FromSoftware

elden-ring:-nightreign-is-an-epic-rpg-squeezed-into-delicious-bite-size-capsules

Elden Ring: Nightreign is an epic RPG squeezed into delicious bite-size capsules


Fast-paced multiplayer action fits surprisingly well with the old Elden Ring formula.

Time’s a wasting, finish off that battle quick so you can move on to the next one ASAP! Credit: Bandai Namco

At this point, Elden Ring is well-known for its epic sense of scale, offering players dozens of hours of meticulous exploration, gradual character progression, and unforgiving enemy encounters that require deliberate care and strategy. On its face, this doesn’t seem like the best basis for a semi-randomized multiplayer action game spin-off with strict time limits and an ever-encroaching physical border in a tightly constrained map.

Somehow, though, Elden Ring: Nightreign makes the combination work. The game condenses all the essential parts of Elden Ring down to their barest essence, tweaking things just enough to distill the flavor of a full-fledged Elden Ring playthrough into zippy runs of less than an hour each. The result is a fast-paced, quick-hit shot of adventuring that is well suited to repeated play with friends.

Fort-elden Ring-nite

The initial moments of each Nightreign run draw an almost comical comparison to Fortnite, with each player dropping into the game’s singular map by hanging off the talons of a great spectral eagle. Once on the ground, players have to stay inside a circular “safe zone” that will slowly contract throughout each of two quick in-game days, forcing your party toward an eventual encounter with a mini-boss at the end of each day. If you survive both days, you take on one of the several extremely punishing Nightlords you chose to face at the beginning of that run.

It’s not exactly a floating bus, but it kind of feels like it is…

Credit: Bandai Namco

It’s not exactly a floating bus, but it kind of feels like it is… Credit: Bandai Namco

If you’ve played Elden Ring, you’ll definitely recognize the general fallen world aesthetic here, as well as many specific enemies and items taken directly from FromSoft’s previous epic. What will be less familiar is the general pace of play, which is guided by that encroaching circle of deadly blue flame. Instead of taking your time and exploring every nook and cranny for hidden secrets, you end up dashing between points of interest highlighted on the map in a madcap attempt to farm enough experience points and powerful items to have a chance against the big bosses.

There are a few crucial tweaks to the Elden Ring formula aiding you in this newly speed-focused effort. For one thing, your character now has an unlimited “surge sprint” that can get you from one part of the map to another at a pretty rapid clip. For another, there’s a nice springy wall jump that lets you climb up stair-step cliffs and walls that are much taller than your character. Add in occasional jump pads for quickly leaping over cliffs and a complete lack of fall damage for descending into valleys, and you get a game that feels more like a 3D Sonic than Elden Ring at points.

You’d better have a few levels under your belt if you’re going to take on a battle like this.

Credit: Bandai Namco

You’d better have a few levels under your belt if you’re going to take on a battle like this. Credit: Bandai Namco

Things feel more like the old Elden Ring during battles, where you’ll quickly fall into the familiar rhythm of managing limited stamina to attack, block, and dodge enemies’ heavily telegraphed attacks. Even here, though, things feel a little more action-oriented thanks to powerful, class-specific “character skills” and “ultimate art” attacks that slowly recharge over time. The quick pace of leveling also aids in the power fantasy, condensing the progression from zero to hero into an extremely tight time frame, relative to Elden Ring proper.

Try, try again

Speaking of classes, the eight options here tend to fall into the usual archetypes for this kind of action-adventure game: the tank, the mage, the defensive specialist, the dextrous dodger, etc. For myself, I tended toward the Ironeye class, with an unlimited supply of arrows that let me deliver consistent (if relatively weak) damage against flying and/or zigzagging bosses, all while maintaining a safe range from all but the widest-ranged attacks.

But one big benefit of Nightreign‘s faster-paced design is that you don’t have to tie yourself to a specific class for hundreds of hours at the outset. You’ll get ample opportunity to try them all—and different combinations with teammate classes—across dozens of individual, bite-size runs.

As you do, you’ll start to learn the general shape of the map, which is well-designed with a few distinct geographic regions and points of interest. While the specific enemies and items you’ll find in various locations will change from run to run, you’ll quickly develop a feel for the landmarks and general routes you’ll want to at least consider exploring each time.

After a few runs, you’ll know where to find the subterranean caves that have a good chance of hidden loot.

