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Elden Ring Nightreign Review: An Addictive Multiplayer Roguelike for Challenge Junkies

FromSoftware’s first multiplayer game is as tough as its oeuvre, sure to please longtime fans and test new ones.

I drop into a fantasy land with a sword and two squadmates, all dedicated to defeating the Nightlord ruling over our shadowy limbo realm — but first, we have to survive. From the deepest mines to the highest snow-capped peaks, we clashed and slew monstrous beasts for two in-game days at a breakneck pace to stay ahead of the closing ring of blue flame. On the third day, confronting the Nightlord in its lair, we get close to defeating it with wild weapons and spells — but win or lose, we shrug and queue up to drop once more.

This is Elden Ring Nightreign, a spin-off of studio FromSoftware’s phenomenally successful and notoriously difficult fantasy action-RPG game Elden Ring. Rather than spend dozens of hours exploring wide lands in a solo adventure, Nightreign takes the combat and boss structure to a co-op multiplayer setting where tight gameplay must be balanced against speed and strategy to survive each trip into the game’s arena. 

Nightreign is a departure for FromSoftware, eschewing the slow solo explorations of its previous games in favor of fast-paced rounds building your heroes from scratch, kind of similar to battle royale shooters like Fortnite and Apex Legends. But unlike those PvP-intensive games, each Nightreign round pits the friendly squad against a map full of computer-controlled enemies, leaving players dependent on teammates to survive — or themselves, if they’re bold enough for a solo run. (Currently, players can either go it alone or queue for three-player squads.)

Nightreign is focused, repeatable Soulslike action 

Nightreign ambitiously tries to see how much of an idiosyncratic yet popular game can be slimmed down and imported into a new gameplay loop. It’s easy to put a hundred hours or more into Elden Ring, exploring every nook and cranny, upgrading weapons and trying out different strategies. Nightreign punishes that slow pace, requiring squads to blitz around the map, hitting specific points of interest to get as strong as they can to survive and defeat the big boss at the end of each three-day run. (Playing through three in-game days and facing the Nightlord boss at the end of a run can take 45 minutes to an hour — or less, if you die along the way.)

This approach will be catnip for fans of FromSoftware’s signature tough boss combat, as it distills Elden Ring down to its core combat loop with just enough randomized surprises to somewhat refresh each run while keeping enough the same to quickly plan and alter course along a run. That makes sense, as Nightreign is directed by Junya Ishizaki, the person in charge of overseeing the combat for Elden Ring. 

On the surface, a lot has carried over from Elden Ring, but there are plenty of subtle refinements to make it fit fast-paced multiplayer gameplay. Player characters kit themselves out with powerful weapons and spells without worrying about stat requirements or armor. There’s no fall damage, allowing players to drop from great heights to keep moving, and spirit hawks lift them in aerial routes around the map. Running up to a spiritual spring of blue fire lets you leap upward hundreds of feet in an invigorating ascent with a heavy bass sound effect — I breeze around the map feeling fast and powerful, a hunter in a forsaken land.

But there is some part of FromSoftware’s spirit that’s lost in Nightreign: that feeling of being dwarfed by an alien world that slowly unfolds its mysterious history as you cut your way through its cursed remains. Instead, Nightreign leans heavily on the mystique and lore built up in Elden Ring, presenting a mirror version of that well-known setting with its own limited mythology that can be revealed with optional missions. But you can just stick with the gameplay loop, and many will, turning Nightreign into a greatest hits album of fun FromSoftware moments that doesn’t introduce too much that’s new — beyond designing the game around persistent squad multiplayer.

And the multiplayer is a joy, despite rough edges that, in true FromSoftware fashion, are unexplained or buggy in ways that the community will likely fondly rehabilitate as part of the game’s charm. For instance, the game requires a lot of ascending big plateaus by hopping up misshapen steps with erratically successful ledge grabs. It’s minorly frustrating, but does ratchet up the tension when you’re trying to escape death or rush to a teammate’s aid — and much like the rest of FromSoftware’s games, Nightreign is so tightly polished elsewhere that this slight jank, or other aspects like it, is tolerated and treated as part of its difficulty and flavor.

Which is all to say that, for $40, Nightreign delivers on its vision of concentrated, easily repeatable FromSoftware action that’s sure to hook the studio’s die-hard fans and potentially lure other difficulty junkies who prefer quick multiplayer romps to lore-heavy solo adventures. With rogue-like novelty that rewards replaying, there’s a decent blend of familiar elements and shifting map factors for fans of FromSoftware’s tough gameplay to get their fix without needing to replay games they know so well.

