
‘Elden Ring' Is Getting New DLC On PlayStation, Xbox And PC As ‘Tarnished Edition' Heads To Nintendo Switch 2
Elden Ring
Elden Ring: Tarnished Edition was revealed recently for the Nintendo Switch 2, but the new content coming with the game's release is making its way to PlayStation, Xbox and PC as well in the form of the Tarnished Pack DLC, revealed at the FromSoftware Games Event Spring 2025 as reported by Famitsu.
There's not a lot of new content, but what we are getting is pretty cool. Two new starting classes are headed to FromSoftware's sprawling RPG, as well as three new looks for Torrent, your trusty spirit mount. Four new armor sets are also coming to the game, two of which come with the new starting classes.
The two new starting classes are, according to the translation from Japanese, the Knight Of Ides and the Heavy Armored Knight (or Heavy Knight) though it's possible these will be called something different at release. The Knight Of Ides is of particular interest, since the starting class comes with a very hard-to-get Light Greatsword: Milady, a late-game weapon found in Castle Ensis in the Shadow Of The Erdtree expansion. The sword scales with Strength and Dexterity and includes the powerful Wing Stance. It's a versatile and quick blade, combining the power of a Greatsword with the speed and elegance of a much lighter weapon.
The Knight Of Ides appears to have an armor set based on the Fluted Knight set from Demon's Souls – one of my favorite armor sets in all the Souls games. The Heavy Armored Knight has a much, er, heavier looking set of plate armor and carries what appears to be a falchion-style Greatsword.
Beyond this, Nintendo's website lists 'new weapons' so we should expect more than just armor and Torrent skins, though what these weapons are remains a mystery. The Famitsu piece also says 'four new pieces of armor, weapons and combat techniques will be added' which is a bit confusing (is it pieces or sets? How many weapons?) Another question mark is whether this DLC will be free or paid, with conflicting reports muddying the waters. There is no release date for the Tarnished Edition or Tarnished Pack beyond 2025 at this time.
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Before then, Elden Ring: Nightreign releases on May 30th, 2025. This is a standalone multiplayer release that's quite different from anything the studio has released in the past. Another title, The Duskbloods, will bring yet more multiplayer-centric experiences to the Nintendo Switch 2 in 2026. I'm a little nervous about this new focus on multiplayer games which FromSoftware is clearly doubling down on following the success of Elden Ring. But hey, new DLC is cool.
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CNET
2 hours ago
- CNET
Elden Ring Nightreign: 7 Tips to Beat the First Boss, the Nightlord Gladius
Elden Ring Nightreign, the newest multiplayer action RPG from FromSoftware, tosses you into the thick of battle and sets you up to die to a familiar face in its tutorial (it's Margit, and he still takes ages to bring his hammer down on your head). But the real proving ground is the Tricephalos expedition that ends with the triple-headed dog boss, Gladius. It's the first journey you'll embark on in the game, putting your skills to the test as you learn the flow of the day and night cycle. Speed is key here, and you can't spend a second lollygagging around in this version of The Lands Between. There are key features locked behind the first boss: Most of the game's other expeditions unlock after you beat the first one, new items unlock in the Small Jar Bazaar to advance your meta-progression and beating the first Nightlord aspect is a surefire way to unlock the first secret Nightfarer class. If you're having trouble overcoming the game's first expedition, it's probably because Nightreign is much faster-paced than other Souls games. But there are ways you can level the playing field and better prepare yourself for the fight against Gladius. Keep an eye out for sites of grace, as you'll have to quickly spend your runes before jumping into another prolonged battle. Bandai Namco/Screenshot by CNET Shoot for level 12 as you farm runes The level cap for a Nightfarer on an expedition is 15 -- but you'll hardly ever reach that level as you dash around the world farming runes and powers before the third night approaches. A much easier goal to shoot for is level 12 -- which you can attain if you move quickly and prioritize clearing out camps and bosses. Crucially, you generally don't want to waste any precious runes on merchants you find during day one and two. If you purchase items, you might find yourself several thousand runes shy of eking out another level before the final boss. There's a merchant available before the Nightlord fight in night three, so pack in as many levels as you can and then spend your leftover runes in that shop at the end. Keep an eye out for the elemental icons next to each enemy camp. Bandai Namco/Screenshot by CNET Find a holy weapon before the final night Each Nightlord aspect in Elden Ring Nightreign has an elemental weakness you can exploit -- you can view these weaknesses from the expedition screen before you embark on your mission. Gladius, the fiery dog awaiting you at the end of the Tricephalos