Elden Ring: The Theory That Night Rain is a Prelude to The Duskbloods
The other day, I was invited by a friend to play "Elden Ring: Night Rain" (hereafter, Night Rain) with three people. (Thanks for the gift.)
Night Rain is a game that feels like a roguelite action game with up to 3-player co-op, based on the world of "Elden Ring."It has a very different vibe from the main game, but it was unexpectedly fun.
I had a lot of thoughts about it, so I'd like to write down my scattered thoughts. It would be embarrassing if my theories were way off base, but this is just to organize my own thinking.
[Summary and Conclusion of This Article]
Night Rain has received mixed reviews, but could it have been an "experimental project" by FromSoftware?
The unfriendly design and weak communication features might have been intentional to filter users and gather data from a specific demographic.
By repurposing the Elden Ring IP and assets, it could have been a "lucrative" project that kept development costs low while expecting significant profits.
Releasing it as a standalone title rather than DLC or an additional mode was likely to protect the reputation of the original Elden Ring.
The primary goal of this "experiment" might be to gather data and accumulate know-how to ensure the success of the multiplayer game "The Duskbloods," scheduled for release on the Nintendo Switch 2.
I felt that this strategy by FromSoftware was both challenging and extremely clever.
(These are just my personal impressions and theories!)
Public Opinion and Pricing
First, about my feelings after Night Rain was released and the public reaction.
"Friends Sold Separately" Specs and Target Audience:
My impression (though just a personal intuition) is that the core FromSoftware fan base consists of many gamers who prefer playing solo at their own pace.
Therefore, I felt that Night Rain's design, which makes it hard to reach its full potential without friends, might have been tough for some fans.
Conversely, for a gamer like me who enjoys playing with others, the 3-player party play was incredibly fun. Perhaps they were targeting that demographic.
It seems that the evaluations from those who actually played it are quite divided.
Mixed User Reviews:
"Played for 2 hours, it wasn't for me, so I requested a refund."
"It's a game as different from Elden Ring as oil and water. It wasn't what I expected."
"There were parts where I felt they had abandoned the player's perspective."
"The death penalty of losing levels upon death is too harsh."
I see these kinds of comments a lot. Honestly, I also felt that the gameplay is quite different from the main Elden Ring game.
The combination of the pricing and this evaluation is also a point of concern.
The gap between price and evaluation:
While the main Elden Ring game costs about 10,000 yen, Night Reign is about 6,000 yen.
However, with a price of 6,000 yen and these mixed reviews, it seems many people would hesitate to buy it.
I also compared it with reviews of free-to-play games.
The 'mixed review bias' unique to paid games:
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Even dominant free-to-play games like Apex Legends and Overwatch actually have mixed reviews when you look at their Steam pages.
Even LoL, which has been dominant for so long, would surely have mixed reviews if it were released on Steam.
But because these games are free-to-play, you can easily try them out by thinking, 'If I'm curious, I'll just give it a go.'
When you see mixed reviews for a paid game, it's inevitably easier for the brakes to be put on purchasing. Especially with a brand like FromSoftware, expectations are high.
Unfriendly design, is this intentional?
While playing Night Reign, these two points in particular made me go, 'Hmm?'
The tutorial is surprisingly unfriendly:
The explanation at the start of the game is displayed briefly in a small window, and the navigation just pops up slightly on the left side of the screen.
Even after finishing the tutorial, there are a mountain of elements that haven't been explained.
In terms of feel, it's as unfriendly as early LoL.
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I felt that this is a message from FromSoftware saying, 'If you really want to play this game, read every bit of text in the game, study the Wiki thoroughly, and gather information yourself.'
Communication-related systems are extremely weak:
Even though co-op (cooperative play) in multiplayer is supposed to be the heart of the game, the systems to help players communicate with each other are weak.
There is no built-in voice chat (VC) feature.
There is also no text chat feature.
All that can be used is a very simple ping function.
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I think this is a pretty fatal flaw for a co-op game.
In fact, because we connected to an external VC tool and played as a group of three, we were able to coordinate strategically and had a lot of fun, but thinking about what it would be like if this were random matchmaking... it's tough.
I can't help but suspect that there might be some intention on FromSoftware's part behind these 'unfriendliness' and 'weak communication' aspects.