After a few runs, you’ll know where to find the subterranean caves that have a good chance of hidden loot.

Repeated runs also help you develop the key sense of when it’s worthwhile to fight and when it makes more sense to run away. This is especially important at the beginning of each run, where your low-level character needs to focus on farming fodder enemies until you are powerful enough to take on the lowest tier of sub-bosses you might stumble across. Later in the run, you’ll need to shift to ignoring those low-level enemies so you can spend more time gaining big rewards from the even bigger bosses.

Even with a decent general strategy, though, players shouldn’t expect to be able to win every run in Nightreign. During some runs, you may find only garbage weapon drops or low-level enemies that make it hard to quickly build up the critical mass of power you’ll need by the final encounter. During other runs, you may chance upon a great weapon that causes enough bleed damage to make even the most difficult bosses relatively easy to kill.

Then there are the runs where you get greedy by doubling back to a lucrative encounter on the edge of the safety circle, only to find yourself quickly engulfed in blue flame. Or the ones where you take one wrong step and fall to your doom down a cliffside while trying to dodge away from a relatively harmless enemy, losing a crucial character level (and your momentum) when you respawn.

Between runs, you can equip relics that offer small permanent stat boosts to the various classes. In general, though, success in Nightreign is a matter of keeping at it until you stumble on the right mix of luck and execution to finally best the Nightlords.

Find a friend

While Nightreign technically has a single-player mode, the game is quite explicitly designed for groups of three simultaneous humans (groups of two need not apply—paired players will need to join up with a third). Being in a threesome generally means that one player can draw an enemy’s attack while the other two take advantage by flanking around their guard. It also means that downed players can be revived by a partner repeatedly hitting their crawling near-corpse with a weapon, an awkward and hilarious process in practice.

Does this count as three-on-one odds, or do the multiple heads on the beast make it more of a fair fight?

Does this count as three-on-one odds, or do the multiple heads on the beast make it more of a fair fight?

Being able to coordinate with your teammates is crucial both during battles and as you decide which location to explore next in the ever-narrowing circle of the available map. If you’re not playing with friends and chatting over a voice connection, your main form of communication is an awkward system of pinning points of interest on the map.

Unfortunately, I ran into some serious problems with lag in my pre-release multiplayer runs, with the game periodically freezing for multiple seconds at a time as the servers struggled to keep up. I often came out of these freezes to find I had succumbed to an enemy attack that I hadn’t even seen on my screen. I can’t say this server performance in a tightly controlled pre-launch environment bodes well for how the game will perform once the wider public gains access in a few days.

Those technical problems aside, I was surprised at how well this zippy, capsule-size take on the Elden Ring formula worked in practice. Nightreign might not be the full-fledged, epic Elden Ring sequel that long-time “Soulsborne” fans are looking for, but it’s still a compelling, action-packed twist on the popular adventure gameplay.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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shadow-of-the-erdtree-has-ground-me-into-dust,-which-is-why-i-recommend-it

Shadow of the Erdtree has ground me into dust, which is why I recommend it

Elden Ring: Shadow of the Erdtree DLC —

Souls fans seeking real challenge should love it. Casuals like me might wait.

Image of a fight from Shadow of the Erdtree

Bandai

Elden Ring was my first leap into FromSoftware titles (and Dark-Souls-like games generally), and I fell in deep. Over more than 200 hours, I ate up the cryptic lore, learned lots of timings, and came to appreciate the feeling of achievement through perseverance.

Months ago, in preparation for Elden Ring’s expansion, Shadow of the Erdtree (also on PlayStation and Xbox, arriving June 21), I ditched the save file with which I had beaten the game and started over. I wanted to try out big swords and magic casting. I wanted to try a few new side quests. And I wanted to have a fresh experience with the game before Shadow arrived.

I have had a very fresh experience, in that this DLC has made me feel like I’m still in the first hour of my first game. Reader, this expansion is mopping the floor with me. It looked at my resume, which has “Elden Lord” as its most recent job title, and has tossed it into the slush pile. If you’re wondering whether Shadow would, like Elden Ring, provide a different kind of challenge and offer, like the base game, easier paths for Souls newcomers: No, not really. At least not until you’re already far along. This DLC is for people who beat Elden Ring, or all but beat it, and want capital-M More.

