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Fandom divided over Silent Hill f's 'souls‑like' combat as September release approaches
Fandom divided over Silent Hill f's 'souls‑like' combat as September release approaches

Express Tribune

time04-08-2025

  • Entertainment
  • Express Tribune

Fandom divided over Silent Hill f's 'souls‑like' combat as September release approaches

Fans of Silent Hill are debating the series' latest direction as new gameplay footage for Silent Hill f surfaces ahead of its September 25 release. The combat system—which features melee-heavy mechanics, degradable weapons, and boss encounters reminiscent of Souls-like games—has sparked a division within the community. One player praised the visual detail and quality of the game yet expressed concern over combat responsiveness: 'I'm a bit worried … specifically how enemies react (or don't react) when taking hits.' Others are uneasy about the emphasis on timed counters and action-heavy sequences. One comment: 'Even if it ends up being amazing, I feel apprehensive about a Silent Hill game having combat that evokes the counter timings of Sekiro.' Several fans cited past entries like Silent Hill 4: The Room and Silent Hill Origins, which also included degradable weapons, as precedent, but voiced concern that weapon durability might discourage exploration. One remarked: 'If I'm burning through my decent weapons at every stop … I'm eventually going to stop exploring to conserve resources.' Despite the criticism, some supporters hope for redemption. One fan referenced Bloober Team—developers of Silent Hill 2 Remake—expressing a wish the team behind f might similarly 'prove me wrong.' Silent Hill f was first revealed in 2022 and further detailed in March 2025. Developed by Neobards Entertainment with design by Kera and a script from When They Cry writer Ryukishi07, it unfolds in 1960s Japan. Players assume the role of teenager Hinako Shimizu, exploring the fog-shrouded town of Ebisugaoka as events take a nightmarish turn.

Games Inbox: What is the hardest video of modern times?
Games Inbox: What is the hardest video of modern times?

Metro

time20-06-2025

  • Entertainment
  • Metro

Games Inbox: What is the hardest video of modern times?

