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In Elden Ring Nightreign, you can forget about the slower pace, fall damage, limited mobility, and tough-as-nails boss battles that characterized the original game. Instead, expect a faster, more dynamic gameplay style, with an emphasis on freedom and chaos in its multiplayer experience, while still retaining the challenging boss fights.

This game, named “Nightreign,” is like Elden Ring on steroids, as it not only expands upon its predecessor but also enhances some of the fundamental aspects introduced in the previous version. Imagine Elden Ring borrowing some ideas from Sekiro for enhanced mobility, and you’ve got Nightreign. Stepping away from the traditional Soulsborne formula has never been more enjoyable.

The flow of the battle speeds up in Elden Ring Nightreign

In an interview with IGN, the game and combat designer for Elden Ring Nightreign, Takuya Miyazawa, discussed how they managed to preserve the essence of Elden Ring while implementing adjustments to the gameplay that aimed at enhancing its speed and overall performance in multiplayer settings.

To clarify, let me provide some background on the design of Nightreign. Essentially, it builds upon Elden Ring as a foundation for its design, which means the world structure, assets, and basic combat mechanics are derived from Elden Ring. However, we chose to emphasize specific aspects in Nightreign, particularly the way enemies are encountered, the sequence of battles, and the available abilities.

Beyond elaborating, he explained why Elden Ring’s slower paced gameplay doesn’t align with their desired player experience. This mismatch led to certain design restrictions and limitations being imposed.

In other words, there are certain rules to follow in this game, like the three-day, three-night format and player restrictions. Yet, despite these structural limitations, we aimed to provide players with additional freedoms they didn’t have in Elden Ring.

Miyazawa elaborated on the liberating aspects of the gameplay in Nightreign, explaining that it offers more freedom than Elden Ring and boasts a wider range of movement mechanics compared to its counterpart.

In this game, characters can move swiftly across the map, even scaling walls with ease. A notable difference is that there’s no fall damage like in Elden Ring. From a design perspective, we set certain limitations for the players, but from a gameplay perspective, we wanted to give them more freedom. This balance and contrast was essential to create.

As a dedicated fan, I can’t help but find it hard to believe that there’s no fall damage in Nightreign, a Soulsborne title. Yet, this unique feature aligns perfectly with the immersive, challenging experience the game seems to be going for. Innovative mechanics like wall-climbing, sprinting, and vaulting add depth, helping to offset limitations such as the three-day timeframe, death penalty, and more. What it truly needs now is crossplay to bring gamers together across platforms.

Speaking of the death penalty, Nightreign isn’t holding back on punishments

In Nightreign, speed doesn’t guarantee escaping fate, as it reinforces the unyielding consequence of death already established in Elden Ring. In the former game, dying merely resulted in the loss of your runes, offering a chance for retrieval later on.

In the world of Nightreign, I’ve found an intensified challenge: each death costs me a level, gradually stripping me down to level 1. To add to the strain, adversaries close to my lost runes have the audacity to grab them and flee if I don’t act swiftly enough!

As a hardcore gamer diving headfirst into the world of Nightreign, I’ve got to say that the death penalty is something else – it’s like nothing I’ve ever experienced before in the Soulsborne universe. But once you factor in all the fresh twists and turns this game brings to FromSoftware’s classic formula, it makes for an electrifying shakeup that keeps me on my toes. Time is running out fast for Nightfarers to jump into the fray – only a few days left!

Elden Ring Nightreign arrives on PS4, PS5, Xbox Series X|S, Xbox One, and PC on May 30, 2025.

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2025-05-27 21:24