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Review

Bloodborne Review

  • First Released Mar 24, 2015
    released
  • Reviewed Mar 23, 2015
  • PS4

Opiate of the masses.

The beast appears, though you didn't expect it. You've never seen anything like this creature, a giant komondor dog with horns--and a former vicar of the church, apparently, evangelizing her faith by holding her paws together in prayer, then slamming them onto the ground and knocking you clear. The vicar is a microcosm of Bloodborne itself, a wondrous monstrosity that attacks you with vicious horror and religious overtones until you submit to it. Even should you rise above its terrors, Bloodborne answers to no master. Instead, you come to an agreement with it: You allow it to invade your brain and demand your concentration, and it allows you to wake from inevitable death, reminding you with each resurrection that life is a gift.

I know: such hyperbole! Yet this is the language of Bloodborne, a Dark Souls game in all but name, and one that introduces new themes and story motifs that cannot be overlooked. Dark Souls and its direct sequel allowed their sights, sounds, and swordplay to tell the most vital tales, relegating backstory to atmospheric tapestries that revealed their details only if you looked closely enough. Bloodborne is not short of mysteries, but its narrative beats are inescapable, and its Christian themes are undeniable. The Souls games led you through parishes and cathedrals, but never have they made such grandiose statements with their subject matter. Now, developer From Software has crafted an extravagant religious parable that mirrors its game's death-and-resurrection mechanics.

The allegory isn't subtle: This is a third-person action role-playing game (or role-playing action game, depending on your view) featuring a cleric and a vicar among its bosses. Outside of this clear theming, the developing saga comes to life through the sights and sounds of its world. One of Bloodborne's many striking images is that of a massive crucified figure surrounded by single-minded worshipers which poison you when they attack. The low, grumbling hum of their chant is as terrifying as their unwavering focus on their deity. Once I discovered a surreptitious way to view their worship from above, I would sneak in just to bathe in the bizarre beauty of the scene. Bloodborne sucks the faith, hope, and charity from religious devotion, populating its world with grotesque disciples and forcing the meek into their homes, from where they hope for the church to cleanse the world of its woes.

This isn't a high-minded reading of Bloodborne's story, which is none too nuanced. In fact, the lack of thematic nuance is what makes From Software's newly introduced storytelling spotlight as successful as it is. Bloodborne is unafraid to go big, to the extent that you may find yourself questioning if what you think is happening is really what's happening. The answer to that is, unequivocally, "yes." As Bloodborne introduces new sights and events, your suspicions become digital reality, and then the game asks you to suspend disbelief once again, rising to ridiculous heights of absurdity. That its malformed majesty works so well is Bloodborne's greatest feat. I wouldn't call its key events story twists, but rather, story detonations; Your expectations aren't subverted but heightened, by many orders of magnitude.

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Priests have more fun.
Priests have more fun.

Oh, how I wish I could share with you the details, or at least put some dots on the page and let you connect them. These are discoveries you should make on your own in this excellent game. I offer reassurances, however, that Bloodborne has not taken From Software's template into Elder Scrolls territory. You will not find reams of short stories to read on the game's bookshelves, and you will not be flitting from one non-player character to the next looking for quests. But there are NPCs to chat with, most of whom stay hidden behind doors and respond to your knocks with whimpers for help, maniacal laughter, or tearful pledges to stay true to the church. For that matter, there are scattered pages to find and read, most of which have a simple expository message written on them, or a smidgen of history. With Bloodborne, From Software makes a few nods to modern game design tropes, but the additions are coated with a veneer of poetic surreality.

As with the Souls games, Bloodborne doesn't typically tell you where to go and what to do when you get there. You are given a few vague, overarching goals, but the intricately interconnected regions and pathways, along with nebulous visual cues, lead you to your destination. If you get stuck, it means you are applying video game logic to a game in which that logic doesn't apply. Those scarce lines of dialogue, and those few cutscenes, are not just for atmosphere: They're nuggets of information you should file away in your head and refer to later. And if the signs point to an action that you think violates the rules of video games, you should probably follow them, even when that action previously failed. Bloodborne speaks; It is your responsibility to listen. If an enemy descends upon you from the rafters above, it only stands to reason it must have found a way up there--and it means you can find one, too. It's contextual communication at its most sophisticated.

