Elden Ring & Nightreign

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Ironeye looks like he'll be a REALLY fun build. Excellent that they've made it possible to do Criticals with a Bow (at least for him, since I dunno if that was possible for anyone else, at least in the CNT and it seems like that might just be his passive or something that boosts his abilities with bows in general like how Guardian has some better movement with Shields).

His slide/wall-running seems like it's gonna be his Skill, and is a really good option for him to make space, or slip to the back of an opponent so that ranged attacks are better – which means he's potentially a bit of an unexpectedly good character for staggering & crits. His Ultimate has the range, and the slight delay to the line AoE around the shot will be interesting to see how that works in practice. The fact that both the initial hit AND the shockwave have a pushing knockback effect are really good for him, and something where I'm rather curious how that damage interacts with downed teammates, since it seems like it'd be a handy tool to push back opponents and allow your third player to more easily revive a downed teammate.


SUPER excited to have this ramping up the character stuff and building up towards release at the end of next month.

EDIT: Looks like his skills are different than expected: Passive is better drops, Skill is Creating a marked Weak Point.


It seems like he's set up with a niche for people who're intent on making runs REALLY focused around speed & efficiency, and given that his drops are a passive I'm now wildly curious how that passive stacks if you're running a 3-man Ironeye team. The Skill seems like with Wylder they'd be able to multi-stagger bosses REALLY effectively. Guardian just fits well with anyone as a tank. While Duchess's rewind damage can stagger break, it can't re-trigger a critical hit, so she's one that's sort of in a middle ground. While Recluse doesn't have the spacing or weapons to easily take advantage of staggers to Crit, staggering can instead set up for hitting a target with those BIG spells or Magic Cocktails that have a significant wind-up, are harder to track targets with, and/or lack super armor to pull off.

His Ultimate "pierces any defense" and I'm not really sure what that means in context of how the combat system works aside from meaning that it'd be good for guard-breaking enemies with shields – which feels like it might be a little bit niche. That being said, it makes me wonder just how high that damage burst from it is gonna be since it's got what seems like solid range and AoE to it.

Additionally:

The Switch 2 announced Elden Ring: Tarnished Edition


Aside from including the main game & SotE together – there're apparently 4 new armor sets, and new weapons (like the Matador-looking one shown), some new weapons, as well as the ability to customize a few different looks for Torrent (The trailer one seems to be all Carian Knight themed). Apparently that's also going to be available as content for other platforms as well when this is released, so QUITE curious to see how they integrate that new stuff, and if it's linked into any new NPCs or sidequests, which of the maps its in, etc.

Either way, it means more new lore descriptions as well, which is always a good time for me. :awesomonster:




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Cthulhu

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I'm just... whelmed by both Nightreign and Bloodborne 2 whatever it's called, I can't say I feel anything about either of them :monster:. Mind you that's also because they're both primarily multiplayer titles by the sound of it.
 

Wol

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I would play The Duskbloods if it released on other platforms, really like the setting and characters. :neutral:
 

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I'm just... whelmed by both Nightreign and Bloodborne 2 whatever it's called, I can't say I feel anything about either of them :monster:. Mind you that's also because they're both primarily multiplayer titles by the sound of it.

I would play The Duskbloods if it released on other platforms, really like the setting and characters. :neutral:
Insofar as The Duskbloods, it's the PvPvE that seems like it'll give that game a lot of variety given that it's rooted in the variety of roles & relationships that all of the players have with one another being heavily variable, but it's also what makes me a lot less inclined to go through the trouble of getting a Switch 2 just for that since the PvP stuff is what I like least about the Souls-type games, and I can't just give it a go without committing to a new system which I will almost be guaranteed to barely ever use.

It's an AWESOME setting and that's what makes it a bit frustrating, but that's also true of Bloodborne being a PlayStation-exclusive – but the advantage with Bloodborne is that it's still single-player viable, so that your ability to experience the game itself isn't just limited to being around when the community & servers are running (and who knows what that sort of future preservation looks like with Nintendo).

With Nightreign, it's only PvE – which is my favourite part of the Souls-type games, and even when the multiplayer servers and things die – You can still do it as single-player, but the challenge of that is a LOT larger than doing it in the 3-man multiplayer the way that it's designed. It's basically just like FFXV Comrades in that respect (though I don't know if they'll ever end up implementing bot NPCs to fill in the empty slots, since it'd be a lot more difficult to do that given how widely your approach & strategies can vary)


Speaking of which:




The Raider's Ult having a high-ground mechanic is unexpected and a pretty damn awesome use of the wall-climbing changes. I cannot WAIT to see both Ironeye & Recluse teaming up with him to use that for superior ranged attacks where it protects things that would have long cast times from being easy targets. I think that his ult in particular has a colossal amount of value for me being primarily focused on being a Recluse player, and of the new characters thus far, I'm VERY excited to try out teams with him, because I think Recluse's Ult giving the HP/FP drain will pair together with his slower & very up-close BONK STICK playstyle.

