Bloodborne Review
Bloodborne Box Art
System: PS4
Dev: From Software
Pub: Sony
Release: March 24, 2015
Players: 1 (2+ Online)
Screen Resolution: 480p-1080p Blood and Gore, Violence
Please Sir, Can I Have Another
by Matt Walker

I have to admit I never got into the Demon’s Souls or Dark Souls games. They were just never my cup of tea. Not that I didn’t appreciate the games for what they were, it's just that I tend to not want to be overly punished by things just for the sake of punishment. At least that’s how I felt, but after hours and hours of playing Bloodborne, I took a day to center myself enough to come back to the game and be surprised at what I found.

First, the particulars. Bloodborne is set Yharnam, a Victorian styled gothic town. It is rumored that the town houses a potent medical remedy and travelers from all around have come to collect it, even you as the player. However, upon reaching the town you find that it is actually plagued with an endemic illness and all the townsfolk have been changed into bestial creatures. As your luck would have it, you will have to make your way through the city and these beasts, deranged citizens, and even a werewolf or two in order to survive.

You see, the old man that is treating you in the beginning makes you sign a “contract” in order to become a hunter, but in order for you to survive among these beasts you have to become something else, something better. The minimalist character creation makes it seem like you're not a warrior of any kind, but those limitations don’t really have a grand effect on the game as a whole. Which is good, considering how the next little bit of the game unfolds. Everything’s all fine and good in the end, but you will find the first fifteen minutes of gameplay the most frustrating.

Bloodborne Screenshot

While going through the opening of the game you find little grouping of ghostly creatures. They give you a little guidance as far as controls, but that’s about it. There’s no real tutorial for you to play through. This would be fine if while you were playing you were given a gentle learning curve to figure out what you are going to be doing. No, instead, you get a freaking werewolf blocking your path out of the house, and he will viciously murder you. From here you’re given some tools of the hunter's trade in order to level the playing field. However, this is something I had an initial complaint with.

The inventory system is not even really minutely explained. How to equip weapons is not really explained. It assumes a little too much of the player in instances like this. That's my biggest complaint about Bloodborne - that assumptive nature is problematic, if for no other reason than it being a disservice to new players. Sure, we live in a gaming age in which we can easily skip most tutorials, but for something as mundanely simple as equipping your weaponry to be absent in the instructions seems kind of idiotic. I mean seriously, it’s a word box at best.

Bloodborne Screenshot

However, after that gripe, I cannot fault the control schemes or how the game is delivered. After the initial difficulty hump, Bloodborne thrives on the whole, “buck up and figure it out, Buttercup” mentality. Ultimately it works in its and your favor. You are going to die in this game, a lot. When I say a lot, think of all the times you might have died in any other random game and multiply that by infinity. Just face the fact that you are going to meet your end again, and again, and even more again. It even taunts you with things like the “risk versus reward” feature, where you have a chance to replenish some of your health by risking it all to strike an enemy before they can strike you. That feature is probably the number one reason for the multitude of my own deaths and your impending deaths. It’s really all part of Bloodborne’s charm.

Here’s why: if you die the same way a thousand times, eventually you are going to attempt to do things differently. You will craft, maybe even unknowingly, a different way to handle and approach a situation. Luring one enemy away selectively in order to take out a larger group of enemies, or finding a different way to go in guns (or in this case, saw cleavers) blazing. The way this game, and I assume the Souls games, is set up, it forces you into a box that is closing in on you. You have to then figure a way out of the box, but it takes you an insane amount of tries to ultimately figure out what you needed to do all along. This is adaptive gameplay that even the most cynical gamer can appreciate.

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