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Nightreign

elden ring nightreign featured review
Esports

Elden Ring Nightreign becomes immediate smash hit and tops Steam charts

by admin May 30, 2025



Elden Ring Nightreign’s success was uncertain considering the game’s nature as a co-op focused spinoff of a game many people choose to play as a purely single-player experience. However, the Steam player counts have proven that the game still has a massive audience.

At the time of writing, it hasn’t even been two hours since the game released, and it’s already near the top of the all-time steam charts at over 300k concurrent players. That doesn’t even include console.

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If Nightreign is able to continue at this current rate, there’s a good chance it’ll cross the finish line as one of 2025’s most played games. It could even come close to Elden Ring‘s monolithic concurrent player count record of almost 1 million.

Elden Ring Nightreign immediately takes over Steam charts

A quick look at the Steam charts for every From Software game reveals just how far this developer has come and how popular their games are nowadays.

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While the original Dark Souls redefined the games industry as we know it, that game had a slow burn. Not everyone was into it at first. PC gaming also wasn’t nearly as popular 10 years ago as it is now, meaning that most of FromSoftware’s greatest hits didn’t come out at a time their player count would have been represented on Steam in the droves we see today.

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Nightreign immediately gained double the concurrent player record of Armored Core 6, the next highest player count game behind Elden Ring, upon release. It’s massively popular, even for a game of FromSoft’s pedigree.

Additionally, Nightreign already sits comfortably in the top 50 most played games of all time on Steam, beating out several massive free-to-play releases despite having a $40 price tag. Though it still comes in below huge games like Marvel Rivals, the fact that everyone playing it paid upfront makes this game hugely profitable for FromSoft.

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As for the game’s quality, we quite liked it. Although it’s worth noting that Nightreign is a lot better with friends, which may be part of why its had such a massive player count explosion upon release.

If you’re just hopping into the game for yourself and looking to figure out which classes are the best to level, how to optimize your graphics on PC, and some crucial tips about remapping your controls, we’ve got you covered.

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Elden Ring Nightreign gets a pre-day one patch to deliver some cheeky last minute build tweaking before your first steps in Limveld, and offer advice on some PC issues
Game Reviews

Elden Ring Nightreign gets a pre-day one patch to deliver some cheeky last minute build tweaking before your first steps in Limveld, and offer advice on some PC issues

by admin May 30, 2025


Elden Ring Nightreign comes out tomorrow, May 30, meaning that your wait to sample a thing we thought was quite good is almost over. Before you hop into classic ER to fight one last Malenia battle for the road, it’s worth checking out the contents of the game’s first patch – Version 1.01 – which FromSoft has handily deployed about a day early.

You can check out the full notes for Version 1.01 if you like, but the gist is that it’s pretty much what you’d expect from a day one patch, aside maybe from some advice on how to troubleshoot a couple of techy teething issues you might run into on PC, depending on your exact hardware.


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“This update brings gameplay and stability improvements to ensure an optimal experience for your first steps in Limveld,” big Bandai Namco wrote, outlining that the patch includes “improved handling of playable characters”, balance adjustments, text tweaks, and added character scenarios. The soundtrack’s also been added to, so you should have plenty of bangin’ boss-battlin’ tunes, and there are the usual bug fixes.

You want more detail than that? Well, suck it up. These are Elden Ring patch notes, and you’re gonna have to read between the lines like you do with all that lore. Maybe if you’re lucky we’ll get a video in five years time explaining that this patch actually had a deeper meaning, over the course of five very good hours.


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That said, there are a couple of things related to knopwn issues on PC that FromSoft has chosen to explain in full. If you’re on that platform and find yourself unable to start the game or sometyhing similar, verifying the integrity of its files via its properties menu in your Steam library might help. Here’s the full instruction flow for that: Go to ‘Library’ > right-click on ‘ELDEN RING NIGHTREIGN’ > select ‘Properties’ > select ‘Installed Files’ > and execute ‘Verify Integrity of Game Files’.