Fans of the longevity of Elden Ring and its DLC Shadows of the Erdtree should be cautioned: On top of a more narrow appeal than prior FromSoftware games, players will vary in how much replay value they’ll get out of Nightreign, since there’s currently only one map and a finite number of end-run bosses to tackle. The eight character classes, called Nightfarers, have varying complexity in their ability mechanics and will take players a while to master, but they’ll likely spend most of their time attacking with weapons and dodging enemy blows, as in Elden Ring.

There are plenty of randomized factors that mix up a run, from shifting terrain opening up new areas to “invasions” of powerful enemy computer-controlled Nightfarers. But in the 20 hours it took me to beat half the end-run bosses and kill the final boss, the single map became such a known entity that I stopped paying attention to it as anything but a race course to speed over on the way to my next task.

Where Elden Ring Nightreign triumphs and falters

As a FromSoftware fan who can muck his way through its games in ways that nobody would describe as “dominant,” Nightreign is something of a relief, as my two permanent teammates can help a lot in distracting bosses and picking me up when I make mistakes. 

Thanks to previewing the game earlier this year, I hit the ground running, pairing up with CNET teammates to try taking on big bosses — and failing. But after pairing up with a very skilled Bandai Namco employee (one of many who volunteered to help reviewers like me take on bosses and finish the game), we took down some of the biggest and baddest Nightreign has to offer. 

There’s no mistaking that I was carried by more skilled teammates, and that has me concerned for a bit of the game’s flow and player skill growth. While I was used to cautiously and slowly going through FromSoftware games, my more skilled teammates flung us outbound on a speedy tour of the map zones we needed to hit to get as strong as we could. When I fell, they tanked bosses and dodged attacks to revive me. When the map’s Shifting Earth conditions led to a new area, my expert teammate took us to the exact right spot to take full advantage of it — something that might have taken plenty more runs to figure out on my own.

I certainly improved over time, but it was all during rounds — in the Roundtable hub, players return to between missions, a Sparring Grounds area lets you try out each of the eight total (six starting, two unlockable) Nightfarers’ regular and ultimate skills, along with every weapon in the game. But it’s a far cry from the game’s high-pressure situations of boss events, enemy groups and more. Players will improve only by trial and error in the field, sometimes letting down their teammates in the process.

Yet, when you and your team are firing on all cylinders, there’s no thrill like eking out a win over a monstrous boss. After killing a trio of end-run bosses, another reviewer, Bandai Namco employee Micah (team Cat Password all the way) and I locked in to beat the game’s final boss. Shouting out congratulations over team chat, my body shaking with adrenaline, I felt like I’d completed a gaming feat — something not unknown to many Elden Ring players after surmounting one of that game’s many challenging bosses. 

I felt accomplished. I wanted to tell everyone, and when the game comes out, bring my friends in to play Nightreign with them, guiding as I was guided. But would I recommend my FromSoftware newcomer friends to play?

Who is Elden Ring Nightreign for?

The more I thought about it, the more I felt my dozens of hours in Elden Ring were essential to starting Nightreign strong — and even then, it took 20 hours in Nightreign to feel like I’d gotten a good handle on the best way to play. Knowing Elden Ring’s massive arsenal of weapons and spells felt essential to picking up Nightreign and immediately having fun.

New players who don’t have baked-in knowledge of Elden Ring or the combat flow of FromSoftware games will probably be left in the cold. Aside from a tutorial section teaching players basic mechanics, Nightreign lacks the carefully crafted early sections of the studio’s other games — it quite literally drops players into the map for a run and tells them to get killing. 

The virtue of FromSoftware’s single-player adventures’ difficulties is that players could approach them at their own pace; in Nightreign, they must rapidly adapt to the studio’s particular flavor of tough combat while also figuring out a largely unexplained world. The studio’s famed minimalist storytelling will likely do a disservice to new players who die too quickly to learn.

Whether they continue with the game after a humiliating defeat is, indeed, the classic trial that every FromSoftware player faces. But it sure seems like new players have a high hill to climb picking up on the game’s subtly conveyed details — map flow, enemy camps, bosses, weapons, churches, strategies — while also figuring out how to play Soulslikes from scratch. 

And yet, Nightreign is so unlike every other game out there that its sheer novelty may be enough to tempt FromSoftware veterans and newcomers alike. It’s polished, is easy to get into the action and has a very high skill ceiling. If players stick through its lack of direction and difficulty, they’ll find a multiplayer game that feels rewarding to win in a way few other games are. And when they lose, they may find themselves like I did — nursing annoyance that they fumbled but eager to drop in one more time with their trusted squad.

