• F5: Leta Sobierajski Talks Giant Pandas, Sculptural Clothing + More

    When Leta Sobierajski enrolled in college, she already knew what she was meant to do, and she didn’t settle for anything less. “When I went to school for graphic design, I really didn’t have a backup plan – it was this, or nothing,” she says. “My work is a constantly evolving practice, and from the beginning, I have always convinced myself that if I put in the time and experimentation, I would grow and evolve.”
    After graduation, Sobierajski took on a range of projects, which included animation, print, and branding elements. She collaborated with corporate clients, but realized that she wouldn’t feel comfortable following anyone else’s rules in a 9-to-5 environment.
    Leta Sobierajskiand Wade Jeffree\\\ Photo: Matt Dutile
    Sobierajski eventually decided to team up with fellow artist and kindred spirit Wade Jeffree. In 2016 they launched their Brooklyn-based studio, Wade and Leta. The duo, who share a taste for quirky aesthetics, produces sculpture, installations, or anything else they can dream up. Never static in thinking or method, they are constantly searching for another medium to try that will complement their shared vision of the moment.
    The pair is currently interested in permanency, and they want to utilize more metal, a strong material that will stand the test of time. Small architectural pieces are also on tap, and on a grander scale, they’d like to focus on a park or communal area that everyone can enjoy.
    With so many ideas swirling around, Sobierajski will record a concept in at least three different ways so that she’s sure to unearth it at a later date. “In some ways, I like to think I’m impeccably organized, as I have countless spreadsheets tracking our work, our lives, and our well-being,” she explains. “The reality is that I am great at over-complicating situations with my intensified list-making and note-taking. The only thing to do is to trust the process.”
    Today, Leta Sobierajski joins us for Friday Five!
    Photo: Melitta Baumeister and Michał Plata
    1. Melitta Baumeister and Michał Plata
    The work of Melitta Baumeister and Michał Plata has been a constant inspiration to me for their innovative, artful, and architectural silhouettes. By a practice of draping and arduous pattern-making, the garments that they develop season after season feel like they could be designed for existence in another universe. I’m a person who likes to dress up for anything when I’m not in the studio, and every time I opt to wear one of their looks, I feel like I can take on the world. The best part about their pieces is that they’re extremely functional, so whether I need to hop on a bicycle or show up at an opening, I’m still able to make a statement – these garments even have the ability to strike up conversations on their own.
    Photo: Wade and Leta
    2. Pandas!
    I was recently in Chengdu to launch a new project and we took half the day to visit the Chengdu Research Base of Giant Pandas and I am a new panda convert. Yes, they’re docile and cute, but their lifestyles are utterly chill and deeply enviable for us adults with responsibilities. Giant pandas primarily eat bamboo and can consume 20-40 kilograms per day. When they’re not doing that, they’re sleeping. When we visited, many could be seen reclining on their backs, feasting on some of the finest bamboo they could select within arm’s reach. While not necessarily playful in appearance, they do seem quite cheeky in their agendas and will do as little as they can to make the most of their meals. It felt like I was watching a mirrored image of myself on a Sunday afternoon while trying to make the most of my last hours of the weekend.
    Photo: Courtesy of Aoiro
    3. Aoiro
    I’m not really a candle personbut I love the luxurious subtlety of a fragrant space. It’s an intangible feeling that really can only be experienced in the present. Some of the best people to create these fragrances, in my opinion, are Shizuko and Manuel, the masterminds behind Aoiro, a Japanese and Austrian duo who have developed a keen sense for embodying the fragrances of some of the most intriguing and captivating olfactory atmospheres – earthy forest floors with crackling pine needles, blue cypress tickling the moon in an indigo sky, and rainfall on a spirited Japanese island. Despite living in an urban city, Aoiro’s olfactory design is capable of transporting me to the deepest forests of misty Yakushima island.
    Photo: Wade and Leta
    4. Takuro Kuwata
    A few months ago, I saw the work of Japanese ceramicist Takuro Kuwata at an exhibition at Salon94 and have been having trouble getting it out of my head. Kuwata’s work exemplifies someone who has worked with a medium so much to completely use the medium as a medium – if that makes sense. His ability to manipulate clay and glaze and use it to create gravity-defying effects within the kiln are exceptionally mysterious to me and feel like they could only be accomplished with years and years of experimentation with the material. I’m equally impressed seeing how he’s grown his work with scale, juxtaposing it with familiar iconography like the fuzzy peach, but sculpting it from materials like bronze.
    Photo: Wade and Leta
    5. The Site of Reversible Destiny, a park built by artists Arakawa and Gins, in Yoro Japan
    The park is a testament to their career as writers, architects, and their idea of reversible destiny, which in its most extreme form, eliminates death. For all that are willing to listen, Arakawa and Gins’ Reversible Destiny mentality aims to make our lives a little more youthful by encouraging us to reevaluate our relationship with architecture and our surroundings. The intention of “reversible destiny” is not to prolong death, postpone it, grow older alongside it, but to entirely not acknowledge and surpass it. Wadeand I have spent the last ten years traveling to as many of their remaining sites as possible to further understand this notion of creating spaces to extend our lives and question how conventional living spaces can become detrimental to our longevity.
     
    Works by Wade and Leta:
    Photo: Wade and Leta and Matt Alexander
    Now You See Me is a large-scale installation in the heart of Shoreditch, London, that explores the relationship between positive and negative space through bold color, geometry, and light. Simple, familiar shapes are embedded within monolithic forms, creating a layered visual experience that shifts throughout the day. As sunlight passes through the structures, shadows and silhouettes stretch and connect, forming dynamic compositions on the surrounding concrete.
    Photo: Wade and Leta and John Wylie
    Paint Your Own Path is series of five towering sculptures, ranging from 10 to 15 feet tall, invites viewers to explore balance, tension, and perspective through bold color and form. Inspired by the delicate, often precarious act of stacking objects, the sculptures appear as if they might topple – yet each one holds steady, challenging perceptions of stability. Created in partnership with the Corolla Cross, the installation transforms its environment into a pop-colored landscape.
    Photo: Millenia Walk and Outer Edit, Eurthe Studio
    Monument to Movement is a 14-meter-tall kinetic sculpture that celebrates the spirit of the holiday season through rhythm, motion, and color. Rising skyward in layered compositions, the work symbolizes collective joy, renewal, and the shared energy of celebrations that span cultures and traditions. Powered by motors and constructed from metal beams and cardboard forms, the sculpture continuously shifts, inviting viewers to reflect on the passage of time and the cycles that connect us all.
    Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault
    Falling Into Place is a vibrant rooftop installation at Ginza Six that explores themes of alignment, adaptability, and perspective. Six colorful structures – each with a void like a missing puzzle piece – serve as spaces for reflection, inviting visitors to consider their place within a greater whole. Rather than focusing on absence, the design transforms emptiness into opportunity, encouraging people to embrace spontaneity and the unfolding nature of life. Playful yet contemplative, the work emphasizes that only through connection and participation can the full picture come into view.
    Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault
    Photo: Wade and Leta
    Stop, Listen, Look is a 7-meter-tall interactive artwork atop IFS Chengdu that captures the vibrant rhythm of the city through movement, sound, and form. Blending motorized and wind-powered elements with seesaws and sound modulation, it invites people of all ages to engage, play, and reflect. Inspired by Chengdu’s balance of tradition and modernity, the piece incorporates circular motifs from local symbolism alongside bold, geometric forms to create a dialogue between past and present. With light, motion, and community at its core, the work invites visitors to connect with the city – and each other – through shared interaction.