Meanwhile, FromSoft wrote: “We have confirmed that some PC configurations using the latest graphics cards may experience frame rate drops. We are currently investigating the cause. In the meantime, If you experience significant frame rate drops, you may be able to resolve it by setting the graphics settings from the default ‘High’ to ‘Medium’ or ‘Low’ and lowering the screen resolution, as well as installing the latest drivers for your graphics card.”

So, pretty standard stuff you’d try right out of the gate to see if it resolved teething problems while waiting for the studio ro deploy a full fix.

Once you’ve battered Malenia one more time, why not read our review of Nightreign, in which Connor outlines why he loved it, despite being “a strange beast”. If it helps your concentration to imagine him as the lead singer of Evanescence and the game as the dude yelling ‘Can’t wake up!’, then so bit.



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May 30, 2025 0 comments
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Elden Ring Nightreign: How To Unlock Revenant
Game Updates

Elden Ring Nightreign: How To Unlock Revenant

by admin May 29, 2025



Screenshot: FromSoftware / Billy Givens / Kotaku

If you like summoning spirits to help you in battle, you’ll probably like Elden Ring Nightreign’s second hidden character, Revenant. It won’t take much to unlock her, but you’ll need to know what to do and when to do it if you want to add this necromancer-style backliner to your list of playable characters.

The Top 10 Most-Played Games On Steam Deck: August 2023 Edition

How to unlock Revenant in Elden Ring Nightreign

To unlock Revenant in Nightreign, you’ll need to have first unlocked Duchess by completing the first expedition and giving the Old Pocketwatch to the Priestess at Roundable Hold.

Afterward, visit the Small Jar Bazaar at Roundtable Hold to find that the little fella now sells an item called the Besmirched Frame. This costs 1500 murk, however, so you may need to run a few more expeditions or sell some of your unwanted relics to afford it.

Screenshot: FromSoftware / Billy Givens / Kotaku

With the Besmirched Frame in your possession, open your map and take note of an NPC with an exclamation point above their head in the east wing of Roundtable Hold. Head over there now to find a phantom staring at the wall. Interact with the phantom and select “Yes” when prompted to touch it.

Screenshot: FromSoftware / Billy Givens / Kotaku

Touching the phantom will transport you to a new area. Walk forward into an arena where you’ll have to fight Revenant and her three family spirits. This can be a somewhat tedious and frustrating showdown if you’re not prepared, and certain Nightfarers can make things easier or harder.

Screenshot: FromSoftware / Billy Givens / Kotaku

One way to clear the fight easily is to choose Ironeye as your Nightfarer. Use his unlimited arrows to kite the spirits around more easily while keeping your distance from Revenant. This makes it harder for her to hit you with her wide (and quite painful) ranged attacks.

When Revenant is defeated, you’ll be able to choose her from the Character Selection altar back at Roundtable Hold. And with that out of the way, you’ll now have both additional characters on your roster.

Elden Ring Nightreign is available now on PS5, Xbox Series X/S, and Windows PCs.



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Elden Ring Nightreign review | VG247
Game Reviews

Elden Ring Nightreign review | VG247

by admin May 29, 2025


Elden Ring Nightreign is weird. But not in a bad way. FromSoftware has taken Elden Ring as a foundation and joyfully experimented with all its individual components to create something new. Something weird. Something great. The result is a small but punchy experience, rogue-like in nature and rough around the edges. It’s also, at least to me, a perfect send off for Elden Ring and The Lands Between.

So how does a run of Nightreign go? You select from a roster of characters, each with their own strengths and weaknesses, and fly off into the fight. The game is broken up into three days, with ‘night bosses’ capping off the first two and a ‘nightlord’ concluding things with a bang on the third. Along the way you scavenge gear, picking up weapons with beneficial passives until you arrive at a certain play style. Maybe you’re the Raider with a bunch of poise and two-handed damage bonuses, maybe you’re the Recluse with a tonne of sorcery boosts and a massive laser beam. Maybe you’ve played poorly, and have a hodgepodge of trash that’ll you’ll have to kitbash together into a rudimentary build. Them’s the breaks.