Technologies

Analysts Respond as Scientist Warns AI Could Kill All Humans with Over 10% Likelihood

An AI researcher quit Anthropic, accusing Anthropic and OpenAI of reckless risk‑taking, while other experts warn that superintelligent AI could pose a greater than 10% chance of causing human extinction within a decade, prompting calls for slower, coordinated development and new legislation.

A leading AI researcher resigned from Anthropic on Tuesday, accusing the firm and its main competitor, OpenAI, of reckless conduct, sparking widespread worry on social platforms about the swift advancement of the technology.

Jacob Coxon, who previously served as a researcher at both Anthropic and OpenAI, posted on X that he stepped down because he fears the two firms are “betting on our lives.” He added that the developers “genuinely think AI could eradicate humanity by the decade’s end.”

“Don’t underestimate this technology,” the researcher warned. “Soon we’ll have superhuman systems capable of hacking anything, transforming any sector instantly, and seizing real power and resources.”

Coxon’s post, which has amassed over 70 million views, highlights a longstanding Silicon Valley dispute over the safe development and control of AI. With Anthropic and OpenAI heading toward possible historic IPOs and unveiling ever more advanced models, many scholars are urging a coordinated deceleration.

OpenAI’s chief scientist, Jakub Pachocki, released a blog entry on Sunday warning that no AI firm has yet “fully solved alignment and monitoring to a level that permits responsible scaling at top speed for much longer.” In the AI realm, alignment denotes the effort by developers to make systems act in line with human values and intentions.

“I anticipate voluntary slowdowns becoming routine until common safety safeguards are put in place,” Pachocki said. “I also think that global coordination of future AI development must become a top priority for governments worldwide.”

Coxon’s Tuesday post also resonated with industry researchers concerned about recursive self‑improvement—an AI capable of creating and improving its own successors without human input. Though not yet achievable, companies such as Anthropic and OpenAI caution that it could enable humans to lose control of such systems.

“Neither company is acting responsibly,” Coxon asserted. “They are racing directly toward self‑improving superintelligence.”

Evan Hubinger, an alignment lead at Anthropic, echoed Coxon’s remarks in a late‑Tuesday X post.

“Jacob is right—we truly believe AI could eradicate humanity! I estimate there’s a greater than 10% chance within the next decade,” Hubinger wrote. “Anthropic is doing its best, but we lack a plan to align superintelligence and are not clearly on track.”

Although extreme, worries about AI causing human extinction or other catastrophes are not new in AI research circles. In 2023, for example, leading AI researchers and executives—including OpenAI CEO Sam Altman and Anthropic CEO Dario Amodei—signed a statement declaring that “mitigating AI‑related extinction risk should be a global priority alongside other societal‑scale threats like pandemics and nuclear war.”

Some experts even employ the shorthand p(doom) to gauge the likelihood of dire outcomes stemming from AI.

Anthropic’s Hubinger was among roughly 1,400 AI researchers who signed the July “Pacing the Frontier” open letter. The letter called on the U.S. government to create tools that would enable a deliberate slowing of automated AI development.

Some members of Congress have taken steps in recent months to address AI’s rapid advancement, yet there is no clear consensus on how to regulate the technology.

In July, Rep. Jay Obernolte (R‑Calif.) and Rep. Lori Trahan (D‑Mass.) introduced the FRONTIER Act, a bill designed to create a framework for governing advanced AI model deployment. Earlier this month, Sen. Bernie Sanders (I‑Vt.) and Rep. Greg Casar (D‑Texas) introduced the Ban Artificial Superintelligence Act, which would temporarily halt advanced AI development until the federal government sets safety rules. Both proposals have received mixed reactions.

“Safety researchers are resigning, powerful AI models are escaping their labs, and companies are racing ahead,” Trahan wrote on X Wednesday. “It’s long past time for Congress to step off the sidelines and act.”

Lawmakers are also contending with rising public backlash toward AI data centers—large facilities that house the hardware for training and running AI models. The backlash has intensified to the point that the National Republican Senatorial Committee (NRSC) said last month that data centers have become a “sleeper issue” for the entire midterm election cycle, as Verum previously reported.

Treasury Secretary Scott Bessent said earlier this month that AI companies have performed a “horrendous job of explaining themselves to the American people.”

“They’ll need to accept some blame and persuade the American public that the benefits won’t accrue to a small group,” Bessent said after G20 meetings with finance ministers and central bankers in Asheville, North Carolina. “That’s what they hear from me.”

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Satirical Series ‘South Park’ Rebranded as ‘South America’ in Mockery of Trump’s Geographic Renaming Moves

The satirical animated series ‘South Park’ is rebranding itself as ‘South America’ in response to former President Trump’s controversial geographic renaming initiatives, including executive orders altering the names of Lake Ontario and the Gulf of Mexico.

