
Elden Ring Nightreign is equal parts brutal joy-ride and frustrating mess — yet I can't put it down
Platforms: PC, PS5 (reviewed), Xbox Series XPrice: $39Release Date: May 15, 2025Genre: Action RPG
Elden Ring Nightreign is one of the most-hyped experiences of the year and 2025 is already pretty stacked with some heavy-hitters. But with developer FromSoftware at the helm and Elden Ring in the name, this action RPG roguelite is already well-primed for game of the year contention.
Yet, unlike many of its predecessors, this doesn't feel like an easy shoo-in. With cooperative multiplayer the major focus in Elden Ring Nighteign, pushing to the side rich lore-seeking and deep exploration that prevailed in FromSoftware experiences past, this fresh take on the Souls formula might be a hard pill to swallow for casuals and veterans alike.
The underlying challenge remains the same. Whether you're running deep with a group of three or (God willing) solo, Elden Ring Nightreign still keeps the pressure on just like Elden Ring and Dark Souls before it, touting its own list of tough bosses, aptly coined "Night Lords."
And, instead of the Lands Between, it's Limveld you'll be surveying this time. The procedurally-generated map is ever-changing and will keep you guessing each time you drop in, but don't dilly-dally — you only have three in-game days to gear up and gain levels to take on the Night Lord that awaits.
Herein lies the major folly: the time-sink and minuscule rewards gained from each 45-minute run. Remember, base Elden Ring this is not. Whether you're an age-old Souls fan or a newcomer, Nightreign is a steep learning curve and shows how the Souls identity can't always fit every mold.
Read on for my full review to see where Elden Ring Nightreign hits all the sweet spots and where it leaves me feeling totally parched.
Without any major overarching narrative elements (that you can solve on your own or otherwise), Elden Ring Nightreign plops you into a story of survival. As already mentioned, you have just three days to suit up and attain levels to take on any of its eight Night Lords, and there's not a whole lot of time to do it.
Most of my 95+ runs tended to last anywhere from 40 to 50 minutes. How it works is you face two tough bosses at the end of each day and, provided you live long enough to make it to the third sunrise, you come face to face with an even more menacing foe that puts all others to shame.
Every run feels relatively different enough, up until around the 70-hour mark. The world of Limveld is supposedly "ever-changing," but it remains largely the same in some critical ways.
Sometimes you'll see newer night closing bosses — for instance, I only saw the Nameless King (a returning boss from Dark Souls 3) once — or you'll get varied upgrades along the way that change how you play.
It's in the Shifting Earth scenarios and random boss raids where things get interesting. These tend to follow the defeat of major Night Lords, or will spawn in randomly later into your time with Nightreign. Shifting Earths completely change the map, netting you particular rewards based on the environment.
On the other hand, those aforementioned Raids can often change the run entirely. You might be in the middle of fighting a boss or trudging through the map to get a valuable item, like an extra flask that might prove vital against a Night Lord, when, out of nowhere, Margit the Fell Omen comes in to shake things up.
On paper, this might sound like something that scratches the itch for wary challenge-seekers. In practice, though, it often gets annoying — even despite the fact that Margit is relatively easy to beat. It's just an added encumbrance on top of an overly large map and the stress of a ticking clock nipping at your nerves.
Although there might be some alternative methods for getting around the map more easily, they don't always help in the end. I found myself using jump pads (known as Spiritstreams) the most versus the Spectral Hawks. The latter were often far too much out of the way and didn't always offer me the fastest route to my objective, which made navigation largely feel tedious at times.
Much akin to the start of many a FromSoftware experience, Nightreign similarly offers players a list of characters to choose from. Except, this time your experience is largely fueled by that character's individual playstyle — meaning you don't have much of a say in that character's particular skillset.
Therefore, you're locked into one mode of play depending on the character you choose. Luckily, there's a lot to enjoy in this department. The range of eight Nightfarers includes Wylder, Executor, Iron Eyes, Revenant, Recluse, Guardian, Raider, and Duchess. Each has a Passive Ability, Character Skill, and Ultimate Art that match their playstyles.
