
ELDEN RING NIGHTREIGN is a standalone adventure within the ELDEN RING universe, crafted to offer players a new gaming experience by reimagining the game’s core design.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, French, Italian, German, Spanish - Spain, Arabic, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +3 more
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 662 reviews with recorded playtime.
Reviews
Themes across 660 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Loved how this plays, the context and story integration. It paved the way for such and more complex iterations. Nightlords are legendary, their OSTs are still giving me goosebumps. I really wish FS kept adding new content instead of wasting resources on a freakin' Nintendo exclusive...
This game is basically Elden Ring roguelite co-op chaos, and honestly the real final boss isn’t the Night Lord it’s always my friends (SHOUTOUT to Pratyush,Meet,Atharv n Nikshay) You pick one of eight characters, drop into a run with two other people or maybe more if you are playing with seamless co-op mod on , and try to survive two in-game days You loot, level up, build your setup, and then go fight the Night Lords, Simple idea on paper In reality? It’s pure chaos One friend is looting every random corner like there’s a secret treasure hidden in a bush One is fighting a boss alone with no flasks left And one is somehow lost in a cave while the rest of us are dying outside Then everyone starts spam pinging like that’s going to fix anything And smh that’s the best part. Combat is classic Elden Ring, so it still feels really good Every character plays differently, and when your team actually syncs up, fights feel amazing But that balance doesn’t last long Five minutes later someone dies to something random and it’s back to panic mode The game also doesn’t really teach you much It just drops you in and expects you to figure it out, Most of the time you end up learning stuff from guides or random YouTube videos instead of the game itself or in my case it was my fellow friend Pratyush The relic system is fine but honestly a lot of it feels like junk You get something good once in a while, but most runs you’re just slightly stronger and hoping RNG is nicer next time As a roguelite fan, I’ll say it clearly, it’s actually really good The whole run structure is addictive, and the time pressure makes every decision matter It just doesn’t go fully insane with power scaling But the biggest thing about this game isn’t the systems at all It’s the experience with your FRIENDS Nightreign turns into absolute chaos in discord voice chat Everyone shouting to kill the boss, blaming each other for doing smth random shi-, someone pulling extra enemies, someone refusing to revive because they’re busy looting It’s stressful, funny, and somehow turns into the most memorable part of the whole game The map itself is solid, with raids and things bosses popping up on day 2, but your team will still ignore all logic and run straight into the bosses at level 3-4 smth Now the DLC, Forsaken Hollows The bosses are honestly incredible Some of the best FromSoftware has made. Fast, aggressive, and actually fun to learn (like ED balancers and Dreglord) Every fight feels like it pushes you a bit, but in a good way Easily the highlight of the DLC But the map design- nahhhhhhhhhhhhh It feels like someone built it just to confuse you personally You can see exactly where you need to go, but getting there takes random routes that make no sense at first Simple locations somehow turn into a full expedition You spend half the time just figuring out how to reach things instead of actually doing them At the end of the day, Nightreign is a really solid roguelite co-op game Not perfect, not balanced all the time, but ridiculously fun if you’ve got friends to suffer through it with I’d still give it a 8/10. Forsaken Hollows? Bosses are carrying hard The map is doing everything it can to ruin your mental health
Still boggles my mind how a game with this much replayability got a SINGULAR dlc. From pls
