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Elden Ring Nightreign Director Interview: He Solo'd Every Boss and So Can You
Elden Ring Nightreign Director Interview: He Solo'd Every Boss and So Can You

CNET

time2 days ago

  • Entertainment
  • CNET

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. There are a lot of ways the games differ, but Nightreign's director summarized it by saying "I would describe the Elden Ring experience as more of a journey while Nightreign's experience is more of that on the battlefield." In part one of my interview with Ishizaki about his directorial debut in Nightreign, we chatted about what was kept and cut from Elden Ring, how the map design changed over development and whether he himself beat every boss in the game he helmed. (Yes, he solo'd them all.) Read more: Elden Ring Nightreign Beginner's Guide: The Essentials for Not Getting Wrecked in the First 5 Minutes Bandai Namco/Screenshot by CNET David Lumb: With its co-op focus and fast pace, Nightreign's gameplay is different than Elden Ring. What was kept and what was cut from the latter? Junya Ishizaki: While it's not limited to Elden Ring, with a lot of our games, we keep this sense of exploring the world and traversing the world. 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.

Why Is Elden Ring Considered a Game of the Year?
Why Is Elden Ring Considered a Game of the Year?

Time Business News

time22-05-2025

  • Entertainment
  • Time Business News

Why Is Elden Ring Considered a Game of the Year?

In the fast-evolving world of gaming, few titles manage to capture the hearts of both critics and players alike. Elden Ring , developed by FromSoftware and published by Bandai Namco, achieved exactly that. Since its release, it has dominated award shows, online discussions, and countless 'Game of the Year' lists. But what exactly made Elden Ring rise above its competitors to become one of the most celebrated games in modern history? In this article, we'll explore the reasons behind its success, from gameplay innovation and open-world design to unforgettable characters and iconic Elden Ring costumes that have inspired a global cosplay movement. A Revolutionary Open-World Experience Elden Ring took the Soulsborne formula — known for its high difficulty and dark fantasy — and expanded it into a breathtaking open-world adventure. Unlike traditional open-world games, Elden Ring gives players almost complete freedom from the start. You're dropped into the Lands Between with minimal direction, allowing you to choose your path, explore dangerous dungeons, uncover hidden lore, and battle towering enemies at your own pace. This freedom empowers the player to build their own story, whether by confronting massive bosses or by simply wandering into a forgotten ruin in search of loot or secrets. It's a sandbox filled with danger, beauty, and discovery. Immersive Lore and Storytelling The game's narrative, co-created with Game of Thrones author George R.R. Martin, is both expansive and cryptic. Rather than handing out exposition, Elden Ring encourages players to piece together its deep lore through item descriptions, environmental storytelling, and vague NPC dialogues. This approach allows for a more immersive experience, rewarding curiosity and exploration. Players become historians of their own adventure, reconstructing the ancient history of the Lands Between and its many factions, gods, and tragic heroes. Challenging Yet Rewarding Combat Another hallmark of FromSoftware's design is its challenging but fair combat, and Elden Ring continues this tradition masterfully. Boss battles are intense, tactical, and require patience and skill. Whether you're a seasoned Souls player or a newcomer, the satisfaction of defeating a major boss in Elden Ring is unmatched. The variety of weapons, magic systems, and character builds offers nearly endless customization, which makes each player's combat experience feel personal and distinct. The Iconic Characters Behind the Fame Among the rich cast of characters in Elden Ring , one figure stands out: Melina. Mysterious, ethereal, and pivotal to the main storyline, Melina becomes a guiding companion for the player. Her role as a spectral maiden and story anchor makes her one of the most beloved characters in the game. The Elden Ring Melina Cosplay Costume has become a cosplay favorite, thanks to its haunting beauty and simplicity. Featuring her tattered black robe, golden eye marking, and cloak with intricate details, the Melina costume captures the spirit of Elden Ring 's world — tragic, enigmatic, and beautiful. Elden Ring Costumes: A Cosplay Phenomenon Beyond Melina, Elden Ring costumes have sparked global interest among cosplayers. The game's detailed character designs — from armored knights and demigods to eerie sorcerers — offer an abundance of inspiration. Some fan-favorite cosplay ideas include: Ranni the Witch : A four-armed celestial being with blue skin and a wide-brimmed hat, perfect for fantasy fans. : A four-armed celestial being with blue skin and a wide-brimmed hat, perfect for fantasy fans. Radahn : A massive, warrior general riding a tiny horse — a complex but awe-inspiring costume for hardcore cosplayers. : A massive, warrior general riding a tiny horse — a complex but awe-inspiring costume for hardcore cosplayers. Blaidd the Half-Wolf: With his towering stature, wolf mask, and fur-trimmed armor, Blaidd offers a striking look. The growing popularity of Elden Ring costumes on platforms like TikTok, Instagram, and cosplay conventions demonstrates how deeply the game has resonated with players — visually as well as emotionally. Awards and Recognition Elden Ring has swept nearly every major gaming award, including Game of the Year at The Game Awards, Golden Joystick Awards, and BAFTA. These accolades reflect its technical brilliance, artistic vision, and the sheer scope of its world-building. Its commercial success also speaks volumes. Within months of release, it sold over 20 million copies globally — a testament to its mass appeal across gaming communities. Conclusion Elden Ring is more than just a game — it's a phenomenon. With its masterful blend of open-world freedom, deep lore, strategic combat, and unforgettable characters like Melina, it's no wonder it earned the title of Game of the Year. And as its influence grows, so does the cultural footprint of Elden Ring costumes , cementing its place not only in gaming history but in the cosplay world as well. TIME BUSINESS NEWS

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