    The Cloud is a permanent sculptural kiosk in Burlington, Vermont’s historic City Hall Park, created in collaboration with Brooklyn-based Studio RENZ+OEI. Designed to reinterpret the ephemeral nature of clouds through architecture, it blends art, air, and imagination into a light, fluid structure that defies traditional rigidity. Originally born from a creative exchange between longtime friends and collaborators, the design challenges expectations of permanence by embodying movement and openness. Now home to a local food vendor, The Cloud brings a playful, uplifting presence to the park, inviting reflection and interaction rain or shine..
    #leta #sobierajski #talks #giant #pandas
    F5: Leta Sobierajski Talks Giant Pandas, Sculptural Clothing + More
    When Leta Sobierajski enrolled in college, she already knew what she was meant to do, and she didn’t settle for anything less. “When I went to school for graphic design, I really didn’t have a backup plan – it was this, or nothing,” she says. “My work is a constantly evolving practice, and from the beginning, I have always convinced myself that if I put in the time and experimentation, I would grow and evolve.” After graduation, Sobierajski took on a range of projects, which included animation, print, and branding elements. She collaborated with corporate clients, but realized that she wouldn’t feel comfortable following anyone else’s rules in a 9-to-5 environment. Leta Sobierajskiand Wade Jeffree\\\ Photo: Matt Dutile Sobierajski eventually decided to team up with fellow artist and kindred spirit Wade Jeffree. In 2016 they launched their Brooklyn-based studio, Wade and Leta. The duo, who share a taste for quirky aesthetics, produces sculpture, installations, or anything else they can dream up. Never static in thinking or method, they are constantly searching for another medium to try that will complement their shared vision of the moment. The pair is currently interested in permanency, and they want to utilize more metal, a strong material that will stand the test of time. Small architectural pieces are also on tap, and on a grander scale, they’d like to focus on a park or communal area that everyone can enjoy. With so many ideas swirling around, Sobierajski will record a concept in at least three different ways so that she’s sure to unearth it at a later date. “In some ways, I like to think I’m impeccably organized, as I have countless spreadsheets tracking our work, our lives, and our well-being,” she explains. “The reality is that I am great at over-complicating situations with my intensified list-making and note-taking. The only thing to do is to trust the process.” Today, Leta Sobierajski joins us for Friday Five! Photo: Melitta Baumeister and Michał Plata 1. Melitta Baumeister and Michał Plata The work of Melitta Baumeister and Michał Plata has been a constant inspiration to me for their innovative, artful, and architectural silhouettes. By a practice of draping and arduous pattern-making, the garments that they develop season after season feel like they could be designed for existence in another universe. I’m a person who likes to dress up for anything when I’m not in the studio, and every time I opt to wear one of their looks, I feel like I can take on the world. The best part about their pieces is that they’re extremely functional, so whether I need to hop on a bicycle or show up at an opening, I’m still able to make a statement – these garments even have the ability to strike up conversations on their own. Photo: Wade and Leta 2. Pandas! I was recently in Chengdu to launch a new project and we took half the day to visit the Chengdu Research Base of Giant Pandas and I am a new panda convert. Yes, they’re docile and cute, but their lifestyles are utterly chill and deeply enviable for us adults with responsibilities. Giant pandas primarily eat bamboo and can consume 20-40 kilograms per day. When they’re not doing that, they’re sleeping. When we visited, many could be seen reclining on their backs, feasting on some of the finest bamboo they could select within arm’s reach. While not necessarily playful in appearance, they do seem quite cheeky in their agendas and will do as little as they can to make the most of their meals. It felt like I was watching a mirrored image of myself on a Sunday afternoon while trying to make the most of my last hours of the weekend. Photo: Courtesy of Aoiro 3. Aoiro I’m not really a candle personbut I love the luxurious subtlety of a fragrant space. It’s an intangible feeling that really can only be experienced in the present. Some of the best people to create these fragrances, in my opinion, are Shizuko and Manuel, the masterminds behind Aoiro, a Japanese and Austrian duo who have developed a keen sense for embodying the fragrances of some of the most intriguing and captivating olfactory atmospheres – earthy forest floors with crackling pine needles, blue cypress tickling the moon in an indigo sky, and rainfall on a spirited Japanese island. Despite living in an urban city, Aoiro’s olfactory design is capable of transporting me to the deepest forests of misty Yakushima island. Photo: Wade and Leta 4. Takuro Kuwata A few months ago, I saw the work of Japanese ceramicist Takuro Kuwata at an exhibition at Salon94 and have been having trouble getting it out of my head. Kuwata’s work exemplifies someone who has worked with a medium so much to completely use the medium as a medium – if that makes sense. His ability to manipulate clay and glaze and use it to create gravity-defying effects within the kiln are exceptionally mysterious to me and feel like they could only be accomplished with years and years of experimentation with the material. I’m equally impressed seeing how he’s grown his work with scale, juxtaposing it with familiar iconography like the fuzzy peach, but sculpting it from materials like bronze. Photo: Wade and Leta 5. The Site of Reversible Destiny, a park built by artists Arakawa and Gins, in Yoro Japan The park is a testament to their career as writers, architects, and their idea of reversible destiny, which in its most extreme form, eliminates death. For all that are willing to listen, Arakawa and Gins’ Reversible Destiny mentality aims to make our lives a little more youthful by encouraging us to reevaluate our relationship with architecture and our surroundings. The intention of “reversible destiny” is not to prolong death, postpone it, grow older alongside it, but to entirely not acknowledge and surpass it. Wadeand I have spent the last ten years traveling to as many of their remaining sites as possible to further understand this notion of creating spaces to extend our lives and question how conventional living spaces can become detrimental to our longevity.   Works by Wade and Leta: Photo: Wade and Leta and Matt Alexander Now You See Me is a large-scale installation in the heart of Shoreditch, London, that explores the relationship between positive and negative space through bold color, geometry, and light. Simple, familiar shapes are embedded within monolithic forms, creating a layered visual experience that shifts throughout the day. As sunlight passes through the structures, shadows and silhouettes stretch and connect, forming dynamic compositions on the surrounding concrete. Photo: Wade and Leta and John Wylie Paint Your Own Path is series of five towering sculptures, ranging from 10 to 15 feet tall, invites viewers to explore balance, tension, and perspective through bold color and form. Inspired by the delicate, often precarious act of stacking objects, the sculptures appear as if they might topple – yet each one holds steady, challenging perceptions of stability. Created in partnership with the Corolla Cross, the installation transforms its environment into a pop-colored landscape. Photo: Millenia Walk and Outer Edit, Eurthe Studio Monument to Movement is a 14-meter-tall kinetic sculpture that celebrates the spirit of the holiday season through rhythm, motion, and color. Rising skyward in layered compositions, the work symbolizes collective joy, renewal, and the shared energy of celebrations that span cultures and traditions. Powered by motors and constructed from metal beams and cardboard forms, the sculpture continuously shifts, inviting viewers to reflect on the passage of time and the cycles that connect us all. Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault Falling Into Place is a vibrant rooftop installation at Ginza Six that explores themes of alignment, adaptability, and perspective. Six colorful structures – each with a void like a missing puzzle piece – serve as spaces for reflection, inviting visitors to consider their place within a greater whole. Rather than focusing on absence, the design transforms emptiness into opportunity, encouraging people to embrace spontaneity and the unfolding nature of life. Playful yet contemplative, the work emphasizes that only through connection and participation can the full picture come into view. Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault Photo: Wade and Leta Stop, Listen, Look is a 7-meter-tall interactive artwork atop IFS Chengdu that captures the vibrant rhythm of the city through movement, sound, and form. Blending motorized and wind-powered elements with seesaws and sound modulation, it invites people of all ages to engage, play, and reflect. Inspired by Chengdu’s balance of tradition and modernity, the piece incorporates circular motifs from local symbolism alongside bold, geometric forms to create a dialogue between past and present. With light, motion, and community at its core, the work invites visitors to connect with the city – and each other – through shared interaction. The Cloud is a permanent sculptural kiosk in Burlington, Vermont’s historic City Hall Park, created in collaboration with Brooklyn-based Studio RENZ+OEI. Designed to reinterpret the ephemeral nature of clouds through architecture, it blends art, air, and imagination into a light, fluid structure that defies traditional rigidity. Originally born from a creative exchange between longtime friends and collaborators, the design challenges expectations of permanence by embodying movement and openness. Now home to a local food vendor, The Cloud brings a playful, uplifting presence to the park, inviting reflection and interaction rain or shine.. #leta #sobierajski #talks #giant #pandas
    DESIGN-MILK.COM
    F5: Leta Sobierajski Talks Giant Pandas, Sculptural Clothing + More
    When Leta Sobierajski enrolled in college, she already knew what she was meant to do, and she didn’t settle for anything less. “When I went to school for graphic design, I really didn’t have a backup plan – it was this, or nothing,” she says. “My work is a constantly evolving practice, and from the beginning, I have always convinced myself that if I put in the time and experimentation, I would grow and evolve.” After graduation, Sobierajski took on a range of projects, which included animation, print, and branding elements. She collaborated with corporate clients, but realized that she wouldn’t feel comfortable following anyone else’s rules in a 9-to-5 environment. Leta Sobierajski (standing) and Wade Jeffree (on ladder) \\\ Photo: Matt Dutile Sobierajski eventually decided to team up with fellow artist and kindred spirit Wade Jeffree. In 2016 they launched their Brooklyn-based studio, Wade and Leta. The duo, who share a taste for quirky aesthetics, produces sculpture, installations, or anything else they can dream up. Never static in thinking or method, they are constantly searching for another medium to try that will complement their shared vision of the moment. The pair is currently interested in permanency, and they want to utilize more metal, a strong material that will stand the test of time. Small architectural pieces are also on tap, and on a grander scale, they’d like to focus on a park or communal area that everyone can enjoy. With so many ideas swirling around, Sobierajski will record a concept in at least three different ways so that she’s sure to unearth it at a later date. “In some ways, I like to think I’m impeccably organized, as I have countless spreadsheets tracking our work, our lives, and our well-being,” she explains. “The reality is that I am great at over-complicating situations with my intensified list-making and note-taking. The only thing to do is to trust the process.” Today, Leta Sobierajski joins us for Friday Five! Photo: Melitta Baumeister and Michał Plata 1. Melitta Baumeister and Michał Plata The work of Melitta Baumeister and Michał Plata has been a constant inspiration to me for their innovative, artful, and architectural silhouettes. By a practice of draping and arduous pattern-making, the garments that they develop season after season feel like they could be designed for existence in another universe. I’m a person who likes to dress up for anything when I’m not in the studio, and every time I opt to wear one of their looks, I feel like I can take on the world. The best part about their pieces is that they’re extremely functional, so whether I need to hop on a bicycle or show up at an opening, I’m still able to make a statement – these garments even have the ability to strike up conversations on their own. Photo: Wade and Leta 2. Pandas! I was recently in Chengdu to launch a new project and we took half the day to visit the Chengdu Research Base of Giant Pandas and I am a new panda convert. Yes, they’re docile and cute, but their lifestyles are utterly chill and deeply enviable for us adults with responsibilities. Giant pandas primarily eat bamboo and can consume 20-40 kilograms per day. When they’re not doing that, they’re sleeping. When we visited, many could be seen reclining on their backs, feasting on some of the finest bamboo they could select within arm’s reach. While not necessarily playful in appearance, they do seem quite cheeky in their agendas and will do as little as they can to make the most of their meals. It felt like I was watching a mirrored image of myself on a Sunday afternoon while trying to make the most of my last hours of the weekend. Photo: Courtesy of Aoiro 3. Aoiro I’m not really a candle person (I forget to light it, and then I forget it’s lit, and then I panic when it’s been lit for too long) but I love the luxurious subtlety of a fragrant space. It’s an intangible feeling that really can only be experienced in the present. Some of the best people to create these fragrances, in my opinion, are Shizuko and Manuel, the masterminds behind Aoiro, a Japanese and Austrian duo who have developed a keen sense for embodying the fragrances of some of the most intriguing and captivating olfactory atmospheres – earthy forest floors with crackling pine needles, blue cypress tickling the moon in an indigo sky, and rainfall on a spirited Japanese island. Despite living in an urban city, Aoiro’s olfactory design is capable of transporting me to the deepest forests of misty Yakushima island. Photo: Wade and Leta 4. Takuro Kuwata A few months ago, I saw the work of Japanese ceramicist Takuro Kuwata at an exhibition at Salon94 and have been having trouble getting it out of my head. Kuwata’s work exemplifies someone who has worked with a medium so much to completely use the medium as a medium – if that makes sense. His ability to manipulate clay and glaze and use it to create gravity-defying effects within the kiln are exceptionally mysterious to me and feel like they could only be accomplished with years and years of experimentation with the material. I’m equally impressed seeing how he’s grown his work with scale, juxtaposing it with familiar iconography like the fuzzy peach, but sculpting it from materials like bronze. Photo: Wade and Leta 5. The Site of Reversible Destiny, a park built by artists Arakawa and Gins, in Yoro Japan The park is a testament to their career as writers, architects, and their idea of reversible destiny, which in its most extreme form, eliminates death. For all that are willing to listen, Arakawa and Gins’ Reversible Destiny mentality aims to make our lives a little more youthful by encouraging us to reevaluate our relationship with architecture and our surroundings. The intention of “reversible destiny” is not to prolong death, postpone it, grow older alongside it, but to entirely not acknowledge and surpass it. Wade (my partner) and I have spent the last ten years traveling to as many of their remaining sites as possible to further understand this notion of creating spaces to extend our lives and question how conventional living spaces can become detrimental to our longevity.   Works by Wade and Leta: Photo: Wade and Leta and Matt Alexander Now You See Me is a large-scale installation in the heart of Shoreditch, London, that explores the relationship between positive and negative space through bold color, geometry, and light. Simple, familiar shapes are embedded within monolithic forms, creating a layered visual experience that shifts throughout the day. As sunlight passes through the structures, shadows and silhouettes stretch and connect, forming dynamic compositions on the surrounding concrete. Photo: Wade and Leta and John Wylie Paint Your Own Path is series of five towering sculptures, ranging from 10 to 15 feet tall, invites viewers to explore balance, tension, and perspective through bold color and form. Inspired by the delicate, often precarious act of stacking objects, the sculptures appear as if they might topple – yet each one holds steady, challenging perceptions of stability. Created in partnership with the Corolla Cross, the installation transforms its environment into a pop-colored landscape. Photo: Millenia Walk and Outer Edit, Eurthe Studio Monument to Movement is a 14-meter-tall kinetic sculpture that celebrates the spirit of the holiday season through rhythm, motion, and color. Rising skyward in layered compositions, the work symbolizes collective joy, renewal, and the shared energy of celebrations that span cultures and traditions. Powered by motors and constructed from metal beams and cardboard forms, the sculpture continuously shifts, inviting viewers to reflect on the passage of time and the cycles that connect us all. Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault Falling Into Place is a vibrant rooftop installation at Ginza Six that explores themes of alignment, adaptability, and perspective. Six colorful structures – each with a void like a missing puzzle piece – serve as spaces for reflection, inviting visitors to consider their place within a greater whole. Rather than focusing on absence, the design transforms emptiness into opportunity, encouraging people to embrace spontaneity and the unfolding nature of life. Playful yet contemplative, the work emphasizes that only through connection and participation can the full picture come into view. Photo: Wade and Leta and Erika Hara, Piotr Maslanka, and Jeremy Renault Photo: Wade and Leta Stop, Listen, Look is a 7-meter-tall interactive artwork atop IFS Chengdu that captures the vibrant rhythm of the city through movement, sound, and form. Blending motorized and wind-powered elements with seesaws and sound modulation, it invites people of all ages to engage, play, and reflect. Inspired by Chengdu’s balance of tradition and modernity, the piece incorporates circular motifs from local symbolism alongside bold, geometric forms to create a dialogue between past and present. With light, motion, and community at its core, the work invites visitors to connect with the city – and each other – through shared interaction. The Cloud is a permanent sculptural kiosk in Burlington, Vermont’s historic City Hall Park, created in collaboration with Brooklyn-based Studio RENZ+OEI. Designed to reinterpret the ephemeral nature of clouds through architecture, it blends art, air, and imagination into a light, fluid structure that defies traditional rigidity. Originally born from a creative exchange between longtime friends and collaborators, the design challenges expectations of permanence by embodying movement and openness. Now home to a local food vendor, The Cloud brings a playful, uplifting presence to the park, inviting reflection and interaction rain or shine..
    Like
    Love
    Wow
    Sad
    Angry
    502
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign Duo Expeditions on the Way, FromSoftware Confirms as Sales Jump to 3.5 Million

