
Mafia: The Old Country was inspired by The Godfather and Sicilian knife fights
Table of Contents
Table of Contents The passage of time Knives out
During PAX East 2025, 2K revealed its latest trailer for Mafia: The Old Country. The latest entry in the long-running crime series will deliver familiar mob action that fans have come to expect, but it's bringing one big change too. Rather than taking place in America, players will now get to run wild in Sicily.
Shortly after the trailer was revealed, Digital Trends sat down with members of the Mafia development team to chat about the latest installment. The team tells us why it decided to take the series to Italy and revealed how the Sicilian setting changed the game. One big impact that the shift had? Knife fighting. Lots of knife fighting.
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The passage of time
The Mafia series has a long history of putting players in the cement shoes of various mobsters from the 20th century. The majority of its installments up until now take place all throughout America, primarily on the East Coast. That's all while telling a compelling story with characters to which players typically get attached. Mafia: The Old Country is looking to shake things up. Game director Alex Cox had a simple elevator pitch for the latest entry.
'The way we described this from the very beginning was Mafia meets The Godfather in 1900s Sicily,' Cox tells Digital Trends. 'That's the internal phrase we used when talking to other developers, because it gives you a really clear image in your head of what the game is immediately.'
Nick Baynes, studio president at Hangar 13, reassures fans that it will be a 'classic Mafia mob story.' The only difference is that it'll take place in a 'brand new, beautiful location.' One of the many things that has Baynes excited is that it's a prequel to the other installments. That's because he sees it as 'a great jumping on point' for new players.
Both setting and time are crucial to The Old Country. Since it'll be taking place in the early 1900s, players will see the transition from one era to another. That's by design, because the passage of time plays a major thematic role in the story.
'It's a period of change in Sicily,' Cox says. 'There's a big number of Sicilians at that time who started to emigrate to America. That's something we've tried to reflect on through the whole creative development from the story and mechanics as well.'
Baynes says that players will begin to notice this as they play through the game. He points to the world's streets as an example, explaining how players will quickly notice how some roads in-game are better suited for horse travel while others are clearly made with vehicles in mind. As they progress further into the story, players will begin to see horse roads slowly being phased out in favor of ones built for cars.
Knives out
The team really wanted to focus on combat this time around, making it feel more dangerous. Every bullet counts, which is why the devs implemented a looting feature that players can perform after combat. Ammo preservation is paramount, so some dirty scavenging is required to stay alive. Players won't just mow down rivals in shootouts, though. Knives play an important role in combat this time, as blades come with distinct abilities. The addition of knife dueling isn't just a twist for the sake of change; it ties back into the story and setting.
'Sicily has a knife-fighting tradition, and it's something we felt was quite iconic for the idea of Sicilian gangsters,' Cox says. '[Knife Dueling] is a special gameplay mode, where certain characters will appear as bosses, and you have to fight them to death with your knife.'
This is probably the only time we visit a location like this in the Mafia series.
Getting this right was so important that the team sent a few members to Sicily to meet those who make traditional Sicilian knives and watch how these knife fights would play out in real life. It wasn't just a cool field trip for the team, but important research to make sure that the combat felt as accurate to its inspiration as possible. That bleeds into a larger theme with The Old Country, as Italian authenticity was the goal. The team wanted to ensure that players got a unique cultural experience while still staying true to the Mafia identity.
''How is it different to play in Sicily?' It's the knives, the location. We're having combat in Greek ruins and in catacombs under the ground. Locations that are very distinctive to Sicily. We have horse chases [where you] jump onto cars.'
It was essential to create this sense of adventure because it may be one of a kind. 'This is probably the only time we visit a location like this in the Mafia series,' Cox says. Since The Old Country isn't in an urban environment like previous titles, it allowed the team to 'go heavy' when it came to leaning into the 'thrilling adventure vibe.'
The team is putting in a lot of work to ensure that Mafia: The Old Country respects Sicilian culture while still creating something that fits in the Mafia universe. You can see all of this for yourself in the new trailer, which features glimpses of knife fights and the new setting. Even if you're a Mafia newcomer, The Old Country seems like it will be a strong starting point that functions both as an entry to the series and a portal to another era.
Mafia: The Old Country launches on August 8 for PC, PlayStation 5, and Xbox Series X/S.