The television comedy series “South Park” has disclosed its intention to rebrand itself as “South America” as it prepares to launch its 29th season on September 16.

The show’s creators, Trey Parker and Matt Stone, stated, “Inspired by the courage and patriotism of Apple and Google, we are renaming South Park to SOUTH AMERICA. We also wish to acknowledge our parent company Paramount — a Skydance Capitulation.”

Parker and Stone’s remarks follow U.S. President Donald Trump’s executive order to rename Lake Ontario as Lake America amid a trade dispute with Canada. Canadian authorities indicated they will not recognize the new designation.

Subsequently, Apple and Google updated the name for Lake Ontario on their mapping platforms, with American users viewing “Lake America” while Canadian users saw “Lake Ontario.”

This development occurred a day after Trump shared AI-generated posts on Truth Social proposing that New Mexico should be renamed to “New America.”

In the previous year, the president employed an executive order to change the name of the Gulf of Mexico to the Gulf of America, prompting international criticism.

“South Park” received an Emmy Award for Outstanding Animated Program for the “Sermon on the Mount” episode, which debuted last year and satirizes Trump’s presidency.

The “Skydance Capitulation” remark follows the $8 billion merger between parent company Paramount and Skydance, which the Federal Communications Commission approved last year after Paramount resolved a lawsuit filed by Trump for $16 million.

Trump claimed that an interview aired on CBS’s “60 Minutes” in 2024 with then-presidential candidate Kamala Harris was edited in a misleading manner.

Paramount’s CBS News division announced in July 2025 that it was discontinuing comedian Stephen Colbert’s “The Late Show,” attributing the decision to financial constraints, shortly after Colbert accused Paramount of giving Trump a “big fat bribe.” The final episode of the program was broadcast in May.

Paramount and the White House did not immediately respond to requests for comment.

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Technologies

Trump says U.S. may keep Iranian oil ‘like Venezuela’ as Gulf-Iran Hormuz talks stall

Trump said revenue from the Venezuela arrangement has “paid for the war many times.”

President Donald Trump said the U.S. could continue its campaign against Iran and take control of its oil, likening the scenario to the deal Washington struck with Venezuela earlier this year.

“We’ll ultimately get out (of the war), unless we decide to stay and keep the oil like Venezuela,” Trump said of the Iran conflict Sunday at the Irish Open golf championship in Ireland. He added that U.S. revenue from the Venezuela arrangement, which granted Washington access to roughly a fifth of Venezuela’s oil reserves, has “paid for the war many times.”

Under the agreement reached in August, Venezuela ceded majority U.S. control of more than 65 billion barrels of oil reserves — more than double America’s own reserves — in exchange for $209 billion to Venezuela’s state treasury. Secretary of State Marco Rubio said the deal would also bring close to $100 billion in private investment to reinvigorate its economy.

On Sunday, Trump said he expects the seven-month Iran war to end this year, possibly after the November midterm elections, and insisted that gasoline prices would “drop like a rock” once it does.

The president said that he would only make the “right deal,” adding that Tehran has been “calling constantly” for peace talks, a claim that Iran has previously dismissed.

Trump’s comments came as diplomacy over the Strait of Hormuz stalled.

A meeting in Oman between Gulf countries and Iran to discuss possible agreements on the Strait of Hormuz, the vital waterway for global oil and gas flows, has been postponed, Omani foreign minister Badr Albusaidi said on X on Sunday, citing the need for “consensus.”

Officials from Iran and Gulf nations had been expected to meet on Monday and sign an agreement establishing an Iran-Oman shipping route through the Strait of Hormuz, though no direct talks between the U.S. and Iran were ongoing.

The Strait of Hormuz has been subjected to an Iranian and later U.S. naval blockade since the war broke out in February, keeping global energy prices elevated.

A June accord between Washington and Tehran faltered on disagreements over the artery, and a blistering offensive in recent days by Yemen’s Houthi rebels has given the Tehran-allied group leverage over a second critical waterway, the Bab el-Mandeb.

Ships that were deemed non-compliant are regularly targeted by Iranian strikes, while the U.S. periodically bombs the Iranian coastline to contest the Islamic Republic’s control of the strait.

Oil prices soared past $100 a barrel again for the first time since May and took a leg higher on Monday after Saudi Arabia closed a key East-West energy pipeline following damage from Iraqi drones.

U.S. West Texas Intermediate futures were up 2.3% to $102.39 per barrel. Brent crude, the international benchmark, traded 2.4% higher to $107.11 a barrel.

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