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You scavenge this gear from a semi-randomized Limveld; a world adjacent to The Lands Between’s Limgrave. The map itself remains a constant for the most part, though what points of interest you can sack change each time. It’s your job to dart from locale to locale, drawing a path between yourself and loot as to arm yourself adequately. It’s a moreish process, one that brings equal parts challenge and surprise as you go.

It’s in this journey of discovery that Nightreign shines. I played with other press and influencers in a shared Discord server, grouping up for runs and jumping inthe odd voice call. This, I believe, is the best way to play the game. Chatting away with other players, calling out roaming bosses and weapon drops that may benefit your peers. A ranged weapon bonus might not be good for me, but maybe it is for your Ironeye buddy over there, or the Duchess Nightfarer you just pooled with. This shared comradery is so core to the experience – and, dare I say, the central message of Elden Ring Nightreign. Social play is hands-down the best way to play.

Grouping up in voice with friends makes a sweet game even sweeter. | Image credit: VG247

That’s because without allies you can talk to, Elden Ring Nightreign may be the most potentially toxic game I’ve played since Counter Strike or League of Legends. Bosses scale to the number of players present, just like in the base Elden Ring. That means if one of your team is a buzzed-out stoner, or not following map pings, or dying over and over again and losing levels, they are dead weight that can kill a run. If someone leaves a run, it’s a wipe. Tilt and anger is the poison in Nightreign’s heart, and given how tricky the game can be, it’s something I can foresee players experiencing on launch.

If you can overcome such hurdles, you’re free to explore what is a rich and vibrant map ripe for exploration. Learning what rewards each of the points of interest are home to is exceptionally fun. When you first play, it’s all new, it’s all a mystery. But a few dozen hours in and I can tell you what bosses spawn in what spots, where chests are, common spawn locations for scarab beetles that drop valuable talismans, and more. Mastering Nightreign is a journey itself, beyond what you’re able to do in prior FromSoftware games. There is mastery of combat, yes, but there is the mastery of knowledge that separates a good player from a great one.

After a while, the dangers that lurk around each corner become known quantities, and I believe this is by choice. Take the ‘sleep variant’ of the ruins, something you’ll run into often. This area always, always has a Rune Bear boss. I get why, From Software wants some consistency present, some method to the madness. But after a while, this robs the game of its thrill. I would have liked a greater variety of bosses throughout to keep things fresh and dangerous, as to stave away the feeling that the first day can be auto-piloted.

There are drastic map changes in the form Shifting Earth events, which help remedy this complaint somewhat. Killing certain Nightlords will alter the map in its entirety, to great effect. By killing the first boss, a volcano will be placed to the north of the map, bringing with it a selection of new bosses and rich rewards for those willing to delve down into it. These were lovely, and helped mix up the standard runs thanks to the additional goals they provide. If you do make it to the bottom of this volcano, you can upgrade a weapon to the legendary tier, a powerful damage boost that can make a doomed run salvageable, if you flee the volcano before the Night’s Tide closes in.

You’ll want to explore the volcano on day two, it’s well worth it. | Image credit: VG247

There is an attempt to throw smaller curve balls at you, though these are few and far between. Very occasionally, you’ll be suddenly invaded by the Fell Omen, or a portal of darkness will drop multiple copies of the same boss into the world, or you’ll be cursed with less max HP until a specific boss is killed. These sound harsh, but they’re sweet syrup that keeps you on your toes! If anything, I wish there were more. To my count there might be 4-5 random invasion style events. I say, why not 20?

This would add to the variation of Nightreign, a wonderful thing. Because in this soup of change, Nightreign shines. Take the Raider class. He is a beefy, burly bloke with a big axe. As such, you’re naturally drawn to colossal weapons and poise, right? Finding and equipping these will turn the Raider into a brick wall tank, able to soak hits with ease and deal massive poise damage. But maybe you come across lots of gear with increased jump attack power – suddenly your entire approach to combat shifts. No longer am I a grounded tank, but a hopping monster, and it works! So many times I leapt into a run, pick up a collection of interesting, build-altering gear, and form a powerful character from that.

