In a recent interview, director Junya Ishizaki revealed that Elden Ring: Nightreign will feature significantly altered landscapes, including procedurally generated volcanoes, swamps, and forests. This dynamic map design aims to create a sprawling dungeon-like experience, offering fresh exploration opportunities with each playthrough.
We wanted the map itself to feel like a gigantic dungeon, allowing players to explore it in new ways each time. At the end of the third in-game day, players will need to choose a boss to face. —Junya Ishizaki
By the end of the third in-game day, players face a crucial decision: selecting their final boss. This choice impacts preparation and encourages strategic exploration for advantages against the chosen opponent. Players might, for example, prioritize acquiring specific weapons or items based on the boss's weaknesses.
Upon choosing a boss, players may consider the best way to prepare for the fight, which could alter their route on the map. We wanted to give players that freedom—for example, deciding, 'I need to acquire poisonous weapons to counter this boss.' —Junya Ishizaki
Ishizaki clarified that the roguelike elements aren't a trend-chasing endeavor, but rather a design choice to create a more dynamic and focused role-playing experience. The procedural generation "compresses" the RPG experience, resulting in a more engaging and replayable game.
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