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Elden Ring Nightreign Review - Distilled Souls
Game Reviews

Elden Ring Nightreign Review – Distilled Souls

by admin May 28, 2025



The Roundtable Hold has seen better days. There are weeds breaking through cracks in its rotting floorboards, the room in the east wing that Gideon Ofnir once used as an office is now an abandoned mess of dust and clutter, and sunlight is bleeding through a gaping hole in the stone wall where the giant pair of fingers previously resided. It’s a familiar space, but one that’s also noteworthy for its differences, which feels reflective of Elden Ring Nightreign as a whole. Anyone who’s played Elden Ring will recognize Roundtable Hold and enemies like the Bell Bearing Hunter and Ancient Hero of Zamor. Nightreign’s combat mechanics are almost identical, too, making it easy to fall into a habitual groove as you roll through attacks and strike back with a vengeance. Elden Ring’s DNA is ever-present, but Nightreign is also a game of striking subversions: a From Software game that asks you to play it unconventionally, disregarding meticulous exploration, isolation, and measured combat for a cooperative multiplayer game built on speed and aggression. In many ways, it’s the antithesis of what people typically come to From Software games for, and yet somehow, someway, this experimental non-sequel is an absolute triumph.

It all starts with Nightreign’s enticing structure. First, you choose the boss you want to fight, then embark on a 35- to 45-minute Expedition that takes place across three in-game days. During the day, you and two teammates (doing multiplayer is the ideal scenario) will quickly explore the land of Limveld, an alternate version of Elden Ring’s Limgrave where the topography stays the same but locations and enemies randomly change from one Expedition to the next. Everyone starts at Level 1, so you’ll want to kill enemies to accrue runes and level up, as well as find new weapons, tools, and character upgrades to aid you in the battles ahead.

At some point during both the first and second days, a deadly battle-royale-style circle begins closing in, funneling you into a mandatory showdown against a random boss. These bosses are selected from a pool of familiar foes, so there’s a lot of variety, but you’ll also run into the same few opponents if you’re repeating the same Expedition over and over again. If you manage to survive for two days and defeat the boss at the end of Day 2, you’ll move onto the third day and square off against the Night Lord you chose to fight at the beginning of the Expedition in what is typically a grandiose, challenging, and ultimately thrilling battle. Whether you win or lose, you’ll earn relics that you can equip to provide various advantages in future Expeditions, from adding elemental damage that targets a boss’s weakness to improvements to attributes like strength and vigor.

This is the gist of Nightreign’s gameplay loop, but there’s also a cavernous amount of depth that gradually reveals itself as you attempt to defeat each of the eight intimidating Nightlords. There may be aspects of its design clearly inspired by roguelites, battle royales, and extraction games, but it never feels like From Software is simply chasing the latest multiplayer trends. Instead, Nightreign reinterprets these inspirations to fit the studio’s design principles, creating a “smash-and-grab” style that truncates the Elden Ring experience into 45 minutes of intense combat and traversal. You’ll still be challenged by an array of varied enemies, explore castles and underground mines, and witness the sort of worldbuilding and character development the studio is known for, but it all occurs in a condensed time frame, achieving a palpable sense of forward momentum that makes it easy to slip into a “one more game” mindset.

Much of this focus on speed is owed to the Night’s Tide–the aforementioned battle-royale-style circle is composed of deadly blue flames that contract over time, quickly killing anyone caught in its midst. During the day, dying doesn’t spell the end of an Expedition, but if your allies fail to revive you from a downed state in time, you’ll respawn and drop a level, with the runes you were carrying left at the site of your death. Losing a level is detrimental because leveling up is a blanket attribute and health boost. Rather than improving stat-by-stat like in Elden Ring, progression has been streamlined so that a single button press at a Site of Grace will automatically boost the attributes most important to your character archetype. By the end of a run, you’ll want to be at least Level 11 or 12, so avoiding death is crucial. Early on in a run, the sting of losing a level is lessened somewhat if you’re able to retrieve your lost runes, but this isn’t possible when you fall victim to the Night’s Tide, so it quickly becomes apparent that speed is imperative to any success you might have.

It’s not surprising, then, that Nightreign’s traversal feels so different to Elden Ring’s. As the Tarnished, your movement is weighty and deliberate, even when sprinting. It teaches you to take things slowly and approach any unfamiliar situations cautiously, feeding into the combat’s moderate pacing. In Nightreign, however, you’re incredibly fleet-footed, to the point where your sprint speed is on par with Elden Ring’s Torrent. Combine this with Spiritspring Jumps–launch pads that let you soar over cliff faces–a wall jump for clambering up surfaces, an ethereal eagle that can carry you across large distances, and the absence of any fall damage, and everything about Nightreign’s traversal reinforces the importance of doing things quickly.

Each day is essentially a farming period as you canvas Limveld for runes, weapons, items, and upgrade materials in preparation for squaring off against a boss once night descends. This means navigating from one point of interest to the next, defeating regular enemies and mini-bosses–known as Great Enemies and Field Bosses–to level up and accumulate loot before the Night’s Tide closes in. The optimal way to do this isn’t immediately clear, so Nightreign still manages to capture the cycle of learning through failure that’s part of From Software’s identity.

My first few Expeditions were definitely less than stellar, as it was apparent everyone involved was still learning the ropes. After a while, however, things started to click into place. We’d head to a Great Church or enemy encampment not long after dropping onto the map, since they typically contain low-level enemies. Then we’d make sure to stop by the nearest church to increase our number of flask uses, head into ruins to grab new equipment, and swing by an Evergaol to summon and kill its captive. By Day 2, the focus switches to either the large castle in the center of the map–which always contains multiple Great Enemies–or the Field Bosses that wander the overworld.

There’s a risk-and-reward element to tackling these powerful foes, especially if you’re in a hurry, as they drop the best rewards in exchange for being the most formidable enemies to take down–aside from the end-of-day bosses and Night Lords. I’ve been involved in runs that went pear-shaped after we were outmatched by a Great Enemy, and it’s inconvenient that there’s no option to start over again if things become insurmountable, especially when you’re penalized for quitting. But I’ve also been part of successful runs that saw us mow down multiple Great Enemies throughout the second day, reaping the rewards by attaining enough firepower to defeat a Night Lord.

