4.5/5 ★ – Gibbs's review of ELDEN RING NIGHTREIGN.

So pleasantly surprised by this. Originally, I had no plans to pick up Elden Ring: Nightreign. I’m not into playing Souls multiplayer, and I’ve never enjoyed roguelikes. I was ready to let this one pass me by—maybe catch a video or two and move on. But then the game launched, and a pretty girl asked me to try it with her. So I caved. And I’m so glad I did. Booting it up, I remained pessimistic. That first run was overwhelming and confusing, and I figured my preconceptions were being confirmed. But then I went again. And again. And before I knew it, Nightreign had me fully in the grip of that classic “just one more run” fever that roguelike fans always talk about. Run by run, it started to click. I found the class that suited me. I got a feel for where to go, what to aim for, and how to prepare. And that sense of building knowledge to optimise runs is such a rewarding experience. It helps that this is Elden Ring at its core. That means two things. First, I already know how to play, so I wasn’t overwhelmed by learning the gameplay. And second, Elden Ring is just a phenomenal game. The combat, the bosses, the atmosphere—all of it is still here, just remixed. And it still absolutely sings. Yes, the boss quality is still there. The field Elden Ring bosses make a return and are just as strong as ever. I was worried about the inclusion of Dark Souls bosses, but they’re used sparingly and tastefully—clever additions that mix things up in exciting ways. But what really blew me away were the new Nightlords at the end of each run. These fights are some of the best FromSoftware has ever made—imposing, creative, and properly tuned for three-player chaos. The movesets are all super fun, and the bosses feel grand and unknowable. Their design and scale genuinely justify the co-op structure—these are enemies that feel too powerful for any one person, not just in gameplay but in presentation. It even justifies the kind of stupid bull-shit moves Elden Ring bosses tend to have, because one-shotting nukes, insane mixed timing combos, and AoE spam just feels like they’re trying to fight fair for a 3v1. And speaking of three-player co-op: it’s actually really fun. I’ve never spent much time with FromSoft’s multiplayer, but this was a fantastic introduction. Coordinating stagger windows, combining ultimates, reviving teammates under pressure—it’s all genuinely thrilling. Sure, sometimes you’ll get paired with less cooperative players, but that’s any multiplayer game. When you’re paired with good teammates, you feel so powerful and like a band of brothers. I actually find communicating through markers, emotes, and especially the charmingly weird Prattling Pates endearing, and suiting of Elden Ring’s vibe. I didn’t play every character, but I saw them all in action through teammates, and from what I experienced, the devs knocked it out of the park. They each feel distinct and viable, with unique and powerful feeling abilities and mechanics. And maybe most importantly, these visual designs are just stellar. I mean, just look at (and listen to) Duchess and Revenant. I do think the remembrance quest lines are little awkward and gimmicky to make work in this type of game however, so they weren’t super satisfying. Sure, there’s probably a repetition issue. You’re running the same map, fighting the same bosses, and eventually, that will wear thin for some players. But for me? It was perfect. I didn’t want a 100-hour game with endless infinite content. Beating all eight Nightlords in 20–30 hours gave me a sense of closure—complete, but not overstuffed. And I’ll definitely keep dipping back in here in there, especially if I’m just looking for a good multiplayer game night. At the time of writing, the first Everdark Sovereign boss—Gaping Jaw—has just dropped, and I’m already looking forward to jumping back in and giving it a go. A new concept for me, and an absolute blast.