Update The ♥♥♥♥♥♥♥ Game man. if they just reused more assets instead of literally doing nothing this would be a 10/10 it has all the aspects of a 10/10 game but they are delibetry sabotaging it the content is so lacking its actually insane not even after the 1 year anneversary any content. release Everdark Heolstar and all is forgiven
Nightreign is the premier "I want to play a SOULS game, but I don't want to commit to an entire playthrough" game. It's quick, it's challenging, it has enough content to satisfy people who get bored with things quickly, and it has enough depth to squeeze several hundred hours out of it for the people who really want to dig in. At the time of this review, I have a save file with 160 hours with all achievements that has reached Depth 4, without the Forsaken Hollows DLC. If the gameplay trailers don't sell the concept well: Nightreign is a fast-paced cooperative Roguelite boss rush where the core gameplay loop is a run that takes anywhere from 15 to 50 minutes (average 40 mins) depending on how fast or slow you win or lose. You select a Nightfarer, a character that comes with their own unique abilities and stat spreads, and then you group with up to two other players to challenge one of the Nightlords of your choice. During the run, you have two 'days' to search the map for ways to get stronger: enemies killed grant you level ups, and bosses killed grant you randomly generated weapons or permanent buffs. After 7 minutes of daytime, your play area will gradually shrink, forcing you to maneuver towards a zone where you fight a more powerful boss. After defeating the boss, the 'day' ends, your play area resets, and the next 'day' begins. On the third day, you do not get any more chances to grow stronger, and instead are thrown into a fight against the final boss of the run: a Nightlord. Regardless of win or loss, you are awarded with a currency and a few relics (permanent upgrades that persist through runs), though victory always rewards more. In the base game, there are 8 Nightlords, 5 maps, and 8 Nightfarers (6 at the start, two unlocked later). The Nightlords are tricky enough that they take multiple attempts to master, the maps have enough hidden secrets that you'll still find something new every run, and the Nightfarer's abilities provide a lot of room for mastery, such that even after 100 hours you'll still be learning new techniques. Seven of the Nightlords come with more difficult variants, known as "Everdarks", that pose a significantly greater challenge over their base form. The worst part of the game is easily the lobby area and the meta progression. The Roundtable Hold is a place where you spend resources earned in a run towards unlocking permanent power-ups for your future runs, or where you unlock cosmetic items for your Nightfarers. Each Nightfarer comes with their own mini-story, told in the form of "Remembrance" quests that have 4-5 steps each, and they're just long enough to give some charm to what would otherwise just be caricatures of popular Souls builds. However, there isn't as much depth-of-lore present in Nightreign as compared to other Fromsoft titles. After about 100 hours, the lobby becomes a place where you either spend all your currency on relic gacha where you have a miniscule chance to generate a random relic that synergizes well with itself, or a place where you parkour idly after having exhausted all of the NPC's dialogue as you wait for a match to be found. The late game experience revolves around a hard mode called Deep of Night, which features scaling difficulty and skill based matchmaking. Enemies deal more damage (and stronger variants appear), items found in a run have stronger text but also come with downsides, and unlike the regular mode, your map and your Nightlord (or Everdark Nightlord) are randomly chosen. Victory in Deep of Night will increase your rating until you eventually reach a greater Depth where the challenges scale up even more. Deep of Night runs grant you more currency and will generate more powerful relics that can only be used for Deep of Night runs. I have more than 1000 hours across the entire Souls series, and have beaten many of the games deathless or at soul level 1, but clearing Depth 3 has been personally more challenging than anything else i've done before. TL;DR this is a really great game to casually play with friends that does not require a huge time commitment, but also provides a seriously challenging experience to anyone who wants to lock in. HOP ON NIGHTREIGN