    Elden Ring Nightreign is now up to 3.5 million copies sold after five days on sale, with its Steam user review rating improving from 'mixed' to 'mostly positive.'Elden Ring was a massive hit, selling 30 million since going on sale in 2022, and it seems unlikely that Nightreign will come close to matching that success. For better context, the Shadow of the Erdtree expansion sold 5 million copies within three days of its release in 2024.FromSoftware’s multiplayer spin-off had launched to 2 million sales in just a day, but with a 'mixed' rating on Valve's platform.Much of the initial negative sentiment revolved around Nightreign’s brutal solo experience, its lack of duos co-op, lack of voice chat, and other archaic mechanics. That age-old multiplayer struggle to find enough friends to make up a coordinated three-player group is very much a part of the Elden Ring Nightreign experience, too.PlayAs explained in IGN's Elden Ring Nightreign review: "Let’s get the most important caveat out of the way first: if you are hoping to tackle Nightreign entirely solo, and are anything less than a hardcore Elden Ring player that actively seeks out ways to make that already difficult game even more challenging, Nightreign isn’t for you. Yes, there is technically a single-player option, but it is so poorly balanced that I would be shocked if it isn’t patched and adjusted within the first month of release. And this is coming from someone who lives and breathes these types of games."But on Monday, FromSoftware released a patch to make solo play much easier, and despite matchmaking problems over the weekend, sentiment has improved.Last week, producer Yasuhiro Kitao took to social media to comment on Elden Ring Nightreign’s early sales success and to thank players for giving the game a go despite its quirks.Every IGN FromSoftware Game Review“Nightreign has some peculiar aspects to its game design and is different from our recent titles in various ways,” Kitao said. “Nonetheless, many of you have bravely jumped into this world, and for that we're immensely grateful.“As with Demon's Souls or Sekiro, it may be confounding at first, but just like those games, Nightreign offers its own challenges and experiences. Once you overcome the initial hurdle, it'll surely provide a sense of accomplishment that's also its very own.“We hope you enjoy it.”So, what happens next? FromSoftware said that in addition to the DLC releasing later this year, new additions will be “gradually implemented,” including enhanced fights against existing Nightlords starting this month, as well as Duo Expeditions at a later date.”The addition of duos will come as some relief to players who have questioned its omission from launch. Elden Ring Nightreign drops players into the shifting lands of Limveld, exploring and fighting for survival either solo or in groups of three. There is no way to play two-player co-op.In IGN's interview with Elden Ring Nightreign director Junya Ishizaki, the Nightreign lead developer discussed the choice to lean on solos and trios as the core experience options. When asked why there's no option for a pair of players to drop in together without a matchmade third player, Ishizaki said it was overlooked."The simple answer is that this is simply something that was overlooked during development as just a two-player option, so we're very sorry about that," said Ishizaki. "As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it's at the core of Nightreign."Of course, I myself as a player understand that and often want times where I'm just playing myself, so this is something that we considered from the start," Ishizaki continued."And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well."This means that if you're playing with just your favorite duos partner, you have to accept a random third into your game. Playing trios is very much what Elden Ring Nightreign is built around.We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    #elden #ring #nightreign #duo #expeditions
    Elden Ring Nightreign Duo Expeditions on the Way, FromSoftware Confirms as Sales Jump to 3.5 Million
    Elden Ring Nightreign is now up to 3.5 million copies sold after five days on sale, with its Steam user review rating improving from 'mixed' to 'mostly positive.'Elden Ring was a massive hit, selling 30 million since going on sale in 2022, and it seems unlikely that Nightreign will come close to matching that success. For better context, the Shadow of the Erdtree expansion sold 5 million copies within three days of its release in 2024.FromSoftware’s multiplayer spin-off had launched to 2 million sales in just a day, but with a 'mixed' rating on Valve's platform.Much of the initial negative sentiment revolved around Nightreign’s brutal solo experience, its lack of duos co-op, lack of voice chat, and other archaic mechanics. That age-old multiplayer struggle to find enough friends to make up a coordinated three-player group is very much a part of the Elden Ring Nightreign experience, too.PlayAs explained in IGN's Elden Ring Nightreign review: "Let’s get the most important caveat out of the way first: if you are hoping to tackle Nightreign entirely solo, and are anything less than a hardcore Elden Ring player that actively seeks out ways to make that already difficult game even more challenging, Nightreign isn’t for you. Yes, there is technically a single-player option, but it is so poorly balanced that I would be shocked if it isn’t patched and adjusted within the first month of release. And this is coming from someone who lives and breathes these types of games."But on Monday, FromSoftware released a patch to make solo play much easier, and despite matchmaking problems over the weekend, sentiment has improved.Last week, producer Yasuhiro Kitao took to social media to comment on Elden Ring Nightreign’s early sales success and to thank players for giving the game a go despite its quirks.Every IGN FromSoftware Game Review“Nightreign has some peculiar aspects to its game design and is different from our recent titles in various ways,” Kitao said. “Nonetheless, many of you have bravely jumped into this world, and for that we're immensely grateful.“As with Demon's Souls or Sekiro, it may be confounding at first, but just like those games, Nightreign offers its own challenges and experiences. Once you overcome the initial hurdle, it'll surely provide a sense of accomplishment that's also its very own.“We hope you enjoy it.”So, what happens next? FromSoftware said that in addition to the DLC releasing later this year, new additions will be “gradually implemented,” including enhanced fights against existing Nightlords starting this month, as well as Duo Expeditions at a later date.”The addition of duos will come as some relief to players who have questioned its omission from launch. Elden Ring Nightreign drops players into the shifting lands of Limveld, exploring and fighting for survival either solo or in groups of three. There is no way to play two-player co-op.In IGN's interview with Elden Ring Nightreign director Junya Ishizaki, the Nightreign lead developer discussed the choice to lean on solos and trios as the core experience options. When asked why there's no option for a pair of players to drop in together without a matchmade third player, Ishizaki said it was overlooked."The simple answer is that this is simply something that was overlooked during development as just a two-player option, so we're very sorry about that," said Ishizaki. "As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it's at the core of Nightreign."Of course, I myself as a player understand that and often want times where I'm just playing myself, so this is something that we considered from the start," Ishizaki continued."And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well."This means that if you're playing with just your favorite duos partner, you have to accept a random third into your game. Playing trios is very much what Elden Ring Nightreign is built around.We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me. #elden #ring #nightreign #duo #expeditions
    WWW.IGN.COM
    Elden Ring Nightreign Duo Expeditions on the Way, FromSoftware Confirms as Sales Jump to 3.5 Million
    Elden Ring Nightreign is now up to 3.5 million copies sold after five days on sale, with its Steam user review rating improving from 'mixed' to 'mostly positive.'Elden Ring was a massive hit, selling 30 million since going on sale in 2022, and it seems unlikely that Nightreign will come close to matching that success. For better context, the Shadow of the Erdtree expansion sold 5 million copies within three days of its release in 2024.FromSoftware’s multiplayer spin-off had launched to 2 million sales in just a day, but with a 'mixed' rating on Valve's platform.Much of the initial negative sentiment revolved around Nightreign’s brutal solo experience, its lack of duos co-op, lack of voice chat, and other archaic mechanics. That age-old multiplayer struggle to find enough friends to make up a coordinated three-player group is very much a part of the Elden Ring Nightreign experience, too.PlayAs explained in IGN's Elden Ring Nightreign review: "Let’s get the most important caveat out of the way first: if you are hoping to tackle Nightreign entirely solo, and are anything less than a hardcore Elden Ring player that actively seeks out ways to make that already difficult game even more challenging, Nightreign isn’t for you. Yes, there is technically a single-player option, but it is so poorly balanced that I would be shocked if it isn’t patched and adjusted within the first month of release. And this is coming from someone who lives and breathes these types of games."But on Monday, FromSoftware released a patch to make solo play much easier, and despite matchmaking problems over the weekend, sentiment has improved.Last week, producer Yasuhiro Kitao took to social media to comment on Elden Ring Nightreign’s early sales success and to thank players for giving the game a go despite its quirks.Every IGN FromSoftware Game Review“Nightreign has some peculiar aspects to its game design and is different from our recent titles in various ways,” Kitao said. “Nonetheless, many of you have bravely jumped into this world, and for that we're immensely grateful.“As with Demon's Souls or Sekiro, it may be confounding at first, but just like those games, Nightreign offers its own challenges and experiences. Once you overcome the initial hurdle, it'll surely provide a sense of accomplishment that's also its very own.“We hope you enjoy it.”So, what happens next? FromSoftware said that in addition to the DLC releasing later this year, new additions will be “gradually implemented,” including enhanced fights against existing Nightlords starting this month (June), as well as Duo Expeditions at a later date.”The addition of duos will come as some relief to players who have questioned its omission from launch. Elden Ring Nightreign drops players into the shifting lands of Limveld, exploring and fighting for survival either solo or in groups of three. There is no way to play two-player co-op.In IGN's interview with Elden Ring Nightreign director Junya Ishizaki, the Nightreign lead developer discussed the choice to lean on solos and trios as the core experience options. When asked why there's no option for a pair of players to drop in together without a matchmade third player, Ishizaki said it was overlooked."The simple answer is that this is simply something that was overlooked during development as just a two-player option, so we're very sorry about that," said Ishizaki. "As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it's at the core of Nightreign."Of course, I myself as a player understand that and often want times where I'm just playing myself, so this is something that we considered from the start," Ishizaki continued."And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well."This means that if you're playing with just your favorite duos partner, you have to accept a random third into your game. Playing trios is very much what Elden Ring Nightreign is built around.We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign’s next patch will make gameplay easier for solo players

