Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's not important what the marketing was.
A certain price should always equate to a certain amount of value.
If Elden Ring charges $60 and Nightreign charges $40, it should at least have 2/3 of the amount of content Elden Ring offers.
And sure, every sequel reuses a certain amount of assets and code, no need to reinvent the wheel ....... but I have never seen a sequel or spin-off that literally reuses ALL of the assets from previous games, without bringing anything new to the table, beside of:
A ring of fire.
A handful of new items.
1-2 new animations per character class.
A paraglider.
1 "new" boss.
.....which certainly isn't worth $40.
Even if you make the argument that it was never supposed to be like Elden Ring 2, you still should compare it to similar games like Hades, Risk of Rain 2, Deep Rock Galactic and the amount of content and features those games offer for a much lower price point.
Your argument relies on a shallow way of measuring value purely by counting content instead of considering how it's structured. Let’s break that down:
Price vs. Content Fallacy – The idea that $40 should buy “2/3 of Elden Ring” ignores that different genres and structures determine value differently. A tightly designed roguelike doesn't need a massive open world to justify its price.
"All Assets Reused" is False – New bosses, mechanics, reworked enemy AI, traversal tools, and game progression all reshape the experience. If asset reuse automatically meant a game had “nothing new,” then Majora’s Mask wouldn’t be considered a classic.
Ignoring How Roguelikes Work – Games like Hades and Risk of Rain 2 reuse assets constantly it’s how they create variation through procedural design and dynamic encounters. Nightreign is making use of the old assets to feed into that which is a positive for what they want to achieve.
You don’t have to like Nightreign, but pretending it offers "nothing new" because you recognize some enemies and animations is just a lazy argument.
Comparing Nightreign to Hades or Risk of Rain 2 doesn’t really make sense.
Nightreign offers 9 new bosses as far as we know, the combination of the roguelike structure and Elden Ring's deep combat system makes for a much more complex and replayable experience.
When Risk of Rain 2 and Hades launched, they had way fewer different creatures and locatoins, both were sold for around $20. The $40 price for Nightreign feels more aligned with premium roguelikes like Returnal, which had even less content and were sold for an even higher price.
It’s not about how many bosses you get it’s about the depth, replayability, and how the existing assets are used in a new way to create something fresh. Quality and depth ultimately justify the price, not just the raw volume of content.
Even if it is a rogue like/ battle royale PvE hybrid, it still should offer new content, if it charges $40,........... shouldn't it ? It shouldn't just copy&paste literally 99.99% of its assets from the previous game, or if it does it shouldn't charge $40 for it.
The price should equate at least to some value.
If you copy&paste everything from the previous game and just rearrange its parts very lazily, you shouldn't charge 2/3 of the amount of a full price game.
Especially if you can't even provide stable Netcode or voice chat in a multiplayer game.
You just simply cant shill that away.
Which boss is completely new ?
Even Gladius, Beast of Night is just a copy&paste of the Red Wolf of Radagon boss, with a new moveset.
The only completely new boss seems to hide inside the $15 day 1 DLC.
And again, you completely ignore that the amount of asset reuse is the problem here.
Sure every game reuses assets, but almost no AAA game reuses literally ALL of its assets from the previous games.
Even previous Souls games like Dark Souls 2,3, Bloodborne, Sekiro and Elden Ring created a lot of new environments, enemy types and bosses to feel fresh. None of them literally copy&pasted all of the enemies, environments and bosses....not even sequels to Roguelikes, like Hades 2 or Risk of Rain 2 did that.
So where is the "procedural design" in Nightreign ?
I haven't seen any procedurally generated environments so far.
You seem to spawn every round in the same environment.
Even if they add idk 2-3 more maps for the final release, which aren't gated behind a day 1 DLC paywall, it still would get old fast, if you haven't any real procedural generation going for the levels.
They also said something about a "variety of different Events" happening on the map in the release version.....but unless there are literally 100th of high quality/ high effort events happening, I really can't see anything resembling a development time which would justify charging $40.
