Pretty much. I was expecting so much more from Bloodorne regarding tension and fear but I guess most of the people talking those points up were new to the series.
I started with Demon's Souls when it released and I've platinumed three of the four games. I'm hardly new.
Bloodborne didn't have as many moments of tension for a variety of reasons, including the fact that we're all getting better at the games and its uniformly quick boss runs, but I think it's a bit silly to overlook one of the main reasons: the presence of fast travel. Being kidnapped to Yahar'gul was easily the tensest moment in the game precisely because it also stripped away your access to fast travel. The tenseness immediately vanished as soon as you stumbled upon the lantern.
So yes, Bloodborne was lacking in tension, but that's evidence that fast travel makes tension harder to achieve, not evidence that there was never tension in the series in the first place. The series is built around tension.
Doesn't matter if it's your first playthrough. There is a monstrous gap in skill when it comes to newcomers and people who are playing their second or third Souls game. That level of 'tension' is simply not there once you know what you're doing.
Of course there is. That doesn't mean the tension isn't there, it just means it's harder to achieve. It certainly doesn't mean there's no point in trying and that From should just give us all the amenities because what's the point of trying to maintain the illusion of risk vs reward and discipline and perseverance when we all know what we're doing. Dark Souls was my second Souls game and Blighttown was terrific, making my way into the Demon Ruins and realizing I probably wasn't supposed to be there was terrific, and staggering into Firelink after so long underground with one remaining estus (
only to find that the firekeeper had been murdered) remains to me a singular experience in gaming.
Being kidnapped to Yahar'gul was the best part of Bloodborne, but it would have been even better if your only way out was through Paarl. That would have been a true Souls moment, as memorable as 5-2 or the Anor Londo archers or Ornstein and Smough. Of course, the game wasn't set up to allow that - if you're going to trap players somewhere you need to let them level up, upgrade/repair their weapons, buy supplies, etc, all of which requires teleportation in Bloodborne. That's the problem with world design that relies on teleportation.