This is clearly the intended approach to Elden Ring Nightreign. The game will shower you with relics, stones that you can attach to characters before a run. If you like the Raider, you can add additional strength, power with big hammers, and poise from the get-go. Or, you can get spicy with it. One of my favourite relics provides a substantial attack power buff when I have three twinblades in my inventory, flipping my looting goals on its head when using that with a dexterity-scaling character. Instead of grabbing stuff based on its buff, I can now look out for a certain weapon type, regardless of its stat. And it all just works.

You’ll need good gear too, as some of the bosses prove quite troublesome. Old horrors from years gone by. | Image credit: VG247

This is a golden design decision, and is especially wonderful for Souls fans. If you’re like me, you’ve played a similar character in every single From Software game for over almost two decades: big dude, big weapon, big swings. But because of how the looting system works here, I found myself experimenting with the giant arsenal available. I never used the Envoy’s Long Horn in Elden Ring, but with it filling a perfect spot in my Nightreign inventory, I grew to love its wacky bubble projectile and the ranged utility it provides. Nightreign is like an artichoke for your Elden Ring taste buds, it makes the base weapons, spells, and incantations taste all the sweeter.

If Nightreign as a game enhanced my enjoyment of the offensive options, then its characters enhanced the archetypes. Each character reflects a certain style of combat; Ironeye is an archer, the Recluse is a mage, etc. Each character has a skill and an ultimate that allow you to truly immerse yourself in their area of expertise. Take the Recluse – I hate sorcery in FromSoftware games! It’s not my bag, but with her combat rotation of shooting out spells, then using her skill to harvest back an element charge and gain back some FP, then unleashing her charge as a bombastic free spell is fantastic. It’s the sorcerer play style turned up to 11, and every character provides that. Executor has a Sekiro-style parry, Wylder has a grappling hook. It’s a celebration of combat that Radahn would be proud of.

So all of this is good, right? Yes, but I’ve left my favourite parts of Elden Ring Nightreign to last. First, the art team responsible for the sky boxes at FromSoftware deserve a million dollars in cash. Each. They’ve done such a great job depicting The Lands Between at siege, assaulted from all around by immeasurable cosmic forces. Giant specters will roam the borders of the map on an endless march, and in boss fights a reused sandscape is transformed into the ocean floor, a raging inferno, a flowery field. The best work caps off the game, which I shall not spoil both for embargo reasons and because I wouldn’t rob you of the spectacle.

It’s some outstanding art direction, really. | Image credit: VG247

Speaking of bosses, they are phenomenal. FromSoftware does this brilliant thing, it loves to experiment when rounding off its games. Dark Souls 2 and 3’s DLCs were like this, content that Elden Ring Nightreign shares a spirit with. In Dark Souls 2, Burnt Ivory King pushed the line as far as multi-target fights go, and Dark Souls 3’s DLC brought the series’ first three-phase boss fight. Nightreign is the same, in that it gets silly with it. A boss split into two targets, where ranged attacks are borderline mandatory. Bosses that suffer crucial debuffs when hit with certain affinities. They’re messing around with the formula in a way that’s incredibly interesting to veteran Soulslike players.

My favourite aspect of Nightreign comes from the story. I was worried about this at first as a lore goblin, someone who loves learning more about the world through item descriptions. The game does lack somewhat in this area – there are new items with new story tidbits especially where they attach to each character, but less so of The Lands Between. You’re left mostly with crumbs about the world outside its borders (enough perhaps only for five hours of VaatiVidya content). But, where the wider world-building takes a back seat, the connecting narrative between each character, their desires, their relationships with each other, takes the wheel with both hands.

