Elden Ring Nightreign accepts a unique approach to telling stories – Ign First

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Elden Ring is a game in knowledge. Details of history are everywhere, from classic film cutscenes, environmental details, conversations with NPC and so The FromSoft Classic: even buried in items. But Elden Ring Nightreign is a completely different type of game from Soft: it is a PVE cooperative game with Rogulite elements. This makes it tough to provide a regular type of narrative. So how is the story in Nightreign? Let’s talk a bit about memory. Read and/or watch the movie below.

At the beginning let’s break the story of Nightreign. And who is better to spoil it than the game director Junya Ishizaki:

“Nightreign is basically sharing the basic setting and the world of Elden Ring, but it takes place on another scene, so to speak. There is such a concept called the night of the Lord, which is a kind of abstract phenomenon or catastrophe that met the lands between these alternative times, and very like a real catastrophe of life, it is something that is not done by the design or intention. opposition.

And this is a configuration that combines our eight different character classes that are gathered from around the world Elden Ring. The story of Nightreign is more about fulfilling the details of who these eight characters are, what their motivations were, what their past was before they took responsibility for defeating the night. To find out, we have memories.

One of the stops that the player can perform at a round table between Nightreign matches is a magazine in the library where you can display the memories of your current character. Some of them are just entries to the journal that reveal some information about the story of the character. However, some of them are playing fragments of the moment from the character’s past. After starting playable memory, a foggy, like a dream will appear around the screen, and you will be transported to the location of memory.

After talking to NPC as part of memory, you will get a personal goal. They will vary depending on the nature and memory to memory. For some, like, for example, Ironeye, your personal goal may be to start a match, travel to a specific marked place, and then overcome the miniboss, which will appear there only if the purpose of the memory is active. When you do this, you will get an item that you can restore to a flashback, return to NPC, and then you will be able to go to the next chapter of the history of this character.

The goals themselves vary depending on the classes and memory. For example, whaling, instead of fighting the boss, it may be necessary to find a specific item located in a cave, which is a place where he may generally fail to get stuck there when the ring begins to close.

There is also Raider who has a completely different memory style. He is transported from the Round Table and must participate in Gladiator’s Batts 1 on 1 with various bosses.

This is an compelling and very unique departure when it comes to telling stories in the game fromsoft. Personally, I only felt the miniature taste of these individual stories, but what I saw and played so far, I will gladly see more when I get a full game.

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