Bloodborne: The Halfway-Done Review
I’m somewhere in the middle of Bloodborne. Some gamers could beat it much more quickly, but a) I’m an old, filthy casual and b) this game is difficult! So, while I’m in the midst of the madness, I thought I’d share some thoughts on one of the best games of 2015. In fact, while it won’t likely usurp that year’s GotY, it will assuredly take over the New IP GotY from Rocket League.
First off, as I mentioned earlier, this game is gorgeous. The eerie gloominess plagues every facet of this game. It instills a genuine sense of fear and dread about what is lurking in that corner. When you approach that hazy fog and…OMFG GET AWAY! I don’t particularly like jump scares, but this simply has me spinning the camera around constantly, worried at every turn about whatever hideous, nightmare-inducing creation could be waiting for my approach.
However, when I’m spinnning that camera incessantly, I’ve noticed issues with the game’s frame rate. As a non-videophile, it’s something I’ve never noticed in any other game before. That stuttering can be jarring though, especially when there are several enemies on-screen. In addition, the lock-on system falters: in some cases, rolling away from an enemy or group, a click of the lock-on button merely refocuses your camera. Then, peering into nothingness, they feast on your flesh. Frustrating indeed.
But for those few gripes, I’m greeted with a half-dozen awe-inspiring moments. The changing-world demands exploration. The lack of true direction is a fresh take on the hand-holding games of the past decade plus. I don’t really know what that new item does but I can’t inspect it now; grotesque baddies are surrounding me. And there are secrets virtually everywhere. It’s similar to Mario’s adventures which reward you with exploration all while being virtually nothing like Mario whatsoever.
The combat has taken me quite some time to really grasp. The beginning was just so brutally difficult, partly as learning the systems and layout was so unique. Well, unique to a non-Souls player at least. That difficulty is sometimes compounded on a cheap feel. When an enemy or three surround you, your character can get trapped or hit consistently with no reprieve or manner of escape. It’s frustrating when your 80% health is depleted without the ability to counter or retreat. Boss battles can do this, particularly with the small environments they can be in.
But victory against those odds is wonderfully-rewarding. With my heart utterly racing, those last strikes give much-needed relief to the high-anxiety stressfests that some battles are. But you never feel safe (refer to the 80% health comment above) and it’s only when PREY SLAUGHTERED appears that you can exhale.
With its non-linear paths, it goes against so many video-game tropes which leave an “anything can happen” feeling. It’s fresh, curious and beautiful, in a dreadful way. I’m hoping no future boss battle turns me off as much as Rom did (and, earlier on, the Blood-Starved Beast). I don’t know if a platinum trophy is possible, but my eyes are on the prize. Loving this game right now.
[Compare this last screenshot from the one in my previous post. It’s amazing how the world changes.]