    Just a day after its release, FromSoftware announced a crucial patch for Elden Ring Nightreign players who prefer to solo queue. The game's developer posted on X that Patch 1.02 will be released next week, delivering some bug fixes and "improvements for solo expeditions."
    More specifically, FromSoftware will add the effect of “Automatic Revival Upon Defeat” that allows a self-revival once per night boss battle for solo expeditions. Players will also get more runes, which should provide a more balanced gaming experience when venturing alone. This news of this patch follows several criticisms of the game being poorly optimized when playing solo, versus in a party of three as it was designed for.
    FromSoftware's titles have a reputation for being difficult, but early reviews pointed out that Nightreign offers poor scaling with certain mechanics, abilities and boss fights that cater towards a full party. Despite the millions of copies sold on the first day, Nightreign holds a "mixed" Steam user review rating thanks to the solo queue issues, along with a lack of communication tools, cross-platform play and less replayability than other Souls titles.
    For FromSoftware, Elden Ring Nightreign represents a stylistic shift into the roguelike genre based on its best-selling predecessor and it might still be working out some of the kinks. The game's director, Junya Ishizaki, told IGN in an interview that jumping into an expedition as a duo was “overlooked during development” but is something that the developer is looking at and considering for post-launch support. Some players are also having issues with matchmaking itself, where FromSoftware recommends restarting the process to get into an expedition. As for rebalancing for solo play, FromSoftware said that more details about this upcoming patch will come next week.This article originally appeared on Engadget at
    #elden #ring #nightreigns #next #patch
    Elden Ring Nightreign’s next patch will make gameplay easier for solo players
    Just a day after its release, FromSoftware announced a crucial patch for Elden Ring Nightreign players who prefer to solo queue. The game's developer posted on X that Patch 1.02 will be released next week, delivering some bug fixes and "improvements for solo expeditions." More specifically, FromSoftware will add the effect of “Automatic Revival Upon Defeat” that allows a self-revival once per night boss battle for solo expeditions. Players will also get more runes, which should provide a more balanced gaming experience when venturing alone. This news of this patch follows several criticisms of the game being poorly optimized when playing solo, versus in a party of three as it was designed for. FromSoftware's titles have a reputation for being difficult, but early reviews pointed out that Nightreign offers poor scaling with certain mechanics, abilities and boss fights that cater towards a full party. Despite the millions of copies sold on the first day, Nightreign holds a "mixed" Steam user review rating thanks to the solo queue issues, along with a lack of communication tools, cross-platform play and less replayability than other Souls titles. For FromSoftware, Elden Ring Nightreign represents a stylistic shift into the roguelike genre based on its best-selling predecessor and it might still be working out some of the kinks. The game's director, Junya Ishizaki, told IGN in an interview that jumping into an expedition as a duo was “overlooked during development” but is something that the developer is looking at and considering for post-launch support. Some players are also having issues with matchmaking itself, where FromSoftware recommends restarting the process to get into an expedition. As for rebalancing for solo play, FromSoftware said that more details about this upcoming patch will come next week.This article originally appeared on Engadget at #elden #ring #nightreigns #next #patch
    WWW.ENGADGET.COM
    Elden Ring Nightreign’s next patch will make gameplay easier for solo players
    Just a day after its release, FromSoftware announced a crucial patch for Elden Ring Nightreign players who prefer to solo queue. The game's developer posted on X that Patch 1.02 will be released next week, delivering some bug fixes and "improvements for solo expeditions." More specifically, FromSoftware will add the effect of “Automatic Revival Upon Defeat” that allows a self-revival once per night boss battle for solo expeditions. Players will also get more runes, which should provide a more balanced gaming experience when venturing alone. This news of this patch follows several criticisms of the game being poorly optimized when playing solo, versus in a party of three as it was designed for. FromSoftware's titles have a reputation for being difficult, but early reviews pointed out that Nightreign offers poor scaling with certain mechanics, abilities and boss fights that cater towards a full party. Despite the millions of copies sold on the first day, Nightreign holds a "mixed" Steam user review rating thanks to the solo queue issues, along with a lack of communication tools, cross-platform play and less replayability than other Souls titles. For FromSoftware, Elden Ring Nightreign represents a stylistic shift into the roguelike genre based on its best-selling predecessor and it might still be working out some of the kinks. The game's director, Junya Ishizaki, told IGN in an interview that jumping into an expedition as a duo was “overlooked during development” but is something that the developer is looking at and considering for post-launch support. Some players are also having issues with matchmaking itself, where FromSoftware recommends restarting the process to get into an expedition. As for rebalancing for solo play, FromSoftware said that more details about this upcoming patch will come next week.This article originally appeared on Engadget at https://www.engadget.com/gaming/elden-ring-nightreigns-next-patch-will-make-gameplay-easier-for-solo-players-183644323.html?src=rss
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC