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New York Times
2 days ago
- New York Times
Champions League final Q&A with Michael Cox and James Horncastle: Where will PSG-Inter be won and lost?
Earlier today, The Athletic's tactics writer Michael Cox and Italian football correspondent James Horncastle answered your questions on Saturday's Champions League final between Paris Saint-Germain and Inter. From where they think the battle to be crowned European champions will be won and lost to Inter playing in their yellow third kit, these are some of their favourite questions — and their answers. Charlie S. asked: 'What are your predictions for Saturday's final?' Cox: Paris Saint-Germain should dominate possession but I'm going to go 2-1 to Inter. I think Federico Dimarco flying into the space vacated by Achraf Hakimi could be crucial, and I'm also not sure if PSG will cope against a strike duo — Lautaro Martinez getting space on the outside of Marquinhos could be dangerous. Advertisement Horncastle: Inter know Khvicha Kvaratskhelia from his Napoli days. Hakimi is their former team-mate at San Siro. Though how much of an advantage this constitutes remains to be seen. Pundits continue to point out Inter's age as a reason for them to fade but they scored late to win in Munich against Bayern (in the quarter-finals) and I shouldn't need to remind you of 37-year-old Francesco Acerbi's goal to force extra time against Barcelona (in the semis) — 3-2, Inter. Nat C. asked: 'How could this define (Inter coach Simone) Inzaghi's future? Is a win or a loss more likely to see him move on? Is there any chance of a link-up between an underappreciated manager (Inzaghi) and an underappreciated club (Tottenham)?!' Horncastle: I mean no disrespect to Tottenham, but I feel Inzaghi is a tier above them now. Fabio Paratici's friendship with him would have helped their cause. Other top jobs in England aren't available at the moment. The same can be said of Spain. I think he stays. Girmachew K. asked: 'Will PSG's counter-movement cause Inter's centre-backs to be conservative and not follow players deep?' Cox: Good question. 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I think he's good enough that it's probably worth the risk, especially in the five-subs era (Atletico Madrid starting a 10-per-cent-fit Diego Costa in the 2014 final turned out disastrously, but there's probably not that danger this time). Advertisement I must say I prefer him over Bisseck, who has quality but does seem to switch off a bit. Horncastle: Pavard has an extraordinary record in the Champions League. He has won a staggering percentage of his games. That said, he was also the player who allowed Atletico back into the tie in last year's round-of-16 defeat. Chris S. asked: 'How have Inter made themselves competitive in Europe despite having a lower budget and a significantly more aged squad than many of their rivals? I can't quantify this but they feel like a more traditional throwback to Inter's 1990s team with twin strikers, and I feel many clubs just don't know how to combat this dual threat with modern tactics.' Horncastle: It comes down to the winning mentality instilled by Antonio Conte (when he was Inter coach from 2019-21), the culture within the club established by their president Beppe Marotta (same foundations as Juventus), Italy's ability to produce and export the very best coaches, an Italian core who understand what it means to play for and represent Inter, and some smart recruitment. Paul S. asked: 'Is it a coin-toss over their clashing kits or a more intricate process? (And why yellow for Inter?)' Cox: Usually it's decided by a draw for the semis, where we get to see whether it's semi-finalist one versus semi-finalist two or semi-finalist two versus semi-finalist one in the final. But the draw(s) were confusing this time around, so I can't remember it happening. It presumably happened when they did the draw for the whole bracket at the beginning? I agree that yellow seems an odd choice. I quite like Inter in white. Anonymous U. asked: 'Are there any players from Serie A this season that you think would've taken this Inter side to the next level, and maybe even allowed them to pip Napoli to the title?' Horncastle: I think Inter are/were fine as they are/were. They came up short, IMHO, because they tried to win every competition — unlike Napoli, who tried to win one. Much of the criticism throughout the season related to Inter's squad depth, even though that came good in the Champions League's quarter-finals and semi-finals. Mehdi Taremi, for instance, has — for the most part — not been what Romelu Lukaku was, or Edin Dzeko, when they got to the competition's final two years ago. Lawrence S. asked: 'I've really enjoyed PSG's full-backs this season. Rather than the slightly boring Pep Guardiola-style inverted full-backs, where there is so much focus on control, they are far more attacking and seem to have a lot of freedom. But given how impressive Denzel Dumfries has been for Inter in the Champions League this year, do you think Nuno Mendes will rein it in at all in the final?' Cox: I completely agree with this. They've been excellent. My feeling here is that Mendes might stay a little deeper, not necessarily to rein it in — but because he might then invite Dumfries