Bloodborne: Fear And Loathing In Yharnam
https://basementmtl.blogspot.com/2015/05/bloodborne-fear-and-loathing-in-yharnam.html
I never got the Souls
series. While others swooned over Demon’s Souls, I felt a quiet discomfort when it dawned on me, some 10 hours into
my experience, that I didn’t enjoy playing the game. Thinking back, I can
honestly say that it’s likely the game’s (many) boss encounters that did it for
me. I’ve never enjoyed bosses in action games, largely because I genuinely feel
as though most developers don’t know how to balance the power and challenge
levels of a boss well enough to justify including it in a game.
The Souls games in particular have had some notoriously infuriating
boss fights. Thinking back to Dark Souls, the Capra Demon comes to mind. The boss fight takes place in a ridiculously small
area, and forces the player to use very specific tactics to overcome the
obvious and infuriatingly claustrophobic space. Other bosses can easily replace
this Capra Demon.
Mind you, games should be hard. They should make you hate yourself
for enjoying handholding and all manner of tutorial-saturated linearity.
Granted. But some of these bosses are utterly bewildering in their design. Who
in their right mind gets excited when they have to fight two, three or even
four bosses at once?
Anyways, I never got the Souls series. And it’s likely because a
part of me hates boss fights. But Bloodborne is different, for a
number of reasons. For one, the game feels leaner and more focused than either
Demon’s or Dark Souls to me. The overall sense is that every play session I
commit, I feel as though I am making tangible progress. Each hour is often
filled with unlocking a new shortcut; encountering a new boss; or discovering a
new lantern (checkpoints which allow the player to return to a safe hub world).
The pacing is tight, and the sense of discovery creates an addictive feedback
loop.
Another key point is that the game’s setting and Lovecraftian tones
go a long way toward making the game feel fresh. The rather obtuse storytelling
fits nicely into themes of the unknowable cosmic horror, and the game’s
mechanics do justice in elevating the game’s plot.
Lastly, the game’s trick weapons are curiously inventive in their
design, a point which Adam discusses rather eloquently in his piece on the Hunter’s Axe, a starting weapon
so disarmingly strong that I often wonder why every boss in the game doesn’t
wield two.
I guess Bloodborne just feels fresh, despite being largely the same
experience first introduced to series fans back in 2009 with Demon’s Souls (and
arguably, even further back with King’s Field in 2001). Factoring out the
game’s bosses (some of whom will induce fits of rage so pure, you’ll forget
that you’re playing Bloodborne for fun, in your spare time, when you could have
been doing something else), Bloodborne is a rich and worthwhile experience.
Most importantly, it’s tuned well enough to appeal to
someone like myself: a fringe fan whose appreciation of the series has been
superficial at best. Guess director Hidetaka Miyazaki is doing something right, eh?