Diamond Member Pelican Press 0 Posted May 8, 2025 Diamond Member Share Posted May 8, 2025 This is the hidden content, please Sign In or Sign Up Elden Ring Nightreign Will “Give you an edge” by Letting You Know the Weakness of Every Boss Before the Fight Elden Ring fans counting down to Nightreign’s May 30 release just got some eye-opening news. Game director Junya Ishizaki revealed that the game will flat-out tell you each boss’s weakness before you fight them—a complete 180 from FromSoftware’s usual “die until you learn” philosophy. This mechanic flips the traditional Soulslike formula on its head. Instead of wasting hours discovering through painful trial and error that your lightning spells tickle a storm giant, you’ll apparently know exactly what tools to bring to each fight. Knowledge is power in Nightreign’s boss encounters The three-player cooperative structure of Elden Ring Nightreign calls for a different approach than its single-player predecessor. With limited time to survive three day-night cycles, players can’t burn precious hours figuring out what hurts each Nightlord through repeated deaths. As Ishizaki explained in a latest This is the hidden content, please Sign In or Sign Up interview: In the final version of the game, you’ll be able to determine the weakness of each boss before heading out. So, if poison is effective against an upcoming boss, you may proactively search for and loot items that inflict poison more often in that run. This flips how players will tackle each session. Knowing a boss melts against frost means you’ll hunt down every Coldbone Arrow and Frostbite Grease you can find, rather than grabbing whatever random loot crosses your path. Taking advantage of their susceptibility will give you an edge in the fights. But FromSoftware wouldn’t be FromSoftware without a ****** twist. The bosses won’t just stand there while you exploit their weaknesses—they’ll actively change their defenses mid-fight: The same strategy won’t always work when fighting the bosses. Your initial strategy may be effective for a while, but the bosses will gradually evolve and your tactics will no longer be viable, forcing you to rethink your approach. This dynamic boss behavior sounds wickedly clever. Picture yourself hammering away with poison daggers only to watch the boss suddenly purge the toxins, leaving your entire strategy useless. It’s classic FromSoftware—giving you a hint with one hand while literally smacking you with the other! Combat drives every aspect of Nightreign’s design This is the hidden content, please Sign In or Sign Up This change fits perfectly with Nightreign’s session-based structure. The game is not about spending weeks perfecting a single character build—it’s about adapting on the fly with whatever tools each run gives you. And combat sits at the core of everything, as Ishizaki emphasized: If I had to pick one aspect that we focused on the most, it would be combat. The game’s main goal is to defeat the Nightlord at the end of each night, and the elements that form the character builds and the world map are placed around the world to make the gameplay more compelling. This combat-first philosophy even shaped the bizarre revival system that lets players resurrect fallen teammates by—wait for it—attacking them. It’s exactly the kind of weird mechanic that makes FromSoftware games so unique: We realized that ‘attacking’ is the most consistent element of Nightreign’s gameplay. We tested to see if it would work for resuscitation, and we discovered a wide variety of tactics depending on range, frequency, and probability, so we formally implemented it. The weakness-revealing system feels like the devs acknowledging that Nightreign’s time-limited structure needs different rules than their typical games. When you only have three nights to defeat the Nightlord, every minute spent figuring out basic strategies is a minute wasted. By giving players this crucial information upfront, the challenge shifts from discovery to execution—knowing what to do is just the beginning. Actually pulling it off against a boss that evolves mid-fight? That’s where the real FromSoft challenge begins. What do you think about Nightreign’s approach to boss weaknesses? Will it enhance the experience or negatively affect what makes FromSoftware games special? Share your thoughts in the comments! 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