up to press, and that will give Kvaratskhelia more one-on-one situations against one of Pavard (not 100 per cent fit), Bisseck (not 100 per cent fit and also error-prone), Stefen de Vrij (slow) or Matteo Darmian (OK, he's fine, but it's still a one-on-one situation he wouldn't relish). Advertisement I also think the situation on the opposite flank is interesting. Hakimi ends up in such central, attacking positions and can vacate his zone quite a lot, and while Dumfries has had a great Champions League campaign, I actually think the timing of Dimarco's runs is even better, and he could be the game's key player. Tommaso B. asked: 'Hi, James. Win or lose, how much do you think there will be evolution or revolution at Inter this summer? Can see Inzaghi moving on and several older players leaving.' Horncastle: Hi, Tommaso. Your answer is partly in my piece today. New ownership means the club are on a sounder financial footing and can invest in infrastructure. That means upgrading training facilities and empowering youth development. As Marotta says in that article, the objective this summer is to rejuvenate the squad while maintaining competitiveness. Nick G. asked: With PSG arriving at this final (somewhat) early in the Luis Enrique project, how much of a must-win does this final represent for their owners at QSI (Qatar Sports Investments)? On the other hand, with the age profile of Inzaghi's side, do Inter feel this is 'the' moment to win for this group? Cox: I completely agree with the second part here. This Inter side do feel — as Italian teams who reach this stage of the Champions League often do — quite elderly and maybe in need of reinforcements if they're to stay at this level. The fact they could take Hakimi from them (in 2021) shows, I think, that PSG are clearly ahead of Inter in the grand scheme of things, even if the current vibe is that they don't need big signings. There's always speculation about players such as Nicolo Barella, and even Inzaghi himself, moving on. Personally, I think Inter need to take this opportunity. I'd back PSG to be back at this stage over the next couple of years whereas, to me, it feels like Inter are constantly punching above their weight. In fairness, I thought this about Diego Simeone's Atletico a decade ago and they're still consistently in-and-around the competition's latter stages. Although they really did need to win one of those two finals in 2014 and 2016, looking back, so maybe the same is true for Inter now (after losing to Manchester City in 2023). (Top photos of Dembele, left, and Lautaro: Getty Images)
Yahoo
4 days ago
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With iOS 19 on the way, Apple looks toward mobile gaming
With Apple's flagship Worldwide Developers Conference (WWDC) event a few weeks away, the company is signaling that it's paying attention to the opportunity of mobile gaming. Apple already has a subscription-based Arcade product for iOS, which gives users access to various mobile games, including cult-classic indie games like Stardew Valley. But per a Digital Trends report, the company is taking things a step further by acquiring its first game studio, RAC7, which makes the hit Apple Arcade game Sneaky Sasquatch. Apple joins some other seemingly unlikely suspects in their investment in mobile gaming -- Netflix, for example, acquired several gaming studios after launching Netflix Games in 2021, which makes cloud mobile gaming available to Netflix subscribers. Meanwhile, Bloomberg confirmed a 9to5Mac report that Apple is developing a dedicated gaming app for iOS 19. The app will reportedly replace the Game Center app and integrate with Apple Arcade to host features like gaming leaderboards, recommendations, challenges, and social features. The new app could also integrate into iMessage or FaceTime to facilitate remote multiplayer gaming. Apple's additional investment in mobile gaming comes at a time when cloud gaming -- which allows users to stream games to their devices without downloading massive files -- is on the rise. Microsoft has been a leader in this shift with its Xbox Cloud Gaming offerings. Sign in to access your portfolio


Digital Trends
4 days ago
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Elden Ring: Nightreign review: it's worth fighting through matchmaking hell
Elden Ring: Nightreign MSRP $40.00 Score Details 'Elden Ring: Nightreign is a thrilling co-op game kneecapped by archaic online integration.' Pros Smart roguelike loop Strategic teamwork Memorable weapons Exciting new bosses Cons Poor onboarding Inconsistent performance Archaic matchmaking 'Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.' Recommended Videos Ever since 2009's Demon's Souls kicked off a new subgenre of action game, FromSoftware has repeatedly put players in the fights of their lives against hard-hitting bosses. With Elden Ring: Nightreign, it's now giving fans their fiercest opponent yet: online matchmaking. Ah, what a fearsome devil it is! How many wars have been lost over the years due to long queues that stall the flow of reinforcements? How many demons have been allowed to run roughshod over an unprotected world as brave heroes struggle to figure out whether or not they can pair up together on different consoles? It is a silent killer that now looms large