In many ways, [Elden Ring Nightreign is] the antithesis of what people typically come to From Software games for, and yet somehow, someway, this experimental non-sequel is an absolute triumph

These battles most closely resemble a multiplayer session of Elden Ring, particularly when you’re going toe-to-toe with familiar foes such as the Magma Wyrm, Tree Sentinel, and Elder Lion. There are even a few surprise enemies from the Dark Souls series mixed in, including the appearance of the Nameless King and his dragon mount as one of the random bosses, because screw you. The Night Lords are the highlight, though. My excitement to fight them never waned, particularly because they each present a unique challenge. Gladius is the first one you encounter: a giant three-headed wolf with a sword chained across its back. When it’s not spitting flames and swinging its sword in deadly circles, its three heads are splitting off to form three separate wolves, hunting you down in a frightening pack. The other Night Lords are similarly inventive, but I’ll leave you to find out how.

Where Nightreign differs from an Elden Ring boss fight is in how its playable characters can potentially synergize with each other. Rather than creating your own character, you’re asked to pick from a roster of eight varied Nightfarers before embarking on an Expedition. Each one fills a specific archetype with stark strengths and weaknesses, from a tank and archer to a sorcerer and dextrous fighter.

They all feel wildly different to play as, primarily due to a passive ability, character skill, and ultimate art that’s unique to each one. Duchess’ passive ability, for instance, grants her additional dodges–perfect for her extremely mobile playstyle–while Revenant will occasionally raise allied ghosts to fight alongside you. Character skills, meanwhile, are active and operate on a short cooldown, ranging from Executor’s Cursed Sword, which adds the immense satisfaction of deflecting attacks Sekiro-style, to Wylder’s enjoyable grappling claw, which latches onto enemies and lets you pull them towards you or you towards them. Ultimate arts can only be used after filling a gauge by inflicting damage on enemies, so they’re best reserved for crucial moments. You can see where Guardian’s Wings of Salvation might come in handy, as it sees him launch into the sky before plummeting back down to earth to both deal damage and create a protective area that revives downed allies. Others focus on pure damage dealing, like Ironeye’s Single Shot, where he pulls out a massive bow for a fearsome ranged strike that can break through any defence.

These abilities are universally enjoyable to use and experiment with, but they truly shine when combined. Take Raider’s ultimate art as one of the more obvious examples. Totem Stela sees him summon a giant tombstone that bursts forth from the ground. Not only does this create a makeshift shield of sorts, but it also boosts the strength of nearby allies and can be climbed atop, allowing ranged characters like Ironeye and Recluse the chance to attack from above while remaining relatively safe. On its own, an explosive-damage-dealing ultimate art like Wylder’s Onslaught Stake is fine, but pair it with Duchess’ Restage character skill, which repeats the damage of the last attack, and you can take chunks out of a boss’s health bar through the power of teamwork.

Any Nightfarer can also use any weapon, with no stat requirements–apart from the occasional level gating–or weight restrictions to worry about. Certain weapon types are more suited for specific characters, so while you could use a great hammer with Recluse, a staff is going to be much more effective, especially when weapon scaling is still a consideration. In a wise design choice, however, weapons in Nightreign are also useful for more than just attacks. Almost every weapon contains passive buffs that remain active as long as you have it in one of your six equipment slots. You might have no intention of using a Glintstone Staff, but you can still reap the benefits of the Glintblade Phalanx that’s active at all times–surrounding you with a bunch of magic swords that target the nearest enemy. Even reviving your teammates comes with an element of strategy that can influence the types of weapons you might pick up. In order to revive someone in Nightreign, you literally have to attack them back to life. For this reason alone, I would often make sure to grab a bow or crossbow even if I wasn’t using Ironeye, just to be able to shoot a downed ally from range.

There’s an incentive to try out each Nightfarer to discover which ones you like playing as, but there are also narrative reasons for using the entire roster. Each Nightfarer has their own bespoke storyline told through what are called Remembrances. There’s a journal in the east wing of the Roundtable Hold where each character jots down their thoughts. They were all drawn to Limveld by either fate or circumstance, and their backstories are frequently fascinating, building and adding to the lore already established by Elden Ring. I won’t spoil too much, but Raider’s revolves around him competing in the Tourney of the Land Between, as you fight through a series of battles in a gladiatorial arena. Ironeye, meanwhile, is part of a clandestine organisation called the Fellowship and has arrived at the Roundtable Hold in search of a traitor.

While some Remembrances transport you to unique locations, others add additional objectives to Expeditions, whether it’s a waypoint you need to follow to attain a particular item or a Night Lord you need to defeat to progress. Some of these can be done easily enough solo, but there are some issues when multiple people are involved. For whatever reason, two players are unable to complete the same Remembrance at the same time. If you don’t have friends to play with, this can make matchmaking for these missions a bit of a grind, as you’re relying on your Remembrance being active instead of someone else’s. It’s an odd choice and is one of the only negatives I can level at Nightreign’s matchmaking. Finding people to play with is a simple process otherwise, and a pin system makes it easy to map out a route without needing any other forms of communication. The ideal scenario is still having at least two people on mics, but with no in-game voice chat, this isn’t always possible when playing with strangers.

You can feasibly play the whole game solo, but it never feels like it was designed to accommodate a single player. Damage numbers are scaled accordingly, but you still have to face multiple bosses at the same time, along with mobs of regular enemies. It can be done, even if you’re not someone who completes Souls games blindfolded or using a dance mat, but it’s a significantly more challenging proposition than most can endure.

Elden Ring Nightreign

Gallery

Defeating all eight Nightlords and completing each Nightfarer’s personal story is a lengthy endeavour, but it remains to be seen how much life will be left in the game after that. There will be post-launch DLC at some point, but I also don’t think it needs much else. Even after 30 hours, I haven’t experienced any hints of tedium creeping in–a testament to the strength of its gameplay loop. Shifting Earth events keep the map fresh by occasionally altering Limveld’s terrain with mountains, a burning crater, rotting woods, and even a labyrinthine city. Aside from injecting the map with a striking aesthetic flavor, each area also introduces new enemies and more high-risk, high-reward situations to consider. Couple this with world events, such as nighttime bosses appearing during the day and invasions from hostile Nightfarer NPCs, and no two runs are ever the same.

Elden Ring Nightreign’s announcement was a genuine surprise. The details explaining the kind of game it was were even more surprising. This peculiar mix of a From Software RPG spliced with elements of roguelites and battle royales sounds like the kind of experimental concept no game studio would actually devote money to. But here’s From Software, tapping into its creativity to put its own weird, bold spin on a thrilling cooperative multiplayer experience. Even if the end result were middling, this is the kind of risk worth celebrating, but doubly so now that it turned out to be such a fantastic, anomalous thing. The part of From Software’s collective brain that created oddities like Metal Wolf Chaos and Otogi: Myth of Demons is still very much alive and well.



