xbox Series x|s Elden Ring : Nightreign

Pubblicità
I monster hunter like possono essere degli ottimi titoli se fatti bene.
Qui a preoccupare è il riciclo pesantissimo degli asset.

That Cerberus però...fighissimo.
 
Qui a preoccupare è il riciclo pesantissimo degli asset.
Il Re Senza Nome è preoccupante :asd: e in uno screen mi sembra di aver visto anche Freja da Dark Souls 2
 
IGN ha già fatto una anteprima/giocato su Elden Ring Nightreign.

  • O offline single player, o tre giocatori. Non c'è via di mezzo.
  • I giocatori scelgono tra gli 8 personaggi disponibili, non tutti sono umani (si vede un tizio uccello tipo Aviano di MTG): questi pg hanno abilità uniche e una Ultimate con countdown
  • i giocatori spawnano in una area generata proceduralmente ogni volta. Hanno a disposizione l'intera giornata (15 min circa) per esplorare e potenziarsi (le chiese nascondono cure extra, i boss come draghi e ippopotami danno XP). La mappa si restringe progressivamente e a fine giornata spawna un boss random da battere (sia già visti che nuovi). Si ripete fino a giorno 3, dove si affronta un boss predeterminato e una volta battuto si salvano i progressi. Ci sono 8 boss "Storia" da battere quindi in 8 sessioni da 3 "giorni" ciascuna.
  • ci sono eventi casuali nel mondo che possono scombinare i piani (pioggia acida, invasione di un boss tipo Margit etc)
  • si può rianimare un alleato caduto, apparentemente attaccandolo, anche a distanza (uh?)
  • non è necessario riposare ai siti di grazia, curano in prossimità.
  • auto leveling dei personaggi
  • Mobilità costante: no overload, aggiunti i wall jump e la possibilità di planare con l'uccello spettrale.

Quindi hanno inserito anche i boss di Dark Souls per aumentare la varietà delle sezioni procedurali.

Stiamo a vedere, può essere interessante o una vaccata...
 