over The Lands Between, threatening to keep its potential heroes locked in a crypt, far away from the thrills and splendor of the world above. If you can climb out of that darkness, overcoming convoluted matchmaking and inconsistent performance, there's an exciting multiplayer game waiting at the surface. Elden Ring: Nightreign's highs make it worth fighting through the lows, but I couldn't blame any warrior who would rather just sit the battle out until it gets some much needed improvements. Putting a run together Built as a way to capitalize on the success of 2022's Elden Ring without committing to a full sequel, Nightreign puts a clever co-op spin on the open-world game by turning it into a roguelike. It's a smart remix that gets more use out of existing assets while inventing a replayable multiplayer game with unexpected strategic depth despite its RPG hooks being much more streamlined than a standard Soulslike. Fully finding that hook takes a lot of effort, but it pays off for those patient enough to push through its most obvious flaws. Don't ask me what the story here is about. I know that it's my job to tell you that, but I just don't have the answer for you. FromSoftware's games are infamous for their cryptic stories that dole out layers of lore, but Nightreign is especially obtuse with its sea of proper nouns that do little to actually deepen the world of Elden Ring. Oh, you want to know all the juicy details about the Nightfarers and their quest to defeat the Nightlords while avoiding the Night's Tide? That's all spooky set dressing to explain why players need to vanquish eight bosses quickly as a shrinking circle of flames closes in on them, Fortnite-style. I'll leave it to the lore videos to try and decode every stray NPC conversation in the Roundtable Hold, but this is largely a story built to justify a gameplay scenario. It's FromSoftware letting its hair down after a decade and a half of tireless worldbuilding packed into every weapon description. What's more worth dissecting is how an actual roguelike run works. Players begin by selecting which Nightlord they're pursuing. They are then dropped into Limveld, an alternate reality take on Elden Ring's world that remixes its sights into a compact island that's dense with points of interest, loot, and bosses. A run takes place over three days. On the first and second, players explore as much of the map as possible as the circle gradually pushes them towards a final arena. Before that happens, squads have to use their time wisely to take out enemies, gain experience points, find powerful weapons, and craft a viable build before taking on a boss. If they survive the first two days, they're then teleported to a cosmic arena where they'll try to take down the boss. Though it sure looks like your average Soulslike, it's playing by a very different set of rules that might throw veterans off more than newcomers. This is a roguelike first and foremost with an emphasis on power management over RPG min-maxing and reactive skill. Leveling up, for instance, is a static process. Once I have enough runes, I simply have to run to a site of grace and spend them to have my stats automatically boosted based on the stat layout of the character I've selected. A successful run hinges on a party's ability to amass runes and upgrades by cutting through as many minibosses as possible in a day, all while stopping to grab additional flask charges from churches and uncovering other stray secrets along the way. Doing so will help them level up and stack passive upgrades that will put them in the best position possible to take down the big bads. If you can make it to the third day with your party around level 13, there's a good chance you'll win. The engaging challenge is learning how to consistently pull that off. It took me a long time to crack the code, which made for some frustrating early runs that had me swearing the entire project off. That's the way in which it's most similar to a traditional Soulslike. A total lack of coherent onboarding means that it's up to players to figure out how it all works, something that I fear may turn the all-important casual multiplayer crowd away early. But once it all clicks, Nightreign turns into an enthralling action gauntlet that rewards players who can react to the world quickly. My first success came after a three hour session with a set squad over voice chat. I had started to understand bits and pieces at that point, but this was the first time where I could craft a long-term plan with two other players who were on the same page as me. With each loss, we loaded back in and put any knowledge we'd earned to good use. We soon began starting each run by chasing down bosses and churches around the edge of the world, as those would be closed off to us first once the ring started moving. From there, our team leader would quickly pop into the map and call out a path we could follow towards the center that would let us cross through as many points of interest as possible. 