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Elden Ring Nightreign Director Interview: He Solo’d Every Boss and So Can You

In part one of our interview with Junya Ishizaki, the director of the Elden Ring spinoff answered our burning questions about the game.

Elden Ring launched in 2022 to great acclaim as the culmination of director Hidetaka Miyazaki’s successes with the Dark Souls and Bloodborne series of games. When calls went out in studio FromSoftware to explore more modest spinoff projects, Elden Ring combat director Junya Ishizaki raised his hand — and proceeded to direct the just-released Elden Ring Nightreign, the multiplayer-only spinoff game.

Nightreign is an ambitious attempt to distill the Elden Ring experience into under-an-hour repeatable runs killing enemies and mini-bosses before taking on a unique and deadly Nightlord main boss. Faster, meaner and in some ways tougher than the game it originates from, Nightreign is FromSoftware’s expedition into multiplayer. And while it inherits a lot from Elden Ring, the studio’s next game was developed to scratch a very different player itch — a co-op pressure cooker to produce the highest and lowest moments that Souls games are known for.

There are a lot of ways the games differ, but Nightreign’s director summarized it by saying «I would describe the Elden Ring experience as more of a journey while Nightreign’s experience is more of that on the battlefield.» 

In part one of my interview with Ishizaki about his directorial debut in Nightreign, we chatted about what was kept and cut from Elden Ring, how the map design changed over development and whether he himself beat every boss in the game he helmed.

(Yes, he solo’d them all.)

Read more: Elden Ring Nightreign Beginner’s Guide: The Essentials for Not Getting Wrecked in the First 5 Minutes

David Lumb: With its co-op focus and fast pace, Nightreign’s gameplay is different than Elden Ring. What was kept and what was cut from the latter?

Junya Ishizaki: While it’s not limited to Elden Ring, with a lot of our games, we keep this sense of exploring the world and traversing the world. Building on these RPG systems and growing your character was definitely an element of Elden Ring that we wanted to keep and transfer into Nightreign. 

I think in terms of, not what what we cut because boss battles are still a large part of Elden Ring, but more as a good focus point on where we had to deliver something new for Nightreign — we wanted these large-scale boss battles to feel really epic and really unique to this game.

DL: What’s it like to tweak the difficulty in a FromSoftware game, especially one built upon Elden Ring’s specific challenge level from the lethality of everyday enemies to the biggest bosses?

JI: These challenging elements to our games are always under scrutiny and that we’re always looking at closely. We felt like we needed to step back and review that process for difficulty balancing with Nightreign in particular … being a multiplayer-focused title, the player is constantly evolving and changing their power level on the fly during any one session. So you really need to focus on what that power curve and that difficulty curve looked like within each session quite closely.

Of course, as I say, we do look at this approach carefully from title to title. It’s not just an all-in, make-it-hard approach. That said, Elden Ring, we did go too far in some areas and I feel we didn’t go far enough in other areas. So we’re always learning from our projects and past experiences, trying to create a game that feels fair and satisfying and gives you a feeling of accomplishment when you do overcome these challenges.

DL: Hold on — I think everyone would like to know your opinion on which bosses in Elden Ring went too far and which didn’t go far enough!

JI: This is not necessarily related to the difficulty specifically, but I think in terms of the battle system with Elden Ring — which is something I was quite involved in the development of that game — where the player feels too pressured or too restricted in what they can do within that framework and that setting, I feel like that created a lot of the feeling of difficulty for a lot of players.

That is somewhere that we felt we were able to release the valve a little bit with Nightreign and allow for more player freedom and to have a more liberating experience. So with Nightreign, I think really leaning into something new was at the heart of this game, even though we’re using Elden Ring as a base, that really gave us a lot of room to explore these battle systems and explore how the player traverses the world. Really really lean into creating a fresh experience there that doesn’t feel like it’s too tied to the original game in that sense.

DL: Speaking of traversal, I can’t be the only one who’s wondered this: Was there ever fall damage in the game? I love dropping down from a great height.

JI: There was actually fall damage at one point, very momentarily. We did study it and try it for a bit but we felt like the game could exist without it. We felt like the game stood up on its own and didn’t need it in order to feel thrilling or to feel trepidation of other areas of the game.

DL: What are other things players might be surprised to discover had been cut during development or refined into something totally different?

JI: I’d say one example of this is the terrain changes that occur in Nightreign. At one point, there was the idea to have different maps — specific set maps for when you play each session. At one point, we had the idea to try to collapse this into a single map, and instead have these different layers and transformative changes that occur during that session. 

