Elden Ring’s Cut Dreambrew Would Have Changed NPC Interactions

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Elden Rings Cut Dreambrew Would Have Changed NPC Interactions
Elden Rings Cut Dreambrew Would Have Changed NPC Interactions
Elden Rings Cut Dreambrew Would Have Changed NPC Interactions

Elden Ring is an Open-world Action Role-playing game developed by FromSoftware and published by Bandai Namco Entertainment. The game, directed by Hidetaka Miyazaki, was created in collaboration with fantasy novelist George R.R. Martin, who provided material for the game’s setting. Recently Elden Ring has been released for Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S. and there have been several reports regarding cut mechanics, items, and overworld events since Elden Ring's release. Perhaps the most notable "missing" feature was the alleged seventh ending, which was quickly debunked and confirmed as an elaborate April Fools' prank. In the interim, data miners have discovered content exclusive to the network test version of Elden Ring and had it made the cut, players' interactions with NPCs would have undoubtedly differed in the launch version.

If we talk about Game data mining, per see, then it is a complex process which requires hours of inspection of data files released by developers. But it's also true that, while most users savvy in the arts take advantage of any opportunity to skim the code for deprecated or upcoming features, not all retrieved information is relevant to the final product. Thanks to two YouTubers, Lance McDonald and Sekiro DubiElden Ring fans got a glimpse of the most exciting discovery made thus far: an NPC named Monk Jinko who had a lot in store for the Tarnished.

For information, let us tell you that Roderika found her way to Stormveil Shack on her way to Stormveil Castle in the launch version, a mysterious figure was present in her place, and the place was known as Scavenger's Shack. Upon interacting with Monk Jinko, he would disclose more about himself, offering to make and share an alcoholic brew with players, provided they gave him enough ingredients. As is the case with all present side-quests in Elden Ring, players would have had the freedom to accept or refuse Monk's proposal, with the latter revealing more details about the brew's unusual effects.

To this Jinko clarified that the alcoholic beverage once forbidden to mortals, Dreambrew, would have required two Slumber Fogs to craft. Players would have received St. Trina's Crystal Ball from Monk, an item that would allow them to store the ingredients by interacting with slumbering overworld enemies. Sleeping Wolves, Bears, and Land Octopi with a small cloud of fog surrounding their head could also be found in the network test version to support this unusual event. Unfortunately, like Monk Jinko and his questline, they were eventually removed from the official release alongside any relevant animations.

One important thing you'll need to pay special attention to is that, the effects of Dreambrew would have been seemingly instantaneous, and players could offer the beverage to various NPCs if they wished to uncover their deepest, darkest secrets. These would have been presented as brief descriptions in brackets, providing unsolicited insight into the NPC's headspace shortly after they consumed the otherworldly concoction. Merchant Kalé, in particular, would have had a nightmare that involved an early mention of the Frenzied Flame, a crucial element in one of Elden Ring's endings.

When you look at the true nature of Dreambrew, you'll find that the exclusion of such content is almost self-explanatory. Even if the beverage was limited to select NPCs, it would have disclosed information that could have impaired the intended player experience. While accessing certain details regarding the potential unfolding of events would have made some areas of the Lands Between more bearable, the inevitable spoilers would have rendered several aspects of the existing plot redundant.

Another thing you need to be aware of is that Elden Ring, a mechanic that would allow the players to foresee the possible outcomes of events would go against its difficulty curve while posing a threat to the game's foundation. Any waking conversations with NPCs would have likely become a means to an end. Without the Dreambrew mechanic, they hold up as meaningful interactions that promote further exploration and gameplay immersion.

Although as I think many characters, such as Roderika or Shabriri, might have been cast aside had Monk Jinko and his quest made it into the final product. Their existence would have served no viable purpose in a world that reveals its secrets through an easily accessible hidden narrative. While Dreambrew may seem like an intriguing prospect at first, the current version of Elden Ring would have little room to accommodate its existence.


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