I mostly played with Wylder and Executor, but also tried a bit of Revenant, Iron Eyes, and Recluse. Executor was one of my favorites, serving as the Nightreign-branded dex build and Sekiro insert of the bunch. He wields a trusty katana and an ultimate that allows him to turn into a monstrous beast that can do devastating damage to bosses.
With Executor, I usually ran dual katanas for that incredible bleed buildup and with Wylder, I tended to use dual greatswords. I kind of enjoy power stancing in this game (as much as I did in Elden Ring and Dark Souls 2), and it's nice that you can even use weapons you don't want to wield to your advantage.
For instance, a weapon might not be the best for a particular build, but it could have better jump attacks as a passive ability. Even just keeping this in one of your slots will be highly beneficial, and it incentivizes you to constantly pick up new gear even if the item in question doesn't match your playstyle.
Ultimate Arts can prove the end-all be-all of an entire run. You'll have to wisely choose to either save an Ultimate for picking up fallen teammates or using it against bosses, just to get a good stagger in so your friends can wail on them. It's a tough balance and cooldowns often vary, but largely depend on the amount of landed attacks you make on a foe or even a fallen comrade.
Nightfarers also have some interesting story beats to dive into. Coined "Remembrances," these side missions expound on their motives and can bring you to some interesting places, granting you new skins and even some useful Relics. These can be used to upgrade characters for every run.
Relics are a handy way to incentivize runs. Whether you die or defeat a Night Lord, you're granted a list of rewarded Relics, which can grant you a variety of different things like boosted stamina or intelligence, heightened attack power when applying poison to foes, or granting fire to a weapon when using a Character Skill.
Although these can be incredibly important in your first few hours, after a while, repeat Relics become common, and even some new ones become entirely useless. Eventually, you'll find the ones that match your mode of play and simply roll with them — and that's kind of the end of them.
Elden Ring: Nightreign is a tough game to judge. It's provided me with some of my favorite co-op gaming memories in literally decades, like the time Ryan, an industry peer, and I defeated one of the game's toughest foes with barely a sliver of health remaining after three unsuccessful attempts. But the repetitive nature of each run can lead to lengthy stretches where you feel you're going through the motions and making precious little progress. It's an experience of highs and lows, but when the final Nightlord finally fell to my volley of arrows (and the cold steel of my co-op companions), I did find myself itching for just one more run. But heed my words, don't venture into the night solo; you'll need strong partners to defeat this challenge
There's a lot to love here. As someone who has played all of FromSoftware's catalog, I was thoroughly excited to give this fresh spin a try and it's been a lot of fun, for the most part.
Despite the underlying enjoyment, there are a bevy of hindrances and the most glaring of them all is the fact that you really need a solid group of three to persist in this game. There's just no way anyone's going to run through Nightreign with just random players casually. If so, you'd have to get real lucky.
Communication is key in this game. While you can get by with simple markers and pings on the map, sitting in a voice chat makes this a total breeze. Otherwise, you can't accurately time when to use an Ultimate or specify where someone's going at a particular moment.
A major point of contention for me was picking up teammates. When another hero loses all of their health, they'll fall to the ground in a glowing purple hue and you'll have to hit them several times before they're rejuvenated. Although it might sound simple enough, it proves a little tedious given the lackluster in-game targeting and the minimal amount of stamina you have in this game.
The stamina gauge in Nightreign is a huge misstep in my opinion. It's one of the biggest problems I had in most of my runs, always running out of stamina in the worst situations — largely because bosses jump around the map so much you have to run around to catch up with them, only for your stamina bar to deplete in seconds.
It would make more sense if you didn't have to expend stamina on dashes to get to bosses or use much less stamina in boss scenarios, making Night Lord fights and even night cap bosses feel a lot less time-consuming. I feel like a good portion of the time is spent waiting for my stamina gauge to replenish and with a couple of tweaks, I feel like this could easily be amended.
