Elden Ring: Nightreign Network Test Impressions – Feeling Hollow

Key Takeaways

  • The gameplay involves three players selecting characters called ‘Nightfarers’ to complete tasks on a shrinking map while defeating enemies and bosses.
  • The new combat mechanics include character-specific ultimate abilities and a streamlined control scheme, emphasizing speed over traditional movement controls.
  • Concerns are raised about the game’s long-term appeal and replayability given the limited number of Nightlords and the nature of passive buffs.

Without mincing words, Elden Ring by FromSoftware stood out as my top pick among games in 2022, and its DLC, Shadow of the Erdtree, took the crown for 2024. When FromSoftware and Bandai Namco unveiled Elden Ring: Nightreign during last year’s Game Awards, I must confess, my initial reaction wasn’t overwhelmingly positive. The concept of picking from a group of eight characters, each with unique skills and “Ultimate” abilities, along with repeated playthroughs on a map that gradually shrinks to fight bosses, didn’t align at all with what I anticipated for the next Elden Ring installment.

Fortunately, I received a code from Bandai Namco for the recent PlayStation 5 Network Test. Over three testing sessions, totaling approximately six hours, I’ve yet to be fully convinced. The reason isn’t due to the concept alone, but rather my personal experience with it.

A Cooperative Soulsborn Built on Hero Classes

In brief, a game round involves three characters selecting a “Nightfarer” character to venture into a map, gather weapons, consumables, and fight enemies or minor bosses while collecting runes and leveling up. As the game progresses, players are directed towards a final boss for each night, starting with the first night’s boss. After defeating that boss, the next day begins, with the process repeating until you reach the second-night boss. Upon defeating this boss, players enter a portal to confront the Nightlord boss of that session. With the Nightlord defeated, the match concludes, and players return to the Roundtable Hold for further activities.

This sneak peek is exclusively derived from the Network Test and my personal gaming experiences. My initial playthrough commenced in an alternate setting of the Roundtable Hold, as depicted in Elden Ring. The primary distinction lies in my ability to explore beyond to a “practice arena,” where certain text markers are positioned for players to familiarize themselves with the new control scheme and combat mechanics. The fundamental attack mechanisms for light and heavy strikes are assigned to R1 and R2, while blocking is set to L1, and the associated weapons, Ash of War, are designated to L2. Rotating through weapons can be achieved using the left and right directions on the D-pad. Jumping remains as X (I prefer not to call it “cross”), and sprinting continues with the circle button. Given the game’s emphasis on speed, the crouch function previously assigned to L3 has been eliminated, and instead, L3 now activates a super sprint.

The distinctions don’t stop at this point. Specifically, Square is designed exclusively for your Flask Cerulean Tears, and you cycle through consumables by pressing up on the D-pad, with down cycling through four slots. A major overhaul in the combat system is the introduction of special and ultimate meters located at the bottom or center of the screen. These meters flank each character, performing different functions for each one. During my gameplay sessions, I had the opportunity to play as all four characters available. For the purpose of this preview, I’ll discuss them in the order I played them.

To initiate a game, I moved towards the Roundtable and initiated matchmaking. Regrettably, password-based matchmaking was turned off following a disastrous initial trial run where many players struggled to connect. Finding a match with strangers proved swift. Once a group of three was found, I was directed to the character selection screen. Since my initial experience in the main game involved a magic build, I opted for the Recluse, who specializes in magic.

After filling up her ultimate gauge by pressing Triangle and R2, you can use the Soulblood Song ability, which leaves a blood mark on enemies. Any subsequent attacks on the marked target will replenish Vigor and Focus Points (FP), or mana. The Recluse character’s skill is called Magic Cocktail. When an enemy is struck by an element – magic, fire, holy – a ring of the corresponding color appears around them: blue for magic, red for fire, yellow for holy. By holding Triangle and L2, the Recluse can absorb that element into one of three small circles surrounding a symbol. Once all three circles are filled with the same element, pressing Triangle and L2 again will cast a more powerful spell, with effects varying based on the combination of elements stored. For example, if all three circles contain magic-based energy, the Recluse will emit a circle of blue light that damages the enemy with multiple magical slashes. Lightning and fire combine to create a burst of both elements, while a mix of fire and magic results in an explosion-like effect capable of knocking enemies down. It’s important to note that each time you absorb an element, some FP is restored, preventing depletion of FP altogether. This makes the Recluse my preferred character to play.

Afterward, I took on the role of the Protector. Known as the “tank” among the four, the Protector initially equips a shield and halberd, and his special abilities are Whirlwind for a character skill and Wings of Salvation as his ultimate. With Whirlwind, the Protector grows wings and performs a whirling spin that generates a brief cyclone, picking up enemies and flipping them over while causing damage simultaneously. Wings of Salvation allows the Protector to soar high in the air and descend with a powerful area-of-effect attack. Pressing triangle and R2 at the same time grants an defensive boost to teammates. Frankly, I didn’t find this character particularly enjoyable as I rarely observed substantial damage from either skill, and generally, tanky characters aren’t my preferred choice for gameplay. To be honest, it might just be a matter of personal preference, so feel free to interpret that as you see fit.

