Elden Ring Nightreign: FromSoftware's Risky Gamble Pays Off—But at What Cost?

By AJ Hanson

Let’s cut to the chase: Elden Ring Nightreign isn’t your granddad’s Soulslike. Imagine tossing Bloodborne into a blender with Apex Legends, then sprinkling in a dash of Hades—that’s Nightreign. With a Metacritic score of 78 (FromSoftware’s lowest since 2018's Déracine) and Steam reviews languishing at 73%, this multiplayer roguelike spin-off has split the fanbase like a poorly timed parry. Critics praise its bold reimagining of Souls combat, while players rage against technical missteps and missing features. Here’s why Nightreign feels like a love letter to hardcore fans—and a middle finger to everyone else.

The Good: Lightning-First Combat & Roguelike Reinvention

From Methodical to Manic

Gone are the days of cautiously prodding castle corridors with a sword. Nightreign throws you into the fray as a Nightfarer—predefined classes like the grappling hook-wielding Wylder or elemental Recluse—with stats that auto-level as you survive each "night." The map? A condensed version of the Lands Between called Limveld, where a shrinking purple ring (the Night’s Tide) herds players into brutal boss fights. Think Elden Ring’s greatest hits on fast-forward: Margit in an open field, Deathbird in a swamp, all remixed with roguelike randomness.

Combat retains FromSoftware’s signature weight, but pacing leans into Ninja Gaiden’s frenzy. Burst movement lets you zip across cliffs via wall jumps, while reviving teammates requires attacking their downed bodies—a mechanic equal parts tactical and darkly humorous. "It’s Dark Souls meets Fortnite’s storm," quipped one Redditor, "except the storm is made of pure panic."

The Ugly: Technical Stumbles & Missing Basics

PC Port Problems

Nightreign’s PC launch has been… messy. Despite a day-one patch, players with top-tier GPUs reported frame rate drops, forcing Bandai Namco to advise lowering settings to medium or low. The 60fps cap and lack of ultrawide support—a baffling omission in 2025—drew ire from hardware enthusiasts. "My $2,000 rig feels like a potato," fumed a Steam reviewer.

Then there’s the duo debacle. Want to play with one friend? Tough luck. Nightreign forces solo or trio queues, a design oversight director Junya Ishizaki called "regrettable". The workaround? Queue as three and have someone AFK—a clunky solution that’s more Dark Souls II jank than intentional design.

The Controversial: Review Bias & Player Backlash

Critics vs. Community

The review scores reveal two distinct narratives. Outlets like IGN (7/10) and GameSpot (9/10) praised Nightreign’s "exhilarating co-op" and "smart asset reuse," while players slammed its "half-baked" progression and repetitive runs. The disconnect? Critics evaluated it as a multiplayer experiment; fans judged it as a Souls sequel.

This isn’t new. FromSoftware’s reputation often shields it from scrutiny—Dark Souls II scored 91 on Metacritic despite widespread fan criticism. Nightreign continues the trend: reviewers framed its flaws as "bold risks," while players called them "unfinished". As one YouTube comment put it, "If this was Ubisoft’s game, critics would’ve roasted it alive."

Fixing the Fracture: Short-Term Patches & Long-Term Vision

Band-Aid Solutions

The day-one patch improved character handling and added scenarios, but bigger issues remain. Crossplay is MIA, and keyboard/mouse controls feel like an afterthought. Prioritizing duo support and uncapping FPS should be FromSoftware’s next move—especially since modders already cracked Elden Ring’s 60fps limit within days.

Building a Future
Long-term, Nightreign needs:

Verdict: A flawed gem—or a diamond in the rough?

Love it or loathe it, Nightreign proves FromSoftware won’t rest on its laurels. It’s a messy, ambitious pivot that could evolve into something special—if the studio listens. As for whether critics are "scared" to pan it? Maybe. But in a industry drowning in safe sequels, we need more studios willing to stumble.
Now, if you’ll excuse me, I’ve got a Nightlord to punch.