Exploring FromSoftware's Intentions – Could This Be a Stepping Stone for Future Titles?:
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For example, could it be part of "The Duskbloods" (hereafter, Duskbloods), which is scheduled for future development, or data collection and testing for games even further down the line?
Duskbloods is a multiplayer game that will be released exclusively for the Nintendo Switch 2.
There is talk that the Switch 2 will have a standard VC feature, but could it be that they are exploring a game design that works without relying on VC or chat, and Nightrain was the testbed for that?
Or, perhaps it was simply to collect data on how users would react.
It might be overthinking it, but I don't think a developer as capable as FromSoftware would implement these specifications without a purpose.
The "Guinea Pig" Theory
This is where we get to the core of this analysis. The idea is that Nightrain might have served as a kind of "guinea pig" for FromSoftware.
1. User "Sorting"
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A filtering effect through intentionally unfriendly design?:
It is hard to believe that the FromSoftware development team would make such simple design mistakes, given that the tutorial and early game introduction are clearly unfriendly.
I speculate that this was a design intended to sift out a certain segment of users.
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Improving experience value and clarifying the target audience:
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Even in general events, the technique of deliberately limiting participants to enhance the experience value for individual participants is often used.
Events with a wide appeal, like "Everyone welcome! All ages! Beginners OK!," often fail to deeply resonate with anyone, tending to result in a blurred experience.
Conversely, when you clearly narrow down the target audience, such as "For 4th-6th graders | First programming experience," you can consistently design level settings, experience content, and promotional strategies specialized for that group. As a result, participant satisfaction is often higher.
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The specific nature of the 'sifting' in Night Rain:
On the Steam platform, if you feel a game isn't for you, you can request a refund within two hours of playtime.
In games where multiplayer is the main focus, maintaining a certain level of player quality (so-called 'civility') leads to a more comfortable gaming environment.
Given its gameplay, I think Night Rain is a title that will appeal to a very specific audience (in particular, it might not necessarily click with the traditional FromSoftware fan base).
That is precisely why, through the tutorial or the experience of the first three hours of gameplay, letting the players themselves decide 'Oh, this game isn't for me' might have been,in a sense, a kind design choice. In terms of resolving mismatches early on.
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Leveraging and Filtering the Existing Fanbase:
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Since Nightrain is a spin-off of Elden Ring, there must have been an assumption that the core players purchasing it would be existing Elden Ring users.
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If so, they may have thought that a tutorial explaining basic controls in great detail was unnecessary for users who have already played the main Elden Ring game.
However, I felt that the explanations for elements unique to Nightrain were also quite sparse.
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Perhaps there was a decision to simply focus on the segment of FromSoftware's vast fanbase that specifically enjoys the roguelike genre and prefers co-op play?
Even so, they might have thought that the Elden Ring brand power would ensure sufficient sales, while also allowing them to collect high-quality player data.
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2. The Discussion on Cost-Performance and Revenue
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Effective utilization of Elden Ring assets:
Night Rain makes extensive use of assets repurposed from the main Elden Ring game (such as music and 3D models of enemy characters).
I also get the feeling that the programming side is based on and partially repurposed from Elden Ring as well.
By reusing these assets, the cost of new production should have been significantly reduced.
This is just an intuitive calculation, but if we assume that asset production costs were minimal, it is reasonable to estimate that development costs were kept relatively low, in the range of 500 million to 1 billion yen.
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Sales and Profit Potential (Speculation):
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It seems Night Rain recorded over 2 million units in sales on its first day of release. (*As of information on June 1, 2025)
Assuming a price of 6,000 yen per unit, a simple calculation shows sales have already reached 12 billion yen.
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Even after deducting platform holder fees (generally around 30%) and other costs, a significant profit remains for FromSoftware.
I think this is a very lucrative project for From..
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3. Why the Elden Ring IP? Why a separate game?
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Reasons for using the Elden Ring IP
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Significant cost reduction through asset reuse:
This is, needless to say, a major factor. It also leads to a shorter development period.
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Streamlining the 'screening' of existing users:
As mentioned above, this is to make it easier to filter out the segment that fits the Nightrain concept from the vast Elden Ring user base.