That should be great news for longtime Souls devotees, who fondly recall the difficulty spikes of some of earlier games’ DLC or those who want a slightly more linear, dungeon-by-dungeon, boss-by-boss experience. For everybody else, I’d suggest waiting until you’re confidently through most of the main game—and for the giant wiki/YouTube apparatus around the game to catch up and provide some guidance.

What “ready for the DLC” really means

Technically, you can play Shadow of the Erdtree once you’ve done two things in Elden Ring: beaten Starscourge Radahn and Mohg, Lord of Blood. Radahn is a mid-game boss, and Mohg is generally encountered in the later stages. But, perhaps anticipating the DLC, the game allows you to get to Mohg relatively early by using a specific item.

Just getting to a level where you’re reasonably ready to tackle Mohg will be a lot. As of a week ago, more than 60 percent of players on Steam (PC) had not yet beaten Mohg; that number is even higher on consoles. On my replay, I got to about level 105 at around 50 hours, but I remembered a lot about both the mechanics and the map. I had the item to travel to Mohg and the other item that makes him easier to beat. Maybe it’s strange to avoid spoilers for a game that came out more than two years ago, but, again, most players have not gotten this far.

I took down Mohg in one try; I’m not bragging, just setting expectations. I had a fully upgraded Moonlight Greatsword, a host of spells, a fully upgraded Mimic Tear spirit helper, and a build focused on Intelligence (for the sword and spell casting), but I could also wear decent armor while still adequately rolling. Up until this point, I was surprised by how much easier the bosses and dungeons I revisited had felt (except the Valiant Gargoyle, which was just as hard).

I stepped into the DLC, wandered around a bit, killed a few shambling souls (“Shadows of the Dead”), and found a sealed chasm (“Blackgaol”) in the first area. The knight inside took me out, repeatedly, usually in two quick sword flicks. Sometimes he would change it up and perforate me with gatling-speed flaming crossbow bolts or a wave emanating from his sword. Most of the time, he didn’t even touch his healing flask before I saw “YOU DIED.”

Ah, but most Elden Ring players will remember that the game put an intentionally way-too-hard enemy in the very first open area, almost as a lesson about leveling up and coming back. So I hauled my character and bruised ego toward a nearby ruin, filled mostly with more dead Shadows. The first big “legacy dungeon,” Belurat, Tower Settlement, was just around the corner. I headed in and started compiling my first of what must be 100 deaths by now.

There are the lumbering Shadows, yes, but there are also their bigger brothers, who love to ambush with a leaping strike and take me down in two hits. There are Man-Flies, which unsurprisingly swarmed and latched onto my head, killing me if I wasn’t at full health (40 Vigor, if you must know). There are Gravebirds, which, like all birds in Elden Ring, are absolute jerks that mess with your camera angles. And there are Horned Warriors, who are big, fast, relentless, and responsible for maybe a dozen each of my deaths.

At level 105, with a known build strategy centered around a weapon often regarded as overpowered and all the knowledge I had of the game’s systems and strategies, I was barely hanging on, occasionally inching forward. What gives?

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one-and-done:-elden-ring’s-first-dlc-expansion-will-also-be-its-last

One and done: Elden Ring’s first DLC expansion will also be its last

Over and out —

But the studio is “leaving some possibilities” for a sequel that continues the story.

A big erdtree casts a big shadow.

Enlarge / A big erdtree casts a big shadow.

Namco Bandai

The good news for Elden Ring fans is that the two-plus-year wait for the game’s first DLC, “Shadow of the Erdtree,” will end in just a couple of months. The bad news is that “Shadow of the Erdtree” will also be the last bit of DLC for FromSoftware’s multimillion-selling action RPG.

In a wide-ranging interview with Chinese site Zhihu (machine translation), Elden Ring producer Hidetaka Miyazaki said “Shadow of the Erdtree” contains a lot of existing lore and content that was created for the original game but couldn’t fit into the final package. Miyazaki said the team decided to release all of that unused content as one large DLC expansion, rather than multiple smaller bits, because “if they were sold separately, the freedom of exploration and sense of adventure would be reduced.”

As for just how big the DLC will be, Miyazaki balked when the interviewer asked how long it would take players to complete. Miyazaki brought up memories of being called a liar after estimating in an earlier interview that the original game would only take about 30 hours of play to complete—crowdsourced game-length database HowLongToBeat puts the “main story” estimate closer to 60 hours.