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May 28, 2025 0 comments
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Elden Ring Nightreign review | Rock Paper Shotgun
Game Reviews

Elden Ring Nightreign review | Rock Paper Shotgun

by admin May 28, 2025


Elden Ring Nightreign review

Nightreign is a curious experiment that magnifies a few of Elden Ring’s peculiar joys, but also sacrifices much of its identity – along with FromSoft’s own identity as committed worldbuilders.

  • Developer: FromSoftware
  • Publisher: FromSoftware/Bandai Namco
  • Release: May 29th, 2025
  • On: Windows
  • From: Steam
  • Price: £35 /€40 /$40
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

Elden Ring had a starting class named the Wretch that gets a club and some ratty underwear filled with dreams and nothing else, and there’s something special about the first few hours in Limgrave playing them, scavenging your first pieces of mismatched armour and build-defining treasures. The first time you hit a site of grace, that initial stat boost feels like a deific power surge. Insomuch as Elden Ring’s most memorable stories run tangential and emergent to its static lore, this early fraught scramble is the player’s self-woven tale at its most captivating. Soon enough, though, the feeling is gone. You’re as powerful as god, desiring nothing but more bulbous Albinauric skulls to toss on the pile.

Elden Ring: Nightreign feels unique among FromSoft’s modern catalogue for its flippant attitude toward a convincing sense of place, and so regrettably sacrifices much of its studio’s identity as committed worldbuilders, even while amplifying some of their more peculiar and interesting beats. It’s tempting, then, to ask why it exists in the first place. On a generous day, I’d say that Nightreign exists to recreate – over and over – that same, wretchedly gratifying early-game feeling. Where every scrap of progress feels like a milestone, dull smithing stones shimmer like silver, and each incremental bonk stat increase is a hero’s journey in miniature.

Either solo or as a party of three (you can’t play as a duo yet), you’ll each pick from a roster of eight distinct characters, then ride a spectral eagle to the outskirts of (original name do not steal) Limveld. You get about fifteen minutes to run around and get stronger, during which time a ring of blue flame periodically shrinks the size of the map until all that’s left is the arena in which you’ll fight that day’s boss. Do it all again the next day, then fight one of seven new-to-Nightreign bosses, and your run ends. Beat four of them, and you can fight the game’s big bad.

Nightreign seems to look a little sharper than Elden Ring at max settings, although I had to turn some bits down to combat that old, familiar dodgy framerate. | Image credit: Rock Paper Shotgun/FromSoft

The rhythm of matches progresses like so: beat up the nearest trash mob for your first level up so you don’t get one-shot by a sneezing demihuman. Hit up some nearby churches for extra flask charges. Your quarry boss is weak to holy damage, so find a ruin marked with holy on your map to scrounge weapons. Night falls, you fight a sub-boss, and the sun rises again, resetting the ring. Maybe today you’ll find a stonesword key in chest, letting you fight an evergaol boss for big rewards. Perhaps you want to go troll hunting in a mine tunnel for smithing stones to boost your weapons. Maybe you want to stare into the shrinking blue ring and remember when FromSoft set trends instead of embracing them. Up to you. I’m not your Giant Dad.

All this occurs at a manic pace, denied as you are by the ring and falling night and the need to get stronger, fast, a precious spare second for the contemplation, thoroughness, or wonder that defined Elden Ring. Vistas are worth taking in only so you can scry the quickest route between two points. Ruins echo not layered, esoteric histories but promises of incremental power. The mighty and mournful creatures you meet are stunlocked into clownish judderfuckery as you fall upon them with restless triple bonksticks. Maybe you decide that you can take that ulcerated tree spirit even though the ring’s closing in, and there’s no grace to restore flasks between you and the boss. Maybe the tree spirit’s been souped up, one-shots you all, and you each lose a level and therefore minutes of progress in a game where minutes feel like miles.

You sprint towards the safe zone, cresting over hills in a rushed panic like the Fellowship set to Benny Hill. The boss fight is chaos as you try to identify friendspell from foespell in a jumble of phosphorescent wisp particles, plus those noises Elden Ring likes to make that sound like the exhalations of someone who finally made it to the urinal after a work meeting that ran twenty minutes too long. Cooldown timer abilities fire off relentlessly. The raider’s risen obelisk casts another buffglow into the mix. Movement and attack animations repeat themselves as phantom outlines as part of the Duchess’s restage ability. The Iron Eye zips around and looses arrows. You try to split aggro as befits whoever’s having a hard time. If someone falls, you run over and bonk them until they get up again.

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And you do it, and it feels great. Less in a “I have slain a terrifying yet oddly sad and whimsical creature on my journey to uncover the mysteries of this strange land” and more “lol top tier bullying there, mates”. Then you get to the proper boss, the new boss, and you get mollywhopped like pottery at a sledgehammer party, and you realise you’re going to have to repeat the equivalent of a forty-five minute bonfire-to-fog run to even see the move that killed you again. And that added repetition, I assume, is why Nightreign is comfortable charging 35 quid in the knowledge you probably won’t clear it in a weekend, even if there isn’t all that much new to see.

You will, at least, get some shiny rocks with stat buffs and other, more specific and situational effects. This is your meta-progression, alongside trinkets you’ll get for completing Remberance interludes. Each character has ritual objects with coloured slots, and you plug in these rocks and artefacts for effects that range from simple stat increases to more specific boons. Remembrances are short conversational sequences, often with a fetch quest attached to be performed in-match, that progress the associated character’s diary entries and reward powerful trinkets. I played the Duchess most, starting with a gem that gave my weapon fire damage and ending with a talisman that activated her damage-repeating Restage ability whenever I performed a dagger combo.

These extra abilities, the cooldown timers, a rock-clamouring double jump, automated levelling, and other mobility tweaks contribute to making Nightreign feel much closer to a focused and fixed action game than something more rooted in RPG flexibility. The action feels more controlled; in some ways more tailored, in others more unyielding in its shepherding you into specific playstyles. You won’t have to worry about equipment load, although many character abilities heavily incentivise sticking to your starting weapon class. One character has a double dodge. One can’t dodge at all, instead performing sidesteps. This halfway point between Elden Ring’s build diversity and Sekiro’s character action makes for a tight iteration on Elden Ring’s deliberate, demanding duels – if one absent the width of the former or depth of the latter.

