Sunday, December 13, 2015

Bloodborne Progressive System [mini-post]


I'm a long time 'Souls game fan! Bloodborne feels like their first "new" game though. Dark Souls felt like a more polished Demon Souls, Dark Souls 2 felt like small game tweaks and mostly phoned in sequel and lost part of it's soul. yuk yuk. But Bloodborne is different. It has the soul of Demon and Dark Souls that was missing from Dark Souls 2 and is set in a different environment and basically lacking shields and magic speeds up melee combat to a sweet spot!

So my point: You can explore much longer in Bloodborne than you could in Dark Souls. The Estus Flask system limits how far from a bond fire you can travel AND requires you to rest at bonfires you come across re-spawning enemies. Bloodborne uses 2 main consumables: Blood flasks and silver bullets. The blood flasks refill health or as I like the idea better your "will to continue fighting" and drop fairly regularly. Because of this as long as you don't take a significant amount of damage from trash you are clearing you can keep going almost indefinitely as long as you can loot more than you use. The silver bullets are a way to score a one-hit-kill on some of the tougher mobs in the game and you can trade some health for 5 of them if you run out as these are rarer drops.

So that's it, just highlighting what in my opinion is a great improvement on their gameplay system. A fairly small tweak that no longer forces you to stop progressing/exploring just because you are out of healing charges, and keeps you from having to re-kill trash if you don't want to. It fits well with the faster paced combat as well, and while it was a rocky start I'm enjoying Bloodborne so far!

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