We thought this could be a new challenge that could set it apart from previous and existing  games, give us a new challenge to work with on Nightreign and provide a different gameplay experience as well to extend the breadth of each play session by having this layering feature to the terrain features.

We found this added very different gradients to the exploration and to the way each session pans out. When we tried this, we felt like there’s no one right answer. There’s no one correct way you can do this, it just depends on the game. And this presented a new and interesting challenge for us and a way to, again, spice up the new gameplay in Nightreign.

DL: That’s interesting and sounds like a lot of development in the game experience. Was Nightreign ever considered as a full-size game like Elden Ring?

JI: In a word, no, Nightreign was always considered a smaller, lighter title in comparison to the likes of Elden Ring. But to give a little bit of context to that, during the development of Elden Ring, I myself expressed interest in wanting to direct my own title, and this was picked up by Miyazaki and the other staff at From and I was given this opportunity.

Being a new director, we wanted to take things from a smaller scale and a smaller perspective and start with a strong base with Elden Ring. Of course, having had this experience as director, I’d very much like in the future to start completely from scratch and have my own project and see where it can go scope-wise, so I’m looking forward to that opportunity as well.

DL: Now that you’ve finished Nightreign, what’s your favorite part of it?

JI: There’s a lot of nice things to choose from, a lot about the game I like. But I think one thing we’ve honed in on with Nightreign in particular is the feeling of being both approachable and light in terms of an RPG, but also quite involved and quite in-depth if you want it to be. I think this is an area that we’ve managed to hit quite well. 

DL: And what have you and FromSoftware learned from making Nightreign? 

JI: I think there’s a lot of experience we can take forward into future projects. One thing in particular I think has been really successful and really valuable to work with is this new approach to characters and character design, both from a gameplay and narrative perspective. 

I think this is a really unique aspect of Nightreign and it’s something I think could be developed even further with our future titles, characters feeling unique and interesting in terms of the way they play, the way their controls translate to their unique game feel, and also how you as a player approach and explore their backstories and narratives. These are areas that make Nightreign stand apart from other titles and I think this is something we could definitely improve on and refine going forward.

DL: Great. Last question: I beat the final boss yesterday and I just want to know — have you, in fact, beaten every boss and the final boss yourself?

JI: Yes, I can hopefully give you reassurance to know that I have beaten all of the game’s bosses. I’ve seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible and I want you to have the confidence to give it a try yourself. 

And in terms of secrets and a narrative as well, I think there’s a lot there for players who were invested in that side of it to uncover and I hope you look forward to experiencing everything that Nightreign has to offer.

DL: Just to clarify: you solo’d every boss in the game?

JI: Yes. And without relics.

Elden Ring Nightreign launched on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.

Technologies

Google Upgrades Maps Features With More Gemini and Faster Photo Uploads

Google Maps strengthens its crowdsourcing efforts for its 500 million contributors.

Google announced three new features for Maps on Tuesday that should streamline sharing your experiences. Despite being a strong maps application itself, Google relies on everyday users to contribute their reviews, photos and videos so others doing research can make more informed decisions about places they plan to visit. With the new updates to Google Maps, you can access your photos faster to contribute to information about places you’ve been. You can also choose to have Google’s AI model, Gemini, caption your photos and more quickly check the contributions you’ve made in the past.

New photo and video recommendations

It’s not hard to share photos or videos for a location on Google Maps, but the app will now offer photo and video suggestions from your saved images — if you give it permission to do so. The new feature will appear on the Contribute tab at the bottom of the maps app. When scrolling through the view, you’ll see photo and video recommendations or the option to upload other photos. 

How the specific photo and video recommendations are determined isn’t clear, but the new feature will likely use a photo’s geolocation if that setting is enabled in your camera’s settings. 

A Google representative didn’t immediately respond to a request for comment. 

This feature is now available globally on Android and will expand to iOS in the coming months. 

Gemini will auto-caption your photos

Google’s giving your photos some Gemini power by automatically analyzing and captioning them once you’ve selected them to share. This could be helpful in situations where you have selected several photos you don’t care to caption.

If you don’t like what Gemini comes up with, you can edit or remove the caption completely before publishing your photos to Maps. 

Gemini captions are available in English on iOS and will expand to other languages globally and Android in the future. 

New ways to view your contributions

You can now show off your prior contributions to Google’s Local Guide community program.

When you contribute, you gain points, and the more you contribute, the more you can level up as a Local Guide. All your points and badges are now prominently displayed on your profile. Google’s also adding gold profiles for high-level contributors, so you know you’re reading reviews from experienced users. 