Really looking forward to seeing what his other abilities end up being (the abilities breakdowns have dropped 2 days after these trailers), since his Skill seems to be some type of super armor punch, and I'd expect a Passive that boosts charge/jump attacks for him to be extra BONK weapon focused wouldn't be too surprising – but that's a bit harder to guess.

EDIT:

A bit surprised that Raider's passive just gives him super armor for his Retaliate Skill, rather than that property being something that's inherent to that Skill already. I'm wondering if he had some sort of other passive, but he just ended up being a bit too strong as a result, so they sort of just constrained his kit a little bit.

I'm also curious with his Ultimate Totem Stela, that assuming that it's a unique buff it applies to himself/allies (so that it doesn't overwrite/cancel any other buffs), what the actual stat changes that the buff applies are, as well as how those are applied. It seems like they're probably localized to the area (similar to Terra Magica or Golden Land), and they seem to apply when you're close to the Totem and not just on top of it – but it's hard to tell how much area nearby it is covered from the clips seen in the trailer.

I'm also pretty curious what'll happen with it when you use it inside hallways or other space-constrained areas, since it seems like there're a lot of potential weird collision interactions that could happen with that that'd need to be pretty well-tested, and it seems like it might be a useful barricade under the right conditions, but those are probably gonna be a bit less common than having it as a useful outpost.


The other thing is that Totem Stela deals damage, which makes me curious if it's got potential utility similar to Guardian's where you can use it to revive Allies that get hit by that AoE. If that's the case, it does give the two of them some pretty good synergy and ability to cover for one another, and depending on how the buff range of Totem Stela works, Guardian's massive AoE Ult might be able to get a pretty crazy damage boost from it. Similarly, I bet that a few of Recluse's Magic Cocktails will be particularly devastating with that buff active, but knowing when to be up on the pillar for the long-range ones vs. how close you need to be for the short-range damage ones will take a bit of figuring out.

The other thing is thinking about how Wylder, Ironeye, & Raider would make for a squad with just... insane Stagger potential, but you'd also be relying really heavily on maintaining that constant aggression since you'd have a lot less in the way of support abilities. There's also something like Raider, Ironeye, & Recluse where you'd be using him to draw aggro, and then being able to keep him up from a distance as well as make the most out of Totem Stela as a vantage point to rain down ranged damage, while also covering for him.

Overall though, he seems like he's gonna be a BEAST of a character, and a ton of fun to run for the big BONK crowd.




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We got the Nightreign character trailer & gameplay trailer for Recluse on Wed/Fri last week, as well as the PC System Requirements:


Additionally, Elden Ring hit 30 million sales!



As a bit of a different reveal, this week we've gotten a new image that seems to maybe be teasing some of Nightreign's story stuff with our new living doll archetypical character looking at herself in a mirror being held up by a skeletal hand.


Her intricate design seems like she's probably an NPC rather than a playable character (though if any game let us play as a living doll, I'd expect it'd be this one). Either way, she's VERY much the sort of entity who's right at home in the "a little bit of everything Soulsbourne" setting that Nightreign has, whoever she is.



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Yup, this week's a different one! We're getting a fully 10 minute with gameplay stuff in just under an hour!


EN Version

JP Version




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Thoughts on things now that that overview video has been released – tl;dr quite hyped. :mon:

Limveld:

When covering the map layout changes – the crazy spiral structure over the ruins of a church, the impact showing a Falling Star Beast actually landing in front of the players, the entirety of the Corruption Forest, the massive & mysterious floating void orbs, as well as the Frenzied Flame "eye of Sauron" tower all have me CRAZY curious about all of the permutations of the maps that we'll end up seeing and/or what sort of options there might be to end up influencing that. I'm wondering if they're tied to particular Relic Rites or other actions that the player can take, or have different probabilities depending on which Nightlord you're attempting.


Threats of the Night:

We really only saw the Malformed Dragon Sentinel and The Duke's Dear Freja in this super-brief segment.

While not appearing in this section, there were a couple of other bosses in the final "Nightlords" section that I was surprised weren't shown here instead (since they're definitely not Nightlords). I was rather surprised to see Astel appearing behind a fog gate seemingly in an underground Eternal City area, since I don't think any of the bosses in the Closed Network Test were behind fog gates, and I'm curious if that might be a different map or something.

Seeing part of the new attack where Godrick seems to be growing a massive tree from his own body seemed crazy interesting. I'm curious if that's something with his phase transition, since he didn't have the Dragon on his arm. Also, seeing an Ancient Dragon as one of the Night 2 bosses, as they typically end up getting new attacks, and I can't imagine what sort of insanity they'd possibly end up with (especially since they show the Malformed Dragon Sentinel using its new Thundercloud Form attack)


Nightfarers:

While shown for a split-second in the UI, and having a new attacks revealed but not directly showcased is that our 7th character, Executor, has a full-face helm that makes them seem like the "Blind Swordsman" archetype, which makes sense given the connection to the Guard Counter / Deflection mechanic that they seem to have with their sword being shows deflecting attacks, and then instantly following up with a dashing slash – which I expect will somehow convert the damage blocked into damage dealt. When discussing the story elements, it was especially interesting to see them as a painter though.