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Flexible positioning as a side story:
They may have judged that even if the content is challenging and different from the main story, it would be easier to accept if presented as a side story.
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The reason for releasing it as a standalone title rather than DLC
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Risk hedging for adding new modes (especially in the case of major updates):
Adding a completely new mode to an existing game via a major update carries the risk that the reception of that mode will affect the reviews of the entire original game.
By making Nightrain a spin-off, or an independent, brand-new game,the established review scores of the original IP (in this case, the main Elden Ring game) can be protected.
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Clear differences in target user demographics:
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It is likely that the target audience is set to be slightly different from FromSoftware's traditional fan base (those who mainly prefer high-difficulty action RPGs in single-player).
Specifically, fans of roguelike games.
Fans of co-op and multiplayer games who enjoy having fun with friends.
Those who love the unique tactile feel of action specific to FromSoftware titles.
Those seeking a challenging difficulty (the so-called 'satisfying death game' feel).
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Learning from past examples from other companies (based on personal impressions):
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For example, the battle royale mode added later to Battlefield V felt quite disconnected from the overall atmosphere of the game and the needs of the existing player base who were originally looking for traditional modes like Conquest or Deathmatch.
As a result, I have the impression that it added fuel to the fire of existing frustrations regarding game balance, becoming a factor that further lowered its evaluation.
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On the other hand, with Apex Legends, I feel that the skill sets required of players for the core battle royale mode and the Arena mode (especially the strength in gunfights like aim and understanding character abilities, and coordination with teammates) were relatively similar in direction.
The Control mode might also be considered a mode addition that relatively matched the needs of existing players.
(I'm not confident if these examples are spot on, but these were the ones that came to mind immediately.)
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The solidity of the FromSoftware brand and risk diversification:
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Even if Elden Ring: Nightrain is not a massive commercial success, or if its reception is lukewarm, existing FromSoftware fans will surely purchase the company's next title (especially traditional single-player works) when it is released.
In that case, it should end with the sentiment that 'the Elden Ring spin-off was, well, just okay.'
When a FromSoftware single-player game is released, fans will buy it with high expectations.
By releasing Nightrain as a spin-off independent from the main game, there may have been a strategic intention to protect the unshakable reputation of the main Elden Ring title.
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Given this situation, my impression is that they have made a challenging move.
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FromSoftware's Challenge and the Possibility of an "Experimental Work":
I was a bit surprised that FromSoftware released a game at this timing that they surely must have anticipated (to some extent) would be so divisive.
I think they are doing something quite challenging.
Thinking that perhaps they can make such challenging attempts because they position Nightrain as a kind of "experimental work" makes some parts of it easier to understand.
Is the purpose of this "experiment" actually that?
So, what was the specific purpose of this "experiment," and what was FromSoftware aiming for?
Collection of Detailed User Data and Multilateral Analysis:
First of all, they are undoubtedly collecting and analyzing detailed data on how users reacted to Nightrain.
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And that data will become valuable material for future multiplayer game development.
Specifically, what kind of player demographic purchased it (attributes of the purchasing layer).
How much the gift function for friends was utilized.
The content of user reviews and the trends in points of satisfaction and dissatisfaction seen from them.
Player behavior patterns within the game (which classes are popular, which bosses are easy to get stuck on, what the average playtime is, etc.).
Also, points such as how "visually appealing" it is for game streaming and what the viewers' reactions are.
For adjustments toward the success of the next title, "The Duskbloods"?:
This is the hypothesis that personally makes the most sense.
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According to an interview with FromSoftware's Hidetaka Miyazaki, there is the following statement.
“(Duskblood is) a title centered on online multiplayer, but that does not mean we have decided to shift toward focusing more on multiplayer in our future titles.We still intend to continue actively developing single-player-focused games that incorporate our traditional style.”
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An Important Stepping Stone to Duskblood's Success:
As this statement shows, in order to make Duskblood a success, it seems necessary to acquire a new fan base (especially those who prefer online multiplayer games) that is different from traditional FromSoftware fans.
One could speculate that they wanted the know-how and concrete data regarding the preferences of this target demographic for that purpose.。
Taking on the Massive Market of the Nintendo Switch 2:
Given the success of the previous generation console, the Nintendo Switch 2 has the potential to become an incrediblyhuge market.。
Duskblood is a multiplayer game scheduled to be released exclusively on that Nintendo Switch 2.