'If we go this way, we can hit this boss, stop at this church, and open that evergoal in rapid succession.' An action-focused gauntlet turned into a connect-the-dots routing puzzle that tested our ability to navigate a world quickly. The excitement of a success comes from learning how to execute a reactive game plan. That format still leaves room for strong risk-reward dynamics. At one point, we came face to face with a giant centipede that we were barely denting with our attacks. We kept trying anyway, reviving one another when it would take us out in two hard hits and expending precious items like Warming Stones to keep the party's health topped off. By the time we got it's health down to half way, we noticed that the circle was coming. We were left with a choice: Do we stay and finish it off or cut our losses and spend our time getting easy wins elsewhere? In this case, we stood our ground and unleashed all of our special skills. It went down just as the fire came in and we reaped our rewards behind the damaging wall before dashing out and continuing on. It was a pure thrill built solely around time management rather than pinpoint parrying. That's bound to trip up the 'get good' crowd who enjoy Souls games for the skill; slowly grinding down every hard boss with careful evasion is a death sentence. Nightreign flexes entirely different muscles, testing how well players can build and push their momentum. That means that some runs can be overly fragile, as a party that can't amass some level ups early will be stuck in a power deficit that's hard to climb out of. But the excitement of a success comes from learning how to execute a reactive game plan that ends with a Nightlord corpse rotting in the sand. Elden remix To pull this all off only three years after Elden Ring's release, FromSoftware carefully threads new ideas into existing assets and systems from the base game. Limveld is an amalgamation of different points of interest from The Lands Between, dotted with familiar churches, mines, and castles. I fight a rogue's gallery of Elden Ring enemies from the Bell Bearing Hunter to Margit, and even some stray Dark Souls bosses. Sites of grace, wandering vendors, armament upgrading, and more are accounted for in more compact forms. It feels like a well-designed fan mod built from a creative suite, one that turns the movement speed up and turns off fall damage. All of the sticky enjoyment of putting together a build in Dead Cells carries over to the Elden Ring formula quite well. It's the way that those familiar elements are remixed with new ones that makes the approach work. Take its character progression, for instance. Rather than selecting a class that I'll build on with tiny changes, I pick a specific hero at the start of every run that has two special abilities and a passive perk. The Guardian is a giant bird who starts with a halberd, has access to a powerful slam attack, and has a stat distribution built around HP and stamina. The Ironeye, on the other hand, is a weak archer who can pick enemies off from afar with unlimited shots. Each can still be built up through a run, equipping any weapon and perk, but it makes Elden Ring feel more like a hero shooter. Team composition becomes paramount when trying to figure out the best way to approach a boss. Combat remains mostly unchanged from Elden Ring, though boss fights tend to go by much quicker with three people. I still need to dodge roll or parry to avoid familiar attack patterns. What's different is that weapon perks play a much bigger role in battle now. Rare and legendary gear can turn regular old swords from the base game into electrified blades that call forth lightning bolts. My best run had me wielding a flaming whip that could summon a pool of lava around enemies when I had enough FP. I tried to shape any passive perks I grabbed around that, nabbing a relic that would let me recover magic on successive attacks. All of the sticky enjoyment of putting together a build in Dead Cells carries over to the Elden Ring formula quite well. The roguelike format isn't always a clean fit for FromSoftware's usual design philosophy, though. There's a small bit of permanent progression in the form of relics, which add passive perks onto character classes. These are earned after runs and give players perks like 'Attack +1' that are often imperceptible in practice. Elden Ring's 'die and try again' loop can be tricky too, as falling to a boss means restarting a run that can take a good 30 minutes just to see more of its attack patterns. That's par for the course for any roguelike, but it can feel especially punishing when coming up against FromSoftware's brand of tricky attacks that are meant to be studied over multiple attempts. At least the Nightlords aren't your typical, predictable bosses. FromSoftware takes the unique three-player setup as a chance to imagine what new tricks it can pull off. Gradius, for instance, is a three-headed dog that occasionally splits into three individual beasts. That gives the fight a unique pace, as teams need to know when to divide and conquer. It's a very different fight from Adel, an enormous hippo-dragon that tries to gobble players up with its massive jaws. That fight is more about using one player as a distraction, letting the other two stab it from behind while its mouth is hyper fixated on one meal. Dynamics like that show that there's still much more FromSoftware can do with its Souls formula, just as Elden Ring showed how a true open-world game can change how a battle plays out. Matchmaking hell There are little quirks here and there that put a