Bloodborne - Critique
An incredible power emerges from Bloodborne. Not only does this title stage surprising sequences of dodges and strikes through confrontations which often push the limits of reflexes and endurance; but in addition, it offers a reflection that made its way through my mind and made my reservations disappear. Through persistence, patience, and skill, Bloodborne has proven to be an unconditional adventure that ultimately brings much more than it seems - and from time to time, it can be mind-boggling. Finally, the only frustrations that are not triumphs come from technical problems. After more than 60 hours of fighting against its monsters, its terrors and its environment, I was stunned by the capacity of Bloodborne to make me feel powerful emotions, and to make me achieve various successes which I will remember for years to come .
Its unconventional approach to Action RPG gameplay oscillates between total exhilaration and despair, as it takes us on a breathtaking journey by means of great satisfactions and the darkest and deepest disappointment. The developers of From Software have chosen to tell us little about how to survive this challenge, and yet expect from us prowess of intelligence and perseverance in the face of a brutal and continuous difficulty. This balance is slightly marred by long and painful loading screens after death or for traveling in different areas. Fortunately this is counterbalanced by the numerous and intimidating bosses who make up for these few idle times.
In Bloodborne, we find the structure of the semi-open world and the difficulty of progression of Dark Souls and Demon's Souls, titles which made the celebrity of From Software. However, it offers a new aggressive fighting rhythm of its own. These deep and breaking melee fights, with an impressive arsenal of melee and tactical handguns, destroyed the horn with my fingertips to form a new layer, even as a hardened veteran of Dark Souls . Alternating between light and heavy weapons on the fly makes it possible to chain interesting combo-type attacks, which bring new versatility, even if these are less calculated battles than what we used to with other games. From Software.
That doesn't make them any easier. Being overwhelmed by enemies is usual, but thanks to your ability to steal life with rapid counterattacks, and your ability to knock out opponents with secondary weapons, it is possible to maintain constant assaults by gaining enough skills .
And these tools are absolutely necessary, as the horrible creatures of Bloodborne cover a wide imaginative field, from crazy villagers to cosmic horrors, or even different monsters. The creature design is striking in several ways - skeletons armed with huge axes, strange semi-transparent creatures resembling children, and howling witches brandishing mincers - each entity is well done in order to be truly threatening. The best illustration of this design work comes from the bosses, who have the power to mystify, terrify and exasperate at the same time. I found a lot of these fights simpler than succeeding the usual battles, with the strong “Die and Retry” aspect (die and start again), with these dozens of smaller enemies I fought against before reaching the bosses fortunately satisfaction with each victory was great.
The progression that follows after these difficult victories is a skillfully measured reward in Bloodborne. For one reason only, the bright pale purple lamps that serve as checkpoints are rare. Surviving long enough to reach the next point is rarely an option you can count on, but diving out of your comfort zone to find a secret shortcut will be a good way to reach safety again. Unfortunately, the impossibility of teleporting between the lamps without a stopover in the Hunter's Dream (your celestial base) brings a dose of additional boredom which intensifies the problem of long loading times.
After arriving at your destination, covered in blood but almost unscathed, the amazing surroundings reveal something new about the enigmatic and vague traditions of Bloodborne. Rumors and clues are everywhere, waiting to be interpreted. Despite a framerate that suffers too often under the weight of loading new areas or heavy actions, the atmosphere remains intact. One has the feeling that this dark and disturbing place is alive. In the dialogues, you can find critical innuendos about the real world about concepts like faith or worship, taking each of these strange stories seriously makes progress even more enjoyable.
Again, your personal story will be created according to your own decisions, and your exploration of the winding and secret paths that intersect in the world of Bloodborne. Everything is filled with hidden meaning, and spending time chatting with the forgotten citizens of the grim city of Yarnham creates new ways of interacting with the world. At one point, I spoke with a victim about the dark circumstances that allowed me to inherit a family object that seemed unimportant at the time. This was the case until I took the time to read the description: this object suddenly became vital for an upcoming battle. The rewards in Bloodborne come after careful examination and curious effort.
There is so much to do, see and try, that I stubbornly uncovered all the secrets, which greatly extend the already important lifespan of Bloodborne - even if it can still be extended easily thanks to the mode New Game Plus, or at the Chalice Dungeon, randomly generated levels. These places are not only simple additional areas, they are filled with objects that can be brought back in the main story, exclusive weapons and bosses, and thus bring replayability to the solo game that has always been missing in the series of Souls.
Even if Bloodborne is primarily a solitary game experience, there are subtle elements of cooperation that improve the whole. Finding (non-interactive) ghost players who have traveled in this area, reading warnings and advice left by others who have come before, or studying reconstructions of players' deaths by activating aftershocks on the ground - all these are of great help to avoid unpleasant surprises that could confuse and kill you.
While these features are largely identical to previous iterations of Dark Souls, some elements have been improved. The better integration of the messaging system, with the icons of emotions, brings life in the form of a hologram when the message is read. On the lowest rung of Old Yarnham, at the corner of dirty streets, I used the selection tool to choose and put the message: "an object is waiting in front, but watch out for ambushes", then I targeted and added the emoticon that points to the hiding place where the killer was waiting in the darkness. According to the evaluation system, this has been very useful for others, and it gives great satisfaction. I saved lives.
When it comes to cooperative multiplayer, Bloodborne is just as obtuse as Dark Souls. It allows you to call on another player when you need it most. For example, when you don't feel confident to challenge a group of enemies or a boss, and this can be done by ringing the bell. Each player in the same area who responds with the chime will be teleported to your game. The trick (there is always a muddle in Bloodborne) is that at the same time, you open your world to an invasion of hostile players, actively seeking prey to hunt. In a show of compassion, this time, From Software wisely included a password so that you and your friends can connect together, removing the problems of cooperating with anonymous players.