expedition, is weak to holy damage. Hitting him with holy-imbued attacks creates additional stagger windows, giving the team more time to whale on the boss while one person strikes the critical hit. You can consistently find weapons with elemental infusions by beating certain enemy camps and fortresses around the map. If the location has an icon for the elemental type next to it, you'll be rewarded with a weapon that deals that type of elemental damage once you slay the final boss there. Keep in mind that Nightreign has inherited Elden Ring's icons for weapon affinities, and the elemental signifiers can be confusingly similar. The lightning affinity icon is a pale yellow blade stuck in the ground with crackling bolts around it, while the similar-looking sacred (holy) affinity icon is a more golden blade stuck in the ground with a circle. Every inventory slot is useful -- you need not worry about "fat rolling" in Nightreign. Screenshot by David Lumb/CNET Grab other weapons that you won't use While you'll probably want to wield a holy weapon when you're face-to-face with Gladius, it's well worth it to stock up on other weapons as well. There's no equipment load in Nightreign, so it's purely beneficial to fill up all of your inventory slots during an expedition. Melee-attacking Nightfarers could benefit from picking up a bow to revive their allies from afar, and ranged-attacking Nightfarers might be able to use a dagger in a pinch. More importantly, though, are the bonuses that extra weapons confer upon your character. When you pick up a new weapon, you'll see a list of passive bonuses underneath the weapon stats and art of war. These bonuses apply to your character even when you're not wielding that particular weapon (with rare exception), so stocking up on armaments will snowball your power before the final fight. Fire damage negation might not help you survive the Nightlord's cataclysmic shrinking circle, but it will help you take down Gladius in a head-to-head fight. Bandai Namco/Screenshot by CNET Invest in fire and physical damage negation The final boss of the first expedition is a fire-spewing cerberus, and he hits like a truck. Nightfarers who have dodge rolls and other abilities that provide generous invincibility frames will likely be able to avoid the hits in this boss fight, but it won't be nearly as easy for tank characters to do so. During the first two days of your run, you'll still have the option to invest in passive abilities that will help mitigate some of the damage the boss can mete out, selecting dormant powers instead of weapons from certain boss rewards. Night bosses provide especially powerful passive buffs, so if you can snag fire or physical damage negation passives, it'll help soften some of Gladius' blows. These churches will look familiar to Elden Ring veterans. Bandai Namco/Screenshot by CNET Stock up on flasks at churches around the map Even if you take passives that help you tank Gladius' attacks, you'll inevitably end up taking a few hits. That damage adds up, and you'll need to heal through it. You start with three flasks and get two more by beating the bosses during the first two nights, but managing a Nightlord with only five flasks can still be a bit tricky. That's why churches are so important to find during day one and two of a Nightreign expedition. They appear as golden, glowing structures on the minimap, so you won't have a hard time plotting a course to these locations -- they look just like the churches that you can get flask healing upgrades from in Elden Ring, too. Each church will up your flask count by one. Walking into a Nightlord fight with eight flasks instead of five makes a massive difference, especially since that's effectively nine more opportunities to heal across an entire squad of Nightfarers. Churches aren't a distraction from rune farming: They're an investment in your survival. As you prepare to face your first night three boss, here's what you need to look out for. Bandai Namco/Screenshot by CNET Watch out for Gladius' massive chainsword attack Nightlord Gladius loves fighting in melee distance and spewing fire, which gives ranged Nightfarers ample opportunity to lay into him with holy damage from afar. When the boss charges away from the fight rather than into the party of Nightfarers, you'll know he's up to no good. One of the hardest hitting attacks in this boss fight has Gladius grab the chainsword off of his back with one of his heads, swinging it as the blade extends across the ground. Original Dark Souls players will probably get flashbacks to fighting Great Grey Wolf Sif, but Gladius isn't a good boy at all. This sweeping attack covers a massive area of the arena and Gladius can use it multiple times in a row. The good news is that it's pretty easy to dodge through, if your character has a roll with decent invincibility frames. The hardest part is identifying when this move is about to be unleashed -- so keep an eye on how far away from you Gladius is trying to fight. Once you begin your battle with Gladius, things can quickly get out of control. Stick together as a cohesive team unit. Screenshot by David Lumb/CNET When the boss splits up, don't let your party follow suit Once you beat Gladius down to half health, he adds a new move to his repertoire. The