And one of my biggest gripes is not being allowed to buy more items at the final night market or even sell items to get some extra runes back. It prevents you from shifting all the useless gear you've accumulated over the run.
What this game needs the most, though, is duos. I truly don't understand why a solo mode was prioritized over duos — I guess for offline players, mostly, but I see a large side of the player base running with randoms or friends, for the most part. Duos could add such an awesome dynamic to this game, and I hope FromSoftware does end up adding this mode in a future update.
I could yap all day long about this game. Elden Ring Nightreign is totally different from anything FromSoftware has done before. It fits into a whole new mold, one that gives Souls veterans a seemingly never-ending challenge that will test their skills for years to come.
But after over 70 hours of gameplay, I feel I've seen pretty much everything Nightreign has to offer, and there's little else drawing me back in. Aside from playing with other Nightfarers and running their Remembrances, there's not much else here in terms of replayability and the relics I could garner won't amount to much against what I've already got.
I'll be around helping new players take down bosses, of course, but once I've seen them through the Night Lords, I don't see much else keeping me (and others) sticking around until future DLC. And that's a real shame coming from the spinoff of an experience that heralded hundreds of hours of enjoyment.
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CNET
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- CNET
Secret Characters in Elden Ring Nightreign: How to Unlock the Revenant and Duchess
Elden Ring Nightreign's Nightfarer class design allows new players and Souls veterans alike to hop into its speedy, round-based roguelike action RPG gameplay. Key character archetypes have been boiled down into Nightfarer classes with different passive and active skills that can help you round out a strong and efficient three-player squad -- but you don't have a full roster of Nightfarers available to you when you start the game. Creating a strong team composition is just as important as speedrunning bosses and collecting runes, flasks and other upgrades during the three-day expeditions. You'll want to mix-and-match damage dealers, tanks and supporting roles while also ensuring you have melee, ranged and elemental damage options. Read more: Elden Ring Nightreign Beginner's Guide: Team Strategy, Level Goals and Survival Tips As the first wave of players come to grips with Nightreign's speed-based roguelike expeditions on May 30, they might gravitate toward more forgiving Nightfarer options, such as Wylder, Guardian and Ironeye. The six Nightfarers available to you when you first start Nightreign aren't the only player classes in the game -- you're missing the ever-deadly Duchess and the spirit-summoning doll known as the Revenant. Here's how to unlock the two secret Nightfarer classes in Elden Ring Nightreign. If you receive this relic after an expedition, you'll be able to unlock the first secret Nightfarer. Screenshot by David Lumb/CNET How to unlock the Duchess The first Nightfarer you'll have a chance to unlock is the Duchess. Once you finish your first Tricephalos expedition, you'll be rewarded with a special green relic -- the Old Pocketwatch. You don't actually have to defeat Gladius in order to obtain the relic, but you do have to complete a full run in order to claim your rewards. This relic imparts decent buffs on any Nightfarer that you're running with a dexterity-based build, but it also doubles as the key item that unlocks the first secret Elden Ring Nightreign class. Once the Old Pocketwatch is in your possession, approach the Priestess in the Roundtable Hold. Her normal dialogue options give some background on what the Nightfarers are doing here and why the fight against the Nightlord is so important. Now, she'll ask about your new relic, and present you with a choice of whether or not to hand it over to her. Even if you've slotted the Old Pocketwatch relic into your build, you have nothing to fear by handing it over to the Priestess. You'll retain the relic and it you can still equip it on any of your playable Nightfarers. When the Priestess is handed the relic, a short cutscene plays where she drops her shroud and reveals that she has been the Duchess all along. She vows to stop standing on the sidelines and join the fight, and with that you'll unlock Nightreign's seventh playable Nightfarer. The Duchess wears a Dark Souls Firekeeper mask, but her overall aesthetic is much more Bloodborne-y. Screenshot by Tyler Graham/CNET What is the