In 2022, Elden Ring launched a great praise as the culmination of Hidetaka Miyazaki with Dark Souls and Bloodborne series of games. When calls in Studio FromSoftWare came out to explore more modest projects, Junya Ishizaki, Eden Ring manager, raised his hand-and has justified the version. Elden Ring NightreignSPINOFF multiple players only.
Nightreign is an ambitious attempt to distill the Elden episode in a less repetitive race, killing enemies and mini nerves before taking a unique and dead president in Nightlord Main. Faster, more strict and in some ways more than the game that arises from it, Nightreign is a trip from Software to Multiplayer. Although it inherits a lot of Elden Ring, the next game for the studio was developed to scratch a completely different itch-cooperative pressure cook to produce the highest and lowest moments that the Souls games are famous.
There are a lot of ways that the games differ, but the Nightreign manager summarized it by saying, “I would like to describe the Enden Ring experience as a more journey while the Nightreign experience is more than that in the battlefield.”
In the first part of my interview with Ishizaki about his first appearance in Nightreign, we talked about what was kept and cut from Eden Ring, how the map design changed through development and whether he himself overcame every president in the game.
(Yes, he is alone with them.)
Read more: Eden Ring Nightreign: The Basics for not destroying it in the first five minutes
David Lomb: With its cooperative concentration and quick speed, Nightreign is different from Elden episode. What has been kept and what was cut from the latter?
Junya Ishizaki: Although it is not limited to Elden Ring, with many of our games, we maintain this feeling of exploring the world and crossing the world. The RPG systems and the development of your character were definitely an element in the Elden episode that we wanted to keep and transfer to Nightreign.
I think it is not what we do because the president’s battles are still a large part of the Elden episode, but as a good focus point on the place we had to provide something new for Nightreign-we wanted to feel the large-scale coach battles to feel the truly and unique epic in this game.
DL: What is similar to adjusting the difficulty in the game from the game from the enemy’s daily enemies to the largest presidents?
G: These difficult elements of our games are always subject to scrutiny and we are always closely looking. We felt that we need to retreat and review this process for the difficulty in balance with Nightreign in particular … as a multi -players title focusing on the players, the player is constantly developing and changing their level of strength while flying during any one session. So you really need to focus on this power curve and it seems that the difficulty curve in each session is closely.
Of course, as I say, we look at this approach carefully from address to address. It is not just a comprehensive approach. However, Elden Ring went very far in some areas and felt that we did not go far enough in other regions. So we are always learning from our previous projects and experiences, in an attempt to create a game that is satisfied and satisfied and gives you a feeling of achievement when you overcome these challenges.
DL: Hold – I think everyone would like to know your opinion about any presidents in Eden Ring very far away and who did not go far away!
G: This is not necessarily difficult specifically, but I believe that with regard to the battle system with Elden Ring – something I was completely involved in developing that game – as the player feels very pressure or very restricted what he can do in this framework and this preparation, I feel that this has created a lot of difficulty in many players.
This is somewhere we felt that we were able to release the valve slightly with Nightreign and allow more player freedom and have a more freedom experience. So, with Nightreign, I think he was really inclined to something new was at the heart of this game, although we use Eden Ring as a rule, which really gave us a room to explore these battle systems and explore how the player crosses the world. It really tends to create a new experience that you do not feel very associated with the original game in this sense.
DL: Talking about passing, I cannot be the only one who asked about it: Was there damage in the game? I like to decrease from a significant height.
G: There was already damage to the fall at one point, very moments. We studied it and tried it a little, but we felt that the game could exist without it. We felt that the game was standing on its own and we did not need it in order to feel excitement or feeling fear from other areas of the game.
DL: What other things that players may be surprised to discover during development or have been repeated to something completely different?
G: I would like to say an example of this is the terrain changes that occur in Nightreign. At one point, there was an idea to have different maps – specific specific maps when playing each session. At some point, we had an idea to try to collapse this to one map, and instead we have these different layers and the transformational changes that occur during that session.
We thought this could be a new challenge that can distinguish it from the previous and current games, and gives us a new challenge to work with it on Nightreign and provide a different way experience also to expand the scope of each playing session by obtaining this characteristic of the terrain features.
We have found that these very different gradients for exploration and the way each session is launched. When we tried this, we felt that there was no one correct answer. There is no one correct way you can do this, this only depends on the game. This has presented a new and interesting challenge for us and a way, again, the new game spices in Nightreign.
DL: This is interesting and seems to be a lot of development in the game experience. Is nightreign a full -sized game like Eden Ring?
G: In short, no, Nightreign has always been a smaller and lighter title compared to the likes of Elden Ring. But to give a little context for that, while developing Elden Ring, I myself expressed interest in the desire to direct my own head, and it was chosen by MIYAZAKI and other employees of this opportunity.
Since we are a new outlet, we wanted to take things from a smaller range and a smaller perspective and start with a strong base with Elden episode. Of course, after I faced this experience as a director, I would like to start in the future completely from the zero point and I have my own project and know where it can become the range, so I look forward to this opportunity as well.
DL: Now that you have finished Nightreign, what is your favorite part of it?
G: There are a lot of nice things to choose from, much about the game I love. But I believe that there is one thing that we have taken with Nightreign in particular is the feeling that you are friendly and light in terms of RPG, but also completely involved and completely in -depth if you want to be. I think this is a field that we could hit well.
DL: What did you and from from Nightreign?
G: I think there is a lot of experience that we can move forward in future projects. One thing in particular I think it was truly successful and really value in working with him is this new approach to characters and characters design, whether from the perspective of play or narration.
I think this is a really unique aspect of Nightreign, which is something that I think can be developed more with our future titles, and personalities that feel unique and interesting in terms of how they play, and the way they translate their controls into their unique feeling, and also how you can approach a player and explore their stories and accounts. These are the areas that make Nightreign stand away from other titles and I think this is something we can definitely improve and polish it to go forward.
DL: great. The last question: You overcame the final president yesterday and I just want to know – do, in fact, overcome every coach and his final president yourself?
G: Yes, I hope to give you reassurance to know that I have overcome all the players of the game. I have seen everything you offer, whether in multiple players or a single player. So I want you and the players to know that this is very possible and I want you to have confidence to try it yourself.
With regard to secrets and narration as well, I think there are many players who have been invested in this aspect of disclosure and I hope you look to try all Nightreign.
DL: Only to clarify: Are you alone every president in the game?
G: Yes. Without traces.
Elden Ring Nightreign was launched on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One for $ 40. The original Elden episode does not have to play this game.
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