The Friday letters page ponders the strange world of video game pricing, as one reader thinks the Nintendo Switch 2 line-up has been a disappointment. To join in with the discussions yourself email gamecentral@ Natural rhythm As a big fan of Elden Ring I have been trying to play Nightreign but I just cannot get anywhere. Maybe I'm being unlucky with the matchmaking or something but I don't get the feeling I'm the only one struggling. I didn't mind that with the original game, because the open world was so much fun to explore, but with this smaller world I'm not so into it. I wouldn't say it's so much the difficulty though, as the fact that I'm not as into it as some of the other harder games I've played. I wouldn't say I'm that great at games but I would say I'm above average, and have beaten all three Dark Souls games and Bloodborne. I could never get on with Sekiro: Shadows Die Twice though and I think that's because the game is so dependent on parrying and having a sense of rhythm. I'm terrible at rhythm action games and I'd be interested to see if people that are good at them, but don't usually play Soulslikes would be good at it. So for me, I would say Sekiro is the hardest game of the last few gens (I'm sure there's lots of cheating 8-bit games that are harder). Curious to know what other people think, as I've heard some actually consider Sekiro to be one of the easier From games. So if that's not the hardest what is it? Zeiss Luxury item I'll be shocked if Microsoft's Xbox plans for the next gen don't change at least once more before they properly announce something. The leaks for them are always super accurate, I guess because they're American, and it makes it obvious how often they change their mind. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. As many have pointed out, all their current plans point towards very expensive hardware, whether it's home or portable, but this is surprising to me considering how much emphasis they put on Xbox Series S this gen. It doesn't seem to have worked, so I wonder if the thought now is to go all in on a high end device for the hardcore? That seems a dangerous path to me, without at least one model that's reasonably priced. Even Sony has the Digital Edition. Mentat99 Predictable response I don't really agree with Nintendo being able to brick your console, or even just force it offline, just because you used modding hardware but on the other hand I haven't got much sympathy for those that do, since they must know Nintendo's attitude to it. You can't be so into games that you want to be modding your Switch 2 a week after it came out, that you don't know how crazy Nintendo are about suing pirates and modders. It's like those people that make all these unofficial games, like extra Pokémon games and whatnot. How can you not guess what's going to happen? They say you can never predict Nintendo but that's not true for everything they do… Gifford Email your comments to: gamecentral@ Levels of bad I see you will be able to pre-order Fear Effect 1 from Limited Run Games on PlayStation 5 and Switch 1 physical versions soon. What is GameCentral's opinion of Fear Effect 1 and 2? I remember your review of Fear Effect Sedna being that it was an appalling game. I was at school and college in the '90s so I missed a lot of games that came out, so have been picking ones up now as remakes or remasters. I am interested in picking it up if GameCentral think it is any good? Andrew J. GC: Sedna is pretty terrible but the originals are just… not very good. It's a long while since we've played them, but we suspect they have not aged well. The one game With your review of Survival Kids describing another dud I think it's fair to say that the Nintendo Switch 2 line-up has actually been pretty bad. Beyond a few ports of old games Mario Kart World is literally the game for it, which is not what I expected from Nintendo. I know Zelda: Breath Of The Wild was pretty much it for the original Switch 1 but Nintendo were in a much worse position back then. Plus, they at least had Snipperclips as well, which is 10 times better than Welcome Tour. I guess it's the problem of games taking too long to make again but I still expected more. Let's hope Donkey Kong Bananza is good – at least that Nintendo Direct was promising. Korbie Always interesting I loved the look of Romeo Is A Dead Man, Suda51's latest uninhibited artistic endeavour. That opening cut scene/promotional sequence with the highly expressive, experimental art style instantly piqued my interest, and even at this early stage the combat and enemy design look distinctive and imaginative. I thoroughly acknowledge that Suda51's game design philosophy is inordinately peculiar and appeals to a niche demographic of gamers. And there's a certain level of crudeness and clunkiness in his game's characters and gameplay mechanics, but his games are almost always irrepressibly fun, charming, and interesting to me. Something like killer7, which for me is Suda's magnum opus – with its artistically, thematically, and mechanically audacious design – felt ahead of its time in many ways. I replayed the PC remaster a couple of years ago and was amazed by how well it had aged. It was like Fever Dream: The Game, just magnificently madcap from start to finish. Then there was one of last year's best indie games in my opinion, Sorry We're Closed, which felt like a spiritual successor to killer7 in a few key areas. Shadow Of The Damned and the No More Heroes games are also amongst the funniest, wackiest games I've ever played. I guess I just really appreciate that we still have genuine auteurs in the video game industry such as Suda51, Swery65, Hideo Kojima, and a few others (what ever happened to the habitually over-promising Peter Molyneux?). Galvanized Gamer GC: Molyneux is supposed to be working on a new god game called Masters Of Albion, but nothing has been heard of it in almost two years now. Cross-play KongI'm betting the SharePlay between Switch 1 and Switch 2 Donkey Kong Bananza will be for an unannounced basic retro Donkey Kong game included as a bonus. Mark Matthews GC: It's not that. The Nintendo Direct said it was a way to control Pauline as a co-op character, with an image of the game playing on the Switch 1. Presumably it's a cut down version of Bananza, but that's very odd as the game is not available separately on the Switch 1. Unfair pricing I think it's an interesting point about games being undervalued by sale price. We all want games to be cheap but when the really good ones are being practically given away and the trashiest stuff is charging £20 for a change of clothes you know something's not right. You can make an argument that it's just market forces, and people are paying what they think a thing is worth, but for some reason things have got turned around, so that people aren't willing to pay full price for many games (how is Mario Kart World not worth £75 – Mario Kart 8 lasted 13 years before it needed to be replaced!). Call Of Duty gets a new entry every year and it's always the best-selling game, despite costing £70 and having tons of microtransactions. I don't know how much some fans are spending on DLC but it must be in the hundreds every single year, and they have the cheek to complain about other games being too expensive! Why the most unambitious and generic games get a free pass but anything even a bit different is expected to justify itself a hundred times over and be half the price before it's even considered I don't know, but I don't see the situation changing any time soon. Anyway, please, if you've got a PC please try XCOM 2 because it's so dirt cheap at the moment it's almost criminal. Krool Inbox also-ransI know it's been said RE: no other big Switch games this year, but isn't Professor Layton supposed to be out this year? Anon GC: Professor Layton And The New World Of Steam is meant to be out this year but there's no date. When people talk about no more big games this year, they're generally talking about first party titles. The thing that surprises me about Hideo Kojima is how few games he's actually made. Half of them being Metal Gear does seem a bit of a shame, given they're all pretty similar. Eldar More Trending Email your comments to: gamecentral@ The small print New Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers' letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader's Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don't forget to follow us on Twitter. MORE: Games Inbox: Is the next gen Xbox a console or a PC? MORE: Games Inbox: What is the worst modern video game? MORE: Games Inbox: What is the second best Nintendo Switch 2 game?

