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From Software Bloodborne. Discuss or die!

SharkClub

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The Forbidden Woods boss was laughably easy, so much for there being three of them at once. I might be getting overleveled for the main game...
That one actually changes in difficulty depending on how much insight you have, I think if you go in with zero it's ultra ez mode. Not sure on the specifics of it without looking at the wiki.

Edit: No wait I was thinking of the Hemwick Charnel Lane boss, I think. The shadows in The Forbidden Woods are probably just the same every time.
The witch created a clone of herself when I beat the original, the clone then revived the original and I had to fight two witches at the same time... plus a bunch of summons. It was still a fairly easy boss fight. I had about 30 Insight at that time. Would there have been more clones if I had more? :prosper:
At 30 insight you were probably fighting the full power of the witches, lmao. I think the meme is that if you go in, homeward bone out (because you gain insight upon entering the boss arena for the first time) and then spend all your insight so you have zero then the fight becomes so easy it's actually pretty much unloseable.
 

SharkClub

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*Regular check for the pc version*
There's no point getting hung up on something that is never going to happen. If Sony can't even be bothered to release a 60FPS update for the Playstation 5 for the only exclusive game they have that is worth playing and instead prioritizes remaking The Last of Us and Horizon: Zero Sales over and over then it's time to just give up on it. If you can't get a hold of a PS4 or PS5 to play it on then until PS4 emulation becomes a reality then you're probably never going to play it, but truth be told you aren't missing a whole lot at this point (when it first came out and the only other options were DeS, DS1 and DS2, then maybe). As I said in a previous post if you have played Demon's Souls, Dark Souls 3 and Elden Ring then you've experienced like 80% of what BB has to offer, it really isn't some genre-defining and flaw-defying title, just another one of these games that is well made and of good quality, stuck on a system that demands it run at 30FPS (and a lot of the time fails to achieve even that).
 
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Skinwalker

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The Forbidden Woods boss was laughably easy, so much for there being three of them at once. I might be getting overleveled for the main game...
They're very weak to an aggressive playstyle, so it just means you're too big of a chad for them.
Now that I think about it, this triple boss immediately reminded me of a piss-easy triple boss I had encountered in the chalice dungeon, so I just wailed on them in hopes they would be just as easy. The third one got stuck behind a monument, and by the time he got unstuck I had already killed one of them. :lol:

Probably if I hadn't played the chalice dungeon first, I would have slightly freaked out at three health bars in a boss fight, and fights in souls games don't go so well when you're scared of losing.
 

Silva

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Now that I think about it, this triple boss immediately reminded me of a piss-easy triple boss I had encountered in the chalice dungeon, so I just wailed on them in hopes they would be just as easy. The third one got stuck behind a monument, and by the time he got unstuck I had already killed one of them. :lol:
If you're refering to the fatso trio, they're not so easy with initial stats and gear. Makes me think the bug ended up helping you.

That said, the basic game is very manageable. The DLC is where the challenge is at.
 
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MajorMace

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Bloodborne is one of the easiest FS game in my experience. It's not much harder than Demon's Souls.
And I think it's mostly due to its design. It rewards boldness and high-tempo gameplay, and rewards it pretty well.
And it gets pretty exhilarating when you get into the mood, more so than Sekiro imho.
This + the art direction which I'm fondly in love with makes it their greatest hit in my book.

I haven't played the DLC though.
 

Silva

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MajorMace , I would say it's easier IF the player grok it's "bold & high-tempo" combat (as you say), dominating parries, regains and trick weapons. A player coming from a safe playstyle may face difficulties. I know I did, coming from Dark Souls.

Regardless, the Orphan is hard as nails.
 

Silva

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if you have played Demon's Souls, Dark Souls 3 and Elden Ring then you've experienced like 80% of what BB has to offer, it really isn't some genre-defining and flaw-defying title
But the way those same mechanics fall into place in Bloodborne (and DS1, DS2 and Sekiro) is much more cohesive than in DS3 (and it's excessive enemies speed) or Elden Ring (with it's bloated exploration and enemies' infinite gotcha! moves), which makes these older entries arguably better instances of the formula and still worth checking.
 
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MajorMace

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MajorMace , I would say it's easier IF the player grok it's "bold & high-tempo" combat (as you say), dominating parries, regains and trick weapons. A player coming from a safe playstyle may face difficulties. I know I did, coming from Dark Souls.

Regardless, the Orphan is hard as nails.
Sure but, like Sekiro, you have to take the jump to realise it's not all that dangerous.
You lose more by properly playing safe than by being average at playing high tempo, and I think this is an excellent design decision. Fits the theme very well too.
But the way those same mechanics fall into place in Bloodborne
Yeah I think this aspect, precisely, is often disregarded.
 

SharkClub

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Funnily enough, Bloodborne happens to include one of the least thought out and unpolished mechanics in the entire series which also happens to be one of the only sources of the game's difficulty. I really don't think it's as well put together and flawless as some seem to think.

Spoiler because this mechanic might dispel the magic for some people:

If you want a tip that'll help you survive some of the heavy hitting bosses (Laurence, Defiled Chalice Amygdala, Bloodletting Beast, etc.), here's the juice: a boss has an attack you are not totally 100% confident at dodging? Then don't even try to dodge it at all. A lot of the heavier attacks in this game at softcapped HP (30 Vitality) do pretty much 60%+ of your health, which is fine and easy to recover from with a vial or two, but if you miss a dodge by a single frame and take a glancing blow from the edge of the attack? You will take double damage and die instantly.

