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    Home»Tech»Elden Ring Nightreign is nothing like Elden Ring — and that’s too bad
    Tech

    Elden Ring Nightreign is nothing like Elden Ring — and that’s too bad

    Justin M. LarsonBy Justin M. LarsonMay 30, 2025No Comments10 Mins Read
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    OK, I know you just read that headline, but let me admit first off that I don’t actually think Elden Ring is that hard — not if you take it slow and steady, which the game’s design not only allows but encourages. At every step of the way in Elden Ring, you can decide exactly how you want to play it. It’s very customizable and it rewards patience. Elden Ring Nightreign is the complete opposite, and that’s why I don’t think it’s for me. And it might not be for most other FromSoftware game fans, either, which is pretty shocking.

    It wouldn’t be a FromSoftware game launch without at least a few debates about difficulty and certain players hurling “git gud” at each other like it was ever even remotely cool to say that and not just performatively tryhard at best and antisocial at worst. I try to exist instead in the sector of the FromSoftware fandom that is prosocial rather than antisocial — think Let Me Solo Her, for example, or even consider the real-life story that inspired longtime FromSoftware game director Hidetaka Miyazaki to design Demon’s Souls’ multiplayer elements with prosocial thinking in mind (via an old 2010 Eurogamer interview):

    “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,” says Miyazaki. “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.”

    “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…”

    ”You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time.”

    The multiplayer experiences that I’ve had in Dark Souls and Elden Ring definitely do linger in my heart. I’ve also absolutely loved the moments in FromSoftware games in which I’ve personally conquered a difficult section all by myself. But I look back with equal appreciation on the times when I summoned a complete stranger to help me with something — “a connection of mutual assistance between transient people,” as Miyazaki put it. It is how these games are meant to be played, not as brutal solo journeys but as shared experiences.

    Elden Ring’s hero character, in her early game armor, riding her horse Torrent through Limgrave

    Here’s a screenshot I took of my Elden Ring character at the beginning of the game, before I knew I was going to spend 360 hours playing it
    Image: FromSoftware via Polygon

    This brings us back to Elden Ring Nightreign, a game not directed by Miyazaki but by Junya Ishizaki. The difference in its multiplayer ethos is stark. This is a game designed with three-player squads in mind; it’s currently very punishing for solo players (although an upcoming patch aims to fix some of that), and the designers are still working on a duos mode. Because it’s three-player by default, I assumed that the game would be designed around teamwork and would actively reward prosocial behaviors, like base Elden Ring. I would argue that it’s not, and that’s why it’s very hard to have a good time in the game — especially if you’re playing with complete strangers.

    Problem number one: There’s no in-game communication system besides pinging certain locations on the map. Lack of chat options is a FromSoftware classic, and in most of these games, you don’t really need communication to understand what to do. Usually, you’re just summoned to help with a boss battle, and after it’s over, you’re done and you go back to your game. But in Nightreign, it’s three-player for the entire game, obviously, and it’s a match-based game, not a hundreds-of-hours RPG. Matches last 45 minutes and every second counts, which means you and your teammates need to be extremely organized throughout. The lack of communication hurts. But that’s not the only problem. Far from it.

    Problem number two: The ring of fire. This game is a combination of Elden Ring’s open world areas (which encourage slow, methodical exploration) and a Fortnite-esque ring of fire that closes in on you constantly (which means you absolutely shouldn’t be doing any slow, methodical exploration). There’s also a Diablo-esque loot system, but you better read those loot descriptions fast, because the fire is coming for you. There are randomized boss fights all over the map, but oops, you might not be able to complete them in time to collect runes from them, because that fire is closing in. There are also special upgrades that you can only get if you defeat these mid-game bosses all over the map, but you might barely even have time to read those descriptions of the special abilities and select one in time for… you guessed it… the fire rushing towards you.

