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Nightreign: A Symphony of Shadows and Strategy

Nightreign: A Symphony of Shadows and Strategy

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I understand the implications of that headline, but I want to clarify right away that I don’t actually find Elden Ring particularly difficult—provided you’re patient and take your time, which the game’s design encourages at every turn. The gameplay is highly customizable, allowing you to approach it in your own way and rewarding a steady, methodical playstyle. In stark contrast, Elden Ring Nightreign feels completely different, which is why it doesn’t resonate with me. I suspect it may not appeal to a large segment of FromSoftware fans either, which is surprising.

A FromSoftware game release wouldn’t be complete without discussions about challenge, often leading to players tossing out phrases like “git gud” as if it were a valid solution rather than a rather unhelpful, performative sentiment. I prefer to be part of the FromSoftware community that fosters good will, reminiscent of helpful players like Let Me Solo Her, or reflecting on the real-life anecdote that inspired director Hidetaka Miyazaki to incorporate prosocial elements in Demon’s Souls, shared in a 2010 interview with Eurogamer:

Miyazaki explained, “The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip. The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill… That’s it! That’s how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.”

He continued, “But I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place, we’d become friends, or maybe we’d just fight…”

This connection of mutual assistance among transient individuals left a lasting impression on him.

The multiplayer elements I’ve experienced in Dark Souls and Elden Ring are definitely memorable. I cherish the times I accomplished challenging sections on my own, but I also appreciate the moments when I summoned a stranger for help, encapsulating the idea of “a connection of mutual assistance,” as Miyazaki described. FromSoftware games are intended for shared experiences rather than solitary struggles.

Returning to Elden Ring Nightreign, while it’s directed by Junya Ishizaki instead of Miyazaki, the multiplayer approach diverges significantly. This game emphasizes three-player squads and is currently unkind to solo players (a forthcoming patch intends to address some of these issues). Given its three-player focus, I assumed teamwork would be integral to gameplay, rewarding collaborative actions, much like the original Elden Ring. However, I argue that it doesn’t, which complicates the enjoyment for those playing with unfamiliar teammates.

The first major issue is the lack of in-game communication options—aside from marking locations on the map. The absence of chat features is common in FromSoftware titles; typically, you can jump in for a boss fight and leave without much need for conversation. However, in Nightreign, being in a three-player match requires ongoing coordination for the full duration of the game, which lasts 45 minutes. Every second is crucial, making the lack of communication particularly detrimental.

The second issue arises from the “ring of fire.” The gameplay combines Elden Ring’s expansive areas, which reward slow exploration, with an incessantly encroaching fire that discourages such a pace. Although there’s a loot system reminiscent of Diablo, you’ll need to quickly read item descriptions before the fire catches up to you. The randomized boss battles across the map add pressure, as you might not have time to defeat them before being consumed by the flames. Additionally, special upgrades are only obtainable by defeating mid-game bosses, yet again, time constraints make this task even more challenging.

This urgency amplifies stress in multiplayer sessions. The presence of two sprint mechanics—one for regular sprinting and another for a speedier dash consuming more stamina—underscores the need for constant movement away from the flame. Teammates need to act quickly, or risk drawing frustration from each other for hesitations over looting or upgrades. The reviving process humorously requires inflicting damage on your fallen teammates rather than a standard revive option, which adds a darker layer to the dynamics, especially when players become frustrated with each other’s performance in tough fights.

The third main problem lies in the randomness of bosses and loot. In base Elden Ring, players can learn boss mechanics, adjust their characters accordingly, and repeatedly challenge a boss until they succeed. Such elements are part of what makes FromSoftware titles rewarding. However

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