Bloodborne Impressions: Dark Souls Fans Shouldn’t Have to Worry
I haven’t finished Bloodborne. I’ll probably never finish Bloodborne. Not because I don’t enjoy it, but because I simply don’t possess the skill, time or patience necessary to complete it. I expected that going in, to be honest—this is From Software’s latest riff on the Souls model of brutality, and those are games that I just don’t finish.
It doesn’t have the word in the title, but Bloodborne is definitely a Souls game, the next follow-up to Demon’s Souls and Dark Souls. That means I’ll probably pull dozens of hours of enjoyment out of it despite never even making it halfway through the game. I’ve already clocked close to 20, without even killing the first boss. Yes: I am bad at games, and Bloodborne is an easy game to be bad at.
You know you’re playing a Souls game as soon as you hit Bloodborne’s character creation screen. Instead of classes you choose your character’s upbringing. This determines your stats and what your skills are, and although this is mostly explained in a relatively clear way, there’s still a bit of mystery about how each backstory will influence the optimal playstyle for that character. The character creation elements aren’t as vaguely defined as Dark Souls’ useless pendant, but the game intentionally makes things fuzzier than they need to be. And that’s good: if From played it straight, they wouldn’t have carved out this very specific, fairly successful niche for themselves.
If you still have doubts about the game’s purview at that point, the opening moments should dispel them. After a grisly cut-scene you awaken unarmed in a decaying building, and are almost immediately killed by a beast far faster and stronger than you. The game starts by putting you in an unwinnable, always fatal situation, reassuring the skeptical that the Souls spirit is in full effect here. After returning and killing that monster with newly granted weapons, you’re introduced to the sprawling city of Yharnam, a town as despoiled as anything found in any of the Souls games. There are messages on the ground, useful objects and passages hidden behind garbage, legions of enemies waiting to ambush and kill you. It will feel familiar to you.
Conceptually not much has changed. You slowly, deliberately explore this dying, monster-plagued town. You can’t pause. Your melee weapon gradually wears down as you use it, diminishing its impact until you pay to fix it. The stamina bar forces you to think carefully about everything you do. Every action you take outside of walking momentarily reduces that bar, and once it’s depleted you have to wait a few seconds for it to regenerate. Even the weakest enemy can kill you relatively easily if you don’t know its patterns or if your timing is off, and when you die or return to the game’s hubworld every enemy returns to its original position, waiting to be fought through once again. (And unlike Dark Souls II, there doesn’t seem to be a limit to how many times an enemy will reappear when you die.) Every time you kill an enemy you earn “blood echoes,” which can be used to upgrade your character’s statistics or buy items. When you die you lose all your blood echoes and have to return to where you died to reclaim them. Checkpoints are few and far between, making those moments where you uncover one into first-pumping moments of excitement and relief. In all Bloodborne preserves the peculiar limitations and looping rhythms of a Souls games.
There are new elements to grow accustomed to, though. You’re now armed with a gun in addition to your melee weapon. It does relatively little damage, but is an invaluable way to throw an enemy off balance, briefly stunning them and opening up a window for repeated blows with your sword or axe. Bullets are limited, of course. Health is easier to come by than before, as enemies often drop blood vials that restore small amounts of hit points. You can carry 20 vials at once, which makes them far more useful than the Estus flask of old. There’s also a regenerative health system, where you can regain bits of lost health if you almost immediately attack the enemy that damaged you. Every time you are hit part of your health meter, which is usually red, turns orange and starts to deplete. If you strike your opponent while that meter depletes, part of the orange portion will turn back to red, and will stop depleting. With the right timing it’s possible to lose relatively little health from certain attacks. You can also extend the reach of your melee weapons, switching between a more compact blade best used in tight quarters and a longer version that has the reach and sweep of a spear or halberd. Instead of fumbling in battle with an inappropriate weapon, you can quickly jump from a shorter blade to a longer one at the touch of a button.