And you camouflaging your shilling by using phrases like "Fallacy" , "lets break it down" .... doesn't make your shilling any more reasonable. Its just as boot lickery dude ;)
That differs player to player, some will aim to optimize others will just have fun with the tools they've been given to play with.
You're making a lot of assumptions about casual players and hardcore fans. Not every casual player wants the quick and easy route, and not every hardcore player will go through the trouble of intentionally making it harder. People play games for different reasons and enjoy them how they want.
I think putting it the way you do is very much generalizing, which doesn't really hold up. People’s preferences and playstyles vary a lot more than that, so it's important not to assume what the majority would or wouldn’t do. It’s more about giving players options and letting them choose how they want to experience the game.
If from soft is going to start basically asking people to buy new characters like mini dlcs. That is certainly alarming from this company considering i don't know of or atleast remember any of their games that they have done this money wise. That certainly isn't a good look for from soft.
Do you really think that hardcore players are going to play this for a month and not find that they could do more of what they want in elden ring? If they want the game to be easier elden ring is better. You want the game to be harder elden ring is better. You want to see new and different things elden ring is better.
You're still assuming a lot about both casual players and hardcore players. While it's true that in many games, metas and strategies emerge, not every player follows them, and some enjoy experimenting with their own builds. The idea that everyone just follows metas isn't accurate. A stronger case could be made if PVP was involved but it isn't, you are not competing here and have to be optimal, enjoyment comes first and people do that differently.
As for FromSoft adding new characters or content, it's still a bit early to call that a money grab we don't know enough about the studio's plans or intentions yet. Also, you're assuming hardcore players won't get value out of the game after a month, but that depends on what they're looking for. Not everyone wants the same experience, and some might actually prefer the unique challenges that Nightreign offers, even if they could get similar experiences in Elden Ring. It’s not just about being 'better'; it’s about different styles of gameplay, and each will appeal to different players.
You could argue that elden ring is as well but thats kinda the point right you can do so much more in elden ring to make the difficulty, fun, and uniqueness that you want. A hard core player certainly will always go back to or prefer more uniqueness and customization over lets make the worse strats ever in a game that limits me more. Well if you want to limit yourself you can in elden ring.... better and if you want with mods to do so.
I know i keep repeating that but it is true. Night reign can't and will never give the variety, depth, and uniqueness that elden ring can. So will hardcore player play it absolutely however it will never be looked at as even comparable to elden ring.
Hard core players actually normally understand the game and how builds work. They put time and effort into understanding. Casuals do not normally do this because their goal is just to be entertained and thats it full stop no more depth to it. They have shown they will sacrifice depth and understanding for ease of the game.
Casuals who aren't looking for depth and it is very clear who doesn't depth it doesn't matter if the depth is knowledge, lore, or build understanding. The average casual does not have it. That is why we hear casuals always complain about the bad red man. Because at the end of the day the reason they die is because their knowledge in game mechanics nor builds is good enough.
Rewatch the Elden Ring base game network test. It looked uglier, slower, and clunkier than ER at release. They're obviously saving surprises for the release. If you don't want it, don't buy it.
Perhaps you'd prefer Hello Kitty Island Adventure.
They....uhhh made a game that they literally had premade assets for and much less customization and options for....look like subpar.
This makes Nightreign less about optimizing for efficiency and more about overcoming unpredictable challenges. Unlike Elden Ring, where you can stick to a meta build, here you’re constantly adjusting to new weapons, abilities, and scenarios. That unpredictability and forced experimentation create a unique kind of difficulty and mastery. Something Elden Ring loses after its first playthrough.
The progression loop is also different. Instead of a massive open world with deliberate exploration, Nightreign emphasizes replayability through its shifting challenges. That’s what sets it apart it’s not trying to replace Elden Ring, it’s reinterpreting the Souls-like experience through a different lens.
The question isn't does it have different like functionality. So does elden ring compared to dark souls. They play pretty differently. They didn't change like alot they didn't create tons of entirely new code for weapon arts and stuff. Ok so they made changes but are those changes going to make up for all of the things they took away.