Nightlord will occasionally split into three fireballs that rocket across the arena -- you'll want to dodge roll through these -- before turning around and returning to the party as three separate dogs. These canines are no less fiery than the cerberus-form, and they'll usually each target a single member of the party. Just because the dogs are split up doesn't mean your team has to, though. Ranged Nightfarers like Ironeye or fragile glass cannons Nightfarers like Duchess and Recluse might have trouble once they're singled out, so it's best to group up and repel this phase of Gladius as a team. Note that in its separated form, each dog takes damage for the full boss, so big attacks targeting an area like various Nightfarer ultimates (Ironeye and Raider especially) are potent here. Once enough time passes, Gladius will fireball around the map once again and return in his cerberus form (unless you manage to defeat him before he switches phases once again). When he takes on his larger base form, you can revert to your original strategy to swiftly take down this very bad dog. With Gladius defeated, a whole host of new expeditions will become available to you and your squad. Even though you've finally bested the real tutorial, you'll probably benefit from our beginner guide as you set out on some of the more challenging Nightreign adventures. Good luck out there, Nightfarer.


CNET
2 hours ago
- CNET
Elden Ring Nightreign Review: the Highs and Lows of Distilling Souls Games to Roguelike Runs
I drop into a fantasy land with a sword and two squadmates, all dedicated to defeating the Nightlord ruling over our shadowy limbo realm -- but first, we have to survive. From the deepest mines to the highest snow-capped peaks, we clashed and slew monstrous beasts for two in-game days at a breakneck pace to stay ahead of the closing ring of blue flame. On the third day, confronting the Nightlord in its lair, we get close to defeating it with wild weapons and spells -- but win or lose, we shrug and queue up to drop once more. This is Elden Ring Nightreign, a spin-off of studio FromSoftware's phenomenally successful and notoriously difficult fantasy action-RPG game Elden Ring. Rather than spend dozens of hours exploring wide lands in a solo adventure, Nightreign takes the combat and boss structure to a co-op multiplayer setting where tight gameplay must be balanced against speed and strategy to survive each trip into the game's arena. Nightreign is a departure for FromSoftware, eschewing the slow solo explorations of its previous games in favor of fast-paced rounds building your heroes from scratch, kind of similar to battle royale shooters like Fortnite and Apex Legends. But unlike those PvP-intensive games, each Nightreign round pits the friendly squad against a map full of computer-controlled enemies, leaving players dependent on teammates to survive -- or themselves, if they're bold enough for a solo run. (Currently, players can either go it alone or queue for three-player squads.) Read more: Elden Ring Nightreign Beginner's Guide: Team Strategy, Level Goals and Survival Tips Screenshot by David Lumb/CNET Nightreign is focused, repeatable Soulslike action Nightreign ambitiously tries to see how much of an idiosyncratic yet popular game can be slimmed down and imported into a new gameplay loop. It's easy to put a hundred hours or more into Elden Ring, exploring every nook and cranny, upgrading weapons and trying out different strategies. Nightreign punishes that slow pace, requiring squads to blitz around the map, hitting specific points of interest to get as strong as they can to survive and defeat the big boss at the end of each three-day run. (Playing through three in-game days and facing the Nightlord boss at the end of a run can take 45 minutes to an hour -- or less, if you die along the way.) This approach will be catnip for fans of FromSoftware's signature tough boss combat, as it distills Elden Ring down to its core combat loop with just enough randomized surprises to somewhat refresh each run while keeping enough the same to quickly plan and alter course along a run. That makes sense, as Nightreign is directed by Junya Ishizaki, the person in charge of overseeing the combat for Elden Ring. On the surface, a lot has carried over from Elden Ring, but there are plenty of subtle refinements to make it fit fast-paced multiplayer gameplay. Player characters kit themselves out with powerful weapons and spells without worrying about stat requirements or armor. There's no fall damage, allowing players to drop from great heights to keep moving, and spirit hawks lift them in aerial routes around the map. Running up to a spiritual spring of blue fire lets you leap upward hundreds of feet in an invigorating ascent with a heavy bass sound effect -- I breeze around the map feeling fast and powerful, a hunter in a forsaken land. But there is some part of FromSoftware's spirit that's lost in Nightreign: that feeling of being dwarfed by an alien world that slowly unfolds its mysterious history as you cut your way through its cursed remains. Instead, Nightreign leans heavily on the mystique and lore built up in Elden Ring, presenting a mirror version of that well-known setting with its own limited mythology that can be revealed with optional