Shoutout to these two, absolute champs. | Image credit: Rock Paper Shotgun/FromSoft

There is beauty and strangeness to be found, both in Limveld (original name do not steal) and back at the roundtable hold. Towering, twisted root giants migrate across a bruise-purple skyline. Great cinderous chasms open in the earth, inviting exploration. The roundtable hold is lusher, crumbling, given tangible form as a shoreside fort. It’s a form that nonetheless flies in the face of, to my understanding, Elden Ring’s lore. But this is a game where you might encounter Dark Souls 3’s nameless king, for no apparent reason other than boss variety, so asking for consistency feels foolish. Thus, the beauty and strangeness feels tangential. Discrete. Isolated wonders rather that the thoughtful, esoteric puzzle pieces that usually define Fromsoft’s fantasy worlds.

One, among many, of the studio’s enduring legacies. Souslikes proliferate to varying degrees of success and inventiveness. Both Doom and Clair Obscur’s creatives namecheck Sekiro as a influence. Perhaps I lack foresight, but when asking myself what legacy Nightreign will leave, I struggle to see it as prophetic of anything. If pushed, I’d gloomily suggest it’s more of a harbinger.

I look at Tencent’s and Sony’s increased stakes in FromSoft parent company Kadokawa. I look at The Duskbloods, another multiplayer game that evokes a utilitarian pastiche of Bloodborne and Sekiro, rather than a world that demanded creation by a storyteller. I look at some of Nightreign’s encounter design, utter low points for the studio, seemingly satisfied to cobble together annoyances to simulate challenge in lieu of new, creative creatures. A wormface with a death aura. Plus some some giant crabs. Plus some rats.

I think of the themes FromSoft’s Miyazaki is so fond of revisiting, of monarchs clinging on to life and power well past their time, and becoming something warped and hollow in the process. And I can’t help but see an exhaustion in Nightreign, despite splotches of sprightly inventiveness. I’m left asking why I should want to throw myself at these bosses once again, absent much of the delight or discovery that would give these challenges context. Instead, this is challenge for challenge’s sake. A stripped-off part of FromSoft’s creative identity with little appeal absent the whole. And ultimately, I’m left wishing they’d sit back down at the bonfire and have a good, long rest, until a real spark makes itself known again.



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May 28, 2025 0 comments
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Elden Ring: Nightreign Review - Encapsulating Efficiency
Game Reviews

Elden Ring: Nightreign Review – Encapsulating Efficiency

by admin May 28, 2025


I was skeptical of Elden Ring Nightreign when I first learned of it. Elden Ring is a masterpiece, and though I yearned for yet another visit to The Lands Between, doing so in a run-based roguelite format with a battle royale-style circle closing in on me wasn’t my first choice. In my first dozen hours in Nightreign, I remained skeptical. I wondered if this arcadey format cheapened everything that made Elden Ring so great – it certainly felt like it was on its way to doing so. But at some unceremonious point in the first 12 hours or so, the knowledge I acquired over my previous runs converged, and the pieces clicked into place.

Suddenly, I was a master of this parallel Lands Between, calling out key locations my trio needed to hit before the day was up, carving out efficient pathways on the map to secure success, and shouting out moves and dodge timings in real-time to help my team. Nightreign condenses the journey of Elden Ring, its highs and lows, and the acquisition of knowledge into a 45-minute run repeatedly, often to great success. Even though that success comes with some significant caveats, it had me saying, “Just one more run,” over and over again, a marker of excellence in the genre.

 

Set in Limveld, the starting area of Elden Ring, but in a different timeline, players select one of eight Nightfarers at the Roundtable Hold to take on one of the game’s eight expeditions. You have one goal during these: survive through three days, which requires taking down lots of enemies to level up, collecting armaments and items, and defeating major bosses that attack with each day’s end. A successful expedition through Limveld brings you to a fight against the Nightlord, and defeating five Nightlords brings you to the credits. A loosely structured narrative ties the game’s run-based premise together, but it’s barebones, providing just enough justification for those seeking it out.

Though learning new Nightfarers on the fly can be detrimental to the others in your trio, all eight playable characters bring something valuable and unique to the roundtable. I stuck with the ranged archer Ironeye character, who is nimble and perhaps the most essential of any run, but I enjoyed the tanky Guardian, too, with his invincibility casting ultimate ability. I look forward to mastering the other six Nightfarers as I shepherd new players through this world. Special “Remembrance” questlines for each character ensure I take them through various runs to complete specific objectives like killing a boss to collect an item, as do unlockable outfits and the constant chase of permanent equippable Relics that offer run-changing buffs and effects.

The difference between my runs in the opening hours and the runs I complete now, 41 hours in after defeating every Nightlord, cannot be overstated. I went from casually exploring camps and locations, scouring for loot and secrets, like I would in Elden Ring, to realizing every second wasted has the potential to be ruinous. There is no time to explore, search for secrets, or try out new tactics, at least if you want to defeat the Nightlord at the end of day three (let alone the major bosses at the end of day one and two).

Nightreign might be the fastest roguelite, a lesson in min-maxing that punishes idle behavior and indecisiveness. Alongside the other press reviewing this game, linking up in Discord consisted of casual greetings before a succinct lock-in moment as we all began quietly scouting the map while waiting for our Nightfarers to drop into Limveld. By the time we land, we already have our first day on the expedition planned, ready to begin thinking about our day two plans well before hitting level four. It’s fast, demanding, and all the more stressful because of it, but there’s something special about receiving everything you get out of a single-player From Software game in a 45-minute run.

That is, when the game’s caveats don’t smash through your enjoyment like a club the Raider Nightfarer might carry. Predictably, matchmaking is a mess. This is annoying in a single-player From Software game, but unacceptable in Nightreign, which is explicitly designed for three-player co-op. And though From Software says this game can be played solo, the scaling feels so off that it’s a challenge for only the best players, or in other words, the true masochists. Even with two other teammates in a voice chat doing everything we’re supposed to, whether using password matchmaking or invite matchmaking, it was a coin toss on whether it’d work. When it didn’t work, it was never clear why. Though random matchmaking is always challenging with a small player pool like we had pre-launch, it is worrying that none of the other systems work particularly well. Still, playing with friends is as challenging as ever due to From Software’s archaic multiplayer.

