Tuesday, April 14, 2015

(Blood)Borne Anew
Review
Bloodborne, From Software (PS4)

"The blood makes us human, makes us more than human, makes us human no more."

Abstract: Bloodborne, the newest game from Hidetaka Miyazaki and From Software, is an astonishing success. Bloodborne is a true evolution of the Souls series, taking an enormous leap forward in much the same way Dark Souls did for Demon’s Souls before it. Miyazaki and team distilled the truest essence of what makes a Souls game work and builds upon that foundation in a thoroughly unique and profoundly interesting way. The brutal and often unforgiving nature of Bloodborne works in perfect synergy with its lightning fast, hyper-aggressive precision combat. A dark and grotesque world serves as the perfect foundation of this blood-filled dark odyssey into madness and nightmares. Bloodborne has a nearly unparalleled sense of cohesion, and exudes complete confidence in every single design decision. I cannot recommend Bloodborne highly enough.

Bloodborne is a game that has defined my day-to-day thoughts about video games for nearly nine months. First announced as a PlayStation exclusive at E3 2014, and leaked slightly before then as ‘Project Beast’, Bloodborne was the next title to be released by the Japanese studio From Software. This is the same studio that created the Souls series, which contains Demon’s Souls, Dark Souls and Dark Souls II. As many of you might know, either from my posts here on The Impact Factor or my twitter (@alexsamocha), I am a huge fan of the Souls series. And that is putting it lightly. The media coverage and rave reviews for Demon’s Souls, the first game in the Souls series, got me excited enough to finally bite the bullet and purchase a PS3. What a fantastic decision I made. Demon’s Souls brought a darkness and difficulty to games that had seemed long forgotten. It created a compelling, tragic world that was terrifying to explore and rife with secrets. Demon’s Souls was my second favorite game of the year, only behind the masterpiece that is Uncharted 2. A spiritual successor (read: sequel) was announced shortly following the Demon’s Souls’s surprise success, which took the form of Dark Souls. I excitedly pre-ordered the collector’s edition of Dark Souls and jumped in immediately upon release. Everything Demon’s Souls did, Dark Souls improved upon. Dark Souls created the seamlessly and brilliantly interconnected world of Lordran, in which the power of old gods waned as darkness took hold. The punishing difficulty was pushed to a level of perfection; where each fight was a battle for survival and defeating tough areas and bosses gave the player an unmatched endorphin rush. Dark Souls is a masterpiece of game making and game design, and is my third favorite game of all time. Dark Souls II, the first direct sequel of the series, looked to further refine the mechanics and world established by Dark Souls. I went into some length about my feelings towards Dark Souls II. I thought it was the second best game released in 2014. The game smartly tweaked the original Dark Souls formula and captured that same gratifying feeling of accomplishment, while adding new ideas to the fray that were mostly successful.