While Miyazaki was definitive on the lack of plans for additional Elden Ring DLC, he left open the possibility of further games that could continue the story of the Elden Ring universe. “FromSoftware’s style of doing things is that it generally does not allow the future of an IP to be easily locked, but it is better to leave some possibilities” he said.

Previous games in FromSoftware’s Dark Souls series have split additional content across multiple episodic DLC expansions in the years after their respective releases (though Bloodborne only saw a single DLC expansion, “The Old Hunters“). Last year, Cyberpunk 2077 developer CD Projekt Red confirmed that the “Phantom Liberty” expansion would be that game’s only DLC, owing to an engine transition within the company.

Elsewhere in the interview, Miyazaki said the upcoming expansion would closely match the legendary difficulty of the original game’s second half. The DLC was designed with the expectation that “players… should already have a certain understanding of the game,” he said. But players who have grinded their characters into unstoppable, overpowered machines will be able to turn off the leveling system in the DLC area to add a bit of additional challenge.

Miyazaki also offered a few hints about the DLC’s plot, which will include new characters like St. Trina, a counterpart to Miquella, who was only hinted at via item names in the original game. Most characters featured in the DLC will be completely new to the expansion, Miyazaki said, if for no other reason than that “there may be a situation where the player kills the NPC [in the original game], causing him/her to be unable to appear in the DLC story.”

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dragon’s-dogma-2-is-gritty,-janky,-goofy,-tough,-and-lots-of-fun

Dragon’s Dogma 2 is gritty, janky, goofy, tough, and lots of fun

Review —

This epic RPG reminds us of Skyrim‘s ambitious jank, but with way better combat.

Player shooting down a griffon with circling beams of light.

Enlarge / One day I will own griffons in such spectacular fashion. But I’m currently carrying a too-heavy backpack and clipped through a hut wall.

With all due respect to the Capcom team, which poured itself into Dragon’s Dogma 2 and deserves praise, raises, and time off, let me get right to it: I love this game for how dumb it is.

I mean “dumb” in the way most heavy metal lyrics are dumb, but you find yourself rocking out nonetheless. Dumb like when you laugh uncontrollably at the sight of someone getting conked in the head and falling over backward. Dumb as in the silliest bits of Monty Python and the Holy Grail, just nowhere near as self-aware (unless, due to translation issues, this game actually is self-aware, then I apologize).

Dragon’s Dogma 2 (DD2) reminds me of playing another huge, dumb, enjoyable game: The Elder Scrolls V: Skyrim. Not the first time you play through it, though. I’m talking about the second or third run-through (or that 100-plus-hour save in which you refuse to finish the game), and your admiration of this huge, rich world gives way to utter ridiculousness. You one-shot dragons with your broken stealth-archer build, you put buckets on the heads of NPCs to rob them, and you marvel at how the most effective fast travel is horse tilting. You lunge into possibilities, choose chaos, and appreciate all the ways you can do so.

Rogue-ish fighter Peter looks on as The Arisen finds himself done in by his greatest foe yet: the awning on a small village hut, next to a rocky hill.

Rogue-ish fighter Peter looks on as The Arisen finds himself done in by his greatest foe yet: the awning on a small village hut, next to a rocky hill.

DD2 gives me those multifaceted Skyrim thrills and chuckles (and a friend confirmed Morrowind works here, too). One time, I had to reload the game because my character—the “Arisen,” savior of the continent, heralded throughout the land—got stuck between a stone hut and an angled hill behind it. Someday, he will challenge the world-conquering dragon, but today, he can’t turn sideways or climb three feet.

Sorry, what's that about recruit training, Phill? I'm having trouble hearing you over the deadly hand-to-hand combat.

Sorry, what’s that about recruit training, Phill? I’m having trouble hearing you over the deadly hand-to-hand combat.

Another time, a band of nearby goblins launched an attack against my squad and a band of nearby knights. The knights’ leader, midway through a lengthy, high-falutin dialogue dirge, just kept talking. Even when a goblin set one of his soldiers on fire less than two feet to his right, he kept yapping.

DD2 has a huge, rich, and varied world, full of systems that just barely fit together, regularly bashing into one another in ways that delight, annoy, and astound. But there is a solid, if quirky, game at its core that rewards exploration and experimentation. The plot, while overwrought with nobility and rebirth and destinies, is intriguing in its broad strokes but let down by the aforementioned dialogue.

The game has made me say, “This is so ridiculous” and “This is amazing” to myself in roughly equal amounts, and that feels like an achievement.

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