The DLC level for Bloodborne is considerably easier to access than the DLC of the first Dark Souls. You only have to beat a mid-game boss, and the items that you need to access the DLC are literally just handed to you next time you visit the Hunter's Dream. Unfortunately, if you don't read the pop-up text that tells you where to go to access the DLC level, then you might be in trouble, as there's no other indication in the game of where to go. Not even in the item description of the trinket that grants access. In typical FROMSoft fashion, accessing the DLC is fairly obscure and un-intuitive. In fact, it's even more obscure than Dark Souls because it isn't something that the player is likely to accidentally stumble upon. It requires players to do something that they might actively avoid attempting to do because it's something that probably got them killed in the base game. Granted, there is one other situation in the base game in which you are teleported to an optional location by this same method, so it's not entirely unprecedented, but it still feels contrived. Look FROMSoft, if you have to explicitly tell the player where to go in a text prompt, rather than allowing the player to infer it based on textual or environmental clues, that's probably a sign that you made it too esoteric...
The DLC doesn't require players to jump through as many hoops as Artorias of the Abyss required,
but the actual entry-point into the DLC is even more obscure and counter-intuitive.
Once you're in the DLC's "Hunter's Nightmare" area, you'll be provided with a seemingly much more technical challenge than Dark Souls' Artorias of the Abyss DLC. While Artorias DLC threw a lot of magic-casting enemies at me that required me to cheese my way through the levels by using ranged weapons or mob-baiting tactics to cut down enemies one-by-one while staying out of range of the casters, Bloodborne's The Old Hunters DLC instead pits me in more one-on-one battles with fellow hunters that require more careful technique in order to vanquish. In fact, these encounters kind of subvert one of the common criticisms of the Souls games, which is that enemies are too easy to bait, and fighting one-on-one trivializes most fights. The mob monsters in the Hunter's Nightmare actually back away from you as if they're scared, and the other hunter enemies will actually kill those monsters for you, setting the stage for these one-on-one fights. I hope you've been practicing parrying, visceral attacks, and dashing towards enemies in the base game, because this DLC will test those skills. They aren't as obscenely difficult as the NPC hunters that you can find in the chapel of the Unseen Village or in the courtyard on the side of the Grand Cathedral (opposite the path to the Forbidden Woods), but they can easily destroy you if you overreach or get arrogant.
Or at least, most of the hunters aren't that difficult. There are a few notable hunters that posed quite a challenge. One pair of hostile church agents caused me quite a bit of trouble with the camera and target lock, since one was a ranged spell-caster, and the other was an in-your-face swordsman. These issues were exacerbated by the presence of environmental decorations that kept getting between my character and the camera, and thus blocking my view of the action. It always annoys me when game designers put challenges in the game that the mechanics are ill-equipped to deal with. It's something that Bloodborne and the Souls games rarely fell victim to (other than the occasional tight-roping and platforming), so it's really noticeable when it does happen.
This wheelchair enemy would sometimes wind up on the moving stairs and turn invisible.
There was also a recurring glitch ... [More]
4e2bcc7f-ea9e-450f-a108-f054dad07aa4|1|5.0
Tags:Bloodborne, the Old Hunters, From Software, PS4, Sony, PSN, DLC, expansion, hunters, insight, Yharnam, whirligig saw, gatling gun, weapon, league, covenant, co-op, H.P. Lovecraft

Well, it's finally time for me to buy a PS4. I avoided it for a year and a half because there weren't any games that I cared to play that weren't also available on PC or PS3. But, since Bloodborne is a PS4 exclusive, and I'm a huge Demon's Souls and Dark Souls fan, I had to cave and buy the new console in order to play this game. Luckily for me, this game is good enough to be a console-seller, and I don't regret my purchase one bit!
Bloodborne is finally here! Praise the moon!
Soaking yourself in the blood of your prey
Mechanically, Bloodborne does not deviate significantly from its Souls predecessors. Most of the controls are the same, and the game was immediately comfortable for me, being that I'm an experienced Souls player.
But the way that the game is played deviates significantly from the previous games - much moreso than Dark Souls deviated from Demon's Souls. The three Souls games strongly favored defensive gameplay tactics and a more cautious, patient style of combat. Dark Souls II tried to encourage faster, more aggressive gameplay by further developing two-handed melee combat, but that only applied to specific character builds and was only moderately effective. Bloodborne enforces an aggressive model as practically the only viable one.
