Bloodborne (PS4) Playstation Blog Update - New Details, New Pics

Status
Not open for further replies.
Deal breaker? R u serious?

tumblr_inline_n051j9b2Lj1ro2d43.gif

I'm completely serious.

A massive part of my enjoyment of an RPG is down to wearable items and character creation. It's totally important to me, and I don't want this game if it's an action game with no customisation.
 
Way to generalize and stereotypes everyone who likes COD. Not sure how it's related but fuck those filthy casuals!

Personally, I think stuff like the world tendency system is idiotic. It doesn't affect the skilled players so it's pointless for them and it just frustrates people who are already bad at it. Does nothing for either group. Something like the bonfire ascetic system from DS2 is vastly superior.

I'm not a fan of world tendency either. Dropping that is one of the reasons I think Dark Souls is the better game (Not that Demon's Souls isn't a masterpiece).

Everything I am hearing about Bloodborne is getting me more and more hyped. No question, I am officially buying a PS4 before this comes out.
 
This game had better have loot. It would be a major downer for me if it didn't. I don't see why it wouldn't though since it's an RPG.
 
Increasing soft humanity makes DS1 easier, dying limits the applicability of consuming humanity, so it's not worlds away from tendency in terms of difficulty. Tendency is also only an issue offline really.

I don't think DeS is particularly difficult at all. Maneater is a dick though.

Over the years I've watched a few streams and every single person cheeses maneater. Some of them even told me they have never fought them without the exploit.
 
Other questions I have...

Were enemies using ranged weapons, what kinds were they if so?

Any long-distance enemies, like snipers of some sort that you have to deal with?

I heard the level was really vertical, so was it possible to die from like falling off ledges or other vertical spaces? (I'm really curious about this because of the fact that all the images we've gotten so far seem to very much be on ground level and mostly inside towns)

Edit: I know you kind of answered this one already, but: Also, maybe most importantly for me, did they give any indication of how long/if you're invulnerable while on the ground? Similarly important, was there any indication of being able to roll on the ground, either defensively or offensively?

There were garbage mobs that had rifles that shot at you from different directions. Seems like they were placed to keep you on your toes. I don't think you could roll after knock down; if you could, they didn't show it off. As far as vulnerability goes I also couldn't tell with the health bar turned off. The only knockdown to the character came from the mini boss and boss, and they didn't do any multiple hit attacks while knocked down as far as I could tell.
The entire demo took place in the town. But there were was a lot of verticality, lots of staircases and uneven fields. I'd imagine that dying from falling is going to be commonplace
 
No. You're providing a teachable moment. Pay the fuck attention, make smart decisions, and think tactically to move ahead. It punishes complacency, encourages hyper vigilance, and makes you care about your progress in a way that other games have forgotten how to do.

This game will never be for everyone, though. And you're right, being a bit more fair with how it hands out the punishment doesn't mean it's becoming COD, but the world tendency mechanic is a fantastic mechanic.

No; the game already punishes complacency (losing your souls) and lack of checkpoints.

But I guess I will have to play DeS myself once and for all to find out lol.
 
You can actually tell the guy he's misinformed and he should do more research on it. The mention in the E3 presentation and the partnership with SCE definitely means it's PS exclusive (at least to consoles).

Yeah, when I see someone who thinks this will be multiplatform or will come later to PC like Dark Souls I just tell him this is a Sony trademarked ip. But I don't blame these guys for being misinformed. My casual friends don''t even know Japan Studio is SCE, even if they see playstation's symbols on the logo
 
What are you talking about? I have a PS4 and don't have an XBO. Actually, XBO is the only console I don't own

Can't I be concerned about XBO only users? Do I have to get accused just because I'm not someone who says "those stupid port beggers don't stop, do they?"

I thought that there was a "Sony Computer Entertainment" at the beginning of the stream, so at the beginning I thought those port beggers were just annoying. But after another guy told me there wasn't any clue of the exclusivity on the original stream, I think that this was just miscommunication on the Sony part. XBO owners who don't follow gaming forums or just saw the trailer pulled from the livestream don't have any fault, they're just naive.

It's sad that if I just worry about XBO users, I get considered one of them

Look, your worry about XBO users is fine, but this discussion about whether it is, isn't, should be, or shouldn't be exclusive has been run into the ground in every Project Beast/Bloodborne thread.