The 8th character wasn't shown or named in the character select UI (and while her Goblet was in the Small Jar Bazaar, we didn't get to see her name), but we do know that our Summon Spirit utilizing character is the doll whose image we got teased on Wednesday. There were only a few brief glimpses of her in-game model, so I expect that she'll be the last reveal. I am very much hoping that there is some high-quality art of all of the other Nightfarers and extremely curious what her gameplay mechanics are gonna end up being like.


Roundtable Hold:

The "Small Jar Bazaar" offering various things gave some neat insights. First is the Character Goblet that enables different Relic Rites. This is something that I'd wondered about from the Closed Network Test, as it enables different combinations of colors for the characters, which will diversify what sort of builds you can enable, based on the things that you've found thus far. This makes each of the characters a lot more flexible, and gives you some good control around the types of things that you'll be able to set up with each of the loadouts, since those are the biggest way to have meta-progression, and answers my confusion from the Closed Network Test about why some Relics had options for characters who couldn't enable them. I am quite curious to see what sort of Skill modifications there end up being for everyone as those seem like they could be some especially significantly empowering options.

All of the cosmetics was especially neat, and it's cool that they showcased the Soulsbourne-referential ones, in addition to ones that are themed more specifically to the characters individually. I do appreciate that it really does get to feel a bit like a celebration of all of the interconnected FromSoft elements that are going into it in a fun way. Also, I would bet money that the Spirit Summon doll gets a Bloodborne Doll outfit (her, Duchess, & Recluse really leaning in hard for the top Soulsbourne waifu appeal is some solid design choice from a team that understands their core target audience).

This section also emphasized a lot of other things with the character interactions that would give you specific Objectives to accomplish during missions that have story-progression for the characters. Aside from just beating the 8 Nightlords, this seems like it's a good way to add in a bit of extra detail into the various missions, and likely to incentivize using the whole roster of characters to try things out and find out everyone's narratives. Especially when looking at the variable way that the maps operate, I'm curious if those will be linked to missions against a specific Nightlord, or if they'll just be something that may end up on any mission.


Nightlords:

The one boss that looks like a hybrid between a Faun & a Basilisk warps in holding his staff already and in different surroundings, rather than having it planted beside him like he did in the first trailer showing that they've been putting some work into animations that we've already been shown. Another change is that the sideways-mawed Dragon appears to be a Nightlord here using gravity magic & vomiting out tar – even though it was shown as a field boss in the initial trailer (biting Wylder & being shot by Ironeye).

They did pad out this section as a part of wrapping up but showing us some more stuff with the Night 2 bosses that I mentioned earlier, which is good, so that they don't give too much away about the big bads that we're trying to work our way towards are gonna big part of the appear that we don't want to have spoiled.




Overall thoughts:

The non-linear progression of the storytelling seemingly being something that you can figure out at your own pace of going through matches, and having a reasons to spend time at the Roundtable Hold doing things, rather than just queuing for the next match feels like it'll be a really nice balance. It's something that makes me draw comparisons to Death Must Die where it feels like this is definitely stepping up over that.

Given that we've gotten character/gameplay trailers for Ironeye, Duchess, Raider, & Recluse on a regular Wednesday/Friday cadence, I am rather curious how they'll drop the other 4 now. We already know Wylder & Guardian but the EU's official Nightreign Heroes page haven't been updated with those videos the way that the others' have. Now their abilities have been covered in this most recent trailer, so I'm wondering if those will get released asynchronously, since the remaining time does make that a bit odd.

  • Week 19 (5th-11th) Normal Wed/Friday space for trailers
  • Week 20 (12th-18th) Normal Wed/Friday space for trailers
  • Week 21 (19th-25th) Friday is one week until launch
  • Week 22 (26-1st) Friday is the game release
So, it seems like we MIGHT end up getting the character trailers for the remaining new characters in the next couple weeks, just so that the community has some more time to talk about them and build up interest before focusing on the countdown period & launch trailer.


It's now at the point where it feels like it's impossibly close, but I still have to just contain my excitement and wait for 4 more weeks. :awesomonster:





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Looks like IGN's kicking off a bunch of exclusive reveals this month, which may end up being where we get one of our character reveals.


The first thing that they showed is the Libra Boss Fight (the Basilisk/Goat-Man), as that could be potentially considered spoilery, I'll drop it under a tag, and include a bunch of my tl;dr thoughts about it, since this design caught my attention really early on, and seeing it more clearly has a LOT more things in my mind.


It looks like he's a Madness-based boss in a way that seems like it's a bit built off of the balance of the Demi-Human Queens going between casting powerful magic and mindless raving fury – which is properly terrifying in the context of Frenzied Madness. While he's holding what seemed at first to be a staff – but rather than a gem at its top it's actually a pale hand, and he only casts Incantation from his free hand. The staff is actually just used like a cudgel rather than being cast away like when the Demi-Human Queens lose their minds. His whole body being covered in goat-like eyes just reminds me of all of the Frenzied rams in the Abyss in the Shadow Lands, combined with how the Madding Hand is a right-handed glove that was similarly stitched together from Frenzied flesh & eyes but not WHY that hand iconography was used.

