alright, I’ve got a better understanding of this character now. However, as I progress further into the game, it becomes increasingly difficult to keep everyone straight due to the growing number of items I accumulate. In the next castle, I discover a deceased individual holding onto an artifact. It’s quite a solitary demise. Upon reading the note nearby, I learn that Zaneeba wasn’t actually Zanzibar’s daughter, but rather the offspring of an alien entity who once visited this world.
It doesn’t add up; where are the missing parts? I understand that I need to explore every nook and cranny of this world to find pieces of the puzzle – scattered items and bits of story – just to read a few ambiguous lines about a long-lost kingdom’s history.
As an avid story enthusiast, I can’t stand games that conceal their lore within items. The thrill of unraveling a game’s intricate narrative is what draws me in, but stumbling upon a crucial plot point because I overlooked a single item on the first level leaves me feeling extremely frustrated and disappointed. It feels like pieces of the story are being intentionally withheld, which ruins the immersive experience for me.
I value the effort of those who create these comprehensive videos, but I prefer to discover the narrative independently. I’d rather dig into the details myself instead of relying on game wikis or watching another explanation from @VaatiVidya to understand the plotline.

In games like Elden Ring by FromSoftware, secrets are often skillfully woven into the narrative. Other developers such as Neowiz’s Lies of P have adopted this style too. In Elden Ring, an essential truth about Radagon and Queen Marika was concealed within a spell’s description, and performing that spell in a particular spot was the key to uncovering it. During the game’s initial release, only a small number of players managed to figure it out without resorting to Google. Instead, I sought clues from fellow players, and when I eventually accomplished it, the discovery significantly altered my perception of the story.
Should we completely eliminate descriptive text? I’m not convinced. It enhances the immersive experience as you traverse the ruined landscapes. And no, games aren’t intended to deliver a comprehensive history lesson. Instead, this form of storytelling fosters replay value and allows for player interpretation. It ignites community debates—with theories that rarely align, leaving the “true” account of events uncertain until the Game Director clarifies it.

To be honest, I’ve developed quite a dislike for it. It’s even more frustrating when FromSoftware uses cryptic, ancient-sounding English that sometimes feels overly elaborate. Instead, I’d prefer a straightforward approach to storytelling—something like a library detailing significant historical events, a seer who shares tales of the past, or a stone tablet that outlines what transpired here and who was involved. I shouldn’t have to decipher the backstory from a piece of armor just to learn Zanzibart feared Queen Zuzu of Far Far Away Kingdom.
Regardless, I’m a sucker for a compelling tale. I’ll devour each word or seek out the local YouTube storyteller if I feel overly engaged. However, it would be wonderful if there were just slightly fewer of these stories around.
READ: Where Is My Armored Core VI DLC, FromSoftware?
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2025-04-29 17:42