Elden Ring Nightreign is about taking down a big scary night fella, sure. But more than that it’s about people from different walks of life coming together to overcome great odds. This is a narrative throughline that weaves between story and gameplay alike – it’s a meta narrative. The characters are coming together, growing fond of each other, and growing individually as comrades in arms yes, but so are you! You, and the random people you match up with on your journey. That random dad who ran off on his own and died twice in the fire, the French guy who clutched out the Nightlord and somehow revived the whole team. The connection between The Guardian and his newfound flock is a mirror to the bonds you build with the online randos you’ll no doubt matchmake with.

You’ll head through these doors with people from all over the world. | Image credit: VG247

This is a powerful message in a FromSoftware game, given the series history. Think of LetMeSoloHer, or the untold thousands of other real people who you may have interacted with over the years. I remember a player with a Uchigatana helping me take out Ornstein and Smough while I was still at school. I have fond memories of invasions at Archdragon Peak, and the heroes who would help folks out with Slave Knight Gael. If Elden Ring: Shadow of the Erdtree tells a tragedy of a group of allies turned to each other’s throats, then Elden Ring Nightreign tells the story of how allies can come from the most unlikely of places, and together save the world.

I can not help but to love Elden Ring Nightreign. It’s a strange beast, kitbashed from parts of Elden Ring that feel clunky in places (god, the vaulting system can be frustrating at times). It has bugs, and it has blemishes. It’s not a traditional Soulslike experience and as such will surely turn away fresh faces and diehard veterans alike. But it’s also a celebration of you, the massive community of Soulslike players, and, specifically Elden Ring players. It’s a game and a story about you, and all the weirdos you’ve met along the way. If this is a send off to Elden Ring and The Lands Between, it’s a perfect one.

Elden Ring Nightreign was reviewed on PC, courtesy of a code provided by Bandai Namco.



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FromSoft leans into the nu-metal vibes and goes full Evanescence with the Elden Ring Nightreign launch trailer
Gaming Gear

FromSoft leans into the nu-metal vibes and goes full Evanescence with the Elden Ring Nightreign launch trailer

by admin May 29, 2025



ELDEN RING NIGHTREIGN | Bring Me to Life Trailer – YouTube

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The FromSoftware aesthetic is best summed up by the famous quote from Dark Souls director Hidetaka Miyazaki. When presented with an early, gross and gribbly design for the Undead Dragon in Dark Souls, Miyazaki returned it with the comment that it should be more dignified, saying, “Can’t you instead try to convey the deep sorrow of a magnificent beast doomed to a slow and possibly endless descent into ruin?'”

At some point behind the scenes there must have been a meeting about how to soundtrack the launch trailer for Elden Ring Nightreign. And that meeting ended by deciding that what the majestic ruin of the Lands Between needed was the song you’d hear in a mid-2000s AMV where someone edits all their favorite clips from Berserk together.

Yes, the Elden Ring Nightreign trailer is backed by Bring Me to Life by Evanescence, a slice of crossover nu-metal coming at you direct from 2003. Back then this song was pretty cringeworthy, which is what we said instead of just “cringe” at the time, but like everything you’re embarrassed by, 20 years later you hear it at a retro night and suddenly realize it rules actually.


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Bandai Namco does have form here, having released a trailer for Dark Souls soundtracked by folk-rock band The Silent Comedy. In an age of ultra-polished trailers backed by slowed-down cover versions it’s kind of nice to see something a bit more amateurish? When the three heroes do their slow walk into battle during a quiet bit in Bring Me to Life it definitely has a “me and my friends made this” feel that’s appreciated in a game that will ultimately come down to you and your friends working together.

In his review of Elden Ring Nightreign, Tyler Colp recalled that “Everyone cheered in voice chat when Centipede Demon, the boss nobody remembers from Dark Souls, showed up to get obliterated by 14 years of action RPG combat advancement. When the stars align—and they will—Nightreign is unlike anything else I’ve played.” He gave it a score of 80, and though he had plenty to say about its impenetrability and messiness, he also clearly had a good time.

Just like I will, singing “save me from the nothing I’ve become” at my desk for the rest of the day.

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



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May 29, 2025 0 comments
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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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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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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
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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.


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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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