This scythe-wielder is not a boss, but he is still one of a kind.
This scythe-wielder is not a boss, but he is still one of a kind.

Thankfully, this world is one worth knowing, and knowing well. You spend the early hours in the city of Yharnam and its surrounding regions, which resemble 19th-century London more than they do the Souls games' dark medieval locales. The "werewolves in Victorian England" setting has been done, but as any Souls player might tell you, you must move deeper into the kingdom before you you can expose its true form. It's difficult not to admire Bloodborne's artistry: the baroque carvings on its stone archways and pillars, the statues depicting the locals' grief and suffering, and the gradual visual evolution of the game's hub area, which is known as Hunter's Dream.

After Bloodborne soaks you in its initial ironworks, it introduces greater graphical diversity. Dark Souls II varied its looks more often, but its regions didn't share an overarching theme: There was the lava area, and the poisonous woods, and so forth. The different places were connected by pathways, but not by a clear visual arc. Bloodborne, on the other hand, tells a story with its environments as you press onward, echoing its plot within its architecture and its enemies. You return to earlier areas to find they aren't as they once were, and the boundary between reality and nightmare becomes fuzzier with each slain boss. The way these areas join together enhance the joys of exploration. You discover a path leading from a swampy cave, which in turn guides you to a series of ladders. At the top of the final ladder, you realize where this path has taken you, and can only marvel at the brilliant way these two places, so seemingly distant from each other, are united.

An image that speaks for itself.
An image that speaks for itself.

There is a blight on this town in the form of seriously long load times and occasional frame rate foibles, both of which are a shame, given that this is the first Souls-esque game to appear on a current-generation console--and given how performance issues are one of many commonalities these games share. The frame rate jitters aren't common when you play on your own, but become more apparent when others join you for some jolly cooperation. The loading times could have been mitigated by a system that allows you to directly move between lamps you have activated, a la Dark Souls II. Lamps are Bloodborne's save points, which stand in for the Souls games' bonfires, and allow you to transport to Hunter's Dream. You cannot directly teleport from one lamp to another, however: You must always travel to the Dream first, meaning that quick travel requires you to endure not one, but two 30-second loading screens.

Your patience is a price worth paying. Bloodborne is rewarding to play, impressive both in how it cribs from the Souls games as well as in how it deviates from them. Your Souls combat skills apply to Bloodborne, but only to a certain extent. If you relied on a shield to defend you in the past, you won't find the paltry plank you find to be of much use to you. The game demands mobility, not hardiness. Your first steps into the streets of Yharnam lead you to roaming squads of ravaged dogs and torch-bearing cultists, some of whom wield firearms, and whose shots not only damage you, but stagger you as well. Avoidance is imperative, lest a quartet of mutts tear your flesh apart while leaving you powerless to slash your way out of danger.

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Yet slashing away is a compelling response, due to Bloodborne's health regain system. Should you take damage, you have a limited time to gain some of that lost vitality by landing hits of your own. This system may strike you as incompatible with the rhythms of typical Souls combat, but it's a wonderful fit in Bloodborne for the way it complements not just your own mobility, but that of your enemies. You see, your foes are just as agile--even the hulking gluttons that descend upon you in Boodborne's boss battles. Boss arenas are typically large, affording you plenty of room to escape the wrath of the indescribable horror staring you down--and affording that horror the same luxury. Circle-strafing can no longer be your default strategy when a massive colossus proves more limber than you.

Avoidance is imperative, lest a quartet of mutts tear your flesh apart while leaving you powerless to slash your way out of danger.

These might seem like small adjustments to the formula, but they change the way you apply fundamental skills. For instance, my former lock-on habits no longer led to consistent success--not when a trio of lithe hunters zipped about the boneyard, or when a slobbering monster impossibly leaped through the air and slid across the ground like a chimerical ice dancer. Not only does an energetic enemy make it difficult to keep control of the camera when locked on, but you do not tumble when you are locked onto your target--you only sidestep or backstep. That brute covers more ground in one step than you do in several, so you unlock the camera and rush away, putting the necessary space between you and your quarry.