dent in a fairly good idea. Trying to revive enemies by whacking them with a weapon is incredibly clumsy, for instance. Runs can be a little repetitive too, even as new bosses rear their heads and the map shifts through world events. It's also disappointing to see Elden Ring's performance issues return here. I was getting occasional frame rate choppiness even on PS5 Pro's Performance Mode, as well as texture pop-in. Even that list issue is a small problem compared to Nightreign's true weak point: its archaic online integration that makes getting into a game far more challenging than it should be. Nightreign is ideally played with a squad of three people. It can be played solo, but that experience is incredibly unpleasant. While there's some scaling meant to help solo players get by, it's not nearly helpful enough as players will be taking down multiple enemies at once, something built around the assumption that there will be three people to control a crowd. I've only toyed around with solo play a bit, but I never have even had a hope of getting through night one by myself. There's no duo option at present either, so three players is the only viable way to play right now. There are several hurdles to getting a full team together. The biggest issue is that Nightreign does not feature cross-play. Your friends will all need to get it on one platform to party up, which is absurd for a demanding multiplayer game in 2025. They'll also all need to have cleared the first boss in order to play any other expedition together. If you don't have enough friends on one platform, you can matchmake with strangers, but I'd highly advise against that option. Communication is crucial to success, as players splintering off in random directions can kill a run before it even starts. There's no way to chat with players in game; the only communication system is an insufficient ping system. Even if you want to try your luck with random players, there are still obstacles that will stretch your odds of matching up thin. You'll have to queue up for a specific expedition, meaning that there are eight separate playlists that will split the already split community at launch (you can queue up for multiple at a time, but that won't help if you're looking to do a specific boss). Even more complicated is how it all buts up against Nightreigtn's most unique feature: the Shifting Earth. After clearing the first boss, the world map will inherit one of a handful of mutations. A giant crater may open up in the middle of it, creating a vertical space that occasionally erupts like a volcano. It's a smart way to change the otherwise static map, but there's a catch as far as I understand: players with different world states can't always match together. As far as I understand, you can not match with players who have a world event active if you've yet to see that event in your own world. So if you've only had a crater in your game, you won't be able to matchmake with someone who currently has a mountain active. I think. I still don't fully get how the restriction works and it is not explained in-game as far as I can tell. Maybe none of this will be a problem once the game goes live and millions of players hop in across each platform, but it is unfathomable to me that a multiplayer game is launching with so many hoops. Even something as simple as setting a room password so friends can join is cumbersome, as I often found I'd have to cancel my matchmaking once or twice and try again to connect with friends who had the same code set. Nightreign is built to be played with a consistent group of friends who intend to tackle every mission together over voice chat. Good luck to anyone who dares to try anything else. Issues like this remind me why it took me so long to truly appreciate FromSoftware's games. Every time I review one, I feel like so much of my time gets spent breaking down unforced errors like this that carry over from game to game. Maybe they're harder to change than I think. Maybe FromSoftware feels that it doesn't need to change anything because it'll eat up awards and critical praise no matter how glaring the barriers to entry are. All I know is that a bulk of the conversations I've had with other members of the press during this review cycle has been about how bizarre the matchmaking is and how much that will hurt its chances of success. It's a boring conversation! I'd much rather be discussing the artistry on display, but Nightreign too often invites us to focus on it as a product. At least that product is engrossing when all the stars align. The constant euphoria Nightreign provides once I'm in a coordinated party is remarkable. I get the same thrill that I get when beating a hard boss in Elden Ring but magnified thanks to dozens of little decisions my team made along the way. I'm not just celebrating because I parried enough attacks, but because I had the sense to stop and kill that one stray boss even as the flames threatened to engulf me. One mistake can spoil a good run, but you can't let it stop you from pushing ahead to victory. Maybe FromSoftware understands that better than everyone, earning every pass it has received over the years. All that matters is the killing blow, and Nightreign lands that strike when it counts. Elden Ring: Nightreign was tested on PS5 Pro.