Elden Ring Nightreign Review: FromSoftware Delivers Multiplayer Mayhem to the Realm

A A standalone spinoff from FromSoftware’s immensely popular single-player dark-fantasy game Eldenling, the multiplayer-focused Eldenling Night League is an intriguing mix that often feels like a blend of various gaming experiences.

Each session, whether solo or in a team of three, begins as players enter a compact, dense world, striving to gain strength as the rapidly closing ring constricts around them. Instead of facing other players, you will combat various monsters and explore locations directly drawn from Eldenling’s universe. After every match, players obtain upgrade materials to enhance future runs and advance the game’s narrative alongside rogue elements. This complexity can be quite overwhelming.




Race against the clock… Eldenling Night League. Photo: Bandai Namco

Each session presents a frantic race against time to develop an in-flight strategy that takes you across the map. The match unfolds over three days. In the first two days, you can quickly become a local boss, acquire minor buffs with powerful passive abilities, gain weapons with impactful skills, or evade the encroaching rings to ensure successful runs. Each night culminates in a more formidable battle than ever faced, heightening the stakes.

It’s a thrilling yet intense experience as you gear up for the final day. As dawn breaks, you find yourself ready to enter the desolate arena and confront one of several challenging mega bosses designed for group play.

Nightreign is predominantly tailored for a trio of players. You can venture solo, but this poses a significant risk. If you inadvertently fall victim to a boss attack and perish, there’s no one to revive you. Furthermore, many enemies intended for teamwork can easily overwhelm an individual player.




Going solo is not advisable… Eldenling Night League. Photo: Bandai Namco

Ultimately, this game emphasizes momentum. The urgency you feel while navigating the world is palpable. Every moment prompts the question: Am I wasting time exploring this corner? Can I defeat this boss quickly enough to secure a reward? It’s an exhilarating experience as you rush to assess equipment and make build decisions on the fly, yet it strays from the traditional FromSoftware formula, as many elements have been adapted for speed.

For instance, there’s no stats option for leveling up. Leveling has been simplified to button mashing at rest areas. While the world is filled with numerous minor enemies, defeating a couple in quick succession will only help you reach level 2; engaging with them feels minimal since tackling bosses is the key to gaining strength.

This momentum gives Nightreign a “one more run” allure, but the fast pace diminishes much of the world to mere distractions that squander your time. The glitches we’ve encountered in the review versions contribute to this irritation. Spending five minutes on a dragon only to glitch through the wall feels particularly frustrating.

One of the most criticized mechanics in the Dark Souls series was the necessity to return to the boss arena upon death. Fans were relieved when Eldenling allowed respawning just outside the arena. However, Nightreign’s experience feels like a cumbersome regression, almost Sisyphean. Each run demands approximately 35 minutes to reach the final boss, yet these bosses often have unique mechanics capable of obliterating unsuspecting teams with just a few hits. You find yourself rolling that boulder up the hill repeatedly, which feels awfully punishing.

Given Elden Ring’s triumph in adapting FromSoftware’s intricate design philosophy into an open world, it’s disappointing that the developers seem to have missed the mark with Nightreign. The repetitive nature of the game and its reliance on content borrowed from Eldenling—often haphazardly arranged—leaves the world feeling more like a fan-made mod than a unique title.

The efforts to preserve established gameplay mechanics are commendable, and defeating massive enemies alongside friends adds to the gratification of overcoming what initially felt like an insurmountable challenge. Nonetheless, the game’s pacing issues and dependence on Eldenling’s assets detract from the overall experience.

Elden Ring Nightreign will launch on Friday, May 30th. Priced at £34.99

Source: www.theguardian.com

Game Design Secrets of Hidetaka Miyazaki, the Mastermind Behind Elden Ring | Games

TThe famously difficult dark fantasy epic Elden Ring is the second best-selling game in the world in 2022, and with the release of its expansion Shadow of the Erdtree last Friday, everyone is once again debating whether the game is too difficult. Every game developed by From Software since Demon’s Souls in 2009 has sparked this debate, but I’m not going to get into it, because it’s neither interesting nor particularly important. These games are what they are, and you can either choose to get into it or, of course, walk away.