Other gameplay elements further complement the athleticism. You can carry a firearm in your left hand, for starters, though it makes for a poor offensive tool, not just because it is tuned more for staggering enemies than for damaging them, but because ammunition is a finite resource--you can only carry 20 bullets with you as a rule, and some weapons fire more than one projectile at a time. There is no spell-spamming equivalent in Bloodborne, though a rifle or blunderbuss makes a fine accompaniment to whatever blade you wield in your right hand. That melee weapon, by the way, is transformable. A cleaver is great for doing close, rapid damage, but its secondary mode extends its reach at the cost of speed--and transforming during active battle delivers a third type of attack as the weapon morphs from one state to the other.

Boss fights are better with company!
Boss fights are better with company!

There is great flexibility among the available weapons, and when I purchased a new sword from the ghoulish vendor station in Hunter's Dream, I found myself switching between the initial cleaver and the larger alternative, upgrading them both with the bloodstones I looted from certain downed enemies, and further enhancing them with blood gems, another valuable resource. In time, I disregarded firearms and relied on my sword in its two-handed form, transforming when gunmen on ledges and slithering snakes required a different approach. As expected, Bloodborne can be brutal--not as hard as Dark Souls or Demon's Souls, but a step above Dark Souls II in its level of difficulty. Mastery requires properly reacting to enemy behavior, understanding how much space you must put between you and your prey, and knowing when--and when not--to exploit health regeneration.

Bloodborne also takes the survival horror aspects of its close cousins to new heights. Some enemies aren't terrifying just because of their size or their power, but because of the hideous sounds they make, and the shocking entrances that jolt you out of your trance. Crows lurk in corners in groups of four or five, covering the ground with their black wings, and emitting heinous squawks as they thrash about. A deranged disciple breaks through a boarded doorway with a repulsive scream--and what was that figure that just dashed past the doorway ahead? For that matter, what is that monstrosity clinging to the chapel walls whose immense head follows you as you jog past? Bloodborne seeks to disturb you, a goal it succeeds at the first time you cleave a wheelchair-bound gunner.

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You find quiet and calm in Hunter's Dream, where you stock up on supplies and speak to a living doll who assists you in leveling up while lulling you with her dulcet tones. As in the Souls games, you earn Bloodborne's primary resource by slaying enemies, though instead of gathering souls, you gather blood echoes. In exchange for echoes, the sweet-voiced doll allows you to improve basic attributes. There are fewer such attributes here than there are in Dark Souls, though each one's purpose isn't entirely clear when you begin your adventure. (Don't worry: with time comes understanding.) You can also spend blood echoes on practical items, with blood vials topping the list of necessities. These are your healing draughts, of which you can usually hold 20 at a time, and store 99 others in your stash for safekeeping. Some enemies drop vials when you slaughter them, but Hunter's Dream holds an infinite supply for purchase, so you can go farming for blood if you like, though it isn't strictly necessary.

Some enemies aren't just just terrifying because of their size or their power, but because of the hideous sounds they make, and the shocking entrances that jolt you out of your trance.

Nevertheless, repetition is on the Bloodborne menu, along with the blood of your sworn enemies. (How appropriate, given the game's Biblical subject matter: you drink their blood in remembrance of their sacrifice.) From Software continues to break the rules of video game adventuring to fantastic effect, killing you again and again, and inspiring you to venture into the same territory in hope of regaining the blood echoes that stain the ground where you lost them. You cannot always retrieve them through a stain, however: Sometimes, you must defeat the creature that previously bested you if you want your precious blood echoes returned to you. Otherwise, those echoes are lost to the digital ether--and so the story goes, forcing you to choose whether to press onward and risk losing your souls so you can see the next imposing vista, or to settle for the ones you have and return to Hunter's Dream, and allowing the game to gain the upper hand in your precarious partnership.

There are other partnerships to make. You see other Bloodborne players as spirits roaming in your own world, and can activate grave markers that play back the last few seconds of other adventurers' final moments. In both life and death, other players provide cues to upcoming dangers. Do you notice ghostly figures swinging their weapons with abandon, even when there is no apparent danger? You should reexamine your assumptions: Those apparitions are warning you of imminent attack. You can also drop spectral messages on the ground, alerting other players to traps--and how I wish someone had done so when I stepped on a pressure plate and a sturdy log swung into my face. These aspects of Bloodborne are less novel than they were when they appeared in Demon's Souls, but they are still a vital component of Bloodborne's success, giving rise to a sense of community even when you don't directly interact with other players. You are part of an expansive web of worlds, each one shining a spot of sun into the others.

