>>715665873Thus but its two fold.
Normal From games feel endless replayable because of variety of options, builds, engaging gameplay, and very solid level design forcing you to get good at the design.
Rogue-likes feel endlessly replayable because the procedural generation keeps you guessing, you rarely encounter the same exact scenario twice, and they force you to get good at the mechanics rather than the design.
Nightreign meanwhile has none of what makes a From game engaging and none of what makes a rogue-like engaging. The procedural generation removes the expert level design and engaging exploration of a From game, but because From did design the stuff that gets generated, it lacks any of the random variables that makes a rogue-like engaging. You end up with a chore where nearly every run feels the same with mild differences and it feels less like your skill held you back and more like RNG did since sometimes you will only find trash items or get a random curse forcing you to go off course to resolve it.
It’s kind of baffling that it has nothing for souls fans to enjoy and nothing for rogue-like fans to enjoy. They took what should have been a home run concept and gave a game that nobody wanted