So You Want to Upload Elden Ring Gameplay Zero Death No Commentary Content
I've been recording and editing zero-death Elden Ring playthroughs for about three years now. The format is deceptively simple — you beat the game without a single death, film it, strip out any commentary, and upload it. The reality is that it eats your weekends and tests your patience in ways you probably haven't considered yet. The core concept is straightforward enough. You play through the entire game without dying once. No death screens, no "YOU DIED" messages interrupting your footage. Everything is recorded clean. Then you remove all voiceover, All you do is play. No tutorials, no reactions, no chat reading. Just the raw gameplay. The reason people watch this format is obvious if you've seen the alternative — the typical Elden Ring video has someone screaming at the camera for twenty minutes straight. The no-commentary zero-death videos are clean, watchable, and let the game speak for itself. They're also harder to make than they look.
Here's how I actually approach this, starting from the technical setup and moving into the gameplay strategy. For recording, I use NVIDIA Shadowplay with the highest quality setting, but I set it to record in the background only during boss fights and major exploration segments. Full-game raw capture at 4K 60fps takes up roughly 800 gigabytes for a complete playthrough. Most of that footage ends up on the cutting room floor anyway since you'll be trimming heavily. The real bottleneck isn't the recording. It's the preparation before you even hit "start new game."
The Build Strategy That Actually Works
Most people try to do a zero-death run with something flashy — a katana build, incantations, that kind of thing. That's a quick way to get stuck on Margit and realize you have no plan for Malenia. I use a strength-scaling build with the Great Club or Starscourge Greatsword, paired with a shield that has 100% physical damage negation. The early game is brutal with this approach because you're heavy and slow, but once you hit Leyndell, the game bends to your will. Bosses hit you like wet noodles. Rolling barely matters because you're tanking most hits anyway. The shield I ended up settling on was the Golden Fortification shield, which requires 30 endurance and 20 strength to equip. It's not the strongest shield in the game by raw stats, but the golden vespers cantrip buff stacks on top of it, and you can get it relatively early from a knight in the Stormveil Castle area. I spent about forty-five minutes farming for the drop on my first attempt because it has an 8% chance, but after that it was game over for every regular enemy in the first half of the game.
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For weapons, I went with the Giant-Crusher for pure damage output. It's a two-handed great hammer that takes two full seconds to swing, but each hit removes about thirty percent of a standard boss's health bar by mid-game. The slow swing means you need to commit to spacing and timing, which is exactly what makes zero-death possible — you learn the exact moment each boss attacks and you know precisely when to punish.
The Recording and Editing Workflow
I film on a separate PC from where I edit. My recording machine is a Ryzen 9 5900X with an RTX 3080, and it handles Shadowplay at 4K without touching the game performance. The editing machine is a much cheaper build just because I don't need GPU power for timeline scrubbing. The actual editing process takes about six to eight hours per hour of final footage. I cut out every transition, every loading screen, and every moment where nothing happens. The result is usually around two and a half to three hours of runtime for a full game completion. I don't use any music either, which is the opposite of what most channels do. The ambient sound design from FromSoftware is genuinely good, and adding a soundtrack tends to make the video feel like a trailer rather than documentation. Viewers seem to prefer the raw audio, judging by the comments on my channel.
One thing I learned the hard way: always name your save files with dates. I lost three weeks of progress once because I overwrote a zero-death save while trying a different build on a whim. The game auto-saves in the background, and it does not discriminate between your careful progression and whatever new thing you're testing.

Edge Cases and What Breaks Your Run
The most frustrating part of zero-death runs isn't the bosses. It's the environmental hazards and NPC interactions that happen without warning. During my second attempt, I died to a single arrow from a soldier positioned on a tower near the Agheel Lake site of grace. I had just finished the dragon and was sprinting toward the next area. The arrow hit me from off-screen, I fell into the water, and the death counter went up. I still don't know if the soldier was visible on my minimap or not. I just know I spent the next hour re-learning the map so I could identify and eliminate those archer positions before ever reaching them on subsequent attempts. Malenia is the gatekeeper boss for this format. She heals on hit, which means every exchange of blows keeps her alive longer. I got her down to fifteen percent health on my third attempt before a single mis-timed attack killed me. After that, I stopped trying to DPS her and started treating her like a puzzle. Learned her first phase patterns cold, learned her waterfowl dance recovery frames, and eventually whittled her down over about twenty minutes of careful trading. The key insight nobody mentions: you don't need to dodge her waterfowl dance. You just need to stand directly under her and hit her while she's coming down. The hitbox collision keeps you safe inside her model during the dive.
Rennala was another unexpected difficulty spike. Not because she's hard, but because her second phase arena has pillars that block your line of sight and your weapon swings. I spent a full day learning to predict her spell cast patterns based on audio cues alone. The crystal tears sound distinctly different depending on which spell she's about to cast, and if you listen carefully, you can roll before the spell even appears on screen.
Downsides You Should Know About
This format has real limitations that aren't obvious until you're three months into a run. First, the replay value is essentially zero for your own content. You'll watch your own videos maybe twice before getting sick of them. That doesn't matter for the channel, but it matters if you're planning to review your own footage for errors or improvements. Second, the zero-death constraint forces you to play optimally, which means a lot of backtracking and farming. You'll spend more time fighting Grants and Margits than you will fighting the actual late-game bosses because you're optimizing for safety rather than speed. A typical zero-death playthrough takes between eighty and one hundred twenty hours from start to finish, compared to about forty hours for a standard completion.

Third, certain enemy placements make clean playthroughs nearly impossible without prior map knowledge. The Volcano Manor area has ambush soldiers in the corridors that can kill you from behind before you even see them. I ended up learning every corner of the game world through repeated deaths on practice runs before I started my actual zero-death attempt. If you're looking for a quicker route into this type of content, consider doing a "low-death" or "sub-one-death" run instead. The format still works for viewers, you still get the clean no-commentary presentation, but you have a margin for error that makes the run actually finishable in a reasonable timeframe. The other option is to focus on individual boss fights rather than a full game completion. A series of zero-death boss videos tends to perform better on YouTube anyway because each video has a specific search intent behind it. People looking for "how to beat Malenia" will find your video, watch the zero-death approach, and then check out the rest of the channel. A full game zero-death playthrough gets maybe one view per episode after the first week.
That's just how it is.