Stellar Blade PC — killer fashion on your screen
Stellar Blade PC — killer fashion on your screen

The Hindu

time19-06-2025

  • Entertainment
  • The Hindu

Stellar Blade PC — killer fashion on your screen

Do you hear a faint cheer in the distance? That is the sound of modders (a person who makes modifications especially to computer hardware or software) across the world rejoicing as Stellar Blade, and its glamorous protagonist Eve, finally arrive on PC. While you, the player, get to save the world at a buttery 144Hz, the modding community is already working on cooking up some alternative wardrobe choices. If you have somehow missed the hype train, Stellar Blade is a high-octane action game that fuses the graceful combat of Bayonetta with the existential melancholy of Nier: Automata, all soaked in a hyper-stylised K-pop visual filter. It is a strange combination, but on the PC, does it really shine or just shimmer? Earth is no longer ours. Taken over by the mysterious Naytibas, a grotesque, otherworldly race that appeared from nowhere, its surface lies in ruins, forcing what is left of humanity to retreat underground or flee to orbit. Enter Eve, an elite soldier from Airborne Squad 7, launched from space as her entire fleet is wiped out mid-drop. As the sole survivor, she is alone, outgunned, and possibly overdressed. Armed with nothing but a sword, her mission is clear: reclaim the planet. What follows is a journey through crumbling cities and monster-infested wastelands, as Eve reconnects with the last scraps of humanity, uncovers the truth behind the Naytibas, and stylishly dismantles an army of terrifying bosses, all the while unlocking increasingly questionable battle outfits. From the jump, it is clear Stellar Blade is cosplaying Nier: Automata, swapping android existentialism for Naytiba nightmares, but keeping the same moodboard — haunting ruins and stoic heroines. The result feels like a greatest hits album of action game tropes, stitched together with confidence and a whole lot of style. It works, mostly. The difference is, Nier had real emotional weight beneath its glossy exterior. It asked big questions, told a layered story and delivered unforgettable characters. Stellar Blade, on the other hand, is more of a surface-level tribute. The characters are drop-dead gorgeous, the cutscenes are cinematic and technically flawless, but with a missing emotional core, save for that excellent opening hook. Eve is a good heroine, but with the costume angle, it seems to degrade the cast to mannequins dressed in aesthetic armour, strutting around in a post-apocalyptic catwalk. That said, not every game needs to make you cry into your controller. Like Bayonetta, Stellar Blade thrives on spectacle over substance and it absolutely delivers on that front. Just do not go in expecting a soul-searching quest. What you get instead is some of the slickest, sharpest combat of the year. At this point, Sekiro's parry mechanic is a copy paste staple across almost every new title. Clair Obscur turn-based systems thrived on it, almost comically so. The new Nioh's just joined the party, but Stellar Blade has been rocking the mechanic for a while, and Eve parries with style. The combat is a combination of timed parries, think Devil May Cry swordplay with the grace of Bayonetta with the addition of Mass Effect like skills, which you can trigger to unleash some damaging attacks. All of this works really well together, and over the months Shift UP has streamlined the battle systems and with the PC version, its action is way higher. Killing hellish aliens with style is even better with smooth decapitations and hair that never frizzes no matter how many monsters die in geysers of blood. The PC version of Stellar Blade is top notch, thanks to Sony's track record of excellent ports. If you have the right hardware, games such as the Horizon series are an absolute feast for the eyes. Stellar Blade PC is bristling with so much new technology support, even the latest frame generation if you have the newer Nvidia cards. Stellar Blade PC Publisher: Sony Developer: Shift Up Price: ₹4999 (approx on Steam) That said, it is even optimised for older cards and the game looks amazing on the Steam Deck and other PC based portables. This is good news for those looking at getting the new Xbox ROG handheld, that lets you play Steam games as well. The port-to-PC does not just bring high frame rates, it also comes with a fresh batch of costumes, including crossover outfits from Nikke and Nier: Automata. Yes, you can now slice through monstrosities as 2B herself, in a cosmic fashion crossover nobody saw coming, but everyone clicked on. And while the whole 'collect every questionable outfit' angle continues to dominate social media, what gets lost in the noise is that Stellar Blade is actually a solid action game. Its mechanics, combat flow, enemy design and moment-to-moment rhythm, deserve just as much virality as its wardrobe. The game has more than enough polish, precision, and creativity to stand on its own, but still seems to fall back on objectification to grab attention. What it could be selling — tight design, slick systems, and actual fun — is already more than enough to turn heads. If you are looking for an excellent action game with a really good character as its core, Stellar Blade hits all the right buttons. While it may feel like a patchwork blanket of all the games it is inspired by, you get to experience all those games through its glitzy K-coloured lens. It is especially good if you want to take this action game across your kitted-out rig to your portable Steam Deck for some action on the go.

