Elden Ring Nightreign Explores Exciting And Unexpected New Ground For From Software

Nightreign invites you to experience a From Software game in an unconventional manner. Instead of adopting the traditional stoic approach, it promotes aggression. Rather than employing cautious strategy, it almost endorses reckless speed. Lastly, it discourages thorough exploration and instead advocates for quick, action-packed expeditions.

In typical FromSoftware games, rushing leads to failure and disappointment, as players often don’t grasp the lessons and their progress halts. However, Elden Ring Nightreign differs from most FromSoftware games. It might be more fitting to express it as Elden Ring Nightreign invites you to experience a FromSoftware game in an unusual manner.

In terms of his preferences, director Junya Ishizaki leans towards multiplayer games; however, Nightreign appears to be a creation that reflects current multiplayer gaming trends. Essentially, it’s a game where a team of three parachutes onto a territory and battles for existence as an encroaching energy barrier shrinks a circular area. Despite not traditionally being heavily focused on PvE (Player versus Environment), games with similar concepts are abundant, and under the looming influence of genre giants, many have struggled to endure, let alone prosper.

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After sinking a few hours into Nightreign, I’ve come to realize it isn’t just jumping on a bandwagon like some might think. Instead, it appears they’re drawing from their personal passions, truly embracing the essence of multiplayer games that resonate with them. This reverence for the past is skillfully woven into Nightreign’s design, creating an experience that feels authentically From Software.

In numerous aspects, Nightreign stands out as a game that challenges expectations, and as an experienced Elden Ring player, I immediately sensed these twists upon arriving at Limveld, which is essentially a different take on Limgrave. Initially, what struck me was the presence of not one, but two other players, a departure from the solitary experience I’m accustomed to in FromSoftware games. Adjusting to this change took some time as I usually seek out feelings of isolation and wander the strange and perilous lands alone.

The most surprising aspect for me was the agility I experienced with my character; it seemed unusually swift. Typically, characters like Chosen Undeads, Bearers of the Curse, Good Hunters, and Lowly Tarnished move rather heavily, even at a full run. There’s an underlying slowness that subtly encourages players to move with caution and be mindful of their surroundings or potential dangers lurking ahead.

In Nightreign, practicality often trumps economic movement. No matter which Nightfarer I chose, it felt like I was on roller skates, swiftly moving about with a speed more akin to Sekiro’s Wolf. My character, Duchess, even demonstrated abilities that weren’t uncommon for an Ashina shinobi.

In Elden Ring, instead of just jumping using a face button, players can now perform a sort of wall-run to reach higher ground. The game’s environment is quite flexible, allowing you to climb up steep cliffs without needing solid footing. This surprised me with how easily I could navigate the terrain. Also, pressing in the thumbstick while sprinting significantly increases your character’s speed, essentially replacing the need for the spectral steed (Torrent). Combined with Spiritspring Jumps, launch pads to reach higher locations, ethereal eagles for fast travel across the map, and the absence of fall damage, my character, Nightfarer, seemed designed to favor speed over caution. Threats were best overcome by relying on instinct rather than taking time to strategize. The approaching wall of blue fire was another clear sign that swiftness was essential.

Each game session typically spans approximately 30 minutes, dividing the in-game time into three consecutive days. The objective during each of these days is to expeditiously traverse Limveld while:

1. Swiftly defeating any adversaries encountered to amass currency as fast as possible.
2. Rapidly collecting weapons and trinkets on your journey for future use.
3. All actions are performed with haste, keeping the pace quick throughout.

By the end of the Night’s Tide, the team should have the necessary tools to defeat the emerging boss and advance to the following day. This pattern continues until the third day when the Night Lord emerges for the climactic battle. The gameplay loop is straightforward yet engaging as it concentrates the fundamental aspects of an RPG, particularly those found in From Software games, into brief play sessions.

