The first developer name that comes to mind when discussing the "Souls" series is undoubtedly Hidetaka Miyazaki, the mastermind behind the Dark Souls series, Sekiro, Bloodborne, and Elden Ring. However, Nightreign marks a significant shift as Junya Ishizaki steps into the director's role for the first time in this series. During my visit to FromSoftware's office in Japan, I had the opportunity to sit down with Ishizaki-san to discuss his experience as the director, delve into some of the unique design choices for Nightreign, and explore the origins of this Elden Ring spin-off.
In a previous interview, you mentioned that you brought the idea for Nightreign to Miyazaki-san, who gave you the green light. How close was the initial pitch to the final product, and what changes occurred during development?
Junya Ishizaki - Director of Elden Ring: Nightreign: The core concept remained largely unchanged from our initial pitch to Miyazaki. However, throughout development, we received valuable input from our team, which allowed us to enhance the game in ways that exceeded our original vision. This collaborative effort helped us integrate new ideas and address concerns effectively.
Regarding advice from Miyazaki and other directors at FromSoftware, the most impactful guidance was that a director should not hold back. This mindset encouraged me to critically assess and refine every aspect of the game.
You conducted a Closed Network Test for Nightreign. How did this test influence the game's development, and what key lessons did you learn from player feedback?
The Closed Network Test was crucial for fine-tuning the game's balance and difficulty, which are always challenging aspects of our games. We gathered essential feedback on player behavior and their interaction with the new systems introduced in Nightreign. This helped us improve the onboarding process and better explain these systems to players upon release.
What has it been like taking on the director's role for Nightreign? Did you receive any specific advice from Miyazaki on how to approach directing a video game?
Stepping into the director's role was a commitment I embraced fully, driven by my passion for the initial concept. The advice that resonated with me, not just from Miyazaki but from other directors at FromSoftware, was to not hold back. This approach required me to be more critical and disciplined in my decision-making to ensure the best outcome for the project.
In a previous interview, you mentioned that Nightreign supports solo play or groups of three, with automatic matchmaking for a third player if playing with two. Why was there no option for just two players to play together?
We apologize for overlooking the two-player option during development. Our focus was on creating a balanced experience for three players, which is central to Nightreign. While we prioritized solo and three-player modes, we are considering adding support for two-player groups in post-launch updates.
How does Nightreign adjust the game's difficulty for solo players compared to playing in a squad? Are there unique mechanics for solo play?
Nightreign is designed around three players, but solo play is a natural part of the game's loop. We've adjusted enemy aggression and parameters dynamically based on the number of players in a session to ensure solo players aren't overwhelmed. Additionally, we've introduced a self-revive feature to give solo players more chances to learn and overcome challenges without restarting.
Can you set the stage for Nightreign's story and explain how it fits into Elden Ring's lore?
Nightreign shares the same world as Elden Ring but unfolds on a different stage. The game introduces the concept of the Night Lord, a natural calamity that has befallen the Lands Between. The Nightfarers, warriors from various times and cultures, are tasked with opposing and defeating the Night Lord to end this calamity.
The story of Nightreign unfolds through individual character storylines rather than a traditional narrative structure. What was the reasoning behind this approach?
The Night Lord's calamity brings together Nightfarers with diverse backgrounds and personal motivations. We wanted players to explore and connect with these characters' backstories and struggles. Since players don't create their own characters in Nightreign, we've included elements that allow for deep character exploration and attachment.
Was PvP ever considered for Nightreign, given FromSoftware's history with multiplayer elements in their RPGs?
From the outset, PvP was not a priority for Nightreign. We focused on creating a co-op PvE experience, as balancing character abilities for PvP proved challenging and detracted from our core vision. Our priority was to deliver a robust PvE and co-op experience.
How strict was your approach to balancing Nightreign, and how does it differ from balancing a more single-player-focused game like base Elden Ring?
Balancing Nightreign required a different approach, focusing on a fun experience for three players while ensuring it remains enjoyable for solo players. We tuned the game's new character actions and bosses, like Gladius, to work well in both solo and co-op scenarios.
The bosses in Nightreign seem more challenging than those in Elden Ring. What was your approach to balancing these encounters?
The three-day/night cycle in Nightreign sets a strict structure for preparation before facing bosses. We designed these encounters to be imposing and challenging, reflecting the player's progress and learning within this cycle. The goal was to create a balanced and exciting culmination of the gameplay experience.
Elden Ring Nightreign - First Screenshots
View 9 Images
Does Nightreign offer any post-game challenges like New Game Plus, similar to other FromSoftware titles?
After defeating the eight Nightlords, players can explore post-game features, including unlocking relics and new relic rites to experiment with character builds. There's no time limit on these elements, allowing for extensive exploration and engagement beyond the main game.
Was there ever a consideration to make Nightreign a free-to-play game, given the trend in the multiplayer space?
We did consider a free-to-play model, but given our resources and the vision for Nightreign, we opted for a premium-priced experience. We believe the game offers enough content to justify the purchase and provide a comprehensive experience.
Is there anything you're particularly proud of with regards to what you accomplished with Nightreign?
I'm immensely proud of how we transformed the initial concept into a fully realized game. The three-day/night structure and the way players converge to fight bosses together were key elements of my vision, and seeing them come to life is incredibly satisfying. It's a testament to the hard work and dedication of our team.