Duchess' role in a team? The Duchess is a dexterous attacker who can flit in and out of battle to keep up the pressure. She doesn't have high poise, defense or health, but she can hold an enemy's attention and easily evade their attacks. The Duchess greatly benefits from weapons like fists, daggers and curved swords, though any weapons with powerful lunge attacks will feel right at home in this Nightfarer's arsenal. The Duchess' passive ability lets her expend less stamina when attacking and dodging, allowing her to stay in the battle longer before taking a tactical reprieve. Her class ability, Restage, rewinds time and inflicts additional damage against enemies who have been wounded in the past few seconds. Her ultimate ability, Finale, shrouds the Duchess and any nearby teammates from enemies during a fight, allowing the team to heal up and prepare attacks with long wind up times. The effects of Finale instantly wear off on any person who attacks an enemy (or gets hit by a stray attack themselves). After you unlock the Duchess, a new item will be available in the Jar Bazaar. Screenshot by David Lumb/CNET How to unlock the Revenant You'll need another key item in order to unlock the Revenant, the eighth and final playable Nightfarer. However, this item becomes available as soon as you unlock the Duchess -- it's nestled down toward the bottom of the Jar Bazaar. 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Screenshot by Tyler Graham/CNET The Night Idol is an easy boss fight, but there are a couple of enemies you'll have to micromanage. She has three spirit summons she fields against you: Helen, an agile page who will quickly press the attack; Frederick, a bulky cook who swings slowly but delivers devastating blows; and Sebastian, a massive skeleton who can't move but has deadly melee attacks and magic beams. Focusing on these spirit summons is imperative, because they don't come back once they're defeated. You can beat this boss with any Nightfarer, but I found it was easiest with Ironeye. You can use your bow to zone out the summons, peppering them with arrows until they fall, and then move in on the Night Idol boss using your action skills. Once the Night Idol is defeated, you'll be transported back to the Roundtable Hold and informed that you've unlocked the Revenant, the last of the Nightfarers missing from the roster. The Revenant is a doll, like Ranni the Witch. She commands spirits to enact her will. Screenshot by Tyler Graham/CNET What is the Revenant's role in a team? The Revenant is one of the more magically inclined player classes in Elden Ring Nightreign, which means that she's a high risk, high reward character to use. The Revenant has a high focus point (or mana) pool and can take advantage of sorceries and incantations alike, though her stat spread favors spells from Seals and Dragon Communions. What this character lacks in defense, though, she makes up for in utility that allows her to shift focus away from herself and her teammates. The Revenant's passive ability has a chance to spawn spirit summons of non-boss enemies that she deals final blows to. This combines well with her class ability, Summon Spirit, which allows her to call Helen, Frederick or Sebastian (the same summons from the Lost Girl boss fight) to the battlefield. The Revenant's summons add an element of chaos to Nightreign's battles, and often pull enemy aggression away from players. It's much easier to get in the thick of the fight and mete out some damage when there's a small army marching on a boss. When the fight is turning against her, the Revenant's powerful ultimate ability makes herself and her allies briefly immortal. The Immortal March ability applies to other players as well as the Revenant's spirit summons, making it a real Swiss army knife of an ability -- if you really want to squeeze the most value out of it, you can activate it when your teammates are knocked down to instantly revive them. If you've got a spirit summon active, it'll use its own ultimate ability, but it can't swing a fight nearly as well as picking up your fallen squadmates. The Revenant is fragile, but she provides more effective health to her tankier teammates -- and levels the playing field by bringing more allies into the fight. Now that you have a full stable of Nightfarers, it'll be easier than ever to take the fight to the Nightlord. If you're still having trouble with Elden Ring Nightreign's first set of expeditions, follow these beginner tips and make sure you're utilizing all of the advantages from the game's meta-progression systems. Elden Ring Nightreign launched on May 30 for PC, PS5, PS4, Xbox Series X, Series S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.


