Playtime:
5012 minutes
I really tried to love this game — I have over 2000 hours in all the From software titles combined across multiple consoles and multiple play-throughs, so yes, I truly did. But after about 80 hours, and after completing everything, I just don’t enjoy playing anymore. Every run feels like a chore, and the boss reward at the end isn’t even worth the 40-minute drag.
At its core, it’s a cool idea on paper. For the first 20 or so runs, this feels like the most fun game ever made: fast-paced, quick action with cool bosses and that signature Elden Ring–style combat. Every run feels unique at first, as you discover new enemies, encounter different bosses, and try your best to create the perfect build.
But all of that disappears after a while. You realize there’s barely any enemy variety, every location feels the same, the so-called “shifting” map is static and predictable, and the boss selection honestly sucks. Because of its fast-paced nature, they couldn’t include any of the well-crafted, dance-like boss battles the franchise is known for. Instead, you’re stuck fighting Tree Sentinel and Royal Revenant for the 20,000th time.
It gets boring very quickly.
At least the Night Lord bosses are fun, right?
Well… maybe two or three of them.
The problem is that these bosses are clearly designed with three players in mind, which means the difficulty relies on cheap tricks: constant AOE spam, tick damage, endless magic spam, and arena-wide attacks. Everything people normally complain about in Elden Ring is cranked up to a million.
You fight each version once, and it’s cool. Then you do it again… and realize just how awful most of these fights really are. With the exception of Fulgor, the final boss, and Caligo, the rest feel poorly designed.
My biggest complaint, though, is the lack of weapon variety. There’s really no excuse for it when this game pulls assets from four games — the three Dark Souls titles and Elden Ring. That’s over 800 unique weapons across the series, yet here we’re stuck with just the base Elden Ring set. It makes every run feel repetitive, because there are only one to three truly good weapons worth using, and the rest pale in comparison.
It turns into a game of min-maxing, which strips away the magic this franchise is supposed to have.
I really believed this game could be the best thing FromSoft has made — the cure for the soulslike itch, something we could play over and over until their next release. But unfortunately, I think they really failed here.
THE BIGGEST ISSUE IS THAT:
This game is not a roguelike. It’s a co-op, 3-to-1 player game with progression and map changes tied to a sequence of seven bosses followed by a final boss. Once you’ve beaten them all, replaying Night-Lords doesn’t actually give you access to the later bosses or map encounters. Instead, you’re locked into the same restrictions that were imposed on you during your very first run at that Night-Lord.
This isn’t roguelike design — it’s progression-based co-op design. Certain enemies, map elements, and bosses are tied to specific Night-Lords. It’s not a limitless, ever-changing experience; it’s a linear structure disguised as randomization.
Now, if the game had been marketed this way, that would be fine. In fact, it does a phenomenal job at making your first journey from Boss 1 to Boss 8 feel unique, rewarding, and full of that signature FromSoftware magic. The progression structure works beautifully for the first run.
But that’s the problem — this isn’t what the game was promised to be. And that leads me straight into my biggest criticism:
False Advertising.
The game was marketed as being randomly generated, with the promise that no two runs would ever feel the same. But that’s simply not true. The game just pulls from a set of pre-existing seeds — about 300 possible combinations. On paper, that sounds like a lot, but in practice you quickly realize that those 300 seeds aren’t even available at once. They increase depending on which Night-Lord you’re facing.
For example, the very first Night-Lord only has four possible boss variations — and that never changes, not even in their Everdark versions.
Not to mention, the only thing that really changes is the location of each dungeon type, not the enemies inside them. You realize quickly it’s just the developers shuffling things around the map, not truly randomizing anything. And those so-called “Earth Shifting” events? They’re the exact same every single time.
The game was also promised as a bridge between the Dark Souls trilogy and Elden Ring, letting us fight all the bosses we know and love with Elden Ring’s combat systems and revamped move sets. But in reality? There are only six returning bosses. Six.
There’s no excuse for that. With all the assets from the previous games already available, there should have been locations, field bosses, and enemies from across the series included here — exactly as promised. Why advertise a roster of returning bosses and then only deliver a handful? Why promise variety, yet exclude enemies and weapons from the older titles?
Honestly, I can’t think of any reason other than the fact they wanted something quick to develop — something easy to update, with the Elden Ring name attached, guaranteed to make a ton of money. And as far as cash grabs go, this isn’t the worst experience. But I can’t ignore everything else.
I wanted to believe in this game, I really did. But at the end of the day, it feels like a cash grab — a good one, sure, since the first encounter with each boss is genuinely fun — but not the game of replayability, randomization, and endless possibilities that was promised.
I do hope the DLC can address this. To be fair, the post-launch support has been strong, and the new Everdark bosses are cool. But unfortunately, they still suffer from the same problems as their normal versions. And none of that changes the fact that in order to fight and properly learn each boss, I’m forced into a 40-minute run that plays out the exact same way every single time, with content locked behind progression-based structure.
This game should have made every seed combination available for every boss. It should have delivered more variety and more genuine randomization. But it simply doesn’t.
And that’s why, sadly, this has become my least favorite FromSoftware game by far.
👍 : 15 |
😃 : 0