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I was on tenterhooks whenFromSoftware surprised us all with a brand-new game at TGA 2024.
Hidetaka Miyazaki repeatedly saidhe was done with Elden Ring: no more DLC and definitely no sequel.
Then came the reveal that it was a roguelite.
Smash em together and I should be excited.
Just lean over and take a peek, I promise I wont kick you.
What do we even call a Soulslike roguelite… A Soulsrogue?
It looked like a hastily thrown-together asset flip to tide us over until whatever the next real project was.
Randomisation Keeps Nightreign Fresh
Soulslike games have always offered an incredible amount of customisation.
Even within these builds, each players approach will differ due to the sheer variety of weapons.
Nightreign takes that philosophy even further.
Builds youd never think to use naturally emerge and make the entire experience feel more varied.
By removing the stat requirements altogether and making every single weapon matter, unique builds appear in every run.
And one of the teams chief inspirations comes from an incredibly surprising place battle royales.
The Ring of Fire, which works likeFortnitesstorm, prevents that.
Mastering areas just isnt possible anymore, because they change every time.
Literally, my team got dropped next to a magic Tree Sentineltwice.
In Nightreign, a similar rhythm emerges.
Its like reliving those opening hours on a loop, but its fresh every time.
My biggest worry was how seamless co-op would work in a soulslike game.
But FromSoftware knocked it out of the park first try.
In other Soulsborne games, dying as a host means your summons get sent back home.
Its an incredibly intuitive system that better fits the soulslike formula.
If you die in the open world, however, theres a timer thrown on top.
It should be a complete trainwreck.