Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025
1 2 3 4 5 6 7 8 9 10 11 12 13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

Elden Ring Nightreign is the first FromSoftware game that I honestly wish I could play on easy

Elden Ring Nightreign is hard in a way that no FromSoftware game over the last decade has been.

Where the pacing of Dark Souls and Elden Ring normally reward patience, Nightreign demands a speedrunner's frenzy. Where the intricate dungeons of those games encourage memorization, so that you can dart in to grab a killer weapon or key item your second go-round, Nightreign randomizes everything. The map could be overflowing with the types of weapons that'll make a boss go down easily… or it might not offer you a single one.

And where FromSoftware's recent games almost always offer a shortcut or spawn point that lets you quickly re-attempt a boss, a loss in Nightreign means you've got to repeat a whole 40 minute run for another chance.

After some 30 hours of Nightreign over the review period, I'm convinced it could be a killer co-op hang-out game—but only if FromSoftware adds ways to play that make the game much easier.

And harder, too. Because what's really missing is variety. While traditional Souls games thrive on the catharsis of surmounting ever-escalating challenges, that's just not what makes roguelikes fun.

Moment-to-moment Nightreign isn't actually as demanding as Sekiro or Bloodborne—but dying can feel much more deflating, because FromSoftware's multiplayer experiment only offers the bare skeleton of a roguelike, with none of the supporting systems that tend to bring these kinds of games to life.

Randomize this

When I first played it at FromSoftware's offices in Tokyo last December, reaching and defeating the first Nightlord, Gladius, was a triumphant moment: we'd spent four hours getting our asses kicked as we learned the game and practiced coordinating as a team, which set us up to punch Gladius's ticket when we got some great weapon drops on the next run. That felt great!

Less great: Getting all the way to that boss and losing, with only a few random, likely useless rewards to show for the time. Losing in any roguelike can feel crushing—they draw from deep pools of weapons, enemies, and other modifiers to remain exciting and challenging, and sometimes those things conspire to ruin your day. But failing a Nightreign run often feels bad to me in a way that most roguelikes don't, because it really offers you only one goal and one way to play: survive to the end and kill the Nightlord for better rewards, or fail and get worse ones.

With each "day" lasting only a few minutes of frantic scavenging, and each finale a high stakes showdown against huge bosses that can typically kill you in a single hit, Nightreign is the tryhard zenith of FromSoftware design: if you're not locked in, you're probably already dead.

Sometimes I'm absolutely game for that, but the more of Nightreign I've played, the more long-term potential I think it would have if FromSoftware had actually committed much harder to its asset reuse and dumped tons more bosses from Dark Souls and Elden Ring into the game, with some of them blatant push-overs that I can pound into the dust while only half paying attention.

I also want the brutally hard bosses! But instead of being the only objectives to shoot for, Nightreign's eight Nightlords should be the game's highest tier goal, with easier and more varied challenges kicking around beneath them.

Elden Ring Nightreign tips - Start your run right
Nightreign tier list - The best nightfarers
Best Nightreign rune farm route - Level up fast
Best Nightreign team comps - Squad goals
Nightreign best relics - The rite stuff
Nightreign bosses list - Every Nightlord

Night scores

It's been funny watching some commenters quickly judge Nightreign as a trend-chasing cash-in when it has in fact resisted including almost any of the "genre standard" features that compel me to replay roguelikes again and again. Take the progression in Hades as a prime example: early on, just making it to the final battle against the god of the underworld is a struggle. But as your skills improve you also accrue points you can use to get stronger until beating Hades feels trivial—and instead of that final battle being your only goal, ggwp uninstall, the game blossoms from there.

You can unlock different forms for each weapon that change how they play. You can apply modifiers to each run that add challenges for better rewards. You can earn unique items for the time you spend nurturing relationships with other characters.

(Image credit: Supergiant Games)

Not only are all those things satisfying, but they give purpose to repeated playthroughs. Maybe you want to crank up a ton of difficulty modifiers and beat Hades at his most punishing—that's a run you have to be utterly locked in for. But maybe after one of those, you just want to keep hanging out in Hades' world and beat a low stakes run with a weapon you haven't used much, or polish off that one character's questline you still haven't seen to the end.

In my favorite co-op roguelike, Risk of Rain 2, my friends and I would often set the difficulty to easy to see how ridiculously overpowered our builds could get—we'd forgo fighting the final boss to just keep looping through levels and see how much crazy stuff we could accrue. Other times we'd set the difficulty to hard and try to reach the final boss as quickly as possible to defeat him and tick off one of the game's primary challenges—an accomplishment that took a lot of practice, as well as a good bit of RNG luck.

It would be so fun to be able to do the same in Nightreign. Let me set some theoretical sliders to easy so I can stay on the field for four days instead of two, stacking my entire inventory with legendary weapons and smiting field bosses with a single swipe of the Sword of Night and Flame. Or let me fight the final boss on the equivalent of NG++, and earn something special for the accomplishment.

(Image credit: Hopoo Games)

Checklists of challenges and unlocks are not typically FromSoftware's bag, so I'm not surprised to see them absent here. But it would've been relatively simple to give players a lot more to accomplish in Nightreign with some light structural changes—some progression systems beyond random relics and the meager memory fragment objectives for each character, some lower-tier bosses to target for chill runs.

Let me walk through the boss door and see Pinwheel waiting for me to disintegrate all his bones with a single hit. Give each character a couple alternate starter weapons and alternate ultimate abilities to unlock by accomplishing certain feats in battle. Challenge me to kill every boss in a single run!

Nightreign may actually see more post-launch support than FromSoftware's typical games—the studio has said it plans to add another character, more bosses and "additional DLC," whatever that means. I hope, in this case, it means actually chasing a trend for once and cribbing from other games that have excelled at making randomness their whole deal. Just like PC Gamer reviewer Tyler Colp, I've had a lot of fun with Nightreign's fast-forward remix of Elden Ring. I just want a lot more reasons to keep playing it.



Читайте также

Состоялся релиз ARPG «Одиссея Дракона» на Android

Мафия-НН: ???? «Мы не злодеи — мы просто очень хитрые!»

The most promising action game of 2026 finally has a release date, and we now know it'll launch on PC day one




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.