    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games. Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i
    #elden #ring #nightreign #director #interview
    Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC
    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games. Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i #elden #ring #nightreign #director #interview
    WWW.CNET.COM
    Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC
    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games (like, potentially, the Nintendo Switch 2 exclusive The Duskbloods coming next year). Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign’s first big patch will make the game very slightly easier for solo players

    Elden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving.On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies.

    The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RINGMay 30, 2025

    Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch.

    Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night.

    Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer.
    #elden #ring #nightreignampamp8217s #first #big
    Elden Ring Nightreign’s first big patch will make the game very slightly easier for solo players
    Elden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving.On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies. The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RINGMay 30, 2025 Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch. Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night. Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer. #elden #ring #nightreignampamp8217s #first #big
    WWW.POLYGON.COM
    Elden Ring Nightreign’s first big patch will make the game very slightly easier for solo players
    Elden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving. (Though it’ll surely still be ludicrously difficult. This is FromSoftware we’re talking about.) On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies. The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RING (@ELDENRING) May 30, 2025 Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch. Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night. Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer.
    11 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign is hard for completely different reasons than Elden Ring

    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:“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.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 PolygonThis 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, 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 areasand a Fortnite-esque ring of fire that closes in on you constantly. 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, 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.Image: FromSoftwareThird 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 worksand 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 snapdecision, 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?Image: FromSoftware/Bandai NamcoI’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.See More:
    #elden #ring #nightreign #hard #completely
    Elden Ring Nightreign is hard for completely different reasons than Elden Ring
    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:“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.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 PolygonThis 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, 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 areasand a Fortnite-esque ring of fire that closes in on you constantly. 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, 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.Image: FromSoftwareThird 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 worksand 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 snapdecision, 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?Image: FromSoftware/Bandai NamcoI’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.See More: #elden #ring #nightreign #hard #completely
    WWW.POLYGON.COM
    Elden Ring Nightreign is hard for completely different reasons than Elden Ring
    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.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 PolygonThis 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.Image: FromSoftwareThird 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?Image: FromSoftware/Bandai NamcoI’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.See More:
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign Explodes On Steam But Is Already Getting Cooked In The Reviews: 'Very Bold Of Miyazaki To Think I Have Two Friends To Play With'

    Elden Ring Nightreign had a huge first night on PC. It’s already FromSoftware’s second-biggest launch ever on Steam. But the multiplayer spin-off of the 2022 hit open-world RPG is also already getting hammered by user reviews as fans complain about the lack of onboarding, poor communication tools, and the need to play with friends to have any real shot at surviving the challenging boss fights. Suggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition

    Share SubtitlesOffEnglishSuggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition

    Share SubtitlesOffEnglishThe Top 10 Most-Played Games On Steam Deck: August 2023 EditionOfficially out today on PlayStation 5 and Xbox Series X/S, Elden Ring Nightreign went live on PC last night at around 6:00 p.m. ET. The latest release from the Dark Souls team immediately sprang up the Steam charts to reach over 300,000 concurrent players. That made it the fourth-biggest game on Valve’s storefront and the second-biggest FromSoftware launch on PC behind Elden Ring. Its namesake and its price point clearly did the experimental multiplayer spin-off some favors. But it didn’t take players long to realize that Nightreign is very much not Elden Ring. Unlike its slow, plodding predecessor, the spin-off is a battle royale-influenced loot race in which sessions see an entire Soulsborne experience condensed into just 45 minutes. It takes some getting used to, and players are already coming to grips with Nightreign’s notable hostility to explaining itself, even for a FromSoftware game. And while it does allow for offline solo play, its steep difficulty curve—more of a right angle really—heavily rewards group play and coordination. “If you don’t have 2 other friends to play with in voice chat, don’t waste your time,” wrote Steam user Hishamm. “Game is Elden Ring, but 3p, and the solo queue is abysmal.” “Gameplay itself seems fun but I can’t possible leave a positive review if a game released in 2025 has no way to communicate in a coop game,” wrote Lynni. “Impossible to make progress without voice chat,” wrote Vahit Horoz. “If you have 3 friends you can talk to and play regularly, you will have a great time, the connection is smooth, the map is full of events and the game loop is very interesting.”The game currently has a Steam rating of 65 percent, making it the lowest-scored FromSoftware release on the platform outside of Dark Souls III’s Ashes of Ariandel DLC. The reviews are full of complaints about the lack of duosand how matchmaking with strangers often leads to people randomly running around the map without coordinating, a task made harder by the lack of communication tools outside of pings and emotes. I think that might even out in the days and weeks ahead as players learn the basics of the randomized Nightreign map and how much more efficient you are together than split up, but the lack of modern multiplayer features is a real issue. Screenshot: Valve / KotakuPrior to launch, director Junya Ishizaki told IGN that duos support wasn’t planned any time soon. “We are trying to cater to a fun experience with three people,” he said. “So making sure the experience is fun at its core with a group of three, but it also doesn’t collapse if it’s a solo player as well … in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”It’s also unclear if FromSoftware is planning to dial back the difficulty for solo players in an upcoming patch. Nightlord bosses are practically impossible at the moment for all but the most experienced and hardcore Elden Ring loners. A mysterious day-one patch alluded to balance changes and other improvements, but didn’t spell out exactly what those changes are. If FromSoftware does decide to dial things back a bit, it wouldn’t be the first time it’s made one of its games easier. The studio quickly made Shadow of the Erdtree’s final boss much easier when it kicked everyone’s ass last summer. We’ll see if Nightreign eventually takes mercy on players without friends as well. .
    #elden #ring #nightreign #explodes #steam
    Elden Ring Nightreign Explodes On Steam But Is Already Getting Cooked In The Reviews: 'Very Bold Of Miyazaki To Think I Have Two Friends To Play With'
    Elden Ring Nightreign had a huge first night on PC. It’s already FromSoftware’s second-biggest launch ever on Steam. But the multiplayer spin-off of the 2022 hit open-world RPG is also already getting hammered by user reviews as fans complain about the lack of onboarding, poor communication tools, and the need to play with friends to have any real shot at surviving the challenging boss fights. Suggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition Share SubtitlesOffEnglishSuggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition Share SubtitlesOffEnglishThe Top 10 Most-Played Games On Steam Deck: August 2023 EditionOfficially out today on PlayStation 5 and Xbox Series X/S, Elden Ring Nightreign went live on PC last night at around 6:00 p.m. ET. The latest release from the Dark Souls team immediately sprang up the Steam charts to reach over 300,000 concurrent players. That made it the fourth-biggest game on Valve’s storefront and the second-biggest FromSoftware launch on PC behind Elden Ring. Its namesake and its price point clearly did the experimental multiplayer spin-off some favors. But it didn’t take players long to realize that Nightreign is very much not Elden Ring. Unlike its slow, plodding predecessor, the spin-off is a battle royale-influenced loot race in which sessions see an entire Soulsborne experience condensed into just 45 minutes. It takes some getting used to, and players are already coming to grips with Nightreign’s notable hostility to explaining itself, even for a FromSoftware game. And while it does allow for offline solo play, its steep difficulty curve—more of a right angle really—heavily rewards group play and coordination. “If you don’t have 2 other friends to play with in voice chat, don’t waste your time,” wrote Steam user Hishamm. “Game is Elden Ring, but 3p, and the solo queue is abysmal.” “Gameplay itself seems fun but I can’t possible leave a positive review if a game released in 2025 has no way to communicate in a coop game,” wrote Lynni. “Impossible to make progress without voice chat,” wrote Vahit Horoz. “If you have 3 friends you can talk to and play regularly, you will have a great time, the connection is smooth, the map is full of events and the game loop is very interesting.”The game currently has a Steam rating of 65 percent, making it the lowest-scored FromSoftware release on the platform outside of Dark Souls III’s Ashes of Ariandel DLC. The reviews are full of complaints about the lack of duosand how matchmaking with strangers often leads to people randomly running around the map without coordinating, a task made harder by the lack of communication tools outside of pings and emotes. I think that might even out in the days and weeks ahead as players learn the basics of the randomized Nightreign map and how much more efficient you are together than split up, but the lack of modern multiplayer features is a real issue. Screenshot: Valve / KotakuPrior to launch, director Junya Ishizaki told IGN that duos support wasn’t planned any time soon. “We are trying to cater to a fun experience with three people,” he said. “So making sure the experience is fun at its core with a group of three, but it also doesn’t collapse if it’s a solo player as well … in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”It’s also unclear if FromSoftware is planning to dial back the difficulty for solo players in an upcoming patch. Nightlord bosses are practically impossible at the moment for all but the most experienced and hardcore Elden Ring loners. A mysterious day-one patch alluded to balance changes and other improvements, but didn’t spell out exactly what those changes are. If FromSoftware does decide to dial things back a bit, it wouldn’t be the first time it’s made one of its games easier. The studio quickly made Shadow of the Erdtree’s final boss much easier when it kicked everyone’s ass last summer. We’ll see if Nightreign eventually takes mercy on players without friends as well. . #elden #ring #nightreign #explodes #steam
    KOTAKU.COM
    Elden Ring Nightreign Explodes On Steam But Is Already Getting Cooked In The Reviews: 'Very Bold Of Miyazaki To Think I Have Two Friends To Play With'
    Elden Ring Nightreign had a huge first night on PC. It’s already FromSoftware’s second-biggest launch ever on Steam. But the multiplayer spin-off of the 2022 hit open-world RPG is also already getting hammered by user reviews as fans complain about the lack of onboarding, poor communication tools, and the need to play with friends to have any real shot at surviving the challenging boss fights. Suggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition Share SubtitlesOffEnglishSuggested ReadingThe Top 10 Most-Played Games On Steam Deck: August 2023 Edition Share SubtitlesOffEnglishThe Top 10 Most-Played Games On Steam Deck: August 2023 EditionOfficially out today on PlayStation 5 and Xbox Series X/S, Elden Ring Nightreign went live on PC last night at around 6:00 p.m. ET. The latest release from the Dark Souls team immediately sprang up the Steam charts to reach over 300,000 concurrent players. That made it the fourth-biggest game on Valve’s storefront and the second-biggest FromSoftware launch on PC behind Elden Ring. Its namesake and its $40 price point clearly did the experimental multiplayer spin-off some favors. But it didn’t take players long to realize that Nightreign is very much not Elden Ring. Unlike its slow, plodding predecessor, the spin-off is a battle royale-influenced loot race in which sessions see an entire Soulsborne experience condensed into just 45 minutes. It takes some getting used to, and players are already coming to grips with Nightreign’s notable hostility to explaining itself, even for a FromSoftware game. And while it does allow for offline solo play, its steep difficulty curve—more of a right angle really—heavily rewards group play and coordination. “If you don’t have 2 other friends to play with in voice chat, don’t waste your time,” wrote Steam user Hishamm. “Game is Elden Ring, but 3p, and the solo queue is abysmal.” “Gameplay itself seems fun but I can’t possible leave a positive review if a game released in 2025 has no way to communicate in a coop game (neither voice nor text chat),” wrote Lynni. “Impossible to make progress without voice chat,” wrote Vahit Horoz. “If you have 3 friends you can talk to and play regularly, you will have a great time, the connection is smooth, the map is full of events and the game loop is very interesting.”The game currently has a Steam rating of 65 percent, making it the lowest-scored FromSoftware release on the platform outside of Dark Souls III’s Ashes of Ariandel DLC. The reviews are full of complaints about the lack of duos (you have to either play alone or with a three-stack) and how matchmaking with strangers often leads to people randomly running around the map without coordinating, a task made harder by the lack of communication tools outside of pings and emotes. I think that might even out in the days and weeks ahead as players learn the basics of the randomized Nightreign map and how much more efficient you are together than split up, but the lack of modern multiplayer features is a real issue. Screenshot: Valve / KotakuPrior to launch, director Junya Ishizaki told IGN that duos support wasn’t planned any time soon. “We are trying to cater to a fun experience with three people,” he said. “So making sure the experience is fun at its core with a group of three, but it also doesn’t collapse if it’s a solo player as well … in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”It’s also unclear if FromSoftware is planning to dial back the difficulty for solo players in an upcoming patch. Nightlord bosses are practically impossible at the moment for all but the most experienced and hardcore Elden Ring loners. A mysterious day-one patch alluded to balance changes and other improvements, but didn’t spell out exactly what those changes are. If FromSoftware does decide to dial things back a bit, it wouldn’t be the first time it’s made one of its games easier. The studio quickly made Shadow of the Erdtree’s final boss much easier when it kicked everyone’s ass last summer. We’ll see if Nightreign eventually takes mercy on players without friends as well. .
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam

    Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam

    Adam Starkey

    Published May 30, 2025 1:59pm

    Updated May 30, 2025 2:00pm

    A good team is hard to findFromSoftware’s multiplayer Elden Ring spin-off has hit over 300,000 players on Steam, but it’s proving a divisive experience.
    Elden Ring Nightreign launched today around the world and while it doesn’t necessarily play to developer FromSoftware’s strengths, it has had a strong start on Steam.
    As recorded on SteamDB, the co-op multiplayer spin-off has hit a concurrent player peak of 313,593 within its first day on Steam. This is significantly lower than Elden Ring’s overall peak of 953,426 players, but it’s pretty good for a lower profile and lower budget game.
    At the time of writing, Elden Ring Nightreign is the fifth most played game on the platform, behind Counter-Strike 2, Dota 2, PUBG, and er… Bongo Cat. However, not everyone is happy with the experience so far, and it’s already become FromSoftware’s lowest rated title on Steam.
    As of May 30, Elden Ring Nightreign has a ‘mixed’ rating on Steam, with only 66% of 9,000+ reviews being positive.
    This is technically the lowest of all FromSoftware’s available PC games, although technically DLC The Ashes Of Ariandel for Dark Souls 3 is lower at 59% rating.
    Many of the negative reviews for Elden Ring Nightreign have highlighted the lack of voice chat, the absence of duos mode, and the minimal variety during runs as particular sore points.

    Nightreign isn’t hitting Elden Ring numbers, but it probably never will‘I hate to say it, but I think we’ve finally see a bit of a miss from FromSoftware,’ one user review reads. ‘One that I think is still salvageable, and really could be turned into a much more interesting game – but as it is right now, it’s got a bit more bad than good going for it.’
    However, some are seeing the positives even if they do come with caveats. ‘Super fun game,’ another review reads. ‘Your enjoyment will most likely be based on your teammates and how good your communication is.’
    In terms of critical response, Nightreign is currently at 77 on Metacritic, which isn’t a disaster but is well below that of any of From’s other major titles, since they hit the big time with Dark Souls in 2011. The only games to score lower are experimental VR title Déraciné and a suite of mech games, including Armored Core 5, in 2012.

    More Trending

    Speaking in an interview with IGN earlier this month, the director behind Elden Ring Nightreign, Junya Ishizaki, said they are considering adding a two-player mode post-launch, so there’s a chance some of these issues could be fixed further down the line.
    The big question is whether Elden Ring Nightreign will attract a dedicated player base in the coming months to make these updates worthwhile, or if it’s simply riding the popularity of Elden Ring.
    This multiplayer experiment, which many suspect started life as Elden Ring DLC, is perhaps also a test for FromSoftware’s next multiplayer offering: The Duskbloods. The PvPvE game is set to be released next year as a Nintendo Switch 2 exclusive.

    Elden Ring Nightreign is a smaller release from the studioEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

    GameCentral
    Sign up for exclusive analysis, latest releases, and bonus community content.
    This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    #elden #ring #nightreign #froms #worstrated
    Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam
    Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam Adam Starkey Published May 30, 2025 1:59pm Updated May 30, 2025 2:00pm A good team is hard to findFromSoftware’s multiplayer Elden Ring spin-off has hit over 300,000 players on Steam, but it’s proving a divisive experience. Elden Ring Nightreign launched today around the world and while it doesn’t necessarily play to developer FromSoftware’s strengths, it has had a strong start on Steam. As recorded on SteamDB, the co-op multiplayer spin-off has hit a concurrent player peak of 313,593 within its first day on Steam. This is significantly lower than Elden Ring’s overall peak of 953,426 players, but it’s pretty good for a lower profile and lower budget game. At the time of writing, Elden Ring Nightreign is the fifth most played game on the platform, behind Counter-Strike 2, Dota 2, PUBG, and er… Bongo Cat. However, not everyone is happy with the experience so far, and it’s already become FromSoftware’s lowest rated title on Steam. As of May 30, Elden Ring Nightreign has a ‘mixed’ rating on Steam, with only 66% of 9,000+ reviews being positive. This is technically the lowest of all FromSoftware’s available PC games, although technically DLC The Ashes Of Ariandel for Dark Souls 3 is lower at 59% rating. Many of the negative reviews for Elden Ring Nightreign have highlighted the lack of voice chat, the absence of duos mode, and the minimal variety during runs as particular sore points. Nightreign isn’t hitting Elden Ring numbers, but it probably never will‘I hate to say it, but I think we’ve finally see a bit of a miss from FromSoftware,’ one user review reads. ‘One that I think is still salvageable, and really could be turned into a much more interesting game – but as it is right now, it’s got a bit more bad than good going for it.’ However, some are seeing the positives even if they do come with caveats. ‘Super fun game,’ another review reads. ‘Your enjoyment will most likely be based on your teammates and how good your communication is.’ In terms of critical response, Nightreign is currently at 77 on Metacritic, which isn’t a disaster but is well below that of any of From’s other major titles, since they hit the big time with Dark Souls in 2011. The only games to score lower are experimental VR title Déraciné and a suite of mech games, including Armored Core 5, in 2012. More Trending Speaking in an interview with IGN earlier this month, the director behind Elden Ring Nightreign, Junya Ishizaki, said they are considering adding a two-player mode post-launch, so there’s a chance some of these issues could be fixed further down the line. The big question is whether Elden Ring Nightreign will attract a dedicated player base in the coming months to make these updates worthwhile, or if it’s simply riding the popularity of Elden Ring. This multiplayer experiment, which many suspect started life as Elden Ring DLC, is perhaps also a test for FromSoftware’s next multiplayer offering: The Duskbloods. The PvPvE game is set to be released next year as a Nintendo Switch 2 exclusive. Elden Ring Nightreign is a smaller release from the studioEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #elden #ring #nightreign #froms #worstrated
    METRO.CO.UK
    Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam
    Elden Ring Nightreign is From’s worst-rated game in years but it is a hit on Steam Adam Starkey Published May 30, 2025 1:59pm Updated May 30, 2025 2:00pm A good team is hard to find (Bandai Namco) FromSoftware’s multiplayer Elden Ring spin-off has hit over 300,000 players on Steam, but it’s proving a divisive experience. Elden Ring Nightreign launched today around the world and while it doesn’t necessarily play to developer FromSoftware’s strengths, it has had a strong start on Steam (its success on consoles is much harder to track). As recorded on SteamDB, the co-op multiplayer spin-off has hit a concurrent player peak of 313,593 within its first day on Steam. This is significantly lower than Elden Ring’s overall peak of 953,426 players, but it’s pretty good for a lower profile and lower budget game. At the time of writing, Elden Ring Nightreign is the fifth most played game on the platform, behind Counter-Strike 2, Dota 2, PUBG, and er… Bongo Cat. However, not everyone is happy with the experience so far, and it’s already become FromSoftware’s lowest rated title on Steam. As of May 30, Elden Ring Nightreign has a ‘mixed’ rating on Steam, with only 66% of 9,000+ reviews being positive. This is technically the lowest of all FromSoftware’s available PC games (if we aren’t counting the delisted Ninja Blade), although technically DLC The Ashes Of Ariandel for Dark Souls 3 is lower at 59% rating. Many of the negative reviews for Elden Ring Nightreign have highlighted the lack of voice chat, the absence of duos mode, and the minimal variety during runs as particular sore points. Nightreign isn’t hitting Elden Ring numbers, but it probably never will (SteamDB) ‘I hate to say it, but I think we’ve finally see a bit of a miss from FromSoftware,’ one user review reads. ‘One that I think is still salvageable, and really could be turned into a much more interesting game – but as it is right now, it’s got a bit more bad than good going for it.’ However, some are seeing the positives even if they do come with caveats. ‘Super fun game,’ another review reads. ‘Your enjoyment will most likely be based on your teammates and how good your communication is.’ In terms of critical response, Nightreign is currently at 77 on Metacritic, which isn’t a disaster but is well below that of any of From’s other major titles, since they hit the big time with Dark Souls in 2011. The only games to score lower are experimental VR title Déraciné and a suite of mech games, including Armored Core 5, in 2012. More Trending Speaking in an interview with IGN earlier this month, the director behind Elden Ring Nightreign, Junya Ishizaki, said they are considering adding a two-player mode post-launch, so there’s a chance some of these issues could be fixed further down the line. The big question is whether Elden Ring Nightreign will attract a dedicated player base in the coming months to make these updates worthwhile, or if it’s simply riding the popularity of Elden Ring. This multiplayer experiment, which many suspect started life as Elden Ring DLC, is perhaps also a test for FromSoftware’s next multiplayer offering: The Duskbloods. The PvPvE game is set to be released next year as a Nintendo Switch 2 exclusive. Elden Ring Nightreign is a smaller release from the studio (Bandai Namco) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    0 Comments 0 Shares 0 Reviews
  • Elden Ring Nightreign Gets A Fittingly Opaque Day-One Patch

