Technologies
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
The Fastest Way to Open Any App Is Hiding on the Back of Your iPhone
Your iPhone’s Back Tap feature can be customized to open any app.
Tapping the screen on an iPhone opens an app. What does tapping on the back of your phone do? A number of things, it turns out. It’s a super useful hack that you’ve likely been missing out on. In fact, it’s the fastest way to launch the camera or open specific apps without hunting through folders. In 2026, it’s the ultimate hack for making your hardware work harder for you without touching the display.
The feature is part of the Back Tap tool in your iPhone’s accessibility settings. Once enabled, it can trigger almost anything your phone can do, from turning on the flashlight to opening Shazam before a song ends. You can even set it to open the Control Center, take a screenshot or run a custom Shortcut with two or three quick taps. It’s fast, discreet and surprisingly powerful once you set it up.
The feature is called Back Tap and, like the Action Button on newer iPhones, it gives you one more way to use your device without touching the screen. You can activate it by tapping anywhere on the back of your phone, including on the camera module. The best part is that it works even if you have a fairly thick case on your iPhone.
Back Tap is available on iPhones as old as the iPhone 8, as long as they’re running iOS 14 or later. We’ll show you how to enable it and how to use it with your Shortcuts app for nearly endless possibilities.
Read more: All the Ways the iPhone 16’s Camera Control Button Will Change Your iPhone Photography
What is the iPhone Back Tap feature?
Back Tap is an iPhone feature introduced in iOS 14. It lets you perform shortcuts on your iPhone by double- or triple-tapping on the back of the device.
You can customize Back Tap on your iPhone to easily perform common actions like pulling up the Control Center or Notification Center, especially useful if you have a larger phone and can’t swipe down from the top of the screen without some complex finger gymnastics. You can even have two separate functions enabled at the same time: Back Tap can distinguish between a Double Tap and a Triple Tap.
Depending on the number of times you touch the back of your iPhone, you can set Double Tap to open your Notification Center and Triple Tap to take a screenshot. Or, you can make Double Tap open the Control Center and Triple Tap launch the Magnifier app. Experiment with Back Tap to find the right combinations of taps and functions that best fit your needs.
And you aren’t limited to just the Back Tap options that are available by default. Thanks to the Shortcuts app, you can set up Back Tap to perform specific functions or launch any app. For example, you can create a simple shortcut that opens Shazam or starts a voice recording, then activate it with a quick Double Tap or Triple Tap. You can also use Back Tap to trigger a more elaborate shortcut, such as automatically sending photos and videos to specific photo albums.
How do I set up Back Tap on my iPhone?
To enable Back Tap, go to your Settings app. Then go to Accessibility → Touch → Back Tap. There, you’ll find a list of options for configuring Double Tap and Triple Tap.
Here is the full list of functions that you can map to a Double Tap or Triple Tap:
- None
- Accessibility Shortcut
System
- App Switcher
- Camera
- Control Center
- Flashlight
- Home
- Lock Rotation
- Lock Screen
- Mute
- Notification Center
- Reachability
- Screenshot
- Shake
- Spotlight
- Volume Down
- Volume Up
Accessibility
- AssistiveTouch
- Background Sounds
- Classic Invert
- Color Filters
- Control Nearby Devices
- Dim Flashing Lights
- Live Captions
- Live Speech
- Magnifier
- Smart Invert
- Speak Screen
- VoiceOver
- Zoom
- Zoom Controller
Scroll Gestures
- Scroll Down
- Scroll Up
At the bottom of the menu, you’ll also see a list of Shortcuts. These options will vary depending on what’s available in your Shortcuts app.
The one potential downside to Back Tap is that you don’t get any tactile feedback when you use it, so you might accidentally trigger it at the wrong time and not realize it until later. For instance, you might double-tap without meaning to and set off your flashlight by accident. In that case, you might want to remap your Double Tap to a less conspicuous function. Or, you can leave Double Tap off and only use Triple Tap, which you probably won’t trigger as often.
How do I use Back Tap to take a quick photo?
One way to set up Back Tap is to map Double Tap to the Camera and Triple Tap to Volume Up or Volume Down. Because you can press either of the volume buttons to instantly take a picture, you can get the same effect if your volume buttons are mapped to Back Tap. With this combination, you can capture a photo with five quick taps on the back of your iPhone (though you’ll have to pause briefly between performing the Double Tap and Triple Tap, so that your phone can distinguish between the two actions).
This Back Tap combination even works if your phone is locked. Again, spend some time trying out different combinations of taps and features to find which ones are most useful for you.
Technologies
Social Media and AI Want Your Attention at All Times. This New Documentary Says That’s Bad
Your Attention Please, a documentary premiering this week at SXSW in Austin, Texas, explores how we live in the attention economy.
«Do you remember the world before cellphones?»
The question comes early in Your Attention Please, a documentary premiering this week at South by Southwest in Austin, Texas. And it hit me harder than I expected. As a 27-year-old tech reporter, I realized I don’t have too many clear memories of life before smartphones. My adolescence unfolded alongside the rise of smartphones, social media, push notifications and the routine of endless scrolling. Like many people my age, I’ve spent most of my life inside the attention economy — without ever really stepping outside it.
That’s the uneasy territory the documentary explores.
CNET was given exclusive early access to the film’s trailer, embedded below.
Exploring how tech shapes our behavior
Director Sara Robin said she originally set out to make something smaller: a documentary about people trying to reclaim their attention by breaking unhealthy phone habits. In an interview with CNET, Robin described the idea as a personal story about focus and self-control in an age of constant distraction.
