Summary
Elden Ring Nightreignis a massive experiment for FromSoftware, who has traditionally offered single-player action RPG experiences that are thoughtful, challenging, and immersive. Some of those staple characteristics have found their way intoElden Ring Nightreign’s DNA, but its cooperative roguelike framework has basically flipped everything even some of the most seasoned Soulslike veterans are familiar with on its head. Now, players are tasked with navigating unfamiliar territory, regardless of their experience withFromSoftware games.
If there’s one FromSoftware tradition thatElden Ring Nightreignobserves wholeheartedly, it’s ensuring players never feel safe in its chaotic world. This time, however, it’s a different kind of safety that is lost, asElden Ring Nightreign’s mechanics are unprecedented for a FromSoftware Soulslike. These games have always demanded skill and rewarded patience, butElden Ring Nightreigndemands something else entirely. Whether it’s the encroaching ring of death, limited healing, or the inability to take a break, FromSoftware’s latest finds horror in the absence of safety.
Elden Ring Nightreign Strips Players of Safety
No Rest, No Mercy, Limited Healing, and Punishing Death
It was once assumed thatElden Ring Nightreignwould be one of themost accessible Soulslike gameson the market, but that has turned out to be mostly untrue. While it is nice that the game has been designed for cooperative play and, therefore, newcomers can jump in and feel a little safer with a couple of other players on either side of them,Elden Ring Nightreignstill strips full teams of their safety to ensure they stay on the move at all times.
In traditional Soulslikes, players can stop and rest at Bonfires or, asElden Ringcalls them, Sites of Grace. Here, they not only refill their HP, FP, stamina bars, and flasks, but they also essentially pause the game by resetting the world around them and the enemies within it. This can give players a much-needed break so they can gather themselves again for the next push.Elden Ring Nightreign, however, treats Sites of Grace much differently. Rather than resetting the world and thereby offering a brief respite,Elden Ring Nightreign’s Sites of Gracemust be used on the run, as players can still be attacked while using them.
While it is nice that the game has been designed for cooperative play and, therefore, newcomers can jump in and feel a little safer with a couple of other players on either side of them,Elden Ring Nightreignstill strips full teams of their safety to ensure they stay on the move at all times.
Additionally, healing inElden Ring Nightreignis more limited than ever, requiring players to find ways to increase their flask charges out in the wild. There’s also no way to restore FP using aflask inElden Ring Nightreign, requiring magic users to find more organic ways to keep up their spell rotations. Finally, dying inElden Ring Nightreignmeans losing an entire level, which also means wasted Runes that were spent to increase that level beforehand, even if players manage to gather their dropped Runes before dying a second time.
The Ring Turns Pressure Into Panic
Then there’s the ring of death, which is just what it sounds like. Anyone who has played agame likeApex Legends,Fortnite, orCall of Duty: Warzoneis all too familiar with the shrinking zone concept found inElden Ring Nightreignas well. As time goes on, the circle becomes smaller, and anyone caught outside the circle will continuously lose health until they die. This is something FromSoftware has never implemented in any of its Soulslikes, and it introduces a new type of fear — one that turns the pressure of a traditional Soulslike into chaos and panic.
In short,Elden Ring Nightreignfinds its horror in the sprints between battles. There is no time to recover, no space to regroup, and no true place of safety. Every step forward carries the weight of a shrinking world and the risk of permanent loss. What was once a moment to breathe is now a moment to die. InElden Ring Nightreign, fear doesn’t come from what waits ahead, but from the absence of anything that can hold players still.