Elden Ring Nightreign player channels their inner Sekiro to parry the co-op roguelite's final boss to death – completely solo – just 2 days after launch
Elden Ring Nightreign player channels their inner Sekiro to parry the co-op roguelite's final boss to death – completely solo – just 2 days after launch

Yahoo

time04-06-2025

  • Entertainment
  • Yahoo

Elden Ring Nightreign player channels their inner Sekiro to parry the co-op roguelite's final boss to death – completely solo – just 2 days after launch

When you buy through links on our articles, Future and its syndication partners may earn a commission. A FromSoftware fan has just completed a solo run of Elden Ring Nightreign using a build inspired by what seems to be their favorite game in the company's catalogue: Sekiro. As spotted by our friends at PCGamer, YouTuber Ongbal uses the Executor class to take on the final boss of Nightreign. If you don't want to know what that is, this is your spoiler warning. The Executor makes sense for a Sekiro fan because of its katana weapon and ability that allows it to parry strikes just like the cursed shinobi. It's wonderful watching them deflect blows easily. Nightreign is a co-op game, designed to be played in trios, but you can still play solo if you don't want to queue with randoms. Bandai Namco's official tips recommend going in a group, so don't try this solo method unless you've got some serious skills. When Ongbal takes on the final boss, Heolstor, it seems to have an almost Artorias vibe to it. It's hunched over with a large sword, and takes limp swings which Ongbal easily parries so that they can do stagger damage and get critical hits in. Once that first health bar is taken down, Heolstor shows how powerful they truly are. They're faster, deal more area of effect damage, and require Ongbal to actually use their health flasks. The sickest moment in the fight is when Heolstor is taken down to around half health and jumps in the air, slicing the very cosmos open and letting another reality bleed through. Ongbal is pressured, but they still manage to take the Nightlord down alone, armed with just their katana. If you're unsure of whether or not to buy this game and try Ongbal's strategy for yourself, check out our Elden Ring Nightreign review.

What Elden Ring Nightreign's First-Time Director Learned from Miyazaki
What Elden Ring Nightreign's First-Time Director Learned from Miyazaki