As Robin interviewed researchers, technologists and families affected by social media and cyberbullying, the film’s scope widened. What started as a question about individual habits quickly became a larger investigation into how modern technology systems are designed to shape human behavior. The story stretches from the rise of social media to the emerging influence of AI.
Along the way, Robin and her collaborators kept hearing the same observation from different corners of the digital world: Social media didn’t just change how people communicate; it quietly rewired what we value. Experiences that were once private or emotional — friendship, affection, belonging — began to acquire numerical equivalents. Followers, likes, comments, views and shares began to be how we saw our own self-worth. In the architecture of social platforms, those numbers function as a kind of social currency.
Trisha Prabhu, a digital-safety advocate and inventor of the anti-cyberbullying technology ReThink, argues that social platforms did more than create new online spaces. She says they fundamentally reshaped how social validation works. The metrics that define popularity often reward attention-seeking behavior and amplify conflict, while genuine connection is now harder to quantify and, therefore, easier to overlook.
Prabhu warns that the same dynamics already driving problems like cyberbullying could accelerate as automated systems become more capable. AI tools can generate abusive messages at scale, produce convincing impersonations or create deepfakes that spread rapidly online. In some cases, the technology may even blur the line between human interaction and machine-generated communication, which could deepen loneliness or encourage harmful behavior.
«There’s AI exacerbating existing harms [like automating cyberbullying], but then I also think that there’s AI creating completely new harms,» Prabhu told CNET. «There are reports of AI tools encouraging users, including minor users, to commit self-harm… Even for the everyday user who’s not experiencing the extreme outcome, I think we have to ask ourselves how much of our time and connection we want spent with an AI tool as opposed to a fellow human being.»
Bringing attention to attention
What struck Robin during filming the documentary was how universal these anxieties felt. Across conversations with families, educators and advocates around the world, the themes were remarkably consistent: overstimulated attention, declining focus in classrooms, rising anxiety among young people and a persistent sense of dread that comes from always being plugged in.
Those shared concerns have helped spark a coordinated moment around the film’s release.
On March 11, more than 25 organizations focused on digital well-being will simultaneously release the trailer for Your Attention Please as part of an initiative called Stand for Their Attention. What began as a small collaboration among five groups quickly grew as word spread through advocacy networks. The coalition now includes organizations such as Common Sense Media, Protect Young Eyes, Mothers Against Media Addiction, the Center for Humane Technology, Smartphone Free Childhood and Scrolling to Death.
The idea behind the synchronized launch is simple: Use the attention surrounding the documentary to highlight the growing movement that’s already working to reshape digital culture.
Many people feel overwhelmed by the scale of the problem, Robin says, but behind the scenes, a widening ecosystem of advocates is experimenting with ways to build healthier digital environments, from redesigning products to changing norms around screen use.
The campaign also arrives at a moment of growing scrutiny around the attention economy. Lawmakers in the US and abroad are increasingly debating how social platforms affect youth mental health and childhood development. Boycotts around AI use are taking off. Researchers are studying how these algorithms and chatbots influence behavior. Individuals are trying to figure out how much technology belongs in everyday life.
What can we do about it?
Despite the weight of those conversations, Robin says the goal of the film isn’t to leave audiences feeling powerless. In fact, the rapid rise of public awareness around AI has made her more optimistic than she was during the early days of social media. The systems shaping digital life, she argues, are built by people, which means they can also be rebuilt.
«We have more power than we think,» Robin said. «And there are a lot of different ways to get involved in this, from changing individual habits to changing the culture in your own family and in your community, designing technology differently, getting engaged in these conversations, all the way to pushing for legislative change.»
The film intentionally avoids presenting a single solution.
Instead, Your Attention Please asks a broader question: What happens when attention, one of the most human parts of our lives, becomes one of the most valuable commodities in the global economy? And perhaps more importantly, what kind of digital world do we want to build next?
Technologies
Today’s NYT Connections: Sports Edition Hints and Answers for March 12, #535
Here are hints and the answers for the NYT Connections: Sports Edition puzzle for March 12, No. 535.
Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.
Today’s Connections: Sports Edition is a tough one, with some very unusual categories. The blue one is pretty fun, actually. If you’re struggling with today’s puzzle but still want to solve it, read on for hints and the answers.
Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.
Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta
Hints for today’s Connections: Sports Edition groups
Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.
Yellow group hint: City of Brotherly Love.
Green group hint: NBA star.
Blue group hint: Grr! Meow! Roar!
Purple group hint: Think alphabet.
Answers for today’s Connections: Sports Edition groups
Yellow group: Philadelphia teams.
Green group: Associated with Larry Bird.
Blue group: Sports figures with animal names.
Purple group: Sports figures whose first names sound like two letters.
Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words
What are today’s Connections: Sports Edition answers?
The yellow words in today’s Connections
The theme is Philadelphia teams. The four answers are 76ers, Flyers, Penn and Temple.
The green words in today’s Connections
The theme is associated with Larry Bird. The four answers are Celtics, French Lick, Pacers and Sycamores.
The blue words in today’s Connections
The theme is sports figures with animal names. The four answers are Bear Bryant, Cat Osterman, Catfish Hunter and Tiger Woods.
The purple words in today’s Connections
The theme is sports figures whose first names sound like two letters. The four answers are Casey Stengel (KC), CeeDee Lamb (CD), Katie Ledecky (KT) and Vijay Singh (VJ).
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