    This second problem becomes even more stressful when you have two other people on your team alongside you. This game has not one but two different sprint buttons in it — a regular sprint, and a super-fast sprint that uses up stamina faster. That’s because, of course, you need to be running from that fire. But that means your teammates, and you, need to constantly be doing the equivalent of screaming “move, move, move” like a drill sergeant in an army movie. You will be unwittingly getting annoyed at your teammate who is spending too damn long looking at loot on the ground or at an upgrade tree. The fire is coming! Hurry the fuck up! Again, this is not a game design choice that rewards prosocial behaviors and instead makes you feel dragged down by the two teammates that you also desperately need to survive the bosses in this game. Even the “revive” process involves you inflicting damage on your teammate to bring them back to life (rather than a revive button or item), which is darkly hilarious, because you might also grow to desire hitting them due to how annoyed you might feel that they died during a super difficult fight. Which brings us to the third and final problem.

    Three players fight a dragon in Nightreign

    Image: FromSoftware

    Third problem: The randomization of the bosses and of the items. The thing about base Elden Ring is that you can figure out a boss and how it works (is it weak to fire? Holy damage? And so on) and then patiently build up a character who can deal with that problem. You can memorize that boss’ attack patterns. You can find a save point nearest to that boss and run it back over and over again until you get past it. These are all of the wonderful and rewarding parts of playing FromSoftware video games; these are also the moments when you might do all of those preparations and then think, “Actually, I want to also summon a complete stranger to help me with this boss because it’s still too freaking hard.” And then you can do that, too. None of that is the case in Nightreign, because everything is completely fucking random.

    The bosses, except for the very last boss in each area, are random. The loot is random. Do you have the right loot to fight the boss you’re facing right this second? You may very well not. Do your teammates have it? You might not even know; you don’t have a way to communicate with them, after all. Is the boss in this area way overleveled for you and your team? It won’t be obvious until you start hitting it, and once you do that, good luck escaping. And if your team does a complete wipe and everyone dies to that boss together, you don’t get to run back together from the nearest save point, having seen its attack patterns, ready to try again with teamwork in mind. Nope, instead you get to start all over again, except now with new randomized bosses and new randomized loot.

    In other games with randomized loot, like Diablo, or other roguelikes with random elements like Hades, the game is designed with down time in mind. When you’ve completed a fight in Diablo or Hades, you have infinite time to stand around and make decisions. There is no encroaching circle of fire forcing you to read item descriptions and ability trees quickly. There’s a reason for that; the decision-making is the most fun part of a game with randomized elements. Why would Nightreign take that away?

    All of these aspects of the game do feel less bad if you’re playing with two good friends on voice chat. But even in that scenario, the game is still really punishing, and again, not in a way that other FromSoftware games are punishing. It’s punishing because you need to spend the entire game running, looking at randomized loot as fast as you possibly can before making a snap (possibly bad) decision, running more, desperately encouraging your teammates to keep on running to keep up, warning your teammates about the encroaching flames about to kill them, and did I mention running? Is this a fun way to spend your weekly gamer night with two other adults who just worked a full-time job all day and maybe just wanted to have a nice time playing a video game together?

    A Wylder, Guardian, and Ironeye take on enemies in a screenshot from Elden Ring Nightreign

    Image: FromSoftware/Bandai Namco

    I’ve had a review code for Nightreign for a while now, so I already was worried about these problems before the game launched, but now that it’s launched and I’m seeing early mixed reviews on Steam, I’m ready to commiserate and validate: Yes, this game really doesn’t feel like Elden Ring, and even after some of this stuff gets patched, it’s still fundamentally super different. And that’s not only because it’s multiplayer, but because the multiplayer just doesn’t feel like other multiplayer FromSoftware experiences. It feels like it’s designed not only for people who have two best friends with whom they play competitive games on a regular basis, but also specifically for people who live for thrills and speed — not the methodical, calculated experiences of other FromSoftware games.

    For all of those reasons, I’m really not sure how this is going to go for FromSoftware over time. Is this game going to eventually encourage some prosocial behaviors amongst players, against all odds? Will people slowly learn the best ways to get through different areas? Will there be a “meta” for working together that emerges over time?

    It seems possible, and since it’s only been one day, it’s way too early to tell. Various social norms will emerge in the player community, and hopefully they won’t be toxic ones. But I can tell from having already played the game that this is going to be an uphill climb for FromSoftware fans. It’s a very different game — and its specific form of difficulty is going to be a whole new variety for those fans to get used to. And like me, they might just decide they don’t really care for it.



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