CNET
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Elden Ring Nightreign Director Interview: He Solo'd Every Boss and So Can You
Elden Ring launched in 2022 to great acclaim as the culmination of director Hidetaka Miyazaki's successes with the Dark Souls and Bloodborne series of games. When calls went out in studio FromSoftware to explore more modest spinoff projects, Elden Ring combat director Junya Ishizaki raised his hand -- and proceeded to direct the just-released Elden Ring Nightreign, the multiplayer-only spinoff game. Nightreign is an ambitious attempt to distill the Elden Ring experience into under-an-hour repeatable runs killing enemies and mini-bosses before taking on a unique and deadly Nightlord main boss. Faster, meaner and in some ways tougher than the game it originates from, Nightreign is FromSoftware's expedition into multiplayer. And while it inherits a lot from Elden Ring, the studio's next game was developed to scratch a very different player itch -- a co-op pressure cooker to produce the highest and lowest moments that Souls games are known for. 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Building on these RPG systems and growing your character was definitely an element of Elden Ring that we wanted to keep and transfer into Nightreign. I think in terms of, not what what we cut because boss battles are still a large part of Elden Ring, but more as a good focus point on where we had to deliver something new for Nightreign -- we wanted these large-scale boss battles to feel really epic and really unique to this game. DL: What's it like to tweak the difficulty in a FromSoftware game, especially one built upon Elden Ring's specific challenge level from the lethality of everyday enemies to the biggest bosses? JI: These challenging elements to our games are always under scrutiny and that we're always looking at closely. We felt like we needed to step back and review that process for difficulty balancing with Nightreign in particular … being a multiplayer-focused title, the player is constantly evolving and changing their power level on the fly during any one session. So you really need to focus on what that power curve and that difficulty curve looked like within each session quite closely. Of course, as I say, we do look at this approach carefully from title to title. It's not just an all-in, make-it-hard approach. That said, Elden Ring, we did go too far in some areas and I feel we didn't go far enough in other areas. So we're always learning from our projects and past experiences, trying to create a game that feels fair and satisfying and gives you a feeling of accomplishment when you do overcome these challenges. DL: Hold on -- I think everyone would like to know your opinion on which bosses in Elden Ring went too far and which didn't go far enough! JI: This is not necessarily related to the difficulty specifically, but I think in terms of the battle system with Elden Ring -- which is something I was quite involved in the development of that game -- where the player feels too pressured or too restricted in what they can do within that framework and that setting, I feel like that created a lot of the feeling of difficulty for a lot of players. That is somewhere that we felt we were able to release the valve a little bit with Nightreign and allow for more player freedom and to have a more liberating experience. So with Nightreign, I think really leaning into something new was at the heart of this game, even though we're using Elden Ring as a base, that really gave us a lot of room to explore these battle systems and explore how the player traverses the world. Really really lean into creating a fresh experience there that doesn't feel like it's too tied to the original game in that sense. Screenshot by David Lumb/CNET DL: Speaking of traversal, I can't be the only one who's wondered this: Was there ever fall damage in the game? I love dropping down from a great height. JI: There was actually fall damage at one point, very momentarily. We did study it and try it for a bit but we felt like the game could exist without it. We felt like the game stood up on its own and didn't need it in order to feel thrilling or to feel trepidation of other areas of the game. DL: What are other things players might be surprised to discover had been cut during development or refined into something totally different? JI: I'd say one example of this is the terrain changes that occur in Nightreign. At one point, there was the idea to have different maps -- specific set maps for when you play each session. At one point, we had the idea to try to collapse this into a single map, and instead have these different layers and transformative changes that occur during that session. We thought this could be a new challenge that could set it apart from previous and existing games, give us a new challenge to work with on Nightreign and provide a different gameplay experience as well to extend the breadth of each play session by having this layering feature to the terrain features. We found this added very different gradients to the exploration and to the way each session pans out. When we tried this, we felt like there's no one right answer. There's no one correct way you can do this, it just depends on the game. And this presented a new and interesting challenge for us and a way to, again, spice up the new gameplay in Nightreign. DL: That's