"A glove stitched together from the flayed skin of the victims of a butcherous bloodbath. Afflicts target with madness. Raises attack power when madness is triggered in the vicinity. Forged of an unyielding, black impulse toward revenge fostered in those who were hunted down as heretics by their own brethren, these are the weapons of the utterly downtrodden."

One interesting thing that seems specific to this Nightlord is that, unlike in the Closed Network Test with "Gladius, Beast of Night" where entering the arena kicked off the fight, the players here first negotiate with a shrouded figure known as the "Scale-bearing Merchant" who offers one of several dialogue choices, and upon doing so the "scales" symbol appears over his head (these are the ones shown beside Libra in the original gameplay trailer and throughout the battle).

• I wish to have great strength
• I want resistance to ailments
• I want to hold death at bay
• I refuse to make a deal

It's from there that the merchant's shrouded body distorts & twists into "Libra, Creature of Night" and the fight begins. This initial section reminds me a fair bit of some of the source material that Elden Ring's mythology draws from when it comes to the madness which are Lee Tanith's Tales from the Flat Earth series, and various details about the depiction of the Prince of Madness, Chuz. One of his hands always taking particularly fair form, and he keeps his appearance shrouded to avoid inflicting those who gaze upon him with insanity.

The large Goat-eye structures mounted in the gap between his horns remind me a lot of the Large Inquisitors who also seem to have tangled spheres along their horns, and are found in Midra's Manse as well as in Enir-Ilim. (Chuz' narratives also center heavily around a lot of the Tower of Babel iconography that Shadow of the Erdtree has throughout Belurat & the Hornsent culture).

Given that the region behind Midra's Manse was left unfinished, it does feel somewhat like Libra was VERY likely conceived as a boss for something beyond that, as Midra was explicitly a FAILED Lord of Chaos and it very much seemed like we never really got into the deeper heart of what the Hornsent Inquisition was really up to out there.

This is even more supported by elements of the Map topography. Scorpion River Catacombs are the initial point at which some of the water from Rauh begin flowing down in a long river that cuts through much of the area, and this is the location where a portion of Godwyn's corpse is located, but specifically the one where the Basilisk's murdering gaze is present all throughout them. Rauh's broken bridges are formed over the top of this river, and it continues downstream over the Temple Town Ruins, past the massive pile of corpses of those who committed suicide by leaping off of the platform at the Abandoned Ailing Village, below the Ellac Greatbridge, and continuing underground until it opens up into the field with all of the Giant Lightning Rams, where it cascades into a waterfall – which empties out behind Midra's Manse.

This is not the only vantage point from which you can see this area of the map. It is also overlooked from the Finger-Weaver's Shack as well as from the wing at the Grand Altar of Dragon Communion, which is because the Abyssal Woods actually wrap around almost the entirety of the perimeter of the Finger Ruins of Rhia, whilst being at a much lower elevation. The Lamprey's faces have a vertical row of multiple eyes emerging from them, and Libra similarly has 4 vertical slits in the middle of his face.


This first Finger Ruins location is where Ymir sends you before granting you the talisman in the form of a wizened hand – Beloved Stardust a pale left hand akin to what Libra's staff has atop it.

"A talisman depicting a wizened hand gently gripping a glintstone. Shortens casting speed for sorcery and incantations by the utmost, but increases damage taken. Count Ymir was known for his recitations. "One need only envision the romance of the stars above with adoration for stardust in one's heart to become a great sorcerer. Do so, and you will know love." "

One of the core themes of Madness is that it increases vulnerability & damage received, directly in line with this confluence of Sorcery & Incantations as well as the iconography of the hands. On top of that Metyr is a maternal figure, which is always what the Demi-Humans seek in order to have safety, guidance, and quell their bestial nature like Kenneth Haight speaks about. Originally the red-eyed berserk status and Frenzied Flame were a singular theme, which was differentiated post-1.00 but they still have a lot of thematic overlaps that were focused on even in things like Bayle's Flame Lightning and the insanity borne of consuming his own kind for power – and Jagged Peak is the other border to these Finger Ruins, and overlook to the inaccessible area below.

This space behind Midra's Manse is actually traversable and has collision – but it's blank pointing towards it being a likely unfinished map area, especially with all of the other interconnected themes with the map design that all feed into this location.


I'd be willing to wager that there was an intent for there to be a proper Abyss behind the Manse at one point in parallel to how St. Trina's region is located below ground, as this parallels the ways in which Lucidity being a sorcery of the Carian Royal Family was used to combat both Sleep & Madness, whilst all other ailments are combatted by Faith. This would also connect to the efforts of the various Sorcerers to teach magic to the Demi-Human Queens.