missions. But you can just stick with the gameplay loop, and many will, turning Nightreign into a greatest hits album of fun FromSoftware moments that doesn't introduce too much that's new -- beyond designing the game around persistent squad multiplayer. Screenshot by David Lumb/CNET And the multiplayer is a joy, despite rough edges that, in true FromSoftware fashion, are unexplained or buggy in ways that the community will likely fondly rehabilitate as part of the game's charm. For instance, the game requires a lot of ascending big plateaus by hopping up misshapen steps with erratically successful ledge grabs. It's minorly frustrating, but does ratchet up the tension when you're trying to escape death or rush to a teammate's aid -- and much like the rest of FromSoftware's games, Nightreign is so tightly polished elsewhere that this slight jank, or other aspects like it, is tolerated and treated as part of its difficulty and flavor. Which is all to say that, for $40, Nightreign delivers on its vision of concentrated, easily repeatable FromSoftware action that's sure to hook the studio's die-hard fans and potentially lure other difficulty junkies who prefer quick multiplayer romps to lore-heavy solo adventures. With rogue-like novelty that rewards replaying, there's a decent blend of familiar elements and shifting map factors for fans of FromSoftware's tough gameplay to get their fix without needing to replay games they know so well. Fans of the longevity of Elden Ring and its DLC Shadows of the Erdtree should be cautioned: On top of a more narrow appeal than prior FromSoftware games, players will vary in how much replay value they'll get out of Nightreign, since there's currently only one map and a finite number of end-run bosses to tackle. The eight character classes, called Nightfarers, have varying complexity in their ability mechanics and will take players a while to master, but they'll likely spend most of their time attacking with weapons and dodging enemy blows, as in Elden Ring. There are plenty of randomized factors that mix up a run, from shifting terrain opening up new areas to "invasions" of powerful enemy computer-controlled Nightfarers. But in the 20 hours it took me to beat half the end-run bosses and kill the final boss, the single map became such a known entity that I stopped paying attention to it as anything but a race course to speed over on the way to my next task. Screenshot by David Lumb/CNET Where Elden Ring Nightreign triumphs and falters As a FromSoftware fan who can muck his way through its games in ways that nobody would describe as "dominant," Nightreign is something of a relief, as my two permanent teammates can help a lot in distracting bosses and picking me up when I make mistakes. Thanks to previewing the game earlier this year, I hit the ground running, pairing up with CNET teammates to try taking on big bosses -- and failing. But after pairing up with a very skilled Bandai Namco employee (one of many who volunteered to help reviewers like me take on bosses and finish the game), we took down some of the biggest and baddest Nightreign has to offer. There's no mistaking that I was carried by more skilled teammates, and that has me concerned for a bit of the game's flow and player skill growth. While I was used to cautiously and slowly going through FromSoftware games, my more skilled teammates flung us outbound on a speedy tour of the map zones we needed to hit to get as strong as we could. When I fell, they tanked bosses and dodged attacks to revive me. When the map's Shifting Earth conditions led to a new area, my expert teammate took us to the exact right spot to take full advantage of it -- something that might have taken plenty more runs to figure out on my own. I certainly improved over time, but it was all during rounds -- in the Roundtable hub, players return to between missions, a Sparring Grounds area lets you try out each of the eight total (six starting, two unlockable) Nightfarers' regular and ultimate skills, along with every weapon in the game. But it's a far cry from the game's high-pressure situations of boss events, enemy groups and more. Players will improve only by trial and error in the field, sometimes letting down their teammates in the process. Screenshot by David Lumb/CNET Yet, when you and your team are firing on all cylinders, there's no thrill like eking out a win over a monstrous boss. After killing a trio of end-run bosses, another reviewer, Bandai Namco employee Micah (team Cat Password all the way) and I locked in to beat the game's final boss. Shouting out congratulations over team chat, my body shaking with adrenaline, I felt like I'd completed a gaming feat -- something not unknown to many Elden Ring players after surmounting one of that game's many challenging bosses. I felt accomplished. I wanted to tell everyone, and when the game comes out, bring my friends in to play Nightreign with them, guiding as I was guided. But would I recommend my FromSoftware newcomer friends to play? Bandai Namco Who is Elden Ring Nightreign for? The more I thought about it, the more I felt my dozens of hours in Elden Ring were essential to starting Nightreign strong -- and even then, it took 20 hours in Nightreign to feel like I'd gotten a good handle on the best way