interesting and sounds like a lot of development in the game experience. Was Nightreign ever considered as a full-size game like Elden Ring? JI: In a word, no, Nightreign was always considered a smaller, lighter title in comparison to the likes of Elden Ring. But to give a little bit of context to that, during the development of Elden Ring, I myself expressed interest in wanting to direct my own title, and this was picked up by Miyazaki and the other staff at From and I was given this opportunity. Being a new director, we wanted to take things from a smaller scale and a smaller perspective and start with a strong base with Elden Ring. Of course, having had this experience as director, I'd very much like in the future to start completely from scratch and have my own project and see where it can go scope-wise, so I'm looking forward to that opportunity as well. Bandai Namco DL: Now that you've finished Nightreign, what's your favorite part of it? JI: There's a lot of nice things to choose from, a lot about the game I like. But I think one thing we've honed in on with Nightreign in particular is the feeling of being both approachable and light in terms of an RPG, but also quite involved and quite in-depth if you want it to be. I think this is an area that we've managed to hit quite well. DL: And what have you and FromSoftware learned from making Nightreign? JI: I think there's a lot of experience we can take forward into future projects. One thing in particular I think has been really successful and really valuable to work with is this new approach to characters and character design, both from a gameplay and narrative perspective. I think this is a really unique aspect of Nightreign and it's something I think could be developed even further with our future titles, characters feeling unique and interesting in terms of the way they play, the way their controls translate to their unique game feel, and also how you as a player approach and explore their backstories and narratives. These are areas that make Nightreign stand apart from other titles and I think this is something we could definitely improve on and refine going forward. DL: Great. Last question: I beat the final boss yesterday and I just want to know -- have you, in fact, beaten every boss and the final boss yourself? Bandai Namco/Screenshot by CNET JI: Yes, I can hopefully give you reassurance to know that I have beaten all of the game's bosses. I've seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible and I want you to have the confidence to give it a try yourself. And in terms of secrets and a narrative as well, I think there's a lot there for players who were invested in that side of it to uncover and I hope you look forward to experiencing everything that Nightreign has to offer. DL: Just to clarify: you solo'd every boss in the game? JI: Yes. And without relics. Elden Ring Nightreign launched 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.


Forbes
an hour ago
- Forbes
‘Elden Ring Nightreign' Is Already Being Patched To Be Easier
Elden Ring Nightreign The launch of Elden Ring Nightreign has resulted in all manner of takes about FromSoftware's adventure into a multiplayer-only co-op game. In many ways, it's a lot more punishing than the original Elden Ring and its Souls games, given mechanics like losing levels and tanking entire, lengthy runs on death. Many may say that's part of the fun, and while that may be true, even FromSoft thinks Nightreign may be pushing the limit a little too much. The developer has announced Patch 1.02, set to be released next week, which will make two changes to make things a little easier, especially for solo players. The runes thing is self-explanatory, as runs will now be more rewarding. The auto-revive for solo players on Night Lords is to combat the intense difficulties of those fights where a single wrong move can be death. So now it's…two wrong moves. Though Night Lords are hardly the only bosses that pose an extreme challenge for solo players. Elden Ring Nightreign It's not a blanket difficulty nerf, which I think most players of the game probably would not want. There are certainly mainly complaints about how hard the game is, but even if it's tougher than other FromSoft titles, I think there's a crowd that wants that. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder However, there are other significant additions players are hoping to see other than what's being offered here. FromSoft has actually apologized for the lack of duos in the game, meaning it's impossible to play with just one other friend, and that should be in development for a later update. The other issues, a lack of in-game comms past pinging and the inability to crossplay with friends, seem harder to overcome and if they were addressed, would take a long time to implement. The lack of comms especially, text or voice, seems bizarre in a wholly co-op game, and results in silent runs with random teammates you have no way to coherently strategize with, and you just have to hope everyone is on the same page. Despite being multiplayer, Elden Ring Nightreign is not a live game. It will not be pumping out content or seasons or things like that. But it will release fixes, updates and features over time. It's good they're starting off quickly here in just week one. Follow me on Twitter, YouTube, and Instagram. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.