 

The flawed matchmaking becomes even more frustrating when you’re seeded a map that feels like a failed run from the jump. Though there are times when I prevailed without what I thought I needed, it’s clear what’s necessary in each expedition. The first Nightlord is weak to holy damage, and ideally, you get some holy camps on your map, marked with a symbol to let you know this is a location you should loot for holy armaments. But if you don’t get those camps, there’s a solid chance you don’t find a holy weapon elsewhere, meaning you can’t take advantage of the Nightlord’s primary weakness. Of course, there are other ways to overcome, but Nightreign tells you what is effective against the Nightlord upfront. It’s urging you to utilize a tactic, and it sucks to realize at first glance of the map that you likely won’t get to do so. That frustration pops up in different ways on an expedition, whether it’s a lack of the camps you need, a world boss that’s far overtuned (looking at you, Bell-Bearing Hunter), or a storm circle that puts you on the run for much of the day, meaning you’re skipping valuable points of interest and boss fights just to survive.

Sometimes my teammates and I failed an expedition because of something we did wrong, whether that’s misreading a boss, taking too long to loot an area, or missing out on a key location like a flask-granting church. There were lessons to learn in each of these runs. There were an irritating number of times when my teammates and I failed because of Nightreign’s random elements, which felt out of our control and maddening as a result. Yes, this is par for the course for a roguelite, but achieving success feels so rigid in Nightreign that there isn’t room to experiment with something different when things go wrong. I desperately want a button that allows your trio to choose to restart an expedition, rather than waiting to die to return to the roundtable hold, and hopefully get back into another run without a matchmaking issue.

Still, whether I completed a run, died because of a mistake I could learn from, or met an early end because luck wasn’t on my side, I was always raring to begin another expedition. The adrenaline and dopamine of a great Elden Ring session are present throughout Nightreign, and it’s exciting knowing you’re theoretically just 45 minutes away from experiencing those feelings again.

Nightreign is at its best when I’m at my best, which means From Software’s take on the roguelite genre needs to meet me halfway, leaving its frustrating misgivings at the roundtable hold. When the matchmaking works, when the map randomness gives my trio a fighting chance, and when the storm doesn’t punishingly throw an unfair wrench into the expedition, I’m excited to rise to the challenge. The reward for my efforts is the mastery, knowledge, and adrenaline I spent dozens of hours building in Elden Ring, condensed into a single run. And every success is as visceral and glorious as the last.



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Elden Ring Nightreign Review | Eurogamer.net
Game Reviews

Elden Ring Nightreign Review | Eurogamer.net

by admin May 28, 2025


FromSoftware’s multiplayer spin-off is an exhilarating rush and a celebration of the studio’s prior achievements Souls veterans will devour.

Elden Ring Nightreign review

  • Developer: FromSoftware
  • Publisher: Bandai Namco
  • Platform: Played on PS5
  • Availability: Out on 30th May on PC (Steam), Xbox Series X/S, and PS5/PS4

The first boss is a real hurdle. I’m not talking about the tutorial boss – you’re meant to fail at that one – but the first true boss. The Tricephalos Nightlord is a fiery cerberus with a chain whip, who splits into three separate dogs to chase you down. You can’t progress until this overgrown puppy is downed, proving a big challenge early on. But isn’t this sort of block always the Dark Souls way? It just shows how Nightreign is an authentic Souls experience. I wouldn’t have it any other way.

This time, though, you’re not facing bosses alone but in a group of three playing together online. While FromSoftware’s previous games have included co-operative play, it’s never been mandatory. In Nightreign, you team up to explore a map with randomised elements. You spend two in-game days here, buffing stats and abilities before facing one of eight Nightlords on the third day. Fail and you start the run again. In this way, it combines the soulslike and roguelike genres – two buzzwords that have seemingly dominated the industry for the past decade. Here, though, it’s a multiplayer concoction only FromSoftware could have created. It’s intense and exhilarating stuff.

You can ignore those genre descriptors, though. Really, Nightreign is a game about sharing memorable moments with others: moments of wonder, comedy, frustration, and euphoria. Seeing a volcano erupt mid-game for the first time. Being stuck in an underground maze as a storm of death sweeps over the map. Joining up with players around the world and joyously shouting in multiple languages after absolutely nailing a tricky boss. The time my front door went in the middle of a Nightlord battle and I couldn’t pause, leaving my teammates to survive alone (we still won the battle). And, of course, the elation at finally putting that flaming puppy in its place. These sorts of shared moments are what all the best multiplayer games are about, and that’s what makes Nightreign so equally compelling.

Elden Ring Nightreign Review – An Authentic Souls ExperienceWatch on YouTube

Let me explain how it all works. Players fly into the map and must spend an in-game day exploring and levelling up as fast as possible. Gradually, a blue storm of death encroaches on the map, funnelling players towards a singular spot to defeat a boss. Survive and it’s on to day two to repeat the process on the same map. Survive that and it’s on to the Nightlord battle. The map itself is static, but certain locations, items, and bosses are randomised each time. Plus there are environment-altering instances and random invasions to keep runs fresh. The encroaching storm adds a dash of Fortnite, its purpose to keep exploring players close together, but often useful items – or even your dropped Runes upon death – can be left agonisingly out of reach.

There are eight Nightfarers to play as, each loosely based on a class from the original Elden Ring. There’s the all-rounder knight Wylder, the black mage Recluse, or the defender bird-man Guardian, to name three. Each has their own skills with which to approach combat, as well as an ultimate attack to unleash. Take Wylder for instance: his clawshot is used as a grappling hook to dominate combat, while his ultimate attack has explosive force to stagger bosses. I love how the characters are not only distinct to play as, but had me rethinking old strategies from Elden Ring. I never once used a bow in that game but, having spent a lot of time as archer Ironeye in Nightreign, I’m now considering a new playstyle. The complex mage characters, however, are the real hard mode.

The playable characters take inspiration from previous characters and costumes | Image credit: FromSoftware / Eurogamer

Character skills are one way FromSoftware has encouraged co-operation. Through practice, these can sync up in exciting ways to make or break a boss battle. The Duchess, for example, has a rewind ability to repeat the last few moments of damage from any player – particularly useful after an ultimate or critical hit. What’s more, if another player is downed they can be revived when struck by other players, meaning it’s not only beneficial to stick together, but ultimate attacks can be used more defensively too, adding to strategy.

Nightreign does include a single-player mode for the truly sadistic, but it’s best experienced in a group on voice chat, bickering about where to explore next, exchanging strategies, and sharing defeats and wins alike. Matchmaking will team players up together and a basic ping system can be used to highlight areas of the map, but proper vocal communication really is key to defeating the Nightlords. Their sweeping AoE attacks and charges across battlefields are geared towards three players (there’s currently no two-player mode) and strategies to align moves at just the right time are often required. Nightlord battles sometimes feel more like MMORPG raids with certain mechanics I won’t spoil here.