The first time I saw the trailer for Bloodborne I was blown away. I was getting a new entry in the Souls series only one year after Dark Souls II had been released? And with that first trailer came even more exciting news. Hidetaka Miyazaki was returning to direct Bloodborne! Miyazaki was the lead director for both Demon’s Souls and Dark Souls, but did not hold this same role for Dark Souls II. Each new Souls game Miyazaki worked on made huge leaps forward, both in respect to the Souls series itself and in the larger context of all games. Miyazaki is brilliant and innovative, and I could not wait to see what he brought to the table in Bloodborne. The final thing that grabbed me about the trailer was the apparent return to a dark and gruesome horror, like the one present in Demon’s Souls. Dark Souls and its sequel, while both filled with horrific monsters and frightening environments, steered more towards a dark fantasy setting. Expectations through the roof, I pre-ordered and obtained my copy on Bloodborne on release day. I jumped in as soon as I could. 70+ hours later, I have completed my first playthrough of Bloodborne and am so excited to finally share my thoughts.
There are a lot of terrifying areas to visit and monsters to fight in Bloodborne.
Bloodborne is set Yharnam, a city afflicted by a terrible curse and beset by monsters. The blood healing once used to cure the city of all its ills has been perverted, turning men into beasts and filling the world with grotesque abominations. At the start of the game, you are greeted by a mysterious figure, transfused with tainted beast blood, and warned of the terrifying things you were soon to behold. The figure tells the player that, “You may think it all a bad dream” but the struggles that lay before you feel all too real. The new blood coursing through your veins empowers you, and compels the player to be a hunter of Yharnam’s beasts. From there, the player embarks on a dark odyssey into the depths of madness, hoping to escape the nightmare and make sense of the darkly twisted world. As you quickly discover, you are in a ‘hunter’s dream’ and are tasked to destroy the nightmares within. After the first few major expository scenes, however, Bloodborne’s plot is left mainly up to the player to discover and understand. Souls games have never been known for their narrative heft, and Bloodborne is no exception. With that said, however, Bloodborne’s plot feels even more intangible than any of the games before it. Item descriptions have always gone a long way towards fleshing out the world in Souls games, and while it helps here, I never felt like it coalesced in a meaningful way. A few extra scenes of more transparent exposition would have gone a long way toward putting all the confusing story pieces together. I have read some fan theories explaining their interpretation of the plot and world, based upon the events in the game and item descriptions, which connect the disparate pieces. More so than any other Souls game you have to really work to understand what the heck is going on. Good thing that is really not all that important.
Want to know why this woman is standing out in the middle of an ethereal lake?
Bloodborne will give you some hints, but leave you with more questions than answers.
Bloodborne pretty closely adheres to the key design decisions that define the Souls series, while not technically being a Souls game. For the record, I’m always going to count it as one. Anyway. Chief among these tenants is the unforgiving difficulty of the game. Every single entity in the game, whether it is the player, a random monster or a boss, has low health and high attack. What this means is that, as you’re playing, you can kill all enemies with a couple of hits, but they can do the same to you. This teaches the player to thoughtfully approach every single combat encounter, and weight the risk reward for any exploration. Death in Bloodborne isn’t a punishment, it is a lesson. The more the player learns the better they get and more able to take on the challenges before them. Like other Souls games, Bloodborne also has a checkpoint system in the form of lamps you can light. These act as spawn points if you die and as warp point to bring you back to the safe area that is used to upgrade your weapons or level up. From these lamps you can then travel a usually linear path through the world towards your next destination, though there are often plenty of side paths to explore. As you move deeper into the area you clear out enemies as you move towards a boss, collecting blood echoes (equivalent to souls in previous games) that act as a catchall currency and experience system. Importantly, like in all previous Souls games, if you die you drop all of these echoes—meaning you lose all experience points—unless you can get back to the area in which you lost them and pick them back up. The same tension that existed during exploration in the previous Souls games holds true here. On one hand, you really want to keep pushing further to make progress, but on the other, loosing thousands of blood echoes would be terrible. This creates a compelling gameplay loop that perfectly balances frustration and accomplishment. Bloodborne once again proves this formula works, and is compelling now as it was six years ago.