The eyed embedded in the palms of Libra's hands begin weeping out Madness when he goes into his fury, whereas the rest of the time, he's channeling that energy into his incantations, but all of the Intelligence that would have once existed for him to channel his sorceries would have been utterly lost to the Madness. Even this convergence with those themes is touched upon with the Inquisitors guarding the Abyssal Woods and the Giant & Golden Arcs incantations having once been Sorceries, and emblematic of Jori's Barbed Staff-Spear.

"Sorcery of the inquisitors of the tower, wielded as an incantation of the spiral. A swing of the arm releases a procession of golden arcs. Charging enhances potency. The arcs resemble barbs, a known symbol of coercive questioning."

Notably these are the elements that feed into the entryway of the Abyssal Woods coming from the flooding waters of the Shadow Keep passing the Ruins of Unte with the wreckages of the Furnace Golems & Sword of Darkness Ruin, while on the cliff beside them is the flooded area of Manus Metyr, below which lay the Finger Ruins of Miyr and the Finger Birthing Grounds. The river continues leading downstream into the Recluse's River – passing Bonny Village and the Village of Flies giving a similar path of horror as the Scorpion's River, before emptying into that region.

The other drainage into the Abyssal Woods is at the Divided Falls, where the stagnant poison marshes empty out, which seems to be related to drainage from the Ellac River (whose source is the Scorpion River). The stagnant waters around Belurat is where the Poisoned Hand is located, again echoing the theme with the hand iconography, and the connections between the Tower & Manse, as well as Madness being this sort of downstream culmination of all of the pain, disease, horror, sickness, & torment that the Realm of Shadow was experiencing, which is why I think it's especially noteworthy that the attacks that Libra uses aren't Frenzied Flame, but rather what appears to be actual liquid inflicting madness.

This is what makes it seems much moreso like it's the source from which that burning pain arises, and that, like with the Flymen, it's got these sort of holy Primordial Crucible properties to it, like with the Giant Rams, and the way how even the height of the goat head itself looks like it's a ritual mask that's warped and attached itself into becoming a part of his body, smothering whatever face used to be below it. Even from behind, you can see this sort of twisting where the fur & eyes all coalesce into his back, while the "clothing" he's wearing seems like it's this uncomfortable fusion of skin into his own flesh – identical to what we see with the Godskin Apostles, and what you'd expect from anything downstream from Bonny Village & the shed snakeskin.

This is all similar to how the Frenzied Flame takes over, emerging as a finger from within the bodies of the decapitated individuals in front of the Manse. It's a sickness that grows and ruins you from the inside. Polluting and transforming you both from without & within. This itself could even start to suggest how something like the Three Fingers came to be as an aberration that needed to be sealed away, but in particular the physicality of Libra bears a significant resemblance to Morgott's body both in size and how his limbs are hairy as well. This may have meant to be another connection to some of the themes with the Omens being buried underground with the Three Fingers, but hard to glean too much more from the design elements here.

At the very least, it seems to have a lot more new little details to offer than Gladius (being like a Cerberus Red Wolf of Radagon), and I'm rather curious how much we'll end up getting of actual lore for any of the Night Lords as a part of the narrative in Nightreign.

At the very least, it was nice to sort of pre-emptively scratch this itch to dive into the design details of this stuff again, and remind myself that I need to go finish reading the Tales from the Flat Earth series. :mon:




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FromSoftware had a games event recently and Famitsu revealed that during the event, they showed an Artorias skin for Wylder as well as that the Gaping Dragon appears as a Night 1 boss: 『エルデンリング ナイトレイン』には『ダークソウル』の“貪食ドラゴン”や“アルトリウス装備”が登場。実機プレイで明らかに | ゲーム・エンタメ最新情報のファミ通.com

In addition to that, IGN revealed that the story elements for each character coming in the form of Remembrances happen through dialogue with the various NPCs, but that the type of follow-up missions that they result in can vary significantly from character to character, like defeating a Miniboss that only spawns when that objective is active, finding something in a specific location in the caverns on a map, or even something like unique 1v1 battles that happen on their own:


The variety here makes it a lot more intriguing to try out the various characters, as progressing their stories will be different from one another rather than being something that's just a repetitive series of checkboxes with different characters, which is a really good call from a design perspective.


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The massive Earth Shift alterations sound awesome, but ESPECIALLY the reward of Legendary Ascension meaning you're able to pick any weapon in your equipment to max upgrade if you clear the affected area. Good to have an idea of how the layout does & doesn't change, as well as what types of crazy invasion types events that can happen without warning are (like the Level-stealing bugs, which sound horrifying).

The tornado giving a trio of NPC Nightfarers as an invasion sounds crazy, and makes me wonder if they're using actual player data to seed them like they did with Fia's protectors in the base game (the infected Albinaurics shown there seem interesting as well)

Also, as a warning - it shows the Nightlord list:

Tricephalos (Gladius)

Gaping Jaw

Sentient Pest

Augur

Equilibrious Beast
(Libra)
– A goat-headed being who pretends to be a man, said to be able to use a dubious form of alchemy. Counterfeit gold causes loss of sanity, beckoning madness. However, those who forment madness are sure to succumb to the selfsame malady in the end.