to play. Knowing Elden Ring's massive arsenal of weapons and spells felt essential to picking up Nightreign and immediately having fun. New players who don't have baked-in knowledge of Elden Ring or the combat flow of FromSoftware games will probably be left in the cold. Aside from a tutorial section teaching players basic mechanics, Nightreign lacks the carefully crafted early sections of the studio's other games -- it quite literally drops players into the map for a run and tells them to get killing. The virtue of FromSoftware's single-player adventures' difficulties is that players could approach them at their own pace; in Nightreign, they must rapidly adapt to the studio's particular flavor of tough combat while also figuring out a largely unexplained world. The studio's famed minimalist storytelling will likely do a disservice to new players who die too quickly to learn. Whether they continue with the game after a humiliating defeat is, indeed, the classic trial that every FromSoftware player faces. But it sure seems like new players have a high hill to climb picking up on the game's subtly conveyed details -- map flow, enemy camps, bosses, weapons, churches, strategies -- while also figuring out how to play Soulslikes from scratch. And yet, Nightreign is so unlike every other game out there that its sheer novelty may be enough to tempt FromSoftware veterans and newcomers alike. It's polished, is easy to get into the action and has a very high skill ceiling. If players stick through its lack of direction and difficulty, they'll find a multiplayer game that feels rewarding to win in a way few other games are. And when they lose, they may find themselves like I did -- nursing annoyance that they fumbled but eager to drop in one more time with their trusted squad. Elden Ring Nightreign launches on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.
Yahoo
5 hours ago
- Yahoo
Elden Ring Nightreign Review
Elden Ring Nightreign is a weird one. It takes the foundation of one of the best open-world RPGs of a generation and turns it into not just a roguelite where death is even more of a big deal, but a three-person, co-op-focused roguelite. And in many ways, that strange experimental concoction is a success. Under the right conditions, Nightreign's 45-ish minute runs are positively thrilling. They are packed with surprising encounters, challenging decisions, satisfying opportunities for teamwork, and some of the best boss battles FromSoftware has ever come up with – and that's a very high bar. The big problem, however, is that those right conditions are far more difficult to create than they should be. You really need to have a consistent squad of similarly skilled players that are able to devote hours at a time in order to see what makes Nightreign special – and when you don't, the flaws of its design are magnified tenfold. There is excellence in this Elden Ring spin off, but it's excellence that is just a little bit tarnished. 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 understand why, we first need to go over what Nightreign even is. On a very basic level, this is a roguelite that takes place on an island called Limveld, which is kind of like a melting pot of Elden Ring's environments, enemies, bosses, and structures. The general flow of a run is split up into a three-day cycle: On days one and two, it's all about farming gear, defeating bosses, and leveling up so that you're as prepared as possible when you face off against one of the eight extremely difficult Nightlord bosses on day three. It's a great formula, and while you might think that the mostly static map would get old after a while, there's a good amount of procedural generation every run that mixes up the locations of every point of interest, requiring you to plan out a unique route on each new attempt. On top of that, there are also random events like boss raids, summoning portals, and other occurrences that inject a heavy level of chaos every once in a while. Efficiency is key because you are on a very strict time limit, with a battle royale-esque circle that constricts at set points throughout the day, eventually shrinking to the size of a small battlefield and setting the stage for the boss battle that ends the night. It is immediately obvious that Nightreign was designed with a three-player squad in mind. Enemy encampments that don't require you to fight a single boss will instead have you spread out to takedown three tough enemies; basic encounters against five or more enemies that would be trivial with three players become costly time wasters when you're on your own; and the new Nightlord bosses all seem explicitly designed with having allies in mind, and I'm not sure how I'd approach several of them by myself. Nightreign at least scales up your damage when you're alone, but it doesn't change any of these fundamental design decisions in any way that would make solo play more reasonable. But the biggest issue is that co-op partners are able to revive each other when someone goes down, but you've only got one life to live when you're on your own. That's generally the case in roguelites, but usually there's some sort of safety net that you can fall back on. For example: Hades has Death Defiances, and part of the progression of that game allows