What kind of death awaits on the other side of this archway?
What kind of death awaits on the other side of this archway?

There are direct interactions in the form of direct cooperation: Ringing the right bell in your inventory either summons a helper into your world, or signals your availability to others. Now that I have finished Bloodborne, this is how I am conquering the new-game-plus: My partner distracts the dreadful Cleric Beast so that I may bury my sword into the creature's flesh. Joining up this way also makes you vulnerable to invasion from other players, a heart-rending twist that has you glancing in multiple directions, looking for signs of the real-life hunter that joins the AI-controlled creatures that hope to end you.

These multiplayer components are also available in Bloodborne's Chalice Dungeons, which are adventuring areas--many of which are procedurally generated--that you enter by performing a ritual at one of Hunter's Dream's available headstones. Standalone dungeons are a neat idea, but you can't enjoy them without caveats. There are specific bosses in there to defeat, such as a humongous flaming watchdog, but if you don't periodically perform new chalice rituals, you can outlevel the ones available to you and breeze through them in a matter of minutes--not much fun in a game whose primary draw is the tension it creates through challenge. I also encountered numerous bugs within, getting stuck in place twice when approaching a glowing orb representing loot to pillage, and running into an issue with boss behavior.

The Old Lords need a watchdog? Do they live in the Hamptons?
The Old Lords need a watchdog? Do they live in the Hamptons?

The finest treasures are found within the city of Yharnam and the forests, lakes, and purgatories beyond it. Only Bloodborne would be so bold as to bury an entire factional player-versus-player mechanic within an optional region, which is in turn buried within a series of oblique steps you might miss if you aren't exploring every nook and cranny, or ignore the game's enigmatic hints. I finished Bloodborne in less time than I did Dark Souls II, yet I treasure it more in spite of its few missteps. In death there is life, and in blood, there is redemption. More hyperbole, yes, but for a game this theatrical, only hyperbole will do.

Back To Top
The Good
Agile, precise combat makes even the most difficult encounters fun
Fantastic artistry with a clear and inviting visual arc
Surreal religion-themed story goes big--very big
Lithe, energetic boss battles featuring phenomenal creatures
Interconnected world makes every discovery a wonder
The Bad
Long load times
Disappointing chalice dungeons
9
Superb
About GameSpot's Reviews
Other Platform Reviews for Bloodborne

About the Author

Kevin VanOrd's favorite game of the preceding generation is Dark Souls, so he was prepared for the challenge that lay before him. He finished Bloodborne in about 60 hours, at level 90, and beat several--but not all--of its optional bosses. He is now at level 101 and two bosses into a new-game-plus.
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gamerasi

After finishing Ahsen, I understood that it was a very, very good game.

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duncjam

Just finished the game, my first soul game and kinda loved it! It was difficult enough for me, well first time playing a soul game, still loved the game. Instead of starting NG+, i chose to finish it all over again :) And now i feel much more confortable and doing things on purpose like not accidentally.

Just wondering any suggestion of any other similar games? Should i go for DS2, or DS3 directly?

Cheers

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Warsilver

I love this game. Simple and fluid combat system, engrossing atmosphere and lore, very enjoyable.

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peterhorner1867

While I am enjoying this game, I can't believe it got a 9. The graphics are horrendous, the framerate is unsteady, From Software have made awful mistakes in their code which sees frames appear out of order, the movement is jerky and camera constantly proves a nightmare in itself.

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Gelugon_baat

I like the Insight system though. It is used for both aesthetics and gameplay purposes. This is a great idea on From Software's part.

Finding out that the statues seen earlier in the first playthrough are not exactly statues at all can be quite unsettling. Higher insight also punishes the player for thinking that earlier enemies might be easier to farm later, which is something that I find amusing.

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Gelugon_baat

I, for one, do not exactly find the focus on aggressiveness to be welcoming. It seems to reward recklessness.

For one, I would have preferred if the game did not have a mechanism to allow the player to regain health by attacking. Sure, it's a risk-versus-reward mechanism, one can argue, but it would have been more convincing to me if the player cannot disengage from battle so quickly with those fast dashes. With such designs, it just seems like I am looking at Devil May Cry-like combat, or to be more precise, combat in Soul Reaver 2.

Also, the animations for blood vials are so fast. It lets players recover from punishment a tad too quickly. If these were compensated against with over-time health recovery instead of an instant refill, I would have been more satisfied.