The third character I managed to control was Wylder, who serves as our knight and all-purpose character. Wylder’s special trait, Sixth Sense, allows him to evade one attack that would otherwise knock him out. His skill is the Claw Shot, which functions like a grappling hook with a cooldown of around 7 seconds. You can use it to reel in smaller enemies or pull Wylder towards larger ones, including bosses. His ultimate move is Onslaught Stake, a thrust-up attack that releases a powerful explosion. Initially, mastering the distance and timing for this move may be tricky, but once you get the hang of it, it’s quite exciting to execute! Wylder appears to be a great choice for beginners due to his ability to dodge potentially lethal attacks.

To sum up, I got to role-play as the Duchess, who functions like an RPG’s Rogue class. While she may not have much power, her speed compensates significantly. Her unique skill, Restage, is incredibly beneficial in tight spots since it makes enemies reabsorb recent damage by creating a sort of spectral copy that takes the harm and applies it to the physical form of the enemy. Used correctly, it can greatly impact the battle, such as making an enemy take double the amount of damage from its health bar. Her Ultimate is named “Finale,” and it makes her and any nearby heroes vanish from sight, enabling them to evade enemies. This can be used either to pass by without attracting attention or to reposition yourself for a crucial backstab. The Duchess is one of my two favorite characters to control among the four available in the Network Test.

Gameplay Tweaked for Fast-Paced Action

In the realm of Elden Ring, similar to the main game, vanquishing foes rewards runes that can be utilized to boost your character’s level. As a humble Nightfarer, each new adventure begins with me at level 1, and ascending to higher levels becomes possible by interacting with a Site of Grace – a single button press is all it takes!

While the game only displays vigor, FP (focus points), and endurance as my on-screen stats, leveling up means they all receive a predefined increase per level. There’s no option for paralysis or choice in this matter – the game takes care of that for me. This design decision aligns perfectly with the fast-paced gameplay loop of Elden Ring: Nightreign, where progress should be made swiftly to uncover the game’s mysteries. It’s a clever move that enhances the overall experience!

The process of movement has been streamlined. As Torrent, who’s absent from the game, contributes his speed, it can be activated by pressing L3 for an extraordinary dash. Navigating vertical spaces is made easier through double jumps and the ability to cling to most ledges when jumping.

The way characters move around has been made easier. Torrent’s speed, even though he’s not in the game, can be used by pressing L3 for a fast dash. Jumping twice helps navigate vertical spaces, and you can also stick to most ledges when jumping.

Scattered across the globe are treasure chests filled with randomly selected items, either a new weapon or an enhancement. Typically, these items surpass what you currently possess, making the decision quick. You can opt to utilize the weapon or leave it behind and continue your journey. Consumable items such as potions, ammunition like pre-made cracked pots or throwing knives, curative garments to heal ailments, edibles for temporary boosts, and grease to augment weapon damage are often found in luminescent containers. Given that only four slots are available for items, make your choices carefully but swiftly.

Additionally, some churches offer bonus fees for flasks that are certainly worth exploring without delay.

As a gamer, when my character falls in battle, I need to revive them by delivering swift blows that drain a bar above them. With each fall, another purple meter appears, requiring depletion before they can rejoin the fight. In these critical moments, characters like Duchess and especially Recluse prove indispensable. Duchess’s speed enables rapid strikes, while Recluse can remotely revive a teammate from a safe distance, minimizing exposure to danger. If a fallen comrade isn’t revived promptly, they lose a level upon respawning.

When the character known as the Nightlord is defeated in battle, players are given an option to pick one gemstone, which provides a continuous bonus effect while it’s worn. These gems come in various colors, and each Nightfarer possesses three slots for these gems. It seems that additional slots might be introduced in the future as some of the available gems had colors not found among the current slots but were clearly intended for specific heroes during testing.

During the game, you might find a currency that you can select at the end of the competition. However, during the network test, there weren’t any vendors in the Roundtable Hold where you could spend this currency.

Enjoyment in Elden Ring Nightreign can soar when you’re teamed up with skilled players who effectively utilize their characters, keep an eye on teammates for potential revival needs, and stay vigilant about the Nightreign circle. Regrettably, my gaming experiences often involved being paired with those who couldn’t be more different – players who abandoned ship when things didn’t go their way. Successful missions typically last around 40 minutes, but it seems crucial to play with friends for a smoother ride. In the Network Test, pinging was solely used to mark a location on the map. I didn’t notice any other means of silent communication between teammates. Consequently, chat will likely be indispensable in most situations. Matchmaking with strangers might just turn out to be a roll of the dice.

My main worry about this game is that it might not sustain interest over time. Since only passive buffs carry over from one match to another, I fear the motivation to keep playing may wane for most players once they’ve completed the base game, Nightlords. However, the longevity of the game could potentially depend on what can be bought with in-game currency and post-launch support. With DLC already announced, I’m doubtful that FromSoftware will invest time and resources into free updates.

After participating in the second available trial session, I had already formed an alliance with at least one player who knew the most efficient route for superior outcomes. However, since there were only eight Nighlords in the original game, I found that progress didn’t feel like real advancement. In fact, I didn’t feel compelled to return to it when I wasn’t playing. This is unusual for me when it comes to a FromSoftware title. By the end of my experience, I felt content. Nevertheless, I plan to give the complete game a try because there’s fun to be had. However, nothing I’ve played so far has matched the excitement and enjoyment of playing Elden Ring, despite the differences between the two games. Since FromSoftware used the Elden Ring branding and symbolism, comparisons are unavoidable and justified.

It seems that on May 30, 2025, everyone will learn about the release of Elden Ring: Nightreign, which is scheduled to come out for the PS5, Xbox Series X|S, and PC.

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2025-02-24 01:03