[h1]Good Spinoff, Bad Roguelite[/h1] I always have a mixed feeling towards Elden Ring Nightreign. The extraction-style gameplay shuns me away for quite a while. But after playing it through, I certainly feel less dismissive about it. On one hand, it's admirable to see FromSoft step out of their comfort zone and try something different. Yet on the other hand, Nightreign is not a particularly good roguelite experience. Even some of the indie brethren can eclipse its effort. Still, Nightreign is an interesting experiment on mixing up different mechanics from popular genres. It's better to bring a friend or two along. Solo is certainly doable, but the learning curve is steep. [h2]Thing I Like About Elden Ring Nightreign:[/h2] [list] [*][b]The Raids:[/b] Now I think about it. The Radahn fight in the base game is definitely the prototype behind Nightreign. You and your friends working together to take on (or cheese the hell out of) a big boss is one of the best moments in the Souls series. Nightreign tries to expertize this experience, and I say it's a job well-done. Scout the map, plan the route, conquer locations, loot the gear, run away from the shrinking zone, defeat two ring bosses, tackle the Nightlord and fail miserably (prerequisite). A complex process on the surface, but with friends you can easily make it fun. Moreover, teamwork has never been more important than ever. Who draws aggro, who deals damage, and when to rotate the roles for breathing room, [strike] and stop going after the Bell-bearing A-hole[/strike] are key to a successful expedition. [*][b]Preset Characters:[/b] I am a little bit sad you can't create your own character, but at least the eight available ones are very unique. Each of them offers a distinctive playstyle and fulfills a certain role in your team. You can find your preferred playstyle in these characters. Moreover, their backstories are also interesting, told through FromSoft's usual storytelling shenanigans, except this time it's rather clear and more involved in the player's part. I like how these people feel like a bunch of misfits bound together by a shared goal. Yet, through remembrance you can easily see how their fate intertwined with each other. [*][b]Combat QOL Improvements:[/b] Now these are something that sparks excitement not only for the game but also for future titles. Nightreign has a lot of improvements on both combat and movement. Instant sprint offers a new way to close gaps and make distance. Jump has been even better at dodging attacks since the inclusion of kick/wall jump. Enemies' grab attacks are now unifyingly color-coded for easier recognition. There's also a red marker on the character indicating who is being targeted by the boss right now. Performing a critical attack no longer makes the enemies invulnerable, meaning your teammates can continuously wail on their downfalls. Whips, shields, and even bows can now backstab, and so on. [/list] [h2]Things I Like And Dislike About Elden Ring Nightreign:[/h2] [list] [*][b]Shifting Earth:[/b] Nightreign's map is pretty stale. The random generation doesn't alter the map layout much, so the developers create this feature to mitigate the problem. Unfortunately, Shifting Earth only achieved half of its goal. For the good parts, these new biomes drastically change parts of Limveld. They offer new terrains, special points of interest and a unique secret buff for you to uncover. However, the way the developers implement leaves a lot to be desired. They are randomized one "period" at a time. The game rolls one event, and the next few runs you will always have this event active (unless you sleep). These new terrains also suffer from the same issue as the