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Gelugon_baat

That gatling gun scenario sure is a pain-in-the-ass to learn the hard way.

Also, one thing to always keep in mind after a boss fight in any King's Field successor is to check the player character's condition first before either celebrating or heaving sighs of relief. Or else suffer embarrassment. :P

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Gelugon_baat

It seems like the lore behind Bloodborne is a variant of the lore behind the Souls series, albeit with "soul" and other terms being swapped for "blood". :\

For example, Titanite ores have been reskinned as crystallized blood, and significant Soul items have been reskinned as other kinds of crystallized blood as well.

Meanwhile, the crux of the settings of the game is still something Lovecraftian. The Dark Souls series has the Abyss and Chaos, whereas Bloodborne has the Old Blood, which is apparently even more Lovecraftian, considering so many monsters look like those from the Chtulu mythos.

Little wonder why some players of this game don't bother to refer to Blood Echoes as "Blood Echoes" and refer to them as "Souls" instead.

I am going to speculate here that if From Software makes a third line of King's Field successors, its title would have the word "thought" or "memory" in it.

On the other hand, TV Tropes is not kidding when it applied the "Nightmare Fuel" label on this game. I thought that I am inured to ghastly stuff, until I saw the Bloodlickers. F*cking hideous.

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Gelugon_baat

It seems that the enemies in this game appear to be a lot easier to stun-lock with combos than those in the Dark Souls games.

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Gelugon_baat

I am seeing glitches such as Molotov cocktails not appearing to hit things here. Has this been fixed since the release of the game?

There are occasional model glitches too, such as the attack animations of this brute.

I do not know why From Software repeated the mistake of attaching loot to ragdoll-ed corpses. This was bad in Dark Souls, and I am seeing it again in this game. Here is an example of where loot is placed out of immediate reach because an enemy's ragdolled corpse fell on some piece of terrain.

Next, there are attacks which clip through obstacles, and sometimes these clipping glitches work in the favour of monsters. An example can be seen here.

Then, there are enemies with lousy pathfinding, like this corrupted hunter here that got stuck on a door. There were also enemies with frozen behaviour scripts, such as a Micolash glitching out, at least at launch.

Chalice Dungeons just feel slapped-on, especially considering that at launch, they were not scaled according to New Game Plus-es.

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GamerNerdTalk

That is a very well written review

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Zenwork21

Still loving it

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GunEye

A fantastic, hardcore, polished, old school, mind blowing, horrific, refined - masterpiece. 10/10.
10/10 might not be perfect, as no game is perfect. Yet even true perfection isn't without its flaws. This is a perfect game!

Coming from hours upon hours of Souls - this game felt fresh enough, unique and challenging - to keep me interesting, glued to my sick, invested and motivated. What a memorable adventure!

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SakataGintoki

i fell in love with the chalice dungeons because you fight so many enemies you normally wouldnt see in the main game including bosses

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Edward_Footlong

How does Witcher 3 get a 10 and this a 9.


How does any souls game not get a 10 if a game like Witcher can? wtf. Great game yeah but the standard of games that get praise here just astounds me. I know its Bloodborne not Dark Souls but..


Is art design even a considered element..at all? What about integrated multi-player?

...ooor originality? refinement of unique concepts at least. is that a thing? We have one of the most unique multi-player single player rpg fusions of the last ten years and it gets.. a 9?


Even if content was a bit too trim..and a couple patches were needed to iron things out, sure..I understand.


Is there any criteria for quality of controls? Because there is almost nothing on the market that can compete with Fromsoftware's approach to tactile combat and tight responsive controls in terms of third person rpg's.

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dirtnap32ad

@edward_footlong: Witcher III Got a 10 out of 10 because of marketing and fan boy bandwagon base. Nothing more... It was so full of bugs and glitches at launch that I feel it should have only received about a 6 or 7 out of 10. This game looks and plays so much better that even after only having played for about 30 minutes, I can tell it deserves the review of 9/10. I can't wait to see where it takes me.

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GornLord88

Please merciful god give us dark souls 3 and not a sequel to this watery pre chewed wad of dirt flavored gum

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advocacy

@gornlord88: Dark Souls 3 announced at E3. So, your prayers have been answered!

