220.6 hours played
Written 28 days ago
To set expectations straight, this game isn’t a soulsborne with training wheels, it’s a storm you’re meant to weather. An unapologetically challenging experience crafted to test your resilience, adaptability, and patience. It forges crucibles from discomfort, silence, and failure. You’re meant to lose, adapt, and grow, that’s the core philosophy of the game.
The format revolves around tense expeditions and bursts of pressure. You speedrun through series of boss fights, pushing to survive the night, gear up, level up, and face the final boss. Win or lose, you return with runes and relics that shape your next attempt. It’s a compact system that both respects your time and demands full attention, every failure build your progression and every victory feels earned.
Each expedition is a loop: go in, get crushed, come back smarter. The true power lies in mastering your map, your gear, and your chalice. You learn which relics make or break a run. Some are situational, others indispensable, and some will seem worthless until you figure out where they shine. The relic system, armaments, and buffs don’t just hand you a build; they help you craft the best version of your class. Critics who dismiss it as 'just 8 bosses and a reskin' miss what lies beneath the surface. Progression doesn’t lie in a linear gear treadmill, it lies in how well you adapt your playstyle, and exploit your gear and upgrades. The buildcrafting here isn’t loud or flashy it’s patient and subtle. Long runbacks test your patience more than reflexes, but that’s part of what makes FromSoftware titles feel earned. They don’t aim to please everyone with only one active objective per player. This isn’t a flaw, but an inherent part of the game’s structure. It’s an adjustment players need to make embracing the repeated challenges to progress, rather than expecting a constant flow of new objectives.
The multiplayer system is straightforward, with a simple quest structure. Trio mode feels balanced, though bosses health bars are deliberately inflated. With three nightfarers raids become manageable as long as you coordinate. You can still play with a friend and have a third player join in without a password, but if they quit, your duo will struggle, as the difficulty doesn’t scale down. Solo play adapts to your skill level, but sometimes, you'll face triple-boss spawns or raids, just like in trio mode and that can feel overwhelming. The revive mechanic shifts the pacing; you’re not undead or unkindled anymore, but a reliable companion where teamwork is a skill to master, especially in this game.
The frustration about voice chat misses a key point: FromSoft’s summon system has always centered on limited communication by design. We survived with trolling messages, bloodstains, audible carvings/prattling pates, and gestures while co-oping with a summon. There is communication, it just isn’t what mainstream games train you to expect. Letting gameplay speak for itself is a feature, not a flaw. It builds a stronger sense of self-reliance and discovery. The summoning systems have always meant more, they’ve been a way to forge real connections. Through simple gestures and item sharing, I’ve experienced a coop that feels far more genuine than voice chat ever could.
On the technical side, there are a few limitations like 60fps caps, frame drops, and no support for ultrawide resolutions or crossplay. HDR appears flat in its current state. These factors don’t impact core gameplay but are important considerations for those looking for a fully optimized experience. Crossplay, in particular, would simplify matchmaking and help maintain a healthy player base.
This game isn’t trying to hold your hand or your wallet. It offers a brutal yet elegant challenge and says: “figure it out.” It’s lean, maybe even raw, but purposeful. It doesn’t promise endless content updates or seasonal filler and I'm okay with that. Not every game needs to grow endlessly to justify itself.