mainland—fixed placement and fixed layout. I really wish their locations could be randomized, and the other terrains could have the chance to spawn as sub-areas. [*][b]Nightlords:[/b] Just like the eight playable characters, all eight Nightlords are fantastic in their own way. The classic orchestral bombardment is in full force. Their presentations are easily the most stunning out of all the Souls series. Their move sets are designed to deal with multiple targets at once, and there are actual interesting mechanics woven in to make the fights more dynamic. The only thing I really dislike about the boss design is the cinematic attack—you know, the one where you see the boss fly away and you wait for almost 10 seconds until it lands that one attack. This is a trend I wish Fromsoft would refrain from using too much. It only works once. The second and third times onward just feel like a waste of time. Oh, and also fck Maris. [/list] [h2]Things I Dislike About Elden Ring Nightreign:[/h2] [list] [*][b]Relics:[/b] It's farming blood gems in Chalice Dungeons all over again...except it's worst and takes longer to get. I believe the purpose of the relics is to make your early game as smooth as possible. If that's the case, then there are two problems. First of all, the pool is heavily diluted by tons of weak or borderline useless attributes. Even if you manage to roll a stat-boosting one, the number is still too negligible to make a difference. Second, everything is completely randomized. There is no way to reroll attributes, so the only way to get better relics is gambling. [*][b]Builds:[/b] This might be me not adjusting my mindset accordingly, so take it with a grain of salt. Despite introducing character abilities and passive bonuses, the build flexibility is surprisingly rigid in Nightreign. One of the beautiful things in Souls games is how easily and freely you can change your build. Nightreign doesn't do that. All characters have set stats, and leveling up gives a universal increase to every stat. As a result, it's easier to lean into what the character is already capable of instead of exploring other possibilities. Passives on weapons might enable a certain degree of availability, but it will never be half as good as a dedicated build. [/list] [b]中文小簡評[/b] 一開始《艾爾登法環黑夜君臨》讓我五味雜陳,強調快速清塔撿裝躲圈的設計與FromSoft一貫照自己步調細細探索的作風大相逕庭,讓我望之卻步,直到夏特才決定入手來體驗,把玩幾場後我算是體悟出箇中滋味。《黑夜君臨》是FromSoft踏出舒適圈的一次大膽嘗試,將既有的魂系戰鬥與現今較熱門遊戲類別的機制加以融合,的確打造出獨具風味的遊戲體驗,這份勇氣值得嘉許。然而以roguelite的角度去看的話機制非常不成熟,幾乎被其他獨立同儕輾壓。不過最好還是拉個朋友一起入坑,單人打可行,就是學習曲線過於坎坷。 [b]喜歡的點[/b] [list] [*]現在想來,《艾爾登法環》裡的碎星Boss戰應該就是《黑夜君臨》的藍圖吧!和朋友一起挑戰(或用各種外鄉手段)打Boss絕對是魂系遊戲中最最棒的體驗之一。《黑夜君臨》在這點上就發揮的淋漓盡致,一起觀察地形、一起規劃路線、一起分工、一起跑圈撿裝、一起打黑夜王然後再一起被壓在地上磨擦。 [*]這也是歷代魂系中最講究團隊合作的重要性,誰負責坦傷、誰負責輸出、何時要輪替吸仇恨製造喘息空間、誰要去阻止隊友在等級太低的情況下還敢去打鈴珠獵人和龍形大樹守衛,這些流程看似複雜,但和朋友一同經歷就能充分享受其中樂趣。 [*]不能自創角色有點可惜,但遊戲提供的八位主角各具特色,各自擁有鮮明的定位與專精的武器,絕對能讓你找到自己心儀的玩法。此外,他們的背景故事也很有趣,除了FromSoftware一往的敘事手法外,也加入了許多互動要素,讓你能更清楚了解他們。我意外地滿喜歡這群看似格格不入的烏合之眾,只是因為共同的目標而聚集在一起。然而,透過追憶你就能明白他們彼此的命運緊密交織在一起。 [*]不過我最喜歡的還是本作在戰鬥方面做的各種改良,像是瞬間衝刺讓你能快速逃離或拉近與Boss間的距離、、敵人抓技有用更鮮明的特效顯示、Boss打出大招時也能清楚看出誰被鎖定、爆擊或背刺敵人時隊友可以無視無敵禎盡情輸出等,這些都是很棒的設計,讓人非常期待FromSoft未來遊戲的走向。 [/list] [b]又愛又恨的點[/b] [list] [*]《黑夜君臨》的地圖變化隨機性低且非常單調,通常走過一次就能輕鬆記起來,因此製作團隊想用「特異地形」來做點變化,我只能說這項設計只做到一半。先說優點,特異地形的確有效改變部分主地圖的地形,加入了新敵人、新地點以及專屬隱藏增益讓你能在規劃路線上做些改變。但是呢,特異地形是以隨機「週期性」的方式出現, 一旦條件生成你接下來的所有行動都會是出同一個地形,而且這些特異地形也跟主地圖有同樣的問題:位置與分部始終固定,沒有隨機地點,也沒有隨機生成特殊子區域實屬可惜。 [*]黑夜王的表現各有千秋,氣勢與演出絕對不輸FromSoft過去的經典Boss,配樂一個比一個還有特色,招式上不僅充分考量「一對多」的要素,也成功融入有趣且非一面倒的機制,這在正統魂系中可是非常少見的。缺點的話,我覺得FromSoft可以少用點浮誇的攻擊,這裡是指那種Boss會突然走遠遠的開始搞一些很炫泡的前置,然後過來打你一下。第一次感覺很新鮮很壯麗,但兩、三次後難免會覺得有點浪費時間。 [/list] [b]不喜歡的點[/b] [list] [*]遺物機制根本就是下位版的金盃刷血寶石啊!即使退一萬步說遺物的功能只是用來讓你前期好過一些好了,詞條全靠隨機生成,既沒有鎖詞條重刷其他欄位的功能,還將一些改變角色技藝或絕活的重要詞條與一堆非常無用的詞條放在一起,讓人刷起來非常氣餒。 [*]這點應該歸究於我個人心境還沒調適過來。《黑夜君臨》看似有許多被動與技能可搭配,實際上角色流派的多樣性與變化性比想像中來的侷限。本作不像《艾爾登法環》可以隨時隨地改變配點裝備,角色初始數值固定,升等也自動幫你配好點,與其探索其他可能性倒不如更專心玩角色已經擅長的流派。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
This game keeps reminding me how lonely I am. Most of the players I got teamed up with is either a couple or two friends playing together. Good game though. Also, Recluse is a baddie.