A major failure with this big title is absolutely not allowed. That is precisely why they may have decided to use the powerful IP of Elden Ring to collect data and accumulate know-how regarding multiplayer game development and operation in a way that is, in a sense, "safe."
Considering the Intentions Seen in the Development Structure:
The director of Nightrain is Junya Ishizaki, who served as the combat system director for the main Elden Ring game. It is not Hidetaka Miyazaki, the face of FromSoftware.
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One could also consider that this was an "experimental work" to let a director other than the main man, Miyazaki, gain experience or to distribute risk when taking a big step toward a new challenge and the next generation for FromSoftware...
I realized while writing this that it is probably just that the development periods for the two works overlapped, so the directors for the two works were different.
Responding to Recent Trends in the Game Market:
Looking at recent trends in the game market,I get the impression that multiplayer games are indeed the mainstream and that many titles are generating significant revenue.。 FromSoftware should not be able to ignore this flow either.
Another Perspective on the Difference in Directors:
On the other hand, while the director of Nightrain is Mr. Ishizaki, the director of what is believed to be FromSoftware's main title, Duskblood, is Hidetaka Miyazaki himself.
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Considering this point, it is unclear whether Nightrain was truly positioned as such a clear-cut "experimental work."
Perhaps this entire line of reasoning is off the mark to begin with.
The fact that I felt Nightraindid not have a major promotionmight also be...
The intent behind the modest promotional strategy:
To "sift through" a specific segment of existing users, just as intended.
Since its primary role was as a "test bed" and development costs were not that massive (due to asset reuse), perhaps they decided there was no need to invest in large-scale advertising?
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Because it is a work that piggybacks on FromSoftware and the Elden Ring IP, which already possess immense name recognition and brand power.
It might have been a judgment that simply having enthusiastic existing fans purchase it would be enough to collect the data needed for the experiment.
FromSoftware's strategy and personal impressions
If the reasoning so far iseven partially correct...
The brilliance of FromSoftware's management strategy:
In FromSoftware's management decisions, I feel something like... a "soul" that transcends mere business.
If this series of observations is true, I think it is a very clever and bold strategy.
I feel it is an expression of a firm determination to cultivate a new fan base and ensure the success of the upcoming Duskblood.
And the fact that I was able todeepen this series of observations in my own waywas, for me, a major harvest.
Personal learning and changes in perspective on games:
While this might be common in terms of business strategies in the game industry or how companies behave in the market.
For someone as inexperienced as me, it was aquite fresh and stimulating experiencethat felt like catching a glimpse of the dynamism of corporate strategy.
The experience of being able to feel the potential intentions and strategies of a company behind the scenes in real-time while playing a single game was very interesting.
I imagined various possibilities and felt excited.
By the way, before I started this analysis, seeing the mixed Steam reviews for Nightrain, I simply thought the following.
My naive impressions before deepening the analysis:
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“If Nightrain hadn't been released by FromSoftware, it might have reached only the target audience of pure co-op and multiplayer game lovers, and the user review scores might have been higher”
“Because it's obvious once you play it that it's not the kind of game existing From fans expect.”
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“Having a powerful brand isn't always a good thing,” I vaguely felt.
“I wonder if the development team is under constant, invisible pressure to make things in the direction that their passionate fans expect?”
However, after thinking about various things based on this 'test bed' theory, I've come to think that it might not be such a simple matter.
Just to be clear at the end. Using the word 'experimental work' might sound like I'm belittling the work, but I have no such intention at all.
With respect for the work:
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In any case, since Nightrain is FromSoftware's first full-scale co-op PvE-focused title, the development team must have had many areas where they made various new attempts and challenges.
An established brand image and the expectations of passionate existing fans can sometimes become a huge pressure for developers and turn against them.
Even so, I personally really want to support FromSoftware's stance of trying new things.
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I'm sure the development team made Nightrain with all their might. On top of that, perhaps they also intentionally gave it an aspect of being an 'experiment'
—that was my personal analysis this time.
I might be completely off the mark, or it might just be a delusion, but I'm leaving this here as a miscellaneous memo of things I thought about after playing Nightrain. I'm also curious about how others felt.
Well then.