Nightreign thrives as a co-operative experience. | Image credit: FromSoftware / Eurogamer

Finding teammates relies on matchmaking online, though, and in typical FromSoftware fashion, playing online has its struggles. During the review period, joining up via password or PSN friend ID often failed and matches sometimes had heavy lag and stuttering (beyond sometimes choppy performance). It never truly impeded on a successful run, but reliable matchmaking is essential in any multiplayer game and is something I hope FromSoftware will seek to improve post-launch. More crucial is the lack of crossplay, meaning you can’t play together with friends on rival platforms – a huge oversight.

Once in a match, though, Nightreign is a rush. It feels like speed-running Elden Ring in half hour bursts, containing a microcosm of exploration and combat before surmounting the challenge of a colossal boss battle. It’s a particularly demanding experience, especially for its sheer speed that rewards quick thinking and instinctive reactions. With the constant threat of the blue storm, there’s a real urgency to managing priorities, frantically swapping strategies on-the-fly, and maximising your chances of team success. There’s a pleasing scrappiness to movement too, as you scramble up cliff faces with new parkour abilities, speed across fields with a hasty sprint towards the next nightmarish boss, and leap from mountains in a last ditch attempt at escape thanks to the lack of fall damage. The map is a playground full of secrets to uncover over multiple runs, while combat itself is just as biting as Elden Ring.

From defeat to success, the ups and downs of Nightreign | Image credit: FromSoftware / Eurogamer

Early-on it’s easy to feel overwhelmed by the breadth and depth of the map with all its varied locations and unexplained icons; Nightreign is as abstruse as ever, though that further adds to co-operation in sharing knowledge. Learn its intricacies, though, and strategies unfold. It feels particularly satisfying to gain full understanding of the map, but as a result runs eventually devolve into following the same optimum path as the lack of map changes become stale. Random events aren’t quite as frequent as I’d like to shake up gameplay, but at least if weapon and buff rolls are against you, skill always wins out.

Elden Ring Nightreign accessibility options

Subtitles on or off. Some button reassignment. In-game guide. No difficulty options. No UI customisation.

Thankfully, no run is truly wasted. Each attempt is rewarded with Relics, which provide passive buffs once applied to your character in one of three slots; while a permanent currency is used to purchase new Relics, or unique costumes for the Nightfarers once unlocked. Relics allow for more detailed build crafting with a major impact on the success of a run, though acquiring them at random can feel like a grind. Each character has a story of sorts too, with journal entries leading to special missions called Remembrances – collecting a certain item, or defeating a certain enemy – to progress the questline. This is by no means a narrative-driven game, but Remembrances add to the overall feeling of progression and provide some very useful unique rewards.

Familiar bosses from previous games make plenty of appearances | Image credit: FromSoftware / Eurogamer

In all, Nightreign feels like a thank you to the 30 million players who bought the original Elden Ring. It uses repeat assets from the game and the bosses encountered are taken from across Elden Ring and the three Dark Souls games, while the eight Nightlords are all brand new and rank among some of the most difficult yet beautiful bosses FromSoftware has created. As such, Nightreign is a celebration of the Souls series for veterans already versed in its calculated combat and able to spot familiar demonic faces. It’s as close to a party as this sombre, monstrous series of games will ever be. But that’s at the expense of newcomers, who may struggle with its fast pace. Nightreign is outstanding for fans, but has limited appeal for the wider gaming community, though I’d urge anyone with an interest in Elden Ring to try it.

I don’t expect Nightreign to compete for time with established online multiplayer giants, then. But what’s here is a brilliant foundation for a longterm game, if only FromSoftware would support it as a live service beyond its forthcoming DLC. Am I being greedy? Probably. But Nightreign has so much long-term potential, through adding more Nightlords, more Nightfarers (and costumes), more randomised map events. While I bemoan developers for chasing live-service trends – and we’ve seen plenty fail – Nightreign deserves to be a hit. It’s proven to me, a staunch solo player, that multiplayer Souls can be just as fun, just as challenging, and just as satisfying when played together. After beating that cerberus, I went back to help a fellow player defeat it too and shared in their elation when we won together. What a thrill! After all, a problem shared is a problem Souled.

A copy of Elden Ring Nightreign was provided for review by Bandai Namco.



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May 28, 2025 0 comments
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ELDEN RING Nightreign's launch trailer released
Esports

ELDEN RING Nightreign’s launch trailer released

by admin May 28, 2025


ELDEN RING Nightreign releases in just two days and Bandai Namco Entertainment Inc. just released a launch trailer, which showcases the story, gameplay, bosses, enemies, and playable characters you’ll encounter during your co-op mission.

Also released recently was a trailer for the Executor Nightfarer class, which you can view here:

GamingTrend will have our review of ELDEN RING Nightreign posted very soon, so keep an eye out for that!

Stay tuned to GamingTrend for all your gaming, tech, and entertainment news!


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Elden Ring: Nightreign
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Elden Ring Nightreign crossplay: Bad news if your friends are on console

by admin May 28, 2025



It’s Elden Ring Nightreign week, and there are countless punishment-hungry Soulslike devotees around the world readying themselves to prove just how good they’ve gotten through a gauntlet of randomized FromSoft boss encounters. As those nightfarers prep for the Elden Ring roguelike, however, you might be wondering:

Can I play Nightreign with my console friends?

Unfortunately, even as crossplay becomes a standard elsewhere, Nightreign’s missing out. Its heroes might be battling a malevolent force that threatens to unmake all of creation, but even they can’t cross the boundaries separating multiplayer platforms. If you’re playing on PC, your Xbox and PlayStation comrades will have to fight alone.


You may like

There’s no crossplay in Elden Ring Nightreign

Sure seems like a multiplayer-focused game should have crossplay in 2025, huh? But no, Elden Ring Nightreign doesn’t have crossplay, FromSoftware has confirmed.

When matchmaking for an expedition in Nightreign, you’ll only get partied up with other PC players. There’s no in-game friends list for adding console players, and you won’t be able to join password-locked parties hosted by Xbox or PlayStation users.

Nightreign does have cross-region matchmaking, meaning you can freely party up with players on other continents. Personally speaking, it’s been years since I’d wondered whether I’d be able to play with people in other regions, but I’d certainly rather have it than not.