Yahoo

time31-05-2025

  • Business
  • Yahoo

What Elden Ring Nightreign's First-Time Director Learned from Miyazaki

The first developer name that comes to your mind when I say "Souls" series is very likely Hidetaka Miyazaki, the director of the Dark Souls series, Sekiro, Bloodborne, and of course, Elden Ring. But Nightreign marks the second time in the series the director baton is being passed to another: Junya Ishizaki. During my visit to FromSoftware's office in Japan, I got to sit down to talk with Ishizaki-san about what it's like sitting in the director's chair, dig into some of the more unique design decisions Nightreign brings to the table, and learn a little more about the origins of this Elden Ring spin-off. In a previous interview you had said that you brought the idea for Nightreign to Miyazaki-san who gave you the green light. Was the initial pitch for Nightreign close to what was ultimately made or did anything change between the conception and the execution of the idea? Junya Ishizaki - Director of Elden Ring: Nightreign: The general concept we planned didn't change a great deal from what we initially pitched to Miyazaki, but during the course of development we've had a lot of input from other staff, ideas and concerns and all that sort of thing, which we've managed to take and incorporate into the game in exciting ways that kind of went beyond the initial concept. So talking about some of that feedback, you guys had a Closed Network Test. Can you talk a little bit about how that helped you inform development for Nightreign and what lessons you learned from people playing the test? Of course, game balance was a large part of it. Balancing and tweaking the game difficulty is always a large challenge when it comes to these games, along with responding to user feedback and incorporating that into the game as well. So we're continuing to look at that, but it was generally interesting to see player behavior, and get some good feedback from how players played the game and interacted with the systems. And also there's a lot of new rules and a lot of new systems in this new game design of Nightreign. So it was important to see how players gave us feedback to that and how we could make the onboarding process and explain those new systems better for them when the game comes out. Can you talk about what it's been like jumping into the director's seat for this project? And did you get any advice from Miyazaki in terms of how to approach directing a video game? As director, my feeling was essentially: I've just got to do this, I've got to put my all into it. It was me who brought the initial idea forward, so it's obviously something I wanted to do, but I realized that I would need the resolve to see it through to completion or see it through to the end. In terms of advice from Miyazaki — well this wasn't just from Miyazaki but other directors at From — the one that stuck with me and etched into my mind was that a director shouldn't hold back. So, on the day-to-day process of making games, something that maybe I would've given a pass to would not get through so easily as director. I'd have to be a bit more critical, put a bit more discipline on myself to really take a good look at these things and decide the best way forward for the whole project. Going back to that previous interview, you had said before that you can only play Nightreign either as a solo player or in a group of three. If you play in a group of two, then it matchmakes the third person. Can you talk a little bit about why there's no option for just a pair of players to drop into a match together? The simple answer is that this is simply something that was overlooked during development as just a two-player option, so we're very sorry about that. As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it's at the core of Nightreign. Of course, I myself as a player understand that and often want times where I'm just playing myself, so this is something that we considered from the start. And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well. Talking a little bit about that solo experience, can you explain how the game scales down the difficulty? Are there any unique things that happen when you're playing as a solo player versus playing in a squad? Seeing as this game is built around three players, we understand the concerns of those solo players, but essentially a lot of the time in Nightreign you will be acting and behaving on your own. Even in a group as three, you'll be going off and challenging different areas of the map and collecting different things before you accumulate together at the boss fight. So solo play is generally encouraged and is a natural part of the game loop, but also in general for those solo players — and this might be something that's difficult to notice in multiplayer — but the activeness and aggressiveness of enemies towards any one single player has been adjusted so that you don't find yourself in any unreasonable multi-foe fights. And just generally, when you're playing single player, the parameters adjust dynamically depending on the number of players in that session. So we hope that this will alleviate that feeling somewhat. Of course there are no revives when you're solo, there are no teammates to revive you, so it is definitely a more challenging thing for the player to face. But we have also incorporated a self-revive feature which is possible to discover around the map just to allow them some more chances to continue that learning of the patterns and learning of the bosses without having to restart all over again. Switching gears a bit to the story of Nightreign, can you set the stage and talk about how this game fits into Elden Ring's lore? Nightreign shares essentially the base setting and the world of Elden Ring, but it's played out on a different stage so to speak. So there's this concept called the Night Lord, which is a sort of abstract phenomenon or calamity that has befallen the lands between in this alternate timeline and much like a real-life calamity, it's something that it's not done by design or intention, it's just something that has occurred naturally and it's befallen the lands between and it needed some sort of opposition. It needs something to oppose it and that opposition comes in the form of the Nightfarers who are these warriors who are entrusted with the fate of opposing and defeating the Nightlord and putting a stop to this terrible calamity. One of the things that I got to find out while I've been here is the way the story plays out over the course of a variety of remembrances. Can you talk a little bit about the decision to make the story of Nightreign come out through these individual character storylines versus a more traditional style of telling the story with a beginning, middle, and end? So as mentioned just now of course we have this phenomenon called the Night Lord and this calamity has brought these Nightfaring warriors together for the purpose of fulfilling the prophecy of defeating the Night Lord. So these are different characters from different