So, here I am in 2026, thinking about FromSoftware and their upcoming Elden Ring expansion, Nightreign. Everyone knows them as the kings of pain, the masters of melancholy worlds. But let's be real, even the GOATs get some side-eye sometimes. The difficulty, the sometimes cryptic storytelling... you either love it or you... well, you still probably love it but complain online. But Nightreign? This thing is different. They're saying it's built from the ground up for co-op. That's wild for FromSoft. And you know what's even wilder? This could be their chance to take their most criticized boss designs—the ones we all love to hate—and turn them into the absolute best parts of the game. Talk about a plot twist.

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The Big Co-op Question: How Do You Keep It Tense?

The core challenge for Nightreign is balancing. If bosses are just copy-pasted from the base Elden Ring, but now there are two or three of us... they'd melt faster than a Tarnished in Caelid. The tension, the epic one-on-one duel feeling, it'd just evaporate. We'd be the gank squad. So, the game needs a different kind of challenge. And honestly? The answer might be hiding in FromSoftware's own closet of... let's say, less popular ideas.

Category 1: The "Oh Crap, It's a Gank!" Specials

You know the ones. The fights designed to make you feel hopelessly outnumbered.

Classic Examples The Solo Experience The Nightreign Potential
Capra Demon + Dogs Pure chaos. You walk through the fog, get stunlocked, and die. 0/10, would not recommend. 😤 With a buddy? One distracts the big guy while the other cleans up the pups. Instant teamwork!
Ornstein & Smough The ultimate test of patience and positioning. Legendary, but brutal alone. Dividing and conquering. "You take fatty, I'll handle the speedy one!" Peak co-op communication.
Godskin Duo A recent meme for a reason. Two aggressive bosses in a small room. It's a lot. Suddenly, it's a fair fight. A 2v2 brawl where target switching and focus fire become key strategies.

The thing about these gank fights solo is they can feel cheap. But with a full party? They transform. They become about coordination, calling out threats, and managing aggro. What was annoying becomes a tactical playground. Nightreign could design new gank bosses specifically for this—ones where the enemies synergize in ways that require multiple players to counter. Imagine a boss where one heals while the other attacks, forcing you to split up and pressure both simultaneously. That's the good stuff.

Category 2: The "Wait, This Isn't a Sword Fight" Puzzles

Ah, the gimmick fights. The ones where you put your +10 Greatsword away and become an environmental puzzle solver.

Let's break down the usual suspects:

  • Dragon God (Demon's Souls): Hide behind pillars, run to ballistas. More of a stealth section.

  • Bed of Chaos (Dark Souls): Platforming... in Dark Souls. Need I say more?

  • Folding Screen Monkeys (Sekiro): A charming hide-and-seek break, but not exactly a thrilling combat climax.

Solo, these often fall flat. They don't test the combat skills you've spent 40 hours honing. They're a sidestep, and sometimes a frustrating one. But with friends? This could be Nightreign's secret weapon.

Picture this: A giant, immobile boss is protected by a magical barrier. One player has to solve a light-reflection puzzle using mirrors in the arena to lower the shield, while the other player(s) fight off endless waves of minions to protect them. Or a multi-stage fight where each player has a different, time-sensitive task—pulling levers, activating mechanisms, luring a boss into a trap—all requiring constant communication. "I'm almost there with the lever, just hold him for five more seconds!" The potential for hilarious failure and epic, coordinated success is through the roof. These fights could go from being boring chores to unforgettable co-op moments.

The Elephant in the Room: What About Playing Solo?

Okay, okay. I can hear the solo purists already. "If these bosses are built for co-op, won't they suck to fight alone?" And... yeah, maybe. That's the risk. But here's the thing: Nightreign is being pitched as a co-op-first experience. It's flipping the script. For decades, FromSoft games have been solo adventures with co-op as a helpful, often overpowering, assist. Nightreign is saying, "This is a journey meant to be shared."

It's a bold move. It might mean the solo experience is tougher, or requires a different, more puzzle-solving approach. But it ensures the core, intended way to play—with your friends—is balanced, challenging, and uniquely engaging. They're prioritizing the new vision over the old formula. Gotta respect the audacity.

So, in 2026, as we wait to dive into the Lands Between with our crew, I'm weirdly excited for the potential return of the gank and the gimmick. In the right context, with the right design, FromSoftware's old "weaknesses" could become Nightreign's greatest strengths. It just goes to show... sometimes you gotta embrace the chaos to make something truly new. Now, who's ready to get ganked... together? 😎