You can also disable cross-region matchmaking if you’re particularly concerned about ping and connection stability, but this will likely only be an issue if you or a friend on the other side of the globe have dicey internet connections.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

FromSoftware hasn’t said anything about adding crossplay post-launch, but the game’s deluxe edition on Steam does promise “additional playable characters and bosses” and “additional DLC” by the end of 2025, so obviously there are updates still in the works.

But don’t get your hopes up: Elden Ring never got PC and console crossplay, either.



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May 28, 2025 0 comments
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When it comes to the Elden Ring movie, I hope Alex Garland writes from memory
Game Updates

When it comes to the Elden Ring movie, I hope Alex Garland writes from memory

by admin May 27, 2025


There’s a moment in one of F. Scott Fitzgerald’s Pat Hobby stories that I think about quite a lot. Pat Hobby’s a character Fitzgerald came up with when he was knocking about Hollywood and trying to make money writing for the movies. As a result, Hobby is a somewhat desiccated scriptwriter himself. Over the course of a handful of lightly sketched narratives, Hobby loses jobs, squanders opportunities and gets in at least one fight with Orson Welles.

None of that is the stuff I find myself thinking about. Instead, it’s Hobby’s thoughts on adaptation – on the best way to turn a book or something else into a movie. His advice is fascinating. If it’s a book you’re adapting, don’t actually read the book. Instead, give the book to four friends and get them to read it. Then ask them what they remember of the book, and base your movie around those parts.

Fitzgerald is a maddening writer, and this is a really great example of why. I simply cannot work out if this is good advice or not. Obviously Hobby is an anti-hero, and written out like this it sounds like a comically bad idea. Don’t bother to read the book yourself? Just ask your pals to do all the work?

Here’s a lovely bit of chaos from Elden Ring: Shadow of the Erdtree. | Image credit: FromSoftware/Bandai Namco

And yet, there’s something there, isn’t there? Kubrick always said that you needed five scenes for a movie – I think he called them “non-submersible units,” which is a very Kubrickian piece of terminology. And Hobby’s kind of getting at the same thing in his own lazy way. Faced with the intermittent vividness of something like The Great Gatsby, for example, I suspect Hobby’s approach would kind of work.

What I personally like about Hobby’s advice – and what makes me think that Fitzgerald agreed with it to a certain extent – is that it understands the terrifying power of memory. It understands that this is the place where everything ultimately lives, where events assume their final positions and where the complex can slowly become understood. To work from memory is only an insult to the text if you deny memory its obvious force and brilliance. And memory’s also a great filter for art. Once everything else has faded, what do I actually remember?

Hobby came to mind again last week when I read that Alex Garland is making a movie of Elden Ring. He’s not just directing it, he’s also writing it. When I read that, a bunch of thoughts tumbled into my head at once, and now I’m going to try and sort through them.

Here’s a trailer for Annihilation.Watch on YouTube

The first thought was that I’d very recently watched my first Alex Garland movie – Annihilation, his 2018 thriller about a bunch of people exploring a strange and deadly zone, where nature has made some unusual choices. Annihilation is adapted from the Jeff VanderMeer novel of the same name, and I watched the movie because I’d just finished reading the novel. (I read the novel because it’s just been re-issued with an absolutely stellar cover, incidentally, but that’s probably irrelevant.)

Two things here. One: Alex Garland strikes me as someone who’s probably rather brilliant in a lot of ways. Two: Annihilation strikes me as a very difficult novel to adapt, and for me at least, the finished film backs this up. I don’t mean that as any kind of dig: I think it’s all really interesting.

Annihilation the novel is a thriller but it’s also a mood piece. It comes bearing vibes and its wordless fretfulness. A group of women, known only by their professions, head into Area X, a section of sodden wilderness where weird things have started to happen, and they experience the weird things for themselves. There’s a luminous sense of impending doom to proceedings, but rather than a huge amount of plot, the act of reading the book is a bit like the act of navigating uncertain territory. VanderMeer feels guided by landmarks: there’s the boundary to this zone we’re in, there’s a lighthouse in the distance and an island beyond that, and there’s a frightening and inverted tower further back near the start.

Here’s our review of the Elden Ring DLC: Shadow of the Erdtree.Watch on YouTube

If you’ve only seen the movie, you probably don’t remember the tower. That’s because it isn’t in the movie. And I suspect that this, in turn, is because of the way Garland wrote the movie. He’s described his approach as one that creates a “memory of the book” rather than a rigorous translation of it – that is, a translation from text to cinema. He was working from the first book in a trilogy – now more than a trilogy – that had been proposed but not finished. And he was working with a novel that leaves a lot of space up to the reader. Space to interpret events, sure, but more specifically space to create associations. VanderMeer is one of those fantasy and sci-fi writers who I feel is always writing about this world and this moment. The Rosetta Stone, if there even has to be one, surely lies with the places that the reader’s mind moves towards as they read.

Real talk: the tower is my favourite part of Annihilation, and to explain why I don’t really need to spoil it. All I need to say is that what unfolds in there gives the reader a sense of threads coming together, a sense of a big third-act moment, without then really explaining the whole thing to death and robbing it of its mystery. That’s the point, in fact. There is stuff in the tower that is so fascinating because it cannot be resolved, its meaning is not meant to reveal itself cleanly no matter how hard you think about it or how many clues you gather.

Garland has said that he wanted this memory of the novel approach to create something dreamlike, and I think it does. But it’s dreamlike to me in terms of dreams’ capacity to create unusual spaces and then tell you exactly how to feel about them. There’s mystery to the film of Annihilation but there are also the beats you expect from a big budget movie – the beats you might argue that you need in order to be allowed to make a big budget movie. There are set-pieces and reveals and a final moment that provides a certain degree of closure but also feels, to me, a bit like settling for something definite.

All of which is to say that I don’t know if the “memory of the book” approach works for Annihilation, in part because Annihilation itself is so sparse and so unwilling to explain itself. Faced with that, the memory becomes something that doesn’t just edit but sort of pushes stuff towards easy meaning. It clarifies and sharpens a little too much.

Elden Ring: Shadow of the Erdtree. | Image credit: Eurogamer/FromSoftware

And yet! Plot twist. I think that makes it the perfect way to approach something like Elden Ring. And while Annihilation the film didn’t work for me, I am eager to see what Garland’s “memory of the game” approach would create here.