The new contributor updates are rolling out now on Android, iOS and desktop.

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Technologies

This New Health-Tracking Pet Collar Is Like a Smartwatch for Dogs and Cats

Tractive announces two new smart collars armed with GPS tracking, AI-powered health monitoring and other tech tools.

Our pets can’t speak up and tell us how they’re feeling, or why and where they are hiding. Tractive, an Austria- and Seattle-based tech company that creates GPS tracking devices for pets, announced on Wednesday two new smart collars that, according to the press release, «will redefine pet care for millions of families.»

Is your pet stressed, breathing unusually or scratching too much? Much like the basic health-tracking features you can find on a smartwatch, the collars — the Cat 6 Mini ($79) and Dog 6 XL ($89) — are designed to track this behavior and communicate the issues to help maintain your dog or cat’s quality of life.

«Pets can’t tell us when something is wrong, but their bodies can,» Michael Hurnaus, CEO and founder of Tractive, said in a statement. «With cutting-edge sensors on every tracker, learnings from millions of pets and AI-powered insights, we’re turning one of the world’s largest pet data platforms into clear, simple information so pet parents can act sooner and care even better.»

When it comes to tracking collars, dogs have usually been the target pet audience for such devices. Tractive’s new Cat 6 Mini collar aims to provide the same service for your feline friend. You can use it to monitor your cat’s respiratory rate and resting heart rate and identify any health concerns early. It’s expected to ship on May 31.

The Dog 6 XL collar, an upgrade from the company’s previous dog wearable, is designed for dogs weighing over 55 pounds. It’s more durable for outdoor use and offers up to four weeks of battery life between charges. It comes equipped with a scratch-monitoring system that flags unusual scratching behavior caused by allergies, skin irritants and other stressors. 

You can also use the app to access your pet’s travels and mark safe zones regarding walks, entries and exits. An AI-powered health hub displays your pet’s overall health stats and also acts as a GPS tracker in case your dog or cat goes missing. 

How would a veterinarian interact with the data collected on the device? 

A Tractive representative told CNET, «In our experience, veterinarians are most interested in baseline resting heart and respiratory rate, so it’s less about monitoring these vitals in real time during recovery from anesthesia/acute care and more about understanding if the baseline is changing day to day to identify the onset of new conditions or manage existing ones.» 

Even though the collars use a SIM card and require a strong cellular connection to work properly, they can capture activity, sleep and health data while offline. However, without connectivity, the devices «ultimately will not provide any utility,» the representative confirmed.

You’ll need to download the accompanying app and select a separate subscription plan at an added cost. The one-year plan costs $120, the two-year plan costs $168, and the five-year plan costs $300. 

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Technologies

Today’s NYT Strands Hints, Answers and Help for April 9 #767

Here are hints and answers for the NYT Strands puzzle for April 9, No. 767.

Looking for the most recent Strands answer? Click here for our daily Strands hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections and Connections: Sports Edition puzzles.


Today’s NYT Strands puzzle could be tough, unless you’re an artist. Even then, some of the answers are difficult to unscramble, so if you need hints and answers, read on.

I go into depth about the rules for Strands in this story. 

If you’re looking for today’s Wordle, Connections and Mini Crossword answers, you can visit CNET’s NYT puzzle hints page.

Read more: NYT Connections Turns 1: These Are the 5 Toughest Puzzles So Far

Hint for today’s Strands puzzle

Today’s Strands theme is: In the paint.

If that doesn’t help you, here’s a clue: Hand me a brush.

Clue words to unlock in-game hints

Your goal is to find hidden words that fit the puzzle’s theme. If you’re stuck, find any words you can. Every time you find three words of four letters or more, Strands will reveal one of the theme words. These are the words I used to get those hints but any words of four or more letters that you find will work:

  • COME, PATS, SPAT, SLOE, MEAN, LEAN, MANE, RATE, PEER, LATE, RATER

Answers for today’s Strands puzzle

These are the answers that tie into the theme. The goal of the puzzle is to find them all, including the spangram, a theme word that reaches from one side of the puzzle to the other. When you have all of them (I originally thought there were always eight but learned that the number can vary), every letter on the board will be used. Here are the nonspangram answers:

  • FRESCO, PASTEL, ENAMEL, ACRYLIC, TEMPERA, WATERCOLOR

Today’s Strands spangram

Today’s Strands spangram is MEDIUM, the art term! To find it, start with the M that’s four letters down on the far-left vertical row, and travel straight across.

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