But now to the nitty gritty, or in other words, how Bloodborne differentiates itself from the rest of the Souls games. The biggest change in Bloodborne is its combat. And what an enormous change that is. The combat in Bloodborne is phenomenal. In prior Souls games combat was a measured, deliberate experience. Because any attack could either kill your character, or put them near death, combat was all about being as risk averse as possible. This took the form for many players, myself included, for hiding behind a shield pretty much 24/7. The biggest piece of advice that got passed around during Demon’s Souls and Dark Souls was, no matter where you are going, have your shield up. Attacks can come from anywhere, so it was good to always be on the defensive. This is absolutely not the case in Bloodborne. There is no blocking. There is no shield (aside from a joke one thrown in by the developers). In its place is lighting fast, brutal, precision combat. Dodging in Bloodborne is fast and covers an enormous distance. Quick rolls and nimble dashes can rapidly close the distance between you and your foe—or extend it, if you are dodging away from an attack. Bloodborne is the first game in the series that wants you to be the aggressor, even if the enemies are hyper aggressive too. Every system in Bloodborne is perfectly designed to bolster this approach. For example, every time you take damage a portion of your red health bar is turned orange for a short period of time, and this orange health can be regained by dealing damage. This means that every time you get hit, you want to get right back into combat to get your lost health back. Healing items in the game, Blood vials, can be quickly used and are relatively plentiful, further encouraging the player to get up close and personal, even if that means taking a little damage. In place of the shield Bloodborne offers players a gun that can be used for parrying. Perfectly times gunshots can interrupt enemy attacks leaving them open for a powerful riposte in the form of Bloodborne’s Visceral Attack. This is a wholly satisfying, highly skill intensive system that again plays perfectly into the theme of player aggression. Parrying / riposting existed in previous Souls games, but was often too risky to attempt, so I really liked how viable it was in Bloodborne. Not to mention how great it felt to perform.
Bloodborne's combat is consistently exciting, whether you're facing a
guy with a torch or a hulking monstrosity.
The fast, aggressive combat strengthens Bloodborne in a couple ways. First, and importantly as a Souls veteran, Bloodborne feels completely fresh and new. The combat is a tremendous departure from the games that preceded it, but works so perfectly you would think that it was something that had been around and reiterated upon for years. The significance of just how much the combat sets Bloodborne apart cannot be overstated. Bloodborne is a spiritual successor to Dark Souls in the same way Dark Souls was to Demon’s Souls—the creative leap is huge. It reinvigorates and redefines the series in much the same way Dark Souls did, which is something I thought I would never see again. Second, the combat brings a certain accessibility to the series for the first time. The quickness of combat encounters will appeal to Souls vets, RPG fans and action gamers alike. It allows the player to play the game much more like an action game at a high difficulty, rather than a slow, methodical, and highly tactical RPG.
No matter the monster, your hunter can take it to task with your
quick dodges and powerful attacks.
Do not confuse accessibility with easiness, though. Bloodborne, for the most part, is every bit as hard as its forbears. Especially near the beginning of the game, Bloodborne will wipe the floor with inexperienced players until they can grasp its intricate systems. Enemies and bosses can still kill you for one mistake. But there is more to it. Checkpoints in the game, the lamps I mentioned earlier, are extremely far apart. This means the player has to get through a lot of difficult content, usually including a boss, to make it to the next lamp. Shortcuts through the levels help, but even with them, Bloodborne probably has the longest distance from checkpoint to boss than any other game in the Souls series. What the combat does open up for, however, is a much higher skill ceiling. Given my previous experience with the Souls games, and my aptitude for action games, I quickly adapted to Bloodborne’s combat, even though I initially thought I would be stuck in my defensive ways. Once I really got a hold of everything, Bloodborne became one of the easiest Souls games: far easier than Demon’s Souls and Dark Souls. To be clear, I do not think Bloodborne should be made more difficult. Bloodborne’s combat is still as punishing as any in the Souls series—I just personally found it easier to not make mistakes in Bloodborne. I really enjoyed the powerful feeling Bloodborne gave me.
Sure, Bloodborne was extremely tough at first. Once I got a hang of everything, though,
I was able to take down hordes of enemies and the game's many bosses with ease.
Speaking of powerful, I would like to briefly mention the transforming weapons you use in Bloodborne. They are amazing. The weapons have two forms: a fast hitting but weaker form, and a slower but more powerful form. Each weapon presented players with a totally different way to approach combat since no two weapons were exactly alike. The transformations also allowed another layer of skill to permeate the combat. Mid attack you could pull off highly damaging transformation combos, which often were invaluable in tough encounters. Not to mention the transformation animations were fantastic and made the player feel powerful. Feel like a badass. Bloodborne is a game that makes you feel like a badass pretty frequently.

Not all of Bloodborne’s gameplay decisions are a step in the right direction for the Souls series, though. My biggest issue is with the game’s healing item, the Blood Vial. The player can hold 20 of these vials (up to 24 with the right set-up), and they can be either collected from fallen foes or purchased with blood echoes from the store. While having enough Blood Vials was not generally an issue for me, in some of the tougher areas or against some of the harder bosses, I used up a lot of them. Before I could do anything else in the game, I would then have to go ‘farm’ for more Blood Vials to refill my stock. It was an unnecessary annoyance and slowed down progress in the late game. Blood Vials are reminiscent of the Moon Grass from Demon’s Souls, which was a problem in that game too. Overall, they are a big step down from the excellent Estus Flask in Dark Souls. An easy solution would have been to give players 20 or so vials for every new lamp reached or boss beaten. Additionally, the camera remains an issue in Bloodborne. When locked onto an enemy, the camera can snap around rapidly or get ‘stuck’ behind the environment, making it so you cannot see anything. In Bloodborne, more so than any other Souls game, I just kept the lock-on camera off. This worked well, but did make the combat feel a bit more imprecise than I’m sure was intended. Finally, I have an issue with Bloodborne’s bosses. I love the visual design of the bosses and there are certainly some great standouts, but overall I was left wanting more. Bloodborne’s bosses fell into three categories: one big monster, a powerful humanoid creature, or a swarm of small enemies. A little more boss diversity could have gone a long way, but at the very least I appreciate that there were not any gimmick boss fights (looking at you, worst-boss-of-the-series Bed of Chaos).