Se si può giocare anche in single player, è un plus per me
 
OVERVIEW & DEVELOPMENT
Core Details:
  • Standalone cooperative survival action game in Elden Ring universe
  • Directed by Junya Ishizaki (previous roles: Dark Souls level design, Bloodborne/Dark Souls 3/Elden Ring combat design)
  • Original concept pitched to Miyazaki, who provided initial input but gave full creative control
  • Not connected to main Elden Ring story (parallel world with only Shattering War premise shared)
  • George R.R. Martin not involved
Release Information:
  • Coming 2025 (likely April-September based on development state)
  • Platforms: PS5, PS4, Xbox Series X|S, Xbox One, PC (Steam)
  • Price point similar to Shadow of the Erdtree (~$40)
  • Network Test planned 3-6 months before release
  • Not a live service game - no battle passes/microtransactions
  • All content unlockable from start
GAMEPLAY STRUCTURE
Session Format:
  • Three-day survival cycle (40 minutes total, ~15 minutes per day)
  • Day/night cycle with boss battles concluding each night
  • Eight different final bosses to unlock and challenge
  • Must survive two days of exploration/combat before final boss
  • Day 3 battle takes place in "Spirit Shelter" - special heavenly battleground
Map Mechanics:
  • Takes place in "Limveld" (remixed version of Limgrave)
  • Static base layout with randomized elements:
    • Enemy and boss placements
    • Weapon locations
    • Points of interest
    • Environmental modifiers (swamps, volcanoes)
  • Shrinking playable area marked by acid rain ("Night's Tide"/"ring of reign")
  • Initial starting area remains consistent
  • No enemy respawns between days or at Sites of Grace
  • Environmental changes may tie to character stories
  • Layout remains fixed during three-day cycle
CHARACTER SYSTEM
Playable Characters (8 total "Yoruwatari/Nightfarers"):
  • Wylder (All-rounder)
    • Default longsword equipment
    • Ability: Claw Shot (10-second cooldown grappling hook)
    • Ultimate: Wedge of Invasion (charged explosive attack)
  • Guardian (Tank)
    • Shield-focused with improved damage reduction
    • Ability: Whirlwind (ranged AOE interrupt)
    • Ultimate: Wings of Salvation (diving attack with team defense buff)
  • Duchess (Agile Fighter)
    • Magic dagger equipment, elegant sidestep dodge
    • Ability: Restage (repeats recent damage dealt)
    • Ultimate: Finale (team invisibility and aggro drop)
  • Recluse (Mage)
    • Passive FP absorption from enemies
    • Ability: Magic Cocktail (combines enemy attributes)
    • Ultimate: Song of the Blood Soul (marks enemies for team healing)
  • Archer (Partially Revealed)
    • Features expanded targeting system for improved bow combat
  • Parryer (Partially Revealed)
    • Based on Shadow of the Erdtree's Deflecting Hard Tear mechanic
  • Two more unannounced characters, including one with Spirit Ash companion
COMBAT & PROGRESSION
Core Combat:
  • Faster-paced version of Elden Ring's combat system
  • Significantly increased movement speed
  • Enhanced mobility features:
    • No fall damage
    • Wall-jumping/mantling
    • Flying via spectral hawks (fixed points only)
    • Up to 3 weapons per hand (6 total)
Weapon System:
  • Randomized loot with color-coded rarity tiers
  • Weapons include passive skills and random stats
  • Passive buffs remain active while in inventory
  • Weapon requirements based on level
  • Shared regular drops between players
  • Individual boss drops (choose from 3 options)
Leveling System:
  • Start at level 1 each session
  • Simplified auto-leveling (no individual stats)
  • Death penalty: Lose level and dropped runes (recoverable)
  • No difficulty options or assist features
  • Boss drops can include character upgrades (e.g., 15% damage reduction)
MULTIPLAYER FEATURES
Team Structure:
  • 3-player co-op focus
  • Can play solo with scaled difficulty
  • No 2-player option
  • No PvP elements
Online Features:
  • Cross-generation play supported (PS4-PS5, Xbox One-Series X|S)
  • No cross-platform play
  • Limited communication tools:
    • Map pinging system
    • Gestures only
    • No text chat
    • Optional external voice chat
  • Multiplayer passwords for friend grouping
Cooperative Elements:
  • Revival system: hit downed allies to rescue them
  • Shared rune rewards
  • Asynchronous features:
    • Red corpses with loot from fallen players
    • Visible player phantoms
    • No message system due to fast pace
PROGRESSION & CUSTOMIZATION
Hub Features (Roundtable Hold):
  • Training yard
  • Character conversations (except current character)
  • Codex for lore
  • Merchant shop
  • Customization station
Permanent Progression:
  • "Marks" currency for base purchases
  • "Murk" currency used for:
    • Purchasing Relics
    • Relic Rites (character color coding)
    • Character skins
    • New gestures
  • Relic system:
    • Color-coded slots
    • Similar to Bloodborne's Blood Stones
    • Permanent character improvements
    • Combinable for different builds
    • Rewards from both successful and failed runs
Character Development:
  • Individual character storylines
  • Stories revealed through multiple methods
  • Environmental changes tied to character progression
  • Evolving gameplay elements
ENEMIES & BOSSES
  • Final release will have larger pool of random bosses for each day
  • Boss names differ between menu and battle (e.g., Tricephelus/Gladius)
  • Known bosses include:
    • Centipede Demon (body parts detach)
    • Gladius (three-headed cerberus)
    • Draconian Tree Sentinel
    • Margit (both as roaming pursuer and possible boss)
  • Mix of Elden Ring and some Dark Souls enemies
  • Environmental events include:
    • Meteor strikes
    • Giant ant swarms
    • Volcanic activity
MISC DETAILS
  • Basic level layout includes cliffs, caves, castles in consistent places
  • Day one boss is always either Centipede Demon or specific Demon pairing (in preview build)
  • New Game Plus elements still under consideration
  • Can practice character abilities in training ground
  • Design emphasizes learning and optimizing within confined space
  • Focused on keeping experience concentrated in single area for mastery
 
Quanto mi fa rabbia vedere certi boss design "sprecati" in uno spin off.
 
Quando la recensione?


Inviato dal mio iPhone utilizzando Tapatalk
 
 

Mah, non so veramente che pensare.
Minimo aspettare il dlc e varie patch correttive, poi valuterò se trovo altri due giocatori fissi o se eventualmente ribilanciano per uno/due giocatori
 
Più o meno il voto che si aspettavano tutti
 
Più o meno il voto che si aspettavano tutti
Nella media sì, ma ci sono anche molti più entusiasti come Fextra che sembrano aver recensito un altro gioco rispetto a Spazio.
 
Pubblicità
Pubblicità
Indietro
Top