玩了五百多小时,前后沉迷这个游戏大概有9个月了,要说不上头是假的,但思来想去,为了列表好友和未入坑玩家的时间,还是决定给差评。这不是泄愤式差评,我会在下文详细说明理由。 [h1] 不建议任何新玩家入坑 [/h1] 先说结论,我不推荐任何没接触过魂系列/法环的玩家入坑,包括两者的轻度玩家,除非你是FS社的忠实受众,魂/环几百上千小时的老ass,实在没游戏玩了,可以尝试,毕竟此时你想必已经是一个抖m了,这一假设的前提是你已经有足够的心理建设,能够接受此游极低的容错率、部分极其大粪的怪和boss、极其糟糕的局外成长系统、糟糕的联机体验,以及堪称史上最恶臭的社区环境之一。 [b]但也不是完全乏善可陈,接下来来说说优点吧:[/b] [h1]1.独家风格的联机合作+跑圈+魂系战斗游戏。[/h1]在市面上没有代餐。魂游的受众不算广,但特点是基本盘扎实,所以继承了很大一批从魂系列和法环来的玩家。对于此类群体,我建议是等降价到100以内入手,游戏发行仅仅不到一年就停止更新内容了,如今完全不值原价,更不用提DLC完全就是负体验(两个新角色如今基本下水道强度、大空洞强制找水晶、排到王仙女你就玩去吧)。 [h1]2.优秀的局内战斗节奏设计和动作。[/h1]作为一个快节奏肉鸽游戏,FS将战斗节奏把控得非常好,尽管一局游戏长达四十多分钟,但你完全不会感觉到无聊,游戏中你需要不断地规划、战斗、跑图,喝口水都会断节奏不是开玩笑的。战斗也非常爽快,角色的技能、各种武器/法术、boss的设计都会在游戏中不断带给你各种挑战和正反馈。 [h1]3.众多的职业、构筑、武器和法术。[/h1]丰富的构筑让你每一局游戏都是不一样的体验,你可以摸到什么玩什么、也可以成为一个赌狗去赌局内的概率,这种未知性让你永远想再开一局,总有意犹未尽的感觉。 [b]接下来就是不吐不快的糟糕部分。[/b] [h1]1.极高的上手门槛和中后期极低的容错。[/h1]入手这个游戏有两大前提,要么你是法环的高手、要么你有朋友带你,游戏少得可怜的新手引导让你几乎不得不上网查各种攻略,否则你会不停地疑问:我在哪、要干嘛。很感谢当初带我入坑的朋友,初期几乎是一步一个标记带着我跑图,让我新手期没那么困难,但即便如此,我也需要自己查询大量的攻略才弄明白这个游戏到底是怎么玩,而到这一步时我已经玩了50+小时了。如果你没玩过法环,那你连打小怪都是个问题。喜欢我红狼无限读指令马拉松吗?喜欢我赵子龙一刀捅穿ass吗? [h1]2.制作组消极的游戏支持。[/h1]我前文提到此游的流派众多、战斗很爽快上头,但这更多地是站在法环这个巨人的肩膀上,优秀的是法环而不是黑夜君临。如果你没有玩过法环,请你直接入坑艾尔登法环;如果你玩过,那我很遗憾地说,黑夜君临并不是法环的续作,它没有多少实质上的新内容(除了几个全新的boss——夜王,但这只占你一局游戏时间的四分之一)。它并没有得到开发商多少资源的投入,内容大多是缝合前作,而且发售不到一年就停更了。没有新内容的同时。遗物系统、职业平衡、联机体验依然是依托答辩。| [h1]3.傲慢的设计师。[/h1]引用我赞同的另一列表好友的评论:一个PVE游戏非要执着于数值平衡、教玩家玩游戏。花钱买DLC给自己找罪受,买了一个月,两个新角色直接成了下水道。学者本身便秘的性能,要生存没生存要输出没输出,纯辅助工具人,只有投壶有伤害,结果一次更新直接削废(硬要玩就祈祷队友会给你买壶吧)。然后是修女,也基本上是追踪者的下位替代,靠着项链才勉强有强度,结果专属遗物还被削。隔着屏幕都能感觉到制作组的傲慢,不知道的以为是英雄联盟设计师来了。本身DLC的boss还有守门员基本都是鬼屋,蒙格满地拉式一碰就死、A大普通模式都能一刀秒人,更不用提史上最鬼屋的boss设计——王仙女,一对多、毫无交互、只能马拉松、变大区表演纯浪费时间还要被一头创死。纯粹花钱找罪受。 [h1]4.糟糕的局外成长系统——遗物。[/h1]很难想象,作为一款肉鸽游戏,其局外成长的影响如此之大,同时其收集难度又如此之高。哪怕你花了几百上千小时,打上了深夜9999,你可能都还没解锁一半流派的可用遗物,偏偏有的流派没有遗物根本玩不了,而且遗物词条也造成了不同角色的强度差异很大。同时它也是导致恶臭社区环境的罪魁祸首之一(下面会提到)。 [h1]5.糟糕的联机体验。[/h1]继承了前几作的优秀传统,此游的服务器一如既往地糟糕,各种卡顿、延迟,小怪瞬移螺旋升天然后突然出现在你后面把你一刀砍死,救队友救不起来,甚至和队友卡地形、卡异世界。再是交流系统,作为一个联机合作游戏,你和陌生队友沟通的方式仅限于标记地面,没了。