Summary

Elden Ringchanged the game when it came to FromSoftware world design, andElden Ring Nightreignhas once again refined and iterated upon it. The tried and tested formula of Soulslike games existed in primarily linear experiences prior toElden Ring, but that was all changed when the Lands Between emphasized a go anywhere, do anything style of play. It was an instant hit, and the open world ofElden Ringis one of its strongest aspects, lending a sense of exploration that surpasses even the evocativelocations ofDark Souls.

Moving to a Roguelike formula,Elden Ring Nightreignwas inevitably going to make some changes to this philosophy, but few were prepared for just how far it went.Nightreignis a fast game, not just in its pace, but quite literally, as Nightfarers can run almost as fast as Torrent can gallop, and a run ofNightreigncan easily take players from one corner of Limveld to the other on foot. It is a far cry from the methodical, plodding approach that was core to theDark Soulsseries, but it is one that feels well-tuned, lending a flow that works specifically forNightreign’s very particular needs.

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The Revamped Traversal Is One of Elden Ring Nightreign’s Best Features

There are many features of the game that are very clear for anyone to see at first glance, such as its many disparate influences, as well as thereturningDark Soulsbosses inNightreign, but there are a few aspects that can only be felt, not observed. The traversal is one such thing. When navigating the Lands Between inElden Ring, the Tarnished is given Torrent, enabling them to reach places they otherwise could not. But without Torrent, it falls to the Nightfarers to navigate the ups and downs of Limveld, and it’s done in a way that feels incredible.

Nightreigncombines some ofTorrent’s featuresinto the Nightfarers, such as using Spiritsprings.

Nightreign changes upElden Ring’s traversal enormously by borrowing much ofSekiro’s climbing, enabling Nightfarers to reach places that few other FromSoftware protagonists can. It’s not just upward motion, either, but downward, as leaping from high places to the ground is just expected behavior, completely resettingFromSoftware game fans’ tricky relationship with gravity. The speed, vertical movement, and wild leaps giveNightreigna certain flow that just feels good. It is incredibly freeing to be able to run almost unhindered around Limveld, turning what was previously a chore inElden Ring’s enormous world without Torrent into something quite satisfying.

But it’s one part kit, and one part world design, as FromSoftware has created a map that facilitates this new way of travel. Spiritsprings and grave piles are plentiful for reaching high places, and it is a very rare moment indeed that a player will feel trapped inNightreign’s map. Players are rarely too far from a point of interest or way of getting somewhere else, in a way that feels similar toSkyrim’s world design philosophy, albeit, running like a Khajiit on Skooma. There’s always something around the corner, and even with the night closing in,Nightreignusually gives players enough tools to make calculated decisions about how many objectives they can complete in a given time.

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As Good as It Is in Nightreign, the Traversal Should Probably Not Make a Comeback in Future FromSoftware Games

WhileNightreign’s traversal is fast, fluid, and ultimately very rewarding, it probably shouldn’t make a return in future games, at least not in the single-player games. There is something about the more restricted, grounded nature of movement in many Soulslikes that gives them a feeling of vulnerability thatNightreignhas exchanged for a sense of speed. This vulnerability is often what helps the games to feel rewarding when taking a new challenge head-on, and whileNightreignis certainly a difficult game, its approach allows much more freedom in how to approach it. With that in mind, future FromSoftware titles could benefit from bringing things back to Earth, letting more experimental games likeNightreignandThe Duskbloodsplay around a lot more with movement.

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