Bloodborne removes the comfort and security of a shield and replaces it with a steampunk gun. The gun's range is limited by the ability to acquire a target lock-on, and there's no manual aim that I'm aware of, so you can't sit back and snipe enemies from a safe distance. Some of the functionality of the shield does carry-over to the gun though. For example, shooting an enemy as they attempt to attack you will stun them, and you can follow-up the "parry" with a critical "visceral attack". But since this is a gun and not a shield, you can perform this parry at range, which opens up some new tactical possibilities.
Bloodborne adds guns to the familiar Demon/Dark Souls formula, but still encourages aggressive, in-your-face combat.
And since you don't have a shield, you're going to take a lot more direct hits than you would in the previous games. In order to offset this, you can regain some of your lost HP by attacking an opponent immediately after taking damage and infusing yourself with their blood. Literally. There is a lot of blood in this game, and it will stick to your character and soak you from head to toe if you survive long enough.
These features strongly encourage more active and technical play, since you're more likely to survive by counter-attacking than by running away and hiding. You can't get away with just holding up your shield and tanking through levels with the basic 3 or 4-hit sword combos. You need to learn the more advanced maneuvers and techniques that the game offers, and you need to use them. This keeps the player in the thick of the action and the pace of the game on overdrive. It also adds a lot of apprehension, since you can't run around the level with a shield up in case an enemy jumps out at you. You constantly feel exposed and vulnerable. These changes don't necessarily make the game "better" than the Souls games, but they do encourage and reward better play. Both models are valid and fun, but Bloodborne does get the adrenaline pumping in ways that Dark Souls just couldn't [outside of PvP]. In fact, after playing Bloodborne, you may go back to Dark Souls (or Demon's Souls) and find that you're suddenly better at those games too!
Similarities to Devil May Cry abound.
In fact, Bloodborne's combination of guns, swords, trenchcoats, gothic horror, and brutal difficulty remind me a lot of the first and third Devil May Cry. While Devil May Cry encouraged melee combat by rewarding "style" points that converted directly to currency to pay for character upgrades, Bloodborne forces you into melee by making it a way to keep yourself alive! So it's more fundamental. It's doesn't get quite as fast and fantastical as Devil May Cry because the character doesn't have all of Dante's powers, and you have to deal with ammo restrictions. You can only carry a finite amount of bullets, so you can't go over-the-top with your gun or stay too far away from the action... [More]
34920881-54fa-4514-90f6-7fc609c0b727|4|4.8
Tags:Bloodborne, From Software, Sony Computer Entertainment, PlayStation, PS4, PSN, PS Plus, hack and slash, survival horror, fantasy, loading screen, gun, insight, H.P. Lovecraft, Bram Stoker, Mary Shelly, gothic horror, multiplayer, co-op, PvP, Hidetaka Miyazaki, Devil May Cry
Since Silent Hill Downpour failed miserably to scratch my survival horror itch, I’ve been looking for something else to fill that niche. I picked up Amnesia: the Dark Descent on a Steam sale for pocket change, and am very glad that I did.
Mainstream game companies don’t seem particularly interested in releasing good survival horror games. It’s a very niche market and difficult to find mass-market appeal. Modern horror games mostly ape off of Resident Evil 4 by being designed as an action shooter first, and survival horror game second (if at all). The genre is dominated by fast-paced "boo"-scare games like Dead Space and F.E.A.R., and gone are the days of the deliberately-slow-paced psychological games like Silent Hill 2 and Fatal Frame. The "survival" element has mostly fallen away since resource management is widely regarded as too tedious, and the "horror" is usually just represented with difficult combat.
But where mega-publishers and AAA developers have dropped the ball, the Indie market filled in the gap 3 years ago (Sept 2010) with Amnesia: the Dark Descent.
Amnesia goes to the opposite extreme as Resident Evil 4 and Dead Space. This game is not an action game. [More]
dcd7f8cf-6f87-43f5-bf47-23ebe40b5ba4|3|4.7
Tags:Amnesia: the Dark Descent, Frictional Games, Steam, PC, H.P. Lovecraft, review, steampunk, survival, horror, survival horror, macabre, amnesia, sanity, Silent Hill Downpour, Silent Hill Shattered Memories, Dead Space, Resident Evil 4, Eternal Darkness, checkpoint, indie gaming
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