In each playthrough, I encountered exploration, tough battles, character growth, and immersive world-building, but at an accelerated pace, as if I were speeding through Elden Ring. To preserve that feeling of rapid progress, several adjustments have been made to established mechanics. For instance, all Sites of Grace are clearly marked on the map and will activate automatically when a player is nearby, eliminating the need for pauses at bonfires. When a ring of fire is chasing you, there’s no time left for leisurely bonfire rests.

Improving your character’s level has been made simpler, now requiring just a single click. Once you’ve accumulated sufficient runes and are at a Site of Grace, simply press the level-up button, and the game automatically enhances the attributes that best suit the character type you’re playing. While this streamlined process removes some complexity in character development by adjusting attributes, it is compensated by the variety offered in equipment and loadouts.

In this game, there are no limitations on weapon usage based on character class. Therefore, any player can choose any weapon they prefer. However, each character tends to lean towards specific types of weapons depending on their abilities. For instance, I found the Duchess to be more agile and precise, so I preferred weapons that allowed for swift attacks or the ability to overwhelm enemies quickly. In contrast, the Guardian started with a halberd, making me favor long-range or wide area control weapons. The Wylder seemed versatile, capable of effectively using most swords, but wasn’t shy about switching to a katana or straight sword when needed.

As the expense of advancing rises, it’s natural to be drawn towards more risky and potentially lucrative adventures, as these often lead to faster leveling or discovering stronger items. In my initial journey, my team accidentally ventured into ruins teeming with Wormfaces, who unleashed enough Death Blight to knock me out instantly. These specific ruins were ones we had decided to steer clear of for the moment. However, we now knew where to find higher-level enemies, which could be useful if we needed to gather more runes in the future.

Despite many weapons being similar to those found in Elden Ring, the thrill of discovering something superior due to the game’s randomized elements remains. In our version of the game, most aspects were fixed. However, the full version offers a degree of randomization aimed at keeping each playthrough unique. The geography of the land remains consistent across runs, but the locations of crucial sites, points of interest, items, and even enemies like bosses are randomly placed. Additionally, in-game events can pop up unexpectedly. Ishizaki-san has hinted that features such as a volcano appearing on the map or a meteor striking Limveld could occur. This reminds me of the shooting star that crashes into Limgrave after defeating Radhan in Elden Ring, although I’m not certain if the world changes resulting from such events will be as dramatic in this game since I didn’t witness it personally.

Initially unsure about how things would pan out, we stumbled and adapted for a while, eventually finding our rhythm. As soon as we touched down, we’d confront a group of relatively weak enemies to gather runes, which allowed us to dash to a nearby Site of Grace and advance in levels. From there, we’d assess the situation using our map, deciding on the best course of action based on the intel available. We often sought out churches due to their extra flask charges, but would occasionally veer off for quick explorations into ruins–above and below ground–to gather equipment. We aimed for locations where we suspected mini-bosses might be, in order to secure loot tailored to us. Blackish marks on the map signaled invasion points, which offered superior rewards once we’d vanquished several waves of giant ants.

From Software thoughtfully designed the game such that almost everything is beneficial, whether it’s currently being used or not. Many items come with passive benefits that activate as long as they are in your inventory, equipped in any of your gear slots. For instance, I might choose to wield Rogier’s Rapier primarily, but I would still equip a greatsword, claws, or staff occasionally because their passive effects were beneficial. This meant that virtually every location we explored had a good chance of offering something I could utilize, providing a steady stream of the pleasure of discovering new and exciting gear – a key aspect of RPGs. The main thing to remember is to be aware of level requirements.

I’m torn about maintaining Limveld’s terrain while altering other aspects. On one side, I miss the idea of having a Caelid map or a Mountaintop of the Giants layout. Yet, on the other hand, I appreciate the value of a constant and reliable landmass where players can grow confident. After several playthroughs, we no longer had to spend time understanding the territory, instead focusing on swiftly strategizing our path. This familiarity fostered confidence, not just in the space we were navigating but also in the various mechanisms and tools at our disposal.