This is because Elden Ring is almost the complete opposite of Annihilation. Whereas before, Garland was trying to dream a version of something that was already a dream, here he’s faced with a dizzyingly deep and considered history – the entire history of a place and all the factions vying for power within it. Take any character from Elden Ring and they could easily be their own movie. Goldmask could be a movie, but so could Fia. So could Placidusax. So could the Astrologers or the Nox. This stuff goes all the way down.

You can get away with this in a game like Elden Ring, where the open-world approach isn’t just there to give you agency in where you go and what you do, but is there to give you the mental space in which to make connections and pick through the very specific ways that Elden Ring tells its story. Remember, these games tell their stories in landscapes and people, sure, but also in item descriptions and that one out-of-place enemy that might be a glitch and might be a suggestion that two scattered locations and peoples had a connection that you really have to dig for.

Yes, you can do that in other kinds of stories. You can do that in a TV series for sure, but again, you have not just the time to tell a big story, but the time in between episodes for people to theorise and strategise and cobble together improbable plots.

But for a film? A big budget film? This stuff is often brilliant – Fia alone is completely fascinating – and yet all that available brilliance has to be condensed and thinned out, or it’s all for nothing. And you need to find a way to condense it – squash down characters, combine events, cut entire locations and factions if need be – which allows you to simultaneously hone in on a clear narrative and also ensure that you have retained, well, the vibe. The atmosphere that each work of art has that’s as specific as a fingerprint.

How do you do that? I imagine a good way to do it would be to play and play and play, and see the different endings and embed yourself in Youtube and the wikis for a month and then – and then step back. When it’s time to write, write directly from how the whole thing has settled in your mind, and don’t have even the most basic wiki tab open on your computer as you do so.

More writing lore: Kazuo Ishiguro has said that he always does research after he writes something. He imagines and creates, and only after that’s done does he check to ensure that it all makes sense, that it’s all viable. That doesn’t seem a million miles away from how Garland approached Annihilation, a movie which I’m very much aware that a lot of people really love. And, scandalous as it feels to even suggest this, I hope it’s how he approaches Elden Ring, a movie which I am absolutely eager to love in turn.



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May 27, 2025 0 comments
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A Tarnished and his companion bird in Elden Ring: Nightreign.
Esports

Does Elden Ring Nightreign have crossplay?

by admin May 26, 2025


Elden Ring Nightreign is the new title from FromSoftware that features multiplayer, but does it have a crossplay feature? Here’s everything you need to know.

In case you were wondering, Nightreign is a standalone adventure that is set in the Elden Ring universe. While the majority of the mechanics from the original game make their way to this title, there are certain changes to offer players a different experience.

Is there crossplay in Elden Ring Nightreign?

Unfortunately, Elden Ring Nightreign does not have the crossplay feature. So, if you had planned to play it on PS5 and join your friends who are playing on a different platform (PC or Xbox), you won’t be able to do that.

Elden Ring Nightreign has cross-generational support, though. This means if you’re playing on PlayStation 4 and your friend is on a PlayStation 5, you can play together. The same goes for those wanting to team up using Xbox One and Xbox Series X/S.

You can still play with your friends. Image via Bandai Namco

The game’s director, Junya Ishizaki, confirmed the details above, saying: “Similar to the original Elden Ring, there will be cross-generational play but not cross-platform play. So, PS4 players can play with PS5 players, and Xbox One players can play with Xbox Series S and X players, but not between platforms.”

PC players can team up with other PC players only. Since it will be available only via Steam, there will not be any PC cross-platform support. The main Elden Ring game and Shadow of the Erdtree DLC are also only on Steam, as the games utilize Steamworks and Steam servers. The same can be said about Nightreign.

Can you play Elden Ring Nightreign early?

Yes, you can play Elden Ring Nightreign early on Xbox using the New Zealand trick. You can check our guide to get all the information you need on the process of playing the game early.

The game releases worldwide on May 30 for all current and previous generation platforms, including PS5, Xbox Series X/S, PC, PS4, and Xbox One.

Dot Esports is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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May 26, 2025 0 comments
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Elden Ring Nightreign director says Fromsoft "kind of overlooked and neglected" playing as a duo, but 2 player-friendly "post-launch support" is being considered
Game Updates

Couples afraid of being third-wheeled rejoice, FromSoftware might add in a duos option to Elden Ring Nightreign

by admin May 25, 2025



You know what the main thing that’s holding me back from picking up Elden Ring Nightreign at launch is? The fact it doesn’t have an option for duos. For the most part I’m a single-player only kind of person, and when I play something online I normally like to do so with just my partner. I imagine I’m not the only person this applies to, nor am I likely to be the only one who thought “I don’t really want some rando called xX_fartmaster_Xx third wheeling my partner and me.” Luckily, FromSoftware seem to be at least considering a two-player option for the upcoming Soulslike.


Game director Junya Ishizaki recently spoke with IGN about the things he learned under Elden Ring’s director Hidetaka Miyazaki. It’s a great interview, but the main thing we’re concerned with here is Ishizaki’s comments on not having a two-player option. When asked why the option was omitted, Ishizaki quite plainly said that “the simple answer is that this is simply something that was overlooked during development as just a two-player option, so we’re very sorry about that.


“As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign. Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start.”


Ishizaki went on to say that the team put a lot of effort into making something enjoyable and playable for solo players. However, because they were so focused on that, they “kind of overlooked and neglected the duos aspect.” However! The director did also say that a duos mode “is something that we are looking at and considering for post-launch support as well.”


Considering it is good enough for me for now! Here’s hoping the update comes before that Elden Ring movie that’s in the works that I’m pretending doesn’t exist.



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May 25, 2025 0 comments
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Elden Ring Nightreign might fix lack of two-player mode after launch
Game Updates

Elden Ring Nightreign might fix lack of two-player mode after launch

by admin May 25, 2025


Elden Ring Nightreign is designed around three-player squads, but solo play is possible. (Whether it’s enjoyable going solo remains to be seen.) But support for duos isn’t part of the plan and won’t be available when the game launches next week. But FromSoftware might reverse that decision; Elden Ring Nightreign director Junya Ishizaki tells IGN that the studio is considering adding two-player support after launch.

Ishizaki says that a two-player option was “overlooked during development,” and apologized to players who can’t (or don’t want to) get a trio together.

“As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign,” Ishizaki says. “Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start. And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”

FromSoftware often tweaks its games’ difficulty in post-launch updates, so scaling the game to adapt to two- and three-player teams will likely roll out over time. So if you’re dying to play with a friend or loved one, and not bring a third wheel into your squad, watch this space.



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May 25, 2025 0 comments
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