This vision is inherited from the game’s director, Hidetaka Miyazaki, who rose to fame with Dark Souls in 2011 and has also served as FromSoftware’s president since 2014. Though tough, there’s also an element of faith and encouragement in this approach to game design: Elden Ring and other games believe that if you just play patiently and ask other players for help, you’ll eventually win and feel much better.

Miyazaki is an interesting character and one of the most influential artists in the gaming and entertainment world. He was named the “100 Most Influential People in the World” by Time magazine. The 100 most influential people I first interviewed him last year, just before the European launch of Demon’s Souls in 2010. Following his career since then has been one of the highlights for me. I recently interviewed him again in Los Angeles, and it might be comforting for some of us to know that playing his games is sometimes painful, even for him.

“With any game, before launch I’ll spend as much time playing it as I can,” he told me, “but after launch I don’t want to touch it too much because I think I’ll find things that I’ve missed or issues that bother me. And once I’m a player, I don’t have the power to do anything significant to change that, so I stop playing it once it’s out.”

“However, in preparation for Shadow of the Erdtree, I played through the main story of Elden Ring. I’m absolutely terrible at video games, so my approach and playstyle was to use everything I had at my disposal, every assistance, every help the game offered, and all of my knowledge as a game designer…The freedom and open-world nature of Elden Ring probably lowered the barrier to entry, and I may have benefited from that more than anyone else as a player.”




Hidetaka Miyazaki at the E3 Expo in California in 2013. Photo: Daniel Botsarski/WireImage

Watching Miyazaki pick up the controller and agonize over the world he’s created (and its imperfections that only he would notice) made me laugh heartily. It’s a true commitment to his game design philosophy of improving through failure, a mantra that seems to permeate his entire life. Miyazaki is a very hands-on director, and all of his games clearly bear his influence, but during his decade as president of From Software, he has tried to pass on his knowledge and artistic approach to others, giving them the space to fail as well.

“The budget, the size, the scope, everything has expanded to a level where I think there is not as much room for failure as there was before,” he told me. “From Software has its own way of hedging, so to speak. For most of our projects, we have partners who fund the projects. … From a business management perspective, we are not betting everything on one project. At the same time, we need to find the right projects where we can afford to fail. Even if they are small in scope or size, or a small module within a bigger one, we need to have room to fail. I think that’s where a lot of young game directors can try and learn from. Understanding and identifying where we can afford to fail is how we develop talent.”

Miyazaki considers Elden Ring a “turning point” for FromSoftware: “There will be a clear difference between before and after Elden Ring… [2023’s mech game] “Armored Core VI,” he says. He expects to see more games from the company’s other directors soon, rather than just himself. “I think Elden Ring is the limit for FromSoftware right now, in terms of scale. We’ve used all the resources and talent available to us. … There are concerns about scaling up even further. Perhaps having multiple projects is the next step, and other younger talents will have the opportunity to manage and oversee the game design of smaller projects.”

Shadow of the Elder Tree is the end of Elden Ring for now. With the exception of Dark Souls, Miyazaki generally doesn’t make sequels. Demon’s Souls, Sekiro, Bloodborne, and Elden Ring are all standalone works, and I get the impression he likes it that way. Interestingly, though, he wouldn’t mind someone else continuing The Land Between in a different medium.

“I don’t see any reason to rule out another interpretation or film of Elden Ring,” he told me, “but I don’t think myself or FromSoftware have the knowledge or the ability to create something in another medium. That’s where a very strong partner would come in. We’d need to build a lot of trust and agreement on whatever we’re trying to achieve, but I’m certainly interested.”

If any Soul Geek readers work in arthouse film production, consider this an opportunity to jump on.

What to Play




Luigi’s Mansion 2 HD. Photo: Nintendo

Now, let’s talk about something completely different. Luigi’s Mansion 2 HD This week there is a welcome blast from the past (I Reviewed by IGNOriginally released on Nintendo 3DS in 2013, this fantastically unique and spooky adventure is better than any Ghostbusters game ever made.

Mario’s clumsy, timid little brother has five elaborate diorama mansions to clear out of ghosts and secrets. The animation here is unparalleled, the ghosts are brimming with personality along with ectoplasm, and Luigi himself is an underrated star of slapstick comedy.

Available on: Nintendo Switch
Estimated play time:
12 hours

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Source: www.theguardian.com