In our experience, we mastered playing our respective characters effectively and most notably, fostered teamwork. To clarify, I played Duchess, while my teammates, Andy Cortez from Kinda Funny and Lucy James from TopMob, controlled Wylder and Guardian respectively. What started as a simple strategy of encircling enemies and attacking relentlessly evolved into coordinated activations of special abilities to inflict heavy damage and tactical use of skills to bolster each other.

In one instance, Lucy employed her Guardian’s Wings of Salvation, an ultimate that saw the eagle-like character soar high before diving down to eliminate several enemies and facilitating their resuscitation efforts… on me. Yes, in Nightreign, bringing fallen comrades back to life necessitates attacking them while they’re down. It may seem unusual, but it introduces an unexpected depth to combat scenarios.

During our battle against the Centipede Demon, the day one boss, my teammate and I collaborated to distract it from an injured squad member. Afterwards, one of us moved off to revive our ally. In a critical moment, I chose to carry a halberd for resurrection purposes as its sweeping attack could be used from afar to hasten things up. Additionally, if someone was downed close to the boss or amidst a group, I could simultaneously deal damage and bring an ally back to life.

The Wylder’s Claw Shot skill operates similarly to a grappling tool and allows you to either pull enemies towards you or push them away from others. I once utilized this feature to draw a fallen ally nearer for a safer rescue attempt. However, the Wylder’s ultimate is much more destructive. When it’s ready to be unleashed, the Wylder executes a powerful, damaging explosion—ideal against bosses with larger health pools. But when used in conjunction with Duchess, it becomes a game-changing move. Duchess’s Restage ability repeats the damage of the previous attack, so using her Restage along with Wylder’s ultimate would significantly decrease health bars. Additionally, Duchess can make the party invisible for a short duration, which is an effective method to prepare multiple charged heavy attacks that can then be repeated.

The enigmatic character, “The Recluse,” could be utilized in the game, though I confess my interaction with her was limited. This is due to the fact that she demands a considerable level of expertise to play effectively, as well as being quite vulnerable, making one mistake often leads to defeat. Despite these challenges, she is an intriguing character indeed. Essentially a sort of mage, The Recluse primarily depends on FP (Focus Points) to cast her spells from afar. Acquiring FP can be tricky; sometimes it can be replenished using environmental items, but more frequently, the best strategy is to constantly move towards or stay near Sites of Grace. Her abilities allow her to draw magic from surroundings, whether that’s an enemy or another player, and store up to three charges which are then combined for a new attack. I didn’t master it completely, but at one instance, I managed to extract fire, poison, and what seemed like a generic spell from different enemies respectively, and merged them to unleash a potent mix of spells.

What proved more immediately beneficial was the Recluse’s ultimate ability, which marked a target with a sigil. This symbol remained active, causing our attacks on enemies to restore health. In essence, the Recluse acted as a healer during this time. I must confess that I was clueless about her abilities due to the pressure of time, and I opted to play simpler characters to familiarize myself with the game better. However, I am excitedly anticipating delving into the Recluse’s skillset once the game is released.

In Elden Ring Nightreign, there are numerous additional elements: Relics that persist across playthroughs and can be employed at Roundtable Hold for extra boosts; characters who linger, suggesting a deeper narrative; upcoming global events yet to unfold; and, of course, adversaries borrowed from the Dark Souls universe that require explanation.

It can be confidently stated that the team is making significant efforts to add their unique style to a seemingly familiar design. The challenge lies in expressing how this common structure has been transformed to encompass elements characteristic of From Software games, while also evoking the same exhilarating highs and disheartening lows that are synonymous with the studio’s work.

In essence, Nightreign seems to be designed with speedrunning in mind and is reminiscent of other From Software games such as Dark Souls, Bloodborne, Sekiro, and Elden Ring. Initially, playing it may feel uncomfortable and frustrating, but as you continue, you’ll discover the satisfaction of exploration and character development. Moreover, you’ll learn from your mistakes and gradually understand how to play the game effectively, even when facing long odds. This makes Nightreign appear to be a typical From Software game, and after playing it, I find myself more interested in it than before.

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2025-02-12 17:40