    Elden Ringbandai namcoByEthan GachPublished2 hours agoWe may earn a commission from links on this page.Image: FromSoftware / Bandai NamcoElden Ring Nightreign’s bosses can be a real struggle, even working alongside two other teammates. Solo, however, they’re downright brutal. While the game allows fans to play offline by themselves, it’s an experience best left to only the most hardcore Soulslike sickos. Will FromSoftware address that in a day-one update? The predictably opaque patch notes don’t say. Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History

    Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History

    Share SubtitlesOffEnglishBandai Namco revealed a day-one patch for the multiplayer roguelite RPG— arriving May 30 on PlayStation 5, Xbox Series X/S, and PC—and the update apparently addresses character handling, bug fixes, and game balance. But what precise changes were made? The publisher doesn’t say. Here are the full patch notes:Improved handling of playable charactersSoundtrack addition and adjustmentsText adjustmentsBalance adjustmentsAdded character scenariosBug fixesNeat! But what does it mean?! Early reviews, including my own impressions of Elden Ring Nightreign after 10 hours with the game, paint a picture of FromSoftware’s latest spin-off being a messy but intriguing experiment in old-schoolgame design, built on modern twists. Throwing yourself against that brick wall as a group can be fun, suffering the trials, tribulations, and triumphs of great FromSoftware bosses together. But some of the pain points and uneven friction are a lot harder to negotiate when just playing by yourself. From simple things like enemy aggro, to more intricate nuisances like loot RNG and grinding a run just to discover your never got the weapon-type to exploit a Nightlord’s weakness, is even more frustrating solo with no friends to help bail you out. While there are some early players who have seemingly cleared the game in single-player, I can confidently say that’s not a viable option for most of the 30 million people who bought the original Elden Ring. Does that matter? Maybe not! But it would be nice to know if it’s something FromSoftware is looking to tweak in the day-one patch, or whether it intends to maintain it as a cornerstone of the experience, with the extra challenge of solo play pushing more people toward multiplayer matchmaking. Director Junya Ishizaki said earlier this week he was all “nerves and excitement” approaching the game’s launch, but that the team is “continually tweaking and balancing the game.” We’ll see what that amounts to in practice when Nightreign goes live, starting at 6:00 p.m. ET May 29 for players on PC, then midnight on console..
    #elden #ring #nightreign #gets #fittingly
    Elden Ring Nightreign Gets A Fittingly Opaque Day-One Patch
    Elden Ringbandai namcoByEthan GachPublished2 hours agoWe may earn a commission from links on this page.Image: FromSoftware / Bandai NamcoElden Ring Nightreign’s bosses can be a real struggle, even working alongside two other teammates. Solo, however, they’re downright brutal. While the game allows fans to play offline by themselves, it’s an experience best left to only the most hardcore Soulslike sickos. Will FromSoftware address that in a day-one update? The predictably opaque patch notes don’t say. Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishBandai Namco revealed a day-one patch for the multiplayer roguelite RPG— arriving May 30 on PlayStation 5, Xbox Series X/S, and PC—and the update apparently addresses character handling, bug fixes, and game balance. But what precise changes were made? The publisher doesn’t say. Here are the full patch notes:Improved handling of playable charactersSoundtrack addition and adjustmentsText adjustmentsBalance adjustmentsAdded character scenariosBug fixesNeat! But what does it mean?! Early reviews, including my own impressions of Elden Ring Nightreign after 10 hours with the game, paint a picture of FromSoftware’s latest spin-off being a messy but intriguing experiment in old-schoolgame design, built on modern twists. Throwing yourself against that brick wall as a group can be fun, suffering the trials, tribulations, and triumphs of great FromSoftware bosses together. But some of the pain points and uneven friction are a lot harder to negotiate when just playing by yourself. From simple things like enemy aggro, to more intricate nuisances like loot RNG and grinding a run just to discover your never got the weapon-type to exploit a Nightlord’s weakness, is even more frustrating solo with no friends to help bail you out. While there are some early players who have seemingly cleared the game in single-player, I can confidently say that’s not a viable option for most of the 30 million people who bought the original Elden Ring. Does that matter? Maybe not! But it would be nice to know if it’s something FromSoftware is looking to tweak in the day-one patch, or whether it intends to maintain it as a cornerstone of the experience, with the extra challenge of solo play pushing more people toward multiplayer matchmaking. Director Junya Ishizaki said earlier this week he was all “nerves and excitement” approaching the game’s launch, but that the team is “continually tweaking and balancing the game.” We’ll see what that amounts to in practice when Nightreign goes live, starting at 6:00 p.m. ET May 29 for players on PC, then midnight on console.. #elden #ring #nightreign #gets #fittingly
    KOTAKU.COM
    Elden Ring Nightreign Gets A Fittingly Opaque Day-One Patch
    Elden Ringbandai namcoByEthan GachPublished2 hours agoWe may earn a commission from links on this page.Image: FromSoftware / Bandai NamcoElden Ring Nightreign’s bosses can be a real struggle, even working alongside two other teammates. Solo, however, they’re downright brutal. While the game allows fans to play offline by themselves, it’s an experience best left to only the most hardcore Soulslike sickos. Will FromSoftware address that in a day-one update? The predictably opaque patch notes don’t say. Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishBandai Namco revealed a day-one patch for the multiplayer roguelite RPG— arriving May 30 on PlayStation 5, Xbox Series X/S, and PC—and the update apparently addresses character handling, bug fixes, and game balance. But what precise changes were made? The publisher doesn’t say. Here are the full patch notes:Improved handling of playable charactersSoundtrack addition and adjustmentsText adjustmentsBalance adjustmentsAdded character scenariosBug fixesNeat! But what does it mean?! Early reviews, including my own impressions of Elden Ring Nightreign after 10 hours with the game, paint a picture of FromSoftware’s latest spin-off being a messy but intriguing experiment in old-school (read: hostile) game design, built on modern twists (randomized loot, a closing battle royale circle of death). Throwing yourself against that brick wall as a group can be fun, suffering the trials, tribulations, and triumphs of great FromSoftware bosses together. But some of the pain points and uneven friction are a lot harder to negotiate when just playing by yourself. From simple things like enemy aggro, to more intricate nuisances like loot RNG and grinding a run just to discover your never got the weapon-type to exploit a Nightlord’s weakness, is even more frustrating solo with no friends to help bail you out. While there are some early players who have seemingly cleared the game in single-player, I can confidently say that’s not a viable option for most of the 30 million people who bought the original Elden Ring. Does that matter? Maybe not! But it would be nice to know if it’s something FromSoftware is looking to tweak in the day-one patch, or whether it intends to maintain it as a cornerstone of the experience, with the extra challenge of solo play pushing more people toward multiplayer matchmaking. Director Junya Ishizaki said earlier this week he was all “nerves and excitement” approaching the game’s launch, but that the team is “continually tweaking and balancing the game.” We’ll see what that amounts to in practice when Nightreign goes live, starting at 6:00 p.m. ET May 29 for players on PC, then midnight on console..
    0 Comments 0 Shares 0 Reviews
CGShares https://cgshares.com