Darkdrift Knight

Fissure in the Fog








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IGN has an interview with the game & combat designer, Takuya Miyazawa which has some EXCELLENT quotes in it.


A few highlights that I really appreciated

On making a "Short RPG" by adding in constraints to the gameplay, and then balancing that up by opening up the gameplay in other ways:
So while the game base sits with Elden Ring at its core, we wanted to create a gameplay experience that was ultimately very different. Elden Ring is a much more slow-paced, a lot more open-ended. You take your time and carefully go through the world, but Nightreign is what we're calling a short RPG. So there are some constraints here. For example, the three-day, three-night time aspect, and the limitations on the player; but at the same time while we’re putting these limitations on the player in terms of structure, we wanted to allow them some freedom points that they didn't otherwise have with Elden Ring. So the way they traverse the map, they can sprint and they can clamber up walls quickly. Let's see… there's no fall damage compared to Elden Ring. So while we put these constraints on the players from a structural point of view, we wanted to open up and allow them this freedom from a gameplay point of view as well. So it was about creating that balance and that contrast.
Everything about how they're trying to take their own form of RPG and give a different experience where you're feeling out everything in a way that's more like role playing as the characters and changing their things on the fly, rather than building them out in menu screens is such a neat way of thinking about the core of the design, and extending that out into making the traversal and combat faster in the same way for the core gameplay loop. It seems like it's managing to retain a lot of the core things about what makes it an RPG even as it's got a really different, yet familiar feel to it.


On doing the character design & Recluse:
Just to give one example of that. You might have used her in the network test or in your play session, the Recluse. Her archetype actually started as a mage, a magic user, plain and simple. But from there, we started to think about and discuss what's fun and what's interesting about playing as a mage from a player's perspective. And that is, of course, using magic, using your intellect to kind of suss out the enemy and its weaknesses and sort of piece the puzzles of the battle together as you go. Of course, just blasting magic is fun in itself, but we wanted there to be an extra layer to that such as how you use your resources, the timing of your spells, using multiple spells in conjunction. And so we started to design a system around that new kind of concept of a mage and how players would interact with that. So that's the kind of approach we took to the character design.
This is one of those things that's hard for me to overstate in how well they nailed understanding WHY the mage players play they way that they do. It's why I think that the character role/class/archetypes that they've gone with not only seem to understand the types of players that go for them, but also what's fun about doing that sort of thing in FromSoft games specifically, showing that they're building off of more than just player data from Elden Ring even if that's forming some of the foundation about info on what players do/did in the game.


On the overall game design methodology:
Generally, we designed the game for the players to be able to beat it as any character. So we wanted them to feel like they could choose a character they liked, either from an ability standpoint or from an appearance or backstory standpoint, and beat the game just in their own play style and with a character they enjoy.
This is THE PERFECT understanding to have as an entry point. Make the cool things cool, and let players gravitate towards the thing that they like for whatever reason that they happen to like it, so that they're having a good time, and they can do everything in the game how they want to.


Beyond that is the bigger picture with the whole of the content coming together:
We really wanted both the boss characters, these encounters, and the player characters themselves to feel unique each in their own way. And we wanted it to feel unique enough that players can go back to the game and approach with another character entirely. So even if they have beaten a boss with the Guardian, they might want to go back and try it as the Recluse and see what other tricks they can come up with. Players also might enjoy doing a three-Recluse team, so tripling up on a certain character and seeing what kind of crazy stunts they can come up with, so I'm really looking forward to that aspect of the game.
The character trailers, and the ways that the triple teams are gonna be able to stack up with each other have me ridiculously excited. It feels like one of those games where there's the potential for some absolutely BONKERS combinations of synergy and fast-paced badassery, and it really feels like they're just leaning 100% into it in the best possible way.


It's crazy that this is basically just a week away now. I really am just stoked to finally be able to be diving back in on this again.




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Soooo......

"A cursed blade, drawn not in rage, but in reverence. Primordial might churns beneath gilded graft, hungering for the Night's undoing."


That ultimate looks INSANE, and is the last thing that I had expected to see (I'll update this when the full character trailer drops).

EDIT:

The "Tenacity" passive ability getting a boost when cleansing away status effects was super interesting & also quite unexpected. I'm curious if it triggers when a status ends naturally or if there's something that links it into the Item/Spell that clears it. A neat detail that's seemingly all intertwined in the fusion of the Primordial Crucible & Golden Order trying to sort itself out before the Crucible Knights ended up being ousted. Either way, it means that there's a possibility for some SUPER interesting interplay between Executor & Recluse if they pick up some of the status cleansing Incantations. I also know that the Fire+Holy reduces status build-up, and Fire+Holy+Magic has some healing properties and I'm curious if either of those would be able to trigger that passive, 'cause that'd make for a really interesting combination with Recluse staying up close to Executor.