For the XBO crowd, all I can say is that, like Titanfall, this game will likely influence what the next iteration of this franchise and gamestyle will look like in a future multiplatform title. Just as PS4 owners will get Titanfall in some form or another, I'm certain XBO users will find a Bloodborne-style game in the future, whether it's Dark Souls 3 or something else.
 
I'm completely serious.

A massive part of my enjoyment of an RPG is down to wearable items and character creation. It's totally important to me, and I don't want this game if it's an action game with no customisation.

I more or less agree. I could be convinced if the action game part is good enough beyond everything else, but the character building elements are a huge part of the draw for the Souls games for me. Building that character provides me with a sense of progression that I really enjoy.
 
velociraptor said:
Mechanics like that suck. You're just punishing someone who doesn't happen to do well.

Being hard but fair =/= COD crowd.

I felt Dark Souls 1 was an excellent game because each death felt like my fault, not because of some random BS.


I disagree, it was something tbh, I didn't even know anything about World tendencies and how it affected my playthrough until halfway when I needed help and consulted the wiki. For instance obviously items in pure white tendency (dragon bone smasher) encourage like another poster said "hyper vigilance". This set the tone for the future games(playing mindfully).

I honestly don't expect bloodborne to have anything like this mind you, it may share some similarities to previous games but, I will leave it at what was said about focusing a little more on offense, so maybe this style won't apply(?). I am excited for a new IP from FROM and I hope they create a new game mechanic that adds a random x-factor the game.
 
I'm completely serious.

A massive part of my enjoyment of an RPG is down to wearable items and character creation. It's totally important to me, and I don't want this game if it's an action game with no customisation.
The character in the project beast leak and the character in the bloodborne reveal have completely different clothes on.
 
There were garbage mobs that had rifles that shot at you from different directions. Seems like they were placed to keep you on your toes. I don't think you could roll after knock down; if you could, they didn't show it off. As far as vulnerability goes I also couldn't tell with the health bar turned off. The only knockdown to the character came from the mini boss and boss, and they didn't do any multiple hit attacks while knocked down as far as I could tell.
The entire demo took place in the town. But there were was a lot of verticality, lots of staircases and uneven fields. I'd imagine that dying from falling is going to be commonplace
Interesting. Wonder if they're trying to make the environment more significant for fighting purposes? Like those were always kind of one-off things in the original games, where you got one crushing blow from above and never really did it again (because you couldn't get back up once you were down).

Did they ever go inside any of the buildings, or was there any implication of that? Or mostly just down and around through the corridors of the town? Any indication of destructible environments or climbing (climbing such as seen in Dragon's Dogma)? Also, as far as stealth was concerned, could you use corridors to avoid larger enemies (they couldn't enter them because they were too large)?

Oh yeah, multiple paths to get to the same destination? All the previous games do have a little bit of corridor repetition. Would be interesting to see multiple paths.
 
No; the game already punishes complacency (losing your souls) and lack of checkpoints.

But I guess I will have to play DeS myself once and for all to find out lol.

I would highly suggest this. I'm honestly about to start up a new playthrough myself. The punishment is absolutely brutal for a reason. Having so much riding on your success truly, in my eyes, makes your achievements that much more meaningful and encourages dedicated, thoughtful play. It was so brutal in this regard that I now find myself recognizing portions of games where I'm just coasting along. I imagine to myself "if this were DeS, I'd be fuckin' dead, son."
 
I'm completely serious.

A massive part of my enjoyment of an RPG is down to wearable items and character creation. It's totally important to me, and I don't want this game if it's an action game with no customisation.

I agree with you, but i don't think we have to worry about that. Wasn't character creation 100% confirmed in the famitsu article? And even if not, i trust Miyazaki to know how important that is for "his" style of game.
 
Not 100% sure but I think it is going to be a full blown narrative. He had a plot synopsis but I forgot the details. I'm sure it'll not be over the top, though. Likely subtle still.

Good i guess, this game need to differentiate itself from Souls in some aspects.
 
Some Souls game real talk:

I actually hope this game isn't loot/armor/equipment driven. It's almost guaranteed this game will have forced new game+ difficulty bumps (lol) and after playing through three Souls titles where armor becomes less viable on future playthroughs (Demon's Souls specifically being the case where you were better off running around naked on higher cycles) I'd be all for a more DMC-style approach. Less equipment, but more meaningful combat tools/options is what I think they need to do because From's programmers don't seem to know how to balance a game beyond a single playthrough.
 