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Cherub1000

Wow Man? That's severe, what was it you didn't like? I'll confess it took me a while to get into it, hooked now though and yes I totally agree. Souls 3 please FS!

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GornLord88

@cherub1000: I was excited in the first couple of hours actually I was like dark souls meets van helsing? this could be cool played the game for about 50 hours and I guess its the severe lack of weapons and armor, the fact that its devoid of almost any kind of challenge (except some of the bosses to be fair) and overall its just blah its not as rewarding to explore or find secret areas either because all they give you is upgrade crap and "insert name" coldblood.

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hardslatter

@gornlord88@cherub1000: Unfortunately, I agree. I found Bloodborne "good", but not "great" as Dark Souls or "very good" as DSII, I think they simplified many things the made the game deep.

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toophat2014

While I love bloodborne for what it is and does best and think it's a great game its still not perfect and I personally dislike its looting design and lack of loot in comparison with past souls titles. Also dislike the lack of shields in it and how they are used and personally think they should have incorporated shields in same way and fashion that they did in past souls games. I find myself going back to demon souls and dark souls titles more often as of late due to its better looting design along with its bigger variety of weapons, items, and shields both to be found and used along the way nevermind its better use of its shields as well. Plus to me players should be able to choose their fighting style as its always been with any souls titles and players shouldn't be punished for wanting to play one style over another as it is in bloodborne with shields.

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SilverHxvk

Hi VanOrd, maybe you can edit the '-long load times' point at the end of the review, as the recent update has drastically reduced load times. It might be misleading for people who are thinking of buying the game.

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There's no review of this game on Giant Bomb. Are they just not reviewing it at all? What a bunch of filthy casuals.

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2611mp

The souls games kind of made me realise I'm more of a casual gamer than a hardcore one. I kinda used to be a hardcore gamer in my teens but I guess I just don't have the time to get really really good at a game anymore. Sucks really.

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darklord_86

@2611mp: To each his own ;) But indeed, it sucks, as this game is incredibly absorbing and so rewarding to play.

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RustedTruck650

It took me 80 hours to finish my first playthrough of Bloodborne and the final fight took me by surprise so once i beat it I then realized it was the last battle and the credits started rolling. I loved the game and i'm on my second run currently and i want to experience everything i missed the first time. Bloodborne is good but by no means deserves a 9.75 out of ten let alone a 10 out of 10 like some gamers and sites think it does. As a hardcore fan of Demon's Souls and Dark Souls 1 i can safely admit that Bloodborne although genuinely difficult took some primary RPG elements out of it's formula.

For example, weight no longer is a stats factor. Who in their right mind would do this to a game with such a serious atmosphere to it? It's almost blasphemous and it feels like a punch to the gut from the dev team. Another bad decision in my opinion is how restrictive the way we weild weapons are implemented. Melee weapons can only be equiped in the right slots while fire arms in the left so this means that if we feel like switching the gun to another melee weapon we can't do it. Not only that but alternating between double and single hand holding a weapon is no longer an option, the untransformed weapon stage can only be held with one hand while transformed weapons can only be used with 2 hands.

The other mayor flaw that Bloodborne suffers from is how some parts of the game are very noticably unfinished and were left looking like a bland and boring textureless surface. This can be seen in Yahar'gul, Cainhurst, the Chalice Dungeons, and a few more parts throughout the game. This makes me feel like they deceived us by only showing the beautifully finished Yarhnam in trailers before releasing the game to lead us to believe that everything looked that beautiful. I despise when games do this and i'm aware that it happens often but nonetheless i feel like this is something that developers abuse us with and hopefully someday they'll give a darn and stop using that tactic. the last thing i wante to complain about are the Chalice Dungeons, by far my biggest complain in the game is a result of the dungeons.

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darklord_86

@RustedTruck650: "Melee weapons can only be equiped in the right slots while fire arms in the left so this means that if we feel like switching the gun to another melee weapon we can't do it." but ... you have two slot to equip melee weapons? You don't need more than that in combat, do you?


"The other mayor flaw that Bloodborne suffers from is how some parts of the game are very noticably unfinished and were left looking like a bland and boring textureless surface." I don't agree at all with this. I find every area beautiful and it's a blast exploring every part of this game.