While I'm no good at that personally, I'm glad that for the Sekiro players out there that there, that Executor's "Cursed Sword" deflection stance DOES have those sorts of additional gameplay chores with the parry timing mechanics that lead to a big reward in the same way that Recluse has all of her Magic Cocktail stuff to manage. Essentially when you take out his Cursed Sword, he goes into a stance with that weapon that allows you to use R1 & R2 to attack, L1 to deflect, and L2 to use a weapon skill, and it's all specific to that blade. The tradeoff is that he swaps off of whatever other main weapon you're using for this blade, so I think that there's probably some amount of upgrading balance based on how you're approaching combat. Those little extra gameplay elements with the characters that lean into a particular playstyle worked wonders for the spellcasting feeling really different, and I'm hopeful that this is the other character who gets a decent bit of that. Since there's clearly some sort of follow-up slash after blocking, I'm hoping that it's a stance that you can sort of build-up and then trigger a retaliation a bit like a more advanced Guard Counter mechanic, which is in-line with the Blind Swordman lore from the base game.

"Aspects of the Crucible: Beast" is a spectacular Ultimate, and SUCH a neat addition into all the lore. Additionally, when the Ult is activated, R1, R2, & L2 are all various attacks, and L1 is his roar. The design is really interesting in how hound-like it is, while also having a bit more of that reptilian feel with the tail, and all the Omen horns along its back to make it feel distinct from Malekith & the other Beastmen of Farum Azula, while the skin and narrow face give it an almost Demi-Human appearance, but most of all having a very Red Wolf of Radagon feel to it with the golden mane and overall body design. While it's got 5 fingers on its hands, they're positioned like 3 fingers with an identical thumb on either side, and it's got a sort of Aspects of the Crucible Horns-like attack from its palm. Given that the Demi-Humans are 4-fingered, and there's all the lore around the intelligence of the Beastmen around them having 5 fingers bestowed upon them, it's neat to see this detail, even as their feet seem to be 3 toed with the dew claw raised a bit higher up, sort of how the Ancient Dragons' 6th them is placed on their outer wrist.


For some of the additional mechanical details, there was a Redbull Lancation event with some streamers who got to try everything out, including the volcano event and this was the new Nightlord that they went up against:


There're some spoilers for various Nightbosses & that Nightlord if you watch it, but 5:10:20 shows off them trying to figure out how the Executor works in the training grounds, and it's really helpful to see how the mechanics translate:


Fextralife is one of the other PoVs if you want to watch anything from this from another player's perspective, and haven't found the other yet. There're a variety of different bosses and encounters popping up and getting clipped here & there with various Dark Souls bosses & such, so expect those will be the big topics of conversation going into the last few days.



On another note (since I'm just updating this now), there's a continuation of the IGN interview that covers how balance works for solo play as well as an option for a self-revive in that which lets you have a little bit of a more smooth time, but also some talk about how the enemy AI dynamically adjusts so that players don't get TOO overwhelmed without companions, as well as how duo play was a bit overlooked and is something that they're planning to build up some more support for post-launch. Really just the whole thing makes me monumentally glad because it seems like their team really went all out for what they wanted and it feels like they've nailed it.



Just the Revenant character left (who wasn't available for the Redbull event build, so she'll be new for everyone) and only a few days to go!!




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Another review from a long-time Souls veteran (largely PvP) who played it for ~40 hours at PAX East and had a video covering the experience about that from the other day.


I don't mind that there aren't a TON of older Souls bosses, and that the boss rotations on various Nightlords are currently more limited, 'cause that gives you SOME ability to know what to expect, which allows the RNG to be a bit more focused around gear & map location layout. One of the things is that other Roguelites have a WAY smaller gear pool than Elden Ring does, and the co-op nature of that would make it wildly uneven & unpredictable otherwise. (Additionally, this makes things a lot more viable for a software team to have meaningful feedback on what their difficulty looks like by controlling for some level of conditions, which will help a bunch with early balance patches, as the brutality of the game will take some getting used to).

The Map & Invasion difficulties that you have to figure out by failing at them are the sorts of puzzle-like encounters that I actually really like, despite the fact that they can be heavily punishing, that's sort of what I expect of the game in a way that's not solely relegated to just the Nightlords themselves. Also, as they usually have a significant reward and get more manageable when you know how to approach them (similar to the Nightlords having weaknesses). This also feels like it's got a degree of RNG to encountering it that makes it something that takes more time to puzzle through as encounters that can help to shake up what those runs are like.

Additionally, the strong Relic Rites seemingly being more tied to game progression than just RNG is something that very much feels like it's wanting to have the main playerbase at a certain baseline when they do the DLC with the 2 new characters, new Nightlords, and all of the Shadow of the Erdtree weapons. That VERY MUCH feels like they'll have been able to do more balance work while the game is in players' hands, all of which can address those things to really get it so that core the gameplay loop for later endgame content ends up that's just gained from late game runs and RNG ends up out-pacing the game progression stuff. (Again, similar to Bloodborne & Chalice Dungeons, and this is how you work in time for software roadmap work and other balance to really nail where you want the challenge to live, which FromSoft did a lot of with Elden Ring & Shadow of the Erdtree).

