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In 2025, Elden Ring Nightreign was my playground for experimentation

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Back in May, FromSoftware stepped outside of its comfort zone and did something it hasn’t done before: it released a multiplayer game. Sure, the Dark Souls series and Elden Ring both feature the ability to summon friends and invade foes, but Nightreign is FromSoftware fully committing to co-op play, and in the process delivering the most playful game in its history.

Nightreign is wholly different from what we’re used to from the esteemed soulsbornering developer, aside from the familiar bosses and pointy weaponry. It’s fast-paced, it’s more challenging than ever, and it ultimately feels like a playground of possibilities for what FromSoftware can do and where it can go, as well as a celebration of its previous work. For me, it’s a platform for experimenting with new build styles, weapons, and spells, and all the different possibilities for achieving success. I can’t get enough.


A Nightfarer can be seen gliding into the Great Hollows Shifting Earth event in Elden Ring: Nightreign's The Forsaken Hollows DLC.
Image credit: Bandai Namco

A centaur like character with a large sword in Elden Ring Nightreign
Image credit: FromSoft

For the first time in a FromSoftware soulslike, Nightreign begs that its players work together (unless you’re some sort of beast who can solo these bosses, in which case, hats off to you). As a result, the game isn’t for everyone. While I have enjoyed the co-op mods for From’s previous games, and therefore was immediately onboard with Nightreign, a level of apprehension from players who wanted another brutal single-player experience was understandable. I get it. Embrace it, though, and Nightreign provides a highly-replayable, roguelite experience that keeps you on your toes. One that you can enjoy with friends and strangers alike, and one that is deeply satisfying – especially when an Expedition goes exactly to plan and you take down the formidable Nightlord at the end of it. Some of the best moments I’ve ever had in gaming have been in Nightreign

Take one of my most recent runs for example, which I don’t think I’ll ever be able to top. Queuing up with two strangers in a desperate bid to take down the DLC’s final boss, we all wound up playing the same character, Undertaker. Not the best team composition I’ll admit, but that didn’t stop us. The Nightlord at the end of this run didn’t know what had hit it, but after a run full of successful boss takedowns and celebratory emotes, that’s when disaster struck; with just a slither of the boss’ HP to go, one of my allies was downed.

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This isn’t an unfamiliar scenario, and usually, the remaining players will finish off the boss and everyone gets to walk away happy. This time, however, myself and my remaining ally both knew that – after such a fine display of teamwork – we couldn’t end this fight without our fellow Undertaker. As if communicating telepathically, we immediately diverted our attention to our ally, allowing us to conclude the fight and celebrate together. It’s rare that queuing with strangers is as fun – and triumphant – as this run was, but when everything goes to plan and Nightreign’s RNG is on your side, it creates one of the most epic feelings of satisfaction.

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The Undertaker is shown looking towards an altar in their character trailer in Elden Ring: Nightreign's Forsaken Hollows DLC.
Image credit: Bandai Namco

I’m in admiration of the amount of experimentation that goes into and is encouraged in Nightreign, and what this means for FromSoftware’s future. The developer has pushed combat to its limits, providing players with an arsenal of Skills and Abilities (akin to a hero shooter), kitting them out with the ability to climb (basic, but so important), while also forcing them to learn the importance of consumable items and their passive effects. Something I’d very much neglected in FromSoftware’s other games but will never ignore again.

Nightreign is a live service-lite game – one that has everyone neatly tucked into a single package – but ultimately requires updates and DLC to increase its longevity and revenue, and I see this as not only an avenue for continued experimentation with the series, but a stage in which FromSoftware can test out various aspects of combat and see how this could apply to its other projects. And if FromSoftware’s next mainline release can build upon the new elements that have been threaded into Nightreign’s combat, I’m sure we’re in for another banger.

Will we finally be able to climb in future installments? Will sprinting, at long last, be a toggle? Will more multiplayer features be weaved throughout upcoming games, ending the need for seamless co-op mod? Ok, that’s getting a little too hopeful, but you can no doubt see what I’m getting at.


Image credit: FromSoftware

Nightreign is also a means for the experimentation of players as much as it is for its developers, if not more so. It’s allowed me to play around with different builds and weapons at an exhilarating pace (and without needing to farm Larval Tears). Each class has a different kit and different stats they scale with, and if you wish to try all of them you’re forced to step outside of your Strength build sanctuary and into the shoes of a spell-slinging witch, a spirit-summoning doll, or a katana-wielding beast.

I’ve used weapons I’d never dream of touching in Elden Ring and have discovered new favourites (Envoy’s Horn, my beloved), while also discovering a new-found love for dual-wielding daggers at every opportunity possible (instead of my usual Greatswords, Katanas or Sacred Seals). I’ve more recently grown obsessed with hammer builds – despite previously detesting their slow speed – with my love of new Nightfarer, Undertaker, seeping into my Elden Ring runs. Turns out the Rotten Battle Hammer can make light work of bosses. Who’d have thought it? Not me and my usual Dexterity/Faith builds, that’s for sure.

Right now, FromSoftware fans can anticipate Duskbloods on Nintendo Switch 2 in 2026, an eight-player PvPvE game. But for now, I can’t see an end to wanting to see where Nightreign and its many possibilities may take me.

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