In 2025, Elden Ring Nightreign was my playground for experimentation

Back in May, FromSoftware stepped outside of its comfort zone and did something it hadn't done before: release a multiplayer game. Of course, the Dark Souls series and Elden Ring both have the ability to summon friends and invade enemies, but Night rain FromSoftware is fully committed to co-op gaming and, in the process, delivering the most exciting game in its history.

Nightreign is completely different from what we're used to from the venerable Soulsborne developer, minus the familiar bosses and sharp weapons. It's a dynamic process, more complex than ever, and it ends up feeling 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 to experiment with new build styles, weapons and spells, and different opportunities for success. I can't get enough.


Nightwalkers can be seen gliding through the Great Hollows Shifting Earth event in the Elden Ring: Nightreign The Forsaken Hollows expansion.
Image credit: Bandai Namco

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

In a first for FromSoftware's Soulslike genre, Nightreign asks its players to work together (unless you're some kind of beast who can take on these bosses alone, in which case hats off to you). As a result, the game is not for everyone. While I'd enjoyed the co-op mods for previous From games and so jumped into Nightreign, the level of apprehension from players who wanted another brutal single-player experience was understandable. I understand. Accept that, though, and Nightreign provides you with a roguelite replayability that will keep you on your toes. One that you can enjoy with friends and strangers alike, and one that is deeply satisfying – especially when the expedition goes exactly to plan and you end up destroying the fearsome Night Lord. Some of the best moments I've ever experienced in gaming happened in Nightreign.

Take for example one of my last races that I don't think I'll ever top. Standing in line with two strangers in a desperate attempt to take down the DLC's final boss, we all found ourselves playing as the same character, The Undertaker. Not the best team composition, I admit, but that didn’t stop us. The Night Lord at the end of this run didn't know what had happened to him, but after a series of successful boss kills and celebratory emotes, that's when disaster struck; With just a little bit of the boss's health left, one of my allies was shot down.

This isn't such an unfamiliar scenario, and usually the remaining players finish off the boss and everyone leaves happy. This time, however, both I and my remaining ally knew that – after such a fine display of teamwork – we could not finish this fight without our fellow Undertaker. As if communicating telepathically, we immediately turned our attention to our ally, which allowed us to end the battle and celebrate together. It's rare that standing in line with strangers feels as fun and triumphant as this run does, but when everything goes according to plan and Nightreign's RNG is on your side, it's one of the most epic feelings of satisfaction.


Undertaker is shown looking at an altar in his character trailer for Elden Ring: Nightreign's Forsaken Hollows.
Image credit: Bandai Namco

I admire the amount of experimentation that is being done and encouraged in Nightreign and what this means for the future of FromSoftware. The developer took combat to the extreme by giving players an arsenal of skills and abilities (akin to a marksman hero), giving them the ability to climb (basic but very important), and making them aware of the importance of consumable items and their passive effects. Something I've greatly neglected in other FromSoftware games, but will never ignore again.

Nightreign is a live service-lite game that packs everything neatly into one package, but ultimately requires updates and DLC to increase its longevity and revenue, and I see this not only as an opportunity to continue experimenting with the series, but as a stage where FromSoftware can test out different aspects of combat and see how it can be applied to other projects. And if FromSoftware's next major release can build on the new elements that were included in Nightreign's combat system, I'm sure we'll be in for another fireworks display.

Will we finally be able to rise up in future installments? Will sprint finally become a replacement? Will future games add more multiplayer features, eliminating the need for a seamless co-op mod? Okay, that sounds a little too hopeful, but you no doubt see where I'm going with this.


Image credit: FromSoftware

Nightreign is also a means of experimentation for players as much as it is for its developers, if not more so. This allowed me to play with different builds and weapons at an exciting pace (and without having to farm Larval Tears). Each class has a different kit and different stats that they scale with, and if you want to try them all out, you'll have to step outside your Power-building sanctuary and take the place of a spell-throwing witch, a spirit-summoning doll, or a katana-wielding beast.

I've used weapons I never dreamed of touching in the Elden Ring and discovered new favorites (Horn of the Envoy, my favorite), as well as discovered a newfound love for dual-wielding daggers at every opportunity (instead of my usual greatswords, katanas, or holy seals). I've become obsessed with hammer builds lately – despite previously hating their slow speed – with my love for the new Nightfarer, Undertaker, seeping into my runs around the Elden Ring. It turns out that the Rotten War Hammer can easily deal with bosses. Who would have thought? Not me and my usual Dexterity/Faith builds, that's for sure.

Right now, FromSoftware fans can expect the release of Duskbloods. Nintendo Switch 2 in 2026 – a PvPvE game for eight players. But for now, I see no end to the desire to see where Nightreign and its many possibilities can take me.

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