Avatar image for deactivated-58068e533d0c3

eally plg this gaore se Bloodborne iot theiplom )s a masterpieIt's beutifulhere is ble and I knt this game is not walk ark: it's difficult, very difficult. Bloodborne needs to played uer aing skills will can only improve by clearing the exactn get very frustrating at the number of tes you will see you died, but bloodborne is chging, and gives the player a sense of rewarding and a sament once I do at I tut it was imssile toeat theosses.e s well done. The load time doesn't bother me at all, and my frustration at the number of deaths in this game me and not the game, but I aing better at it thatkill level in ping thve e for the Plaation 4. F***ing Gamesp

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The post above is not my original post Gamespot keeps removing that one so I hope the one above is to gamespots liking.

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DoomSkull66

<< LINK REMOVED >>. Your prob right, but it looks so much prettier than DS2

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comfywumfy

Fan boy Kevin this is not a 9. an 8 maybe. It is no way on earth as good as Dark Souls 2. (same score)

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Devantex

@comfywumfy: That's your opinion not his.

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Tshipe

I beat the game a couple days ago and didn't fully understand the story (and still don't) and while researching online I found I missed soooo many things. I now started my second play through with a different build and weapon (threaded cane) and I must say its just as exciting as the first. I would recommend the hunter axe for the first play through, and make your character as sick looking as possible! This game is so amazing and is a must have for anyone with a PS4. It's the first game I can't get enough of since the original Zelda when I was a kid. The level of environmental detail, gameplay mechanics, crazy looking enemies, and the whole aura of the world is utterly a masterpiece. I am praying FromSoftware (HIdetaka) releases a sequel in the next few years; and I think this is very likely with the success of Bloodborne. This game and the Witcher 3 will keep me busy until than. Though I am anticipating the Witcher to be a great game, I doubt it will satisfy my taste for BLOOD. Go buy it!

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NuarBlack

Harder than DS2? Not even close! Bloodborne is a cake walk compared to all the souls games. 20 heals right off the bat plus the health recover on attack make BB way easier once you adjust your strategy to accommodate these and the faster pace.

Really don't get all the hate for DS2 either. Sure it wasn't as memorable as DS1 but hell no blight town. Plus you still had to manage weight and armor, all things BB doesn't have. Plus the improvements are imo what made it easier than DS1. Magic and Miracles were much smoother so yes a caster build was easy excepting a few bosses. But a melee build was plenty of a challenge. Throw in the fact that DS2 made dual-welding more than a fashion statement with the DW stance unlock DS2 will not get any flack from me.

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darklord_86

@NuarBlack: DS2 was (as Kevin said) easier than DS2 in my opinion. I found myself beating quite a few bosses the first time I faced them. Sure, I did it on BB aswell but not nearly as many.


Sure DS2 didn't have Blighttown but it had Frigid Outskirts. One of the worst, most boring areas ever concieved in a game.

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Cherub1000

Well said. Gotta agree about the difficulty, although I do not find bloodborne easy, it is in no way as tough as the Souls series. I spent what felt like months trying to get passed Ornstein and Smough the first time haha! Nothing in bloodborne has come near to the challenges found in those games. I still love it don't get me wrong but it feels very much stripped down. Next to no magic, no weight restrictions, all those health vials. Again though, the world itself is an utter pleasure to explore and one of the most immersive I've had the joy of playing.

One question though, I have finished my first playthrough and done a lot of exploring and yet I keep seeing a screen shot of what looks like a character wearing the Crow attire running through a field towards a building, the building has a point on the top and a ring of lights shining through arches halfway down? I've not encountered this location anywhere, any ideas people?

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metalpumpkin

So, I've played Dark Souls and didn't become a fan of it, mostly because the controls and camera were too loose. Are the controls and camera on Bloodborne any better?

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wrestlemaniaw

@metalpumpkin: lock on isn't perfect , I would say the same...

Bloodborne More Info

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  • First Released Mar 24, 2015
    released
    • PlayStation 4
    Bloodborne is a new PS4 exclusive title from Software and Hidetaka Miyazaki, creators of the critically acclaimed Demon’s Souls and Dark Souls games.
    8.8
    Average Rating725 Rating(s)
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    Developed by:
    From Software
    Published by:
    SCEI, SCE Australia, SCEE, Sony Interactive Entertainment, SCEA
    Genre(s):
    Role-Playing, Action
    Theme(s):
    Fantasy
    Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.
    Mature
    Blood and Gore, Violence