times and different cultures who have been brought together to face this calamity, but that's not their sole objective. They each have their own aims and their own motivations and their own anguishes that they are grappling with. We hope that players will enjoy exploring and unraveling each of these aspects, unraveling more of their character backstories and find some attachment to each character. This time of course, players aren't creating their own character, so we hopefully have incorporated a lot of elements that give them a lot of character and give them a lot of room to explore and find their favorites among them. Obviously, this was designed as a co-op PVE kind of experience, but PVP has always been a big part of the FromSoft RPG lineage. Was PVP ever something that was considered like having your squad being able to invade another squad's world or anything like that? From the start, PVP was not something that we very actively considered for Nightreign. We wanted it to be a co-op multiplayer experience at its core and we found that as we developed these character actions and these unique abilities for each character, balancing them and tweaking them around PVP as well proved to be very… Not only very difficult, but took away from those ideas and that scope that we'd established for each of these characters. So we really wanted the focus to be on PVE and on co-op, and so we knew where our priorities were. So no, we didn't consider PVP in Nightreign. Kind of drilling into the whole balance aspect, can you talk about how strict your approach to balancing has been and how the approach differs from something more single-player focused like base Elden Ring that also has those PVP elements? For more solo play oriented games such as Elden Ring, of course we're taking a lot of things into account such as the stages, how the enemies are laid out and designed, the wide breadth of player builds and equipment as well. So this time the approach is a little bit different and we are trying to cater to a fun experience with three people. So making sure the experience is fun at its core with a group of three, but it also doesn't collapse if it's a solo player as well. So combined with the new character actions that we brought in for each of the Nightfarers and for each of these new bosses, for example Gladius, I believe you faced yesterday or today's session, these are bosses as well that have been tuned and balanced for party play, for solo, for three play co-op. So this was an important aspect of the balancing approach for Nightreign. Speaking of those bosses, it seems like the difficulty of the bosses compared to something like Elden Ring has kind of jumped up — the bosses deal a lot more damage, they take a lot more hits, presumably being balanced because due to the nature of having three players in a squad. Did you have an idea in mind of what might be too difficult for base Elden Ring, but just right for Nightreign? So with the general rule set of Nightreign being this, or rather, the structure being this three day/night cycle, we wanted the boss fight at the end, this culmination of everything, to reflect the player, what they've learned and what they've established during that time. So this was an important aspect of the balance. You don't get a lot of room to breathe maybe that you do in Elden Ring where you have a lot of time to build up and go back to a boss. But instead you have this quite comparatively strict structure with the three days and nights to prepare. And so that was an important aspect of balancing these bosses. They are supposed to be very imposing, and challenging, and fearsome when you face them, but after some time and some learning and some observation, you'll be able to defeat them at the end of this three day and night cycle. So that was a large part of it was creating that balance between the structure and that culminates in a fun and exciting boss fight itself.A big aspect of FromSoft's prior games is the post-game: New Game Plus, and other post-game challenges that await you even after you complete the game. Does Nightreign have something like that waiting for players after they defeat the eight Nightlords? We have incorporated some post-game or end-game features for players once they've gone through all of the Nightlords. I first want to stress that to get to that point, we feel that there is enough content there to satisfy users in general, so to get through each of those Nightlords and use each of these characters and experiment with the game as a whole. But beyond that, you have the unlocking relics, new relic rites to experiment even more with the character builds. You have these elements that you will be accumulating as you proceed through the game, such as the relics and the character stories and scenarios, but there's no time limit on these at all. There's no limit to how much the player can explore and how long they take. So we hope that these elements will give them a little extra bump to go past the end game and explore a bit more of what the game has to offer. Did you ever consider making Nightreign a free-to-play game instead of it being a premium priced experience? And can you talk a little bit about the decision to put a price tag on it when so much of the competition in the multiplayer space is free-to-play these days? Free-to-play was one consideration, but given the time and the budget and the workforce that we had and the ideas that we were developing with our staff that we were cultivating, we felt that the best course of action for Nightreign was to release it as a non-full price but also not full play title. So we hope that there's enough content there that justifies this purchase and that players will get to experience everything it has to offer. And finally, is there anything that you're really happy about and are particularly proud of with regards to what you accomplished with Nightreign? It's a bit of a broad summary, but I'm just generally pleased that we managed to take this game from its initial concept to its implementation and develop it as in terms of the vision that I initially had from that three day and night structure to the way that players come together and sort of converge in this condensed RPG system and to fight against that boss together, this was a strong idea that I had and I knew that it would go well that if we could implement it properly and I know that games are, when they take shape, it's a bit of a miracle in itself, so I'm extremely thankful to the team and I'm extremely pleased that we managed to realize this concept to its completion. So yes, that's definitely something I'm very proud of. [Editor's Note: This article previously mentioned that this was the first time that the baton of director had been passed from Hidetaka Miyazaki to another. It has been corrected to mention that it's actually the second time, with Yui Tanimura and Tomohiro Shibuya co-directing Dark Souls 2. We apologize for the error.] Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

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