you to work toward unlocking more of them with every run; Returnal has artifacts you can find that give you extra lives, rewarding you for being more thorough in your exploration; Spelunky has shortcuts that allow you to skip the early stages and get practice on the enemies, traps, and bosses you only have limited experience with. What We Said About Elden Ring: Shadow of the Erdtree FromSoftware says Shadow of the Erdtree is the only expansion Elden Ring will get, so it's fortunate that it's hard to imagine a better DLC than this – as long as you're not hoping for it to do anything radically outside the box. Everything I loved about the original has been condensed into an incredibly tight package – one that's the size of many standalone games all on its own, and can only be considered 'small' in comparison to the absolutely massive world of Elden Ring itself. Erdtree's absolutely jam-packed with secrets, valuable treasures, challenging boss battles, and horrific monstrosities to face off against, as well as cool new weapons, spells, Ashes of War, Spirit Ashes, talismans, and more to play around with and use to find even more novel ways to tackle its memorably brutal battles. Add on some very interesting lore revelations, not to mention the same spectacular visual design and stellar music that accompanies its larger-than-life bosses, and you've got what is certainly one of the best DLC expansions I've ever played. – Mitchell Saltzman, June 25, 2024 Read the full Elden Ring: Shadow of the Erdtree Review The list goes on and on, but Nightreign has virtually nothing to make up for the fact that solo players lose access to that crucial revival option. There is an item that will resurrect you once with half of your life, but it's limited to the highest rarity tier, meaning you have to choose it over a legendary weapon if one does appear as a reward – similarly, you may find them in a shop, but they cost a substantial amount of runes that you could instead use to level up. Either way, it's just not a solution that makes up for the crippling detriment of not having someone to revive you if you go down. None of this is to say that solo play is outright impossible, and I have had a few successful runs on my own. Just that the balancing of solo play feels like a job half finished, and as a result, the frustration of playing alone wasn't worth the triumph for me to have any desire to play more without a squad. It Takes Three Nightreign's saving grace is that when you do have a squad of three people who all know what they're doing, communicate well, and are generally pretty skilled at Elden Ring, it really is a lot of fun. The central idea of taking an entire game's worth of progression and condensing it into a 40-minute run is a strong one. Going from cutting down rats with a basic weapon to culling Elden Ring's most fearsome bosses with a badass armament that you may or may not have gotten to use in the main game is one of the coolest and most satisfying parts. It's 80+ hours of character growth condensed into less than an hour and shot straight into your into a run the first couple of times is certainly overwhelming, mostly because of the amount of information on the minimap you have to process, but at least FromSoft keeps the inventory and stat management very simple. Level ups are automatic, letting you press a button at a Site of Grace to automatically level your class's preferred stats. And as far as weapon stats go, all you have to worry about here is the damage number, the elemental affinity, the passive bonus you get simply for having the weapon in your inventory, and the weapon skill that comes along with it. This meant when I had a choice between three rewards, I was able to very quickly make a judgment on what I needed at that moment and continue on my way. Eventually, I started to understand what rewards were offered at which camps, which ones were quick and could be cleared before the circle closed in, which ones I should only do if I had a lot of extra time, what level I should attempt certain roaming bosses, and which bosses I should absolutely avoid unless my team was really confident in our builds. Exploring these areas can be more frustrating than it needs to be thanks to a new wall climbing ability that feels straight up bad, especially when it takes three attempts to jump over what looks like it should be an easily scalable wall as you're trying to escape the encroaching circle. But learning the ins and outs of the map helped my efficiency and led to a very satisfying feeling of skill progression that wasn't tied to the actual progression system that offers persistent improvements between attempts. That system is tied to relics that can be won after completing a run. Whether you win or lose, you still get relics, but the better you perform, the better the quality and quantity of relics you earn. These can be equipped before a run and impart stat bonuses, starting skills or elemental affinities for your initial weapon, buffs for performing certain actions, and in some cases, they can even improve the skills of a specific class. When you're just starting out, these bonuses are hardly noticeable and too random to really make any sort of compelling build from. Eventually though, with enough runs under your belt, you'll