In the revered chambers of PC Gamer, Elden Ring Nightreign has found a few admirers, yet I must admit, I’m not one of them. It’s an unusual misstep for FromSoftware—a studio that typically develops games I’d expect to dislike, given my lazy nature and low resilience to challenges, but which I often find myself appreciating.
What I’ve been finding quite enjoyable is the increased freedom that the spin-off provides us. Nightreign allows for sprinting at a speed slightly slower than the Flash, scaling walls, and even jumping off walls. In addition, the Wylder character can use their grappling hook to swiftly bridge the gap during combat encounters.
The game, Nightreign, offers a faster, more nimble take on Elden Ring, yet it feels indispensable rather than empowering. Unlike its predecessor, which had a deliberate, gradual build-up, Nightreign adopts the fast-paced rhythm of a battle royale. This includes a shrinking playfield and an ever-present feeling that when I’m not in motion, I’m essentially wasting time.
I’ve discovered that this method is incredibly frustrating for tackling Elden Ring’s challenging battles and formidable boss encounters. On numerous occasions during cooperative play with friends, we’ve been forced to abandon a fight we were dominating, not because our health was low or resources depleted, but due to seemingly unfair circumstances: an unstoppable blue wall was approaching, a foe we couldn’t defeat.
Many people will appreciate or resonate with this assessment. Our reviewer Tyler Colp discovered numerous aspects to admire about it. However, there are also a significant number of individuals who strongly resonate with modifications that drastically spoil games I enjoy in their original form. And this is the impression Nightreign leaves: a poorly executed modification that significantly deteriorates a previously polished experience. Furthermore, all the elements that I must acknowledge I do appreciate, such as the improved mobility, come with numerous conditions attached.
In comparison to the current state without Torrent, running at high speeds might not seem as thrilling or swift as it did when you were riding your goat-horse and pressing the dash button relentlessly. Although Nightreign’s sprint speed could be faster or comparable, there’s a unique feeling of velocity that Torrent provided, which is somewhat lacking in Nightreign. Additionally, Torrent served not just as a mode of transportation but also altered combat mechanics, offering tactical advantages such as skillful dismounting jump attacks and driveby swipes that we no longer have access to with his absence.
Torrent was more than a means of transport.
Regardless, it’s pleasant to run as if possessed, though the leaping brings out a different kind of frenzy within me – an agitated, furious one. The wall-jumping feels awkward and unreliable, and while that wouldn’t be much trouble in standard Elden Ring, in Nightreign, where you have a deadly blue barrier chasing after you, it becomes more critical and infuriating. When every moment matters, the last thing you want is for your winged character to get stuck trying to leap over a wall barely taller than himself.
When it functions properly, it becomes truly invigorating! You have mere seconds to reach another container or another boss, both crucial for your final showdown at the end of three days; thus, you’re running as fast as you can across the plains, dodging obstacles, scaling hills, and pushing yourself tirelessly in search of more strength. There are instances when this race, along with the resources you use to aid your victory, provides a unique sort of excitement that deviates from the typical FromSoftware gameplay. And that’s exhilarating. However, such moments are scarce.
In previous endeavors, FromSoftware has already dabbled with such dynamic actions, achieving more successful outcomes. For example, Sekiro grants you an unlimited dash and an exceptional degree of agility. The exhilaration I experience from swinging clear of adversaries, jumping from branches to rooftops to reposition or find a fresh attack angle, or even just to withdraw from an interaction I’m not yet prepared for – it’s a sensation unmatched in the soulslike genre.
In Elden Ring, the Wylder’s grappling hook is an interesting addition, but it pales in comparison to its counterpart from Sekiro. The former is more basic and serves primarily for quick repositioning when needed, unlike the latter which is used extensively for both terrain and enemies by a skilled ninja.
Let me clarify: Nightreign isn’t exactly FromSoftware pushing innovative boundaries, which would be thrilling. Instead, it showcases elements that the team has executed more effectively in the past, while incorporating some Fortnite-like features awkwardly. The game excels at what Elden Ring does well and offers a challenging experience. However, most of the fun comes from playing with friends, as co-op is inherently enjoyable. Unfortunately, Nightreign doesn’t quite deliver that same level of enjoyment.
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2025-05-30 16:02