Most of all though, all of the stuff about the heaps of lore & character-centric stuff that hasn't been very clear about how prominent it would be makes me WAY excited in just how much the "Short RPG" monicker for the game really does seem to be taking that aspect of it and not ONLY being a multiplayer-centric experience.

Only a few hours away!



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As a Recluse main, this guide has been invaluable, because it lets me absolutely blitz through any of the Sorcerer's Rise Towers on the map, and like with all of your Magic Cocktail recipes, it's all about memorization & being able to iterate on clues as fast as possible, so that you can make sure not to burn too much time on them:

Another thing to know is that if you end up struggling against Gladius, it's still possible to unlock both Duchess as well as Revenant without beating it, because the pocket watch item that initiates that can be a random drop any time you make it to Gladius. It's guaranteed for a win, but also seems to be a random drop beforehand as well if you make it to him and fall. Revenant is pretty straightforward to get with Recluse since you can just back off at a distance and keep up your Triple Magic Cocktail to take out her summons and then eventually swap over to her once Helen & Frederick are cleared out, so long as you remain cognizant of Sebastian's beam.

I didn't end up having quite as much time this weekend as I'd expected, and despite having a few close losses so I got the pocket watch early, I finally got my first win against Gladius and opened up the rest of the game earlier today. This is also where I wanted to highlight a REALLY awesome feature that Nightreign has, which is that you can check out all the things that happened in your route from the minimap tracking. You can look up your run history from the Roundtable Hold, as well as favourite particular runs. It's a super solid way to get a sense of what your movement through the map looks like ON the map itself, which will help you get a lot more proficient at routing and being able to track where you're going & how.

I've got the full run as well in case you want to see more of what that looks like in motion, as well as how the cinematic sequence post-battle ends up being presented, 'cause one of the things I really love about Nightreign so far is the story presentation and all of the characters. The various developments & attitudes of everyone there have been incredibly engaging and I think that it does a great job at letting you really feel attached to the various characters and giving them a lot of depth.

Overall, I'm just really loving it so far. Now that I'm into the core of the game content, I'm really looking forward to trying out Revenant since she's seemed rad in the practice area and I've had some fun runs with her as a teammate.


In other stuff, there was a pre-launch Hunt tournament held by Bandai Namco where the teams captained by the streamers I follow most closely took first & second respectively (Luality & Fighting Cowboy), which are excellent examples of what the game looks like when it's being run with a full squad of Souls-pros with full comms & solid routing.

Lastly, while it's a big spoiler, ONGBAL pulled off a deathless solo run as Executor against the final Nightlord, and it's QUITE the visual spectacle:



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Another really neat & under-emphasized asset that's in the game is that in the area of the Roundtable Hold where you can see everyone's victories, if you look at their equipment, it's tagged when there's something from a run where you died on in Night 1 or Night 2, and then appeared in their world as a Red Phantom so that your equipment that helped someone else to win. Something that I think ought to be a little bit more visually emphasized, 'cause it's a really awesome feeling, especially since I've had a couple runs where someone else's gear REALLY boosted up how well we did.

Additionally, when it comes to the core game as a solo experience, the director has beat all of the bosses in the game solo without any relics. It's nice to know that the "Castlevania approach" is still being done (as in Castlevania games, they had to be able to beat any boss without taking damage & without any equipment aside from a dagger so show that certain gear or abilities weren't a requirement for winning). While I don't know if he was doing no-damage runs, it's pretty clear that solo runs are quite viable albeit on the more challenging end of things. I've gotten a decent ways on a run solo as Recluse, but it's WAY more fun in a team.

On that note, Nightreign is a lot like the Closed Network Test where it's a bit of a rough start, but once you get into the flow with some other people who know their way around, the game ABSOLUTELY rocks. It's fun as hell and if you've got a competent squad, you can even make your way through some falters and come out of it on top. It took me about 17-18 hours before I managed my first win against Gladius, and it's been awesome since then which is really that the lifecycle has broken further into the pool of players who have more time with the game. Not sure if that's JUST the game being out or also the missions on top of that, but everyone's really settled into their niches and are rocking away together, and the complimentary Relics on a full team really help the challenge curve.

I'm 28 hours in now, and I've managed to clear Augur (Maris, Phantom of the Night), Sentient Pest (Gnoster, Wisdom of the Night), as well as Gaping Jaw (Adel, Baron of the Night) today, and even the run where we had an unfortunate last-moment loss against Adel was still fun as hell. I've unlocked the final boss now, but there's still the end of the Remembrance Quest for Recluse as well as 3 other bosses, and everything for ALL of the other characters still, as well as getting through the regions with the massive map changes, and clearing those out, as I've yet to dive full into one on a run yet.

I might isolate the boss battles later on, but at the moment just wanna dive back into playing.

So, here're those various full runs for my wins thus far:




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