Elden Ring Dev on Miyazaki's Influence - IGN

When you think of the "Souls" series, one name likely stands out—Hidetaka Miyazaki, the visionary behind Dark Souls, Bloodborne, Sekiro, and Elden Ring. Nightreign, however, marks a significant shift: the first time the director's role has been handed to someone else—Junya Ishizaki. During my visit to FromSoftware's Tokyo studio, I sat down with Ishizaki to discuss his experience stepping into the director's seat, the bold design choices shaping Nightreign, and the origins of this Elden Ring spinoff.
In an earlier interview, you mentioned pitching Nightreign to Miyazaki-san, who approved the project. How closely does the final game align with that original vision, and what evolved during development?
Junya Ishizaki - Director of Elden Ring: Nightreign: The core concept remained largely unchanged, but throughout development, we integrated invaluable feedback from the team—ideas, concerns, and innovations that expanded the game beyond its initial scope. Miyazaki and other FromSoftware directors emphasized one guiding principle: "A director must hold nothing back." That mindset shaped every decision.
The Closed Network Test provided critical player feedback. How did that influence Nightreign’s development?
Balance was a primary focus—fine-tuning difficulty is always a monumental task in these games. Observing player behavior and their interactions with Nightreign’s new systems was revelatory. We’re refining onboarding to ensure players grasp these mechanics seamlessly at launch.
What was your biggest takeaway from directing Nightreign? Did Miyazaki offer any pivotal advice?
My mantra was simple: give it everything. This was my brainchild; seeing it through demanded total commitment. Miyazaki and others stressed the importance of rigor—no compromises. As director, I scrutinized every detail to ensure the project’s integrity.
Nightreign allows solo play or teams of three, but not pairs. Why exclude duos?
An oversight, frankly. We prioritized balancing for three-player co-op, the game’s core experience, and solo play’s unique challenges. Duos fell through the cracks, but we’re evaluating post-launch solutions.
How does Nightreign adapt difficulty for solo players?
Even in co-op, players often explore individually before uniting for boss battles. Solo play adjusts dynamically—enemy aggression scales to prevent unfair encounters. A self-revive mechanic (discoverable in-game) softens the stakes.
Where does Nightreign fit into Elden Ring’s lore?
It unfolds in an alternate timeline, where the Night Lord—a cataclysmic force—threatens the Lands Between. The Nightfarers, warriors from disparate eras, must unite to halt this calamity.
Why tell Nightreign’s story through fragmented character arcs rather than a linear narrative?
The Nightfarers share a mission but harbor personal motives. We wanted players to uncover each warrior’s backstory, forging connections despite predefined characters (no custom avatars this time).
Was PVP ever considered?
No. Nightreign’s design revolves around PVE co-op. Balancing character abilities for PVP would’ve diluted their uniqueness.
How does balancing differ from Elden Ring?
Here, the focus was trio dynamics. Bosses like Gladius were tuned for group strategy while remaining viable solo—new territory for us.
Nightreign’s bosses hit harder than Elden Ring’s. Was this intentional?
Absolutely. The three-day cycle compresses preparation time. Bosses demand observation and adaptation—daunting at first, conquerable through mastery.
Elden Ring Nightreign - First Screenshots


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What awaits players post-campaign?
Unlockable relics and expanded character builds offer endless experimentation—no time limits, just deeper exploration.
Why not free-to-play?
Given our scope and vision, a premium model ensured Nightreign’s quality. We’re confident it delivers value.
What are you most proud of?
Seeing Nightreign’s three-day structure and co-op RPG mechanics crystallize into something cohesive. Translating that initial spark into reality—thanks to an incredible team—is my proudest achievement.
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