没有文字、没有语音。你可以标记地图,也可以把装备放到地上再标记。其余的只能靠意念共鸣。你无法告诉队友你想要什么装备、什么道具(如果你想玩壶人你就祈祷队友会给你买壶吧)。也无法在打不过的时候,告诉队友要撤退,最要命的是,当你和队友的路线出现分歧时,你没有任何办法说服他或者被他说服。 [h1]6.极其恶臭的游戏社区环境。[/h1] 6.1 首先是魂游自古以来的游戏技术鄙视传统,打的菜会被骂,甚至可能被挂b站或者贴吧,如果你打得好,那得分情况讨论,玩双大饼女爵的——不配上桌,玩追追、无赖的——只会无脑叠肉,玩哈基窝、哈基法的——只会无脑灌伤害,玩铁眼——挂标工具人罢了,玩神鹰的——害人精,玩修女、学者的——吸血怪发育全靠队友,如果你都不是,你是一个弹刀高手——执行者,玩得太好甚至有人会说你自动弹刀挂。 6.2 遗物系统。基于前文提过的构式遗物系统极高的收集难度,其本质就是打boss-攒魂-抽奖-打boss的循环,你玩了一两百小时肯定会发现不对劲,深夜打到一定程度之后难度骤升,并且网上说的好多流派你都玩不了。有没有办法更快得到想要的遗物呢?你有以下选择: (1)SL。简而言之就是复制存档,抽奖,没抽中再覆盖回去。恭喜你,喜提“无限魂挂”称号; (2)存档替换。把老玩家的存档拿过来用,人家一看你游戏时长配不上你的遗物,恭喜你,这属于偷别人的成果; (3)CE修改词条/完美存档替换/改抽取概率。不用说了,妥妥的挂钩,人人诛之。运气好,进游戏人家不想跟你玩就退了。运气不好碰到警察出警,利用恶心bug甚至开挂,故意把你卡死,美其名曰制裁CE。打得好人家可能就忍着,等赢了再给你来个螺旋下指。打得不好就等着被挂吧。我不禁产生一个疑问,这群在魂3 用CE做PVP号、在法环举办迎新杯压级入侵猎杀萌新,把CE当作习以为常的人,怎么反而到了这么一个联机合作游戏里,摇身一变成为正义使者了? 以上只是恶臭社区环境的一部分,更离谱的是,连用训练场mod练习boss都会被说是偷游戏时长、偷游戏理解,一个夜王的单次学习成本至少40分钟,更别说还有中间各种变态的守门怪,你只能一口一口地、完整地、不借助任何外界力量吃下游戏中的所有大粪,才能称之为绿玩。 这样的环境居然把一个联机合作游戏变成了玩家对抗,属实是让人哭笑不得。 [h1]-------------------------[/h1] 以上大概是我对这个游戏的看法——主要是不满。 我不会觉得我玩了这么久是浪费时间。起初由朋友拉我入坑,随后我又拉其他朋友入坑,并在途中认识了很多一起玩的朋友以及收获了无数个艰难获胜的精彩对局。 但我还是要说,我不推荐任何新玩家入坑,即便我已经玩了几百小时,现在基本也只和固定的朋友一起玩。此游的上手难度、肝度、社区环境不适合任何新玩家,请珍惜你的时间,市面上同价位还有很多好玩的游戏。 以上。
I don't think this game adds anything truly new compared to the original elden ring. Its basically elden ring but in a co-op format where you team up with your friends and fight bosses. It's fun, action-packed, and enjoyable, but I didn't see anything that really expands on the original game. Other than that it's just the elden ring we already know. (dont buy it if you don't have friends to play with)
This is only a negative review because Bandai Namco and Fromsoftware seems to have abandoned this beautiful gem. They create this very fun and interesting game, we supported it from day one and now I feel I was sidelined. THIS IS OUTRAGEOUS, don't let nightreign die...
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