Bloodborne
There has certainly been plenty of talk about FromSoftware lately. After the success that was Dark Souls, the company was put in a position in which nothing they could ever have done could’ve possibly lived up to the monumental hype put upon them. Following the slap in the face that was Dark Souls II, suffice to say there was fire over the message boards, people really not happy about that. And out comes Bloodborne, in a position in which the only way it could go is up. And up it has certainly gone.
The game is currently serving as a PS4 exclusive. Yes, that
insufferable little demon sitting under my TV has taken another hostage, a
direction that FromSoftware hasn’t taken since Demon’s Soul. This in itself
isn’t too much of a problem. Exclusive titles are, as a concept, entirely
anti-consumer, but it’s a common practice set since companies can’t ALL receive
the experimental tech that would become the next generation of consoles. From
only had early access to the PS4, so focused development for that tech. What
ISN’T forgivable is the loading times. If the game was on PC, at least you
could console yourself in knowing that you could do something about them; but no.
That smug plastic box sulking under my PS3 can’t seem to load the game it’s
been given, resulting in tens of seconds of waiting every. Time. You die.
And you WILL die. FromSoftware has evolved into a company
whose very identity is about murdering its audience. They’ve been hammering
down and evolving their gameplay model for four games now, and it hasn’t gotten
any easier. About half of the gameplay will take the form of exploring a
Metroidvania style world rife with corruption and disease. There is a thick,
heavy overtone of being in this Victorian-era plague that only gets more and
more nightmarish as you go.
The vile creatures that make this place their home show the demented
body horror that really did cheer me up. Too long had I been being squeezed
down corridors in military realism games, being shouted at by grizzled white
dudes to shoot anybody wearing a turban or ushanka. Here, the lonely overtone
just left me, Herbert the transforming buzz-saw and a parade of werewolves,
cosmic horrors and snake demons. Visceral, petrifying fun.
The other half of your time will be spent in the combat.
This is where the bread and butter of the game comes in. As is common in the
now-standard third person action brawler recipe, you’ve got your light attacks
and heavy attacks, you can stun lock enemies by hitting them and there’s a
dedicated dodge button to save yourself from getting stun locked yourself.
The FromSoftware model mixes these elements up in two major
ways. Instead of being able to attack constantly you’re held down by a stamina
meter. This meter decreases by sprinting, attacking or dodging, making the
player weigh up whether it’s appropriate to keep wailing on the enemy or pre-emptively
back off before you run out of stamina.
The other way is by murdering you.
Yes, FromSoftware is a company famed for its intense but
fair difficulty. The enemy attacks carve out immense segments of health with
every swing of their combo, making it so the player has to be in a constant
state of awareness and attention to avoid certain death. The player is given a
dedicated heal button to correct mistakes, but first they have to survive the
mistake. There is also a mechanic in which you gain back health if you hit an
enemy directly after they hit you, rewarding skilled players who can afford to
risk not healing immediately.
The game also has RPG elements. For every fallen foe, you
gain a supply of Blood Echoes, which serve as the games currency. To avoid
people stockpiling the stuff, you drop all of them when you die, and if you
don’t retrieve them in your next life, then they’re gone for good. You can
spend these echoes to level up from a certain NPC, which means you have to
weigh up the pros and cons of retreating to spend souls versus pressing forward
and risking death to reach another checkpoint.
Moving on, this is where I’d usually give a quick summation
of the plot, however I haven’t been allotted the months of archaeology needed
to figure out the main story. Bloodborne, like its predecessors, is quite happy
to let the player wander round without knowing what on earth is going on. It
rewards the more intuitive, explorative players with nuggets of the story
stuffed in item description, cryptic dialogue and visual storytelling, and if
you’re a returning player or someone who enjoys subtle storytelling, then
you’ll certainly get a kick out of this.
Let me give an example; you start the game by waking up in a
bloodstained clinic without knowing what on earth is going on. If you open your
inventory and look at the clothes you’re wearing, you’ll see they’re referred
to as ‘foreign garb’. In the clinic you’ll find a note explaining the process
of blood ministration; a medical process unique to the city of Yharnam that is
said to heal any injury. From this, you could conclude that you are a foreign
wanderer who came to Yharnam to get healed of some sort of disease, and that it
was successful.
Yharnam is, of course, the setting you find yourself in. The
scourge of beasts has claimed it, and werewolves roam the streets. The Hunt is
out as well, a collection of city goers out to slay the beasts of Yharnam,
though they are just as poorly deposed to outsiders such as you.
The game backs up its cryptic story with equally cryptic
characters. It would seem that whoever was in charge of writing dialogue just
got off binge-reading poetry written by depressed cockneys, and no-one seems to
understand the benefits of being frank. Then again, weird dialogue for weird
people, I suppose. The first NPC you’re likely to encounter is the Plain Doll,
an animated wooden doll who serves as your way of levelling up. She speaks
calmly, almost dreamily, and can sometimes be found sleeping, but never moves
from her spot or says much of note. You might also encounter the Chapel
Dweller, whom offers you to send people you find in need of aid to his chapel,
as his Incense wards off the beasts of Yharnam. He looks untrustworthy, but
means well and ends up being one of the few characters who remains
unequivocally good to the end.
If you’re a returning Dark Souls fan, you’ll certainly enjoy
Bloodborne. The gameplay is faster and encourages a faster pace. All shields
have been removed as they “engender passivity”, as an item description will
gladly let you know. If you’ve never played a game in the series, you’ll find
the experience unforgiving and unrelenting, but if you’re a fan of achievement
or think you’re up to the challenge, you’ll find Bloodborne to be a game for
you. If you’re more of a casual player not out for a challenge but ready to
experience a good story, then sod off back to Kirby’s Epic Yarn, ya pansy.
I have to recommend Bloodborne. For all its lengthy loading
times, demanding of full attention, and that time I died 12 times to a cockney
weasel with a pitchfork, it’s that difficulty that makes it work. The dark
tone, cryptic story and diseased aesthetic really do all come together with the
difficulty to make an experience that will steal weeks from people, and you’ll
come to love it just as much as you hate it. Difficult but fair games are a
dying breed, as companies adopt the policy of no player left behind, it leaves
those players looking for challenge put out. Bloodborne is the exception, so if
you enjoyed the difficulty of the games of yesteryear, of games like Super Meat
Boy or The Binding Of Isaac, then buy Bloodborne. You masochist.
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