In Demons Souls there is a thing called world tendency. When you die in human form the game gets much more difficult as the game moves to a pure black world tendency.
I am very happy this game will not cater to the COD crowd.
World tendency sucks. Contrary to what you said, you don't move to pure black when you die in human form. You move to slightly more black. Pure black requires dying in human form at least 7 times (More if you kill any demons) in one play session unless you go offline, since every time you get on the server it resets your world tendency to the server average. Pure white requires killing multiple bosses, though it's much less tedious since you start close to pure white.

The entire idea behind world tendency sucks too. For doing well, you get rewarded with less valuable items, more healing items, and weaker enemies. For doing poorly, you get rewarded with harder enemies, less healing items, and more valuable items. Do you see where they fucked up here?

World tendency sucks. It's one of the worst things about Demon's Souls and it should never be used again unless it's heavily revised.
 
World tendency sucks. Contrary to what you said, you don't move to pure black when you die in human form. You move to slightly more black. Pure black requires dying in human form at least 7 times (More if you kill any demons) in one play session unless you go offline, since every time you get on the server it resets your world tendency to the sever average.

The entire idea behind world tendency sucks too. For doing well, you get rewarded with less valuable items, more healing items, and weaker enemies. For doing poorly, you get rewarded with harder enemies, less healing items, and more valuable items. Do you see where they fucked up here?

World tendency sucks. It's one of the worst things about Demon's Souls and it should never be used again unless it's heavily revised.

Hilariously enough, it's that kind of sketchy momentum based game design that COD has in spades with those kill streaks.
 
One of the ways we are bringing that sense of danger to life is by keeping the deep strategic elements from Demon’s Souls, while also transitioning from the passive and block-and-attack style of Demon’s Souls to a quicker, more offensive and active combat style with close-range weapons and guns.

I hope it does not change too much. The souls games are the only action/arpg games I like.
 
I've loved the souls style and atmosphere but not the gameplay. If it's truly faster even Devil May Cry like, I will be there day 1.
 
I'm completely serious.

A massive part of my enjoyment of an RPG is down to wearable items and character creation. It's totally important to me, and I don't want this game if it's an action game with no customisation.

"New Bloodborne (PS4, Miyazaki, From) details from Famitsu's preview and interview
Bloodborne is the cover story of this week's Famitsu, and there's an interview with Miyazaki in it as well. Here are some details reported by a Japanese blog who got the magazine early.

- Spring 2015 release window
- They started work on this right after finishing Artorias of the Abyss, targeting Sony's new hardware
- The world and story is completely new, and the setting takes full advantage of the PS4's capabilities
- They're targeting 30fps at 1080p
- The keywords for the game is "blood" and "beast"
- There will be melee and long range weapons (guns) this time
- Character customization is confirmed
- There will be no map display in the game
- He wants combat to not just focus on action but also the strategic element
- The combat in the game is designed to feel like a life or death struggle
- There will be online elements of some sort, and it will involve players "discovering" together

..."

;)
 
Don't know if this game will have it but I feel like complaining about dark souls 2's hollow/health system. Thought it was really dumb to decrease health the more you died. Like why make the game harder for people who are already getting their ass kicked. At least in demon souls it was only if you were human.
 
One of the ways we are bringing that sense of danger to life is by keeping the deep strategic elements from Demon’s Souls, while also transitioning from the passive and block-and-attack style of Demon’s Souls to a quicker, more offensive and active combat style with close-range weapons and guns.

I hope it does not change too much. The souls games are the only action/arpg games I like.

That's pretty much how I feel about it. The gameplay leak definitely seemed like a Souls game played as a dex character (no blocking, gotta go fast). I just hope the variety of locations, interconnectedness, story-via-loot, etc elements are still there. I'm resigned to the fact that I'm probably not going to be touching the demon inside, but I want it to still feel similar.
 
Don't know if this game will have it but I feel like complaining about dark souls 2's hollow/health system. Thought it was really dumb to decrease health the more you died. Like why make the game harder for people who are already getting their ass kicked. At least in demon souls it was only if you were human.

Because...Souls.
 
Oh and apparently the Dengeki Playstation interview with Miyazaki further confirms that you can create a female character too. So those worrying about a "fixed" character probably don't have anything to worry about. :P
 
Status
Not open for further replies.
Top Bottom