The same desire for a little more diversity carries over into the game world, too. I want to first state that I love Yharnam. It is bleak, ominous and beautiful. The aesthetic is wonderfully creepy and it really feels like you are exploring a nightmarish Victorian city. All of this is reinforced by a fantastic soundtrack (I’ll link my favorite below!). With that said, many of the environments in Bloodborne strike the same note. Sometimes it can even be a little difficult to distinguish one location from another, given the similar gothic architecture that is seen throughout the game. Everything looks great and there are some standout areas, like Cainhurst Castle and the Nightmare Frontier, but again, just a little bit more would have been nice.
 My favorite from the Bloodborne soundtrack, but so many of 
the songs are fantastic. 

But there is just so much to explore in the word, and the exploration is fantastic. Each area has one main path that is littered with hidden paths and secrets to explore. Shortcuts can be discovered all throughout Bloodborne that connect the environments in interesting, and unexpected, ways. The absence of an in-game map makes the player really learn the environments inside and out, which provides the player with an unparalleled familiarity with the game’s environments. Bloodborne is happy to subvert player expectations when it comes to exploring as well that, without going into spoilers, had my jaw agape on several occasions. The focus on unconventional exploration seeps into the game design as well. So much of Bloodborne’s story content is completely optional. There are several massive areas and bosses that are not at all required to beat the story, and can even be quite difficult to find. Bloodborne isn’t afraid to make a substantial amount of content nonobvious to the player, and I love it. What other game would do this? Exploring the world gives the player great new armor, access to cool weapons, and runes that allow the player to boost their stats. And Bloodborne’s world is massive. The game’s main story took me roughly 50 hours to complete.
Yharnam is eerie and beautiful. Exploring its many environments was a delight.
It does not stop there though; Bloodborne has even more content for players in the form of Chalice dungeons. For the cost of a couple items and a few thousand blood echoes, players can create randomized dungeons to explore. The Chalice dungeons therefore offer players endless replayability, as no two dungeons are exactly alike. Except for the Pthumeru Chalice dungeon series, which offers players hand-crafted dungeons that lead to a brutally challenging, totally unique, story boss. In fact, many of the bosses in Chalice dungeons aren’t seen elsewhere in the game. And if you were lamenting the loss of challenge I mentioned earlier in this review, look no further than the Chalice dungeons. Even NG+ does not come close to the difficulty of some of the deeper dungeons. They are so hard I spent any extra 20 or so hours going through them to get to the final Pthumeru dungeon and boss. I’ve now beaten her and achieved the platinum trophy for the game. Those dungeons are insanely challenging.
Chalice dungeons will put even the most experienced Souls vets through the ringer.
One boss in particular took me nearly 30 tries to beat.
Finally, no Bloodborne review would be complete without mentioning multiplayer. Asynchronous and synchronous multiplayer has always been a huge part of the Souls series. On the asynchronous front, notes left by players are as plentiful and great as always, and I enjoyed seeing other players’ deaths by interacting with their bloodstains in my world. I, however, cannot comment too thoroughly on online co-operation and invasions since I mostly try to keep my first playthrough single player. I did engage in one PVP encounter when an enemy summoned another player into my game, and it worked great (I won, wahoo!). I fully expect to try out co-op summoning much more frequently in the future, especially as I try to tackle the toughest content in the game.

Bloodborne is a game that gives and gives and gives. It takes the tenants of the Souls game and boils them down to a core foundation, upon which Bloodborne innovates and redefines what a Souls game is. Exhilarating combat, an ominous world and a real sense of mystery kept me engaged all throughout my playthrough, and I only want more. Bloodborne is an important game: for the future of a game series I hold so dear and, in my mind, as the first compelling exclusive title for either console. Bloodborne could easily be the best game this year, and even one of the best this generation. Bloodborne is also perhaps the most accessible Souls game to date, so I implore you to jump in now. Please. Do it for me?

Bloodborne
5/5








NOTE: BOSS NAME SPOILERS BELOW

For my own sake, I wanted to record the how many tries it took me to beat all of the bosses in Bloodborne (aside from the ones in the Chalice). Below is the name of each boss in the order I fought them in, and my total number of attempts to down them.

Cleric Beast: 1
Father Gascoigne: 3
Vicar Amelia: 2
Blood-starved Beast: 1
The Witch of Hemwick: 1
Darkbeast Paarl: 4
Shadow of Yharnam: 1
Rom, the Vacuous Spider: 2 
Martyr Logarius: 7
Amygdala: 1
Celestial Emissary: 1
Ebrietas, Daughter of the Cosmos: 11
One Reborn: 1
Micolash, Host of the Nightmare: 2
German, the First Hunter: 2
Moon Presence: 2
Yharnam, Blood Queen: 3

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