get some powerful relics that can really start to have an effect on your power level in a run. That said, there really should be more of an element of choice with regards to the meta progression, or at least a way to control some of the randomness. There are a small selection of relics that you can buy at the Jar Shop inside your base before runs, and there are set relic rewards for beating Nightlord bosses and completing class-specific objectives called remembrances – but other than that, you're completely at the mercy of the RNG gods when it comes to what relics you get. It can be really annoying when you're looking to strengthen your preferred class and you keep getting relics that don't do anything for you. Select Your Nightfarer One of the biggest departures compared to what we're used to from Elden Ring is that the classes are now actual classes, with unique skills and gameplay styles as opposed to soft classes that just determine your starting stats and weapons. They're called Nightfarers, and the eight options are varied and well defined, with even the more basic archetypes having some interesting twists to them. The Wylder, for instance, is the general jack of all trades, but also has access to a nifty grappling hook that can be used to pull weak enemies towards you, zip you toward larger enemies, or simply zoom you around the field at high speeds if you aim it at the ground. In addition to the basic fighter, mage, and ranger archetypes, you also have a few completely unique choices that don't fit into any pre-existing mold. One of the most interesting classes is the Executor, whose main skill has you pulling out a unique sword with a Sekiro-like parrying mechanic tied to it. Basically, by blocking attacks with proper timing, you completely negate damage, don't lose any stamina, and reduce the enemy's own stamina, potentially opening them up for a critical hit. It's a very risky class, especially in a game where missing a parry can mean almost certain death, and it feels like the offensive power of the Sekiro sword is too weak to justify the risk of the parries, but I appreciate this inclusion nonetheless as both a nod to Sekiro, and as a completely different way to approach combat. As mentioned, each of the classes has a remembrance tied to them, which is essentially a collection of journal entries that chronicle the story of how they wound up in Limveld and their purpose for being there. It's a far cry from the rich lore that we're used to in FromSoft games, but at least each remembrance has a handful of playable chapters that have you completing specific objectives in order to earn powerful relics, as well as a healthy amount of runes to help you level up during the actual run itself. Almost all of Nightreign is made up of existing Elden Ring parts, but there are a few surprise bosses that are pulled from the Dark Souls series as well. But the eight Nightlords are brand new, and hoo boy, they're almost all unlike any boss FromSoft has designed before. Many of them are clearly inspired by MMO boss battles, with a number of party-wiping attacks that must be stopped or interrupted before they get a chance to finish their preparation. Others are designed to split the party up into roles to either hold aggro or press the assault, and some are just designed to be all out wars against absurdly aggressive foes. They're almost all bangers, with only one of them being a dud due to the best strategy simply being hanging back and pelting them with arrows for what felt like an hour. Still, seven out of eight is pretty great, especially when those seven are among the very best FromSoftware has ever crafted, with excellent accompanying soundtracks to match. I don't want to spoil them too much, but the fight against the Fissure in the Fog boss in particular is so good it gave me goosebumps all throughout. But the creativity of those bosses once again shines a light on the eldritch elephant in the room: they only really work with a team, and by far the two biggest issues facing Nightreign right now are, one, the shocking lack of crossplay and two, the absence of a duos playlist (you will be forced to fill the third player with matchmaking). It is simply a lot to ask of a group of three people who all must have purchased the $40 game, play on the same platform, be of a similarly matched skill to be able to handle the extreme challenge of the day 3 bosses, have the time to devote at least 45 minutes per run, and also can all agree on fighting the same boss that they may or may not all need to beat for their own individual progression. There is a decent pinging system that at least makes it possible for light communication with a group of randos, but there's no built-in voice chat, which makes nuance like trying to communicate that your group should hit the basement of the castle instead of the front or side entrance virtually impossible. It's just a night and day difference when you're able to group up with a squad that communicates well and knows what they're doing versus when you've got one that doesn't listen to you or just constantly makes bad decisions, especially with no way to vote to cancel or quit out of a run without a penalty. That makes the prospect of random matchmaking on the live servers pretty unappealing.