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This is not the ‘Elden Ring’ you might remember. Published by Bandai Namco and developed once again by FromSoftware, who said late last year that they weren’t “really considering” a sequel, spin-off or DLC anytime soon.
To our surprise, they then announced ‘Elden Ring: Nightreign’, a standalone, co-op, action-adventure roguelike set for release on May 30th of this year.
The game begins in the Roundtable Hold, which serves as your hub. I loved that it still maintains the same ambience and sense of safety as in the base game, but it has now been adapted to prepare you for the fight against the Nightlord.
Here, you’ll find a training area where you can experiment with new builds. I liked that it lets you choose from every weapon in the game or try out one of the many preset characters and their unique abilities, something very new for a FromSoftware title.
You’ll also find an altar that allows you to perform a ritual called ‘Relic Rites’. This system features coloured slots corresponding to each of your characters, where you can place relics that grant various buffs for your next run.

Characters are also scattered around the Hold, and you can interact with them, likely to uncover more of the game’s lore. The key feature, however, of the Roundtable Hold is the main table, which allows you to embark on expeditions. In the network test, we only had one expedition to choose from. Once selected, the game initiates matchmaking with two other players, or you can set a password to group up with friends.
The network test only featured four playable characters: Wylder, a sword & shield class but an all-rounder, Guardian, a tank-like class, Duchess, a rogue-style character and the Recluse, who is a mage but the full game will feature eight playable characters.
Expeditions take place in Limveld, an alternate, twisted version of Limgrave that is randomized with each visit. In the network test, the changes were minimal, but I expect more variety in the full release.
The goal of each expedition is to defeat one of eight Night Lords, though only one was available in the test. FromSoftware seems to have plans to add more as DLC later down the line.
You begin each run by flying in on a spectral hawk, similar to a battle royale drop which provides a stunning vantage point and a brief moment to mark your landing spot on the map.

Once you land, you and your teammates must level up quickly by defeating enemies and collecting runes, which allow you to increase your stats at Sites of Grace. A welcome change for the faster paced gameplay is that you can now level up simply by standing near a Site of Grace rather than having to sit down.
Looting is also essential. Weapons and talismans can be found in chests and enemy camps across the map, using the familiar colour-based rarity system seen in other games. Flask charges for your healing flasks can be found at churches scattered throughout the world.
As the day progresses, you’ll notice the skies darkening and a Ring of Rain beginning to close in, shrinking over time until it reaches the final circle, signalling the arrival of that day’s boss fight.
One of my biggest concerns going in was whether the combat would be altered to fit the faster pace. I’m happy to report that the combat remains true to FromSoftware’s signature style. Combined with the need for quicker movement and decision-making, it creates an exciting gameplay loop.
The first two days of an expedition follow a similar structure, though I preferred to use the second day as a boss rush to grow even stronger before entering the third and final day via a portal.

Day three culminates in a boss fight against your chosen Night Lord. For the network test, we faced Gladius, the three-headed wolf from the trailer. This fight is a true test of skill and will quickly reveal whether you used the first two days wisely.
Interestingly though, if you or your teammates do go down, to revive them you have to do damage to them. I’ve never seen a game go this route and it creates added strategy.
FromSoftware’s art direction is on full display, featuring stunning dark fantasy environments, and the soundtrack is as outstanding as ever, with grand orchestral scores for boss fights and more tranquil themes for quieter moments.
Overall, I’m incredibly excited for Elden Ring: Nightreign. Any minor concerns I had have been put to rest. This is the roguelike we’ve always dreamed of from FromSoftware, and the gameplay loop they’ve created is immensely satisfying. Now that the network test is over, all I can think about is playing more. If this is the appetizer, then I can’t wait to see the full meal they’ve cooked for us.