This mechanic is called instability damage, every Souls game has it but to my knowledge Bloodborne is the only one that includes triggers for it on the handful of frames either side of a roll/quickstep. Bloodborne is also the only game where instability damage for the player is a 2x damage modifier, in Dark Souls 3 when being hit while running/jumping (that game's instability state) you will take 1.4x damage. What this does is it punishes a player twice as hard for trying to dodge an attack and failing than it does for just standing directly in front of an attack and not moving at all/walking.

It directly punishes the exact playstyle that the game is trying to tell people to take up, and instead rewards being a snail that chugs Lead Elixirs. It is easier in many fights to stand in front of the boss and trade blows while getting bitchslapped (ESPECIALLY with the Rally system) and healing up than it is to miss one dodge in every 40 and get one shot by it. You will almost always be able to kill the boss before you are out of your 20 vials if you have a sufficiently damaging weapon and only bother to try and dodge the easy attacks. On the other hand getting dodge timings down to be 100% consistently accurate for the duration of an entire fight which could last multiple minutes is significantly harder and takes much longer, because any time you miss one dodge by even a frame you run the risk of getting literally one shot.

Grab big knife, drink lead elixir, equip guidance runes and grug go bash, you've solved Bloodborne's only real source of difficulty - getting one shot out of nowhere.

If you ever wondered why the boulder chuckers in Nightmare Frontier do so much damage this is why, by the way. You're trying to dodge a boulder when it impacts but the damage lingers with the exploding fragments of rock, which means when you dodge the initial impact you end up taking double damage from the lingering damage because your roll iframes have expired but the boulder pieces are still falling. To put it simply, your iframes are surrounded on either side by "take 2x damage" frames.
 
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Dadd

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Funnily enough, Bloodborne happens to include one of the least thought out and unpolished mechanics in the entire series which also happens to be one of the only sources of the game's difficulty. I really don't think it's as well put together and flawless as some seem to think.

Spoiler because this mechanic might dispel the magic for some people:

If you want a tip that'll help you survive some of the heavy hitting bosses (Laurence, Defiled Chalice Amygdala, Bloodletting Beast, etc.), here's the juice: a boss has an attack you are not totally 100% confident at dodging? Then don't even try to dodge it at all. A lot of the heavier attacks in this game at softcapped HP (30 Vitality) do pretty much 60%+ of your health, which is fine and easy to recover from with a vial or two, but if you miss a dodge by a single frame and take a glancing blow from the edge of the attack? You will take double damage and die instantly.

This mechanic is called instability damage, every Souls game has it but to my knowledge Bloodborne is the only one that includes triggers for it on the handful of frames either side of a roll/quickstep. Bloodborne is also the only game where instability damage for the player is a 2x damage modifier, in Dark Souls 3 when being hit while running/jumping (that game's instability state) you will take 1.4x damage. What this does is it punishes a player twice as hard for trying to dodge an attack and failing than it does for just standing directly in front of an attack and not moving at all/walking.

It directly punishes the exact playstyle that the game is trying to tell people to take up, and instead rewards being a snail that chugs Lead Elixirs. It is easier in many fights to stand in front of the boss and trade blows while getting bitchslapped (ESPECIALLY with the Rally system) and healing up than it is to miss one dodge in every 40 and get one shot by it. You will almost always be able to kill the boss before you are out of your 20 vials if you have a sufficiently damaging weapon and only bother to try and dodge the easy attacks. On the other hand getting dodge timings down to be 100% consistently accurate for the duration of an entire fight which could last multiple minutes is significantly harder and takes much longer, because any time you miss one dodge by even a frame you run the risk of getting literally one shot.

Grab big knife, drink lead elixir, equip guidance runes and grug go bash, you've solved Bloodborne's only real source of difficulty - getting one shot out of nowhere.

If you ever wondered why the boulder chuckers in Nightmare Frontier do so much damage this is why, by the way. You're trying to dodge a boulder when it impacts but the damage lingers with the exploding fragments of rock, which means when you dodge the initial impact you end up taking double damage from the lingering damage because your roll iframes have expired but the boulder pieces are still falling. To put it simply, your iframes are surrounded on either side by "take 2x damage" frames.
Pls summarize this in one word or less
 

SharkClub

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Didn't read. Finish the game first, then we talk.
Looks like somebody is upset! Not sure what telling me to finish the game first even implies if you're claiming to have not read my post, by the way. I guess it's just another entry in the age old playstation exclusive fanboyism tome of accusing other people of never having played the game and all criticism being invalid because the game is perfect.
Pls summarize this in one word or less
The TLDR is that the player's iframes are surrounded on both sides by a handful of frames that make you take double damage.
 

SharkClub

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The TLDR is that the player's iframes are surrounded on both sides by frames that make you take double damage.
So?
Idk you could try reading the post if you want an actual discussion on it instead of declaring it a TLDR and then trying to start a discussion off of just the gist? If you don't want to read that's fine but I'm not going to hold your hand through bitesize chunks of the same exact description over multiple posts.
 

Elttharion

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Funnily enough, Bloodborne happens to include one of the least thought out and unpolished mechanics in the entire series which also happens to be one of the only sources of the game's difficulty. I really don't think it's as well put together and flawless as some seem to think.

Spoiler because this mechanic might dispel the magic for some people:

If you want a tip that'll help you survive some of the heavy hitting bosses (Laurence, Defiled Chalice Amygdala, Bloodletting Beast, etc.), here's the juice: a boss has an attack you are not totally 100% confident at dodging? Then don't even try to dodge it at all. A lot of the heavier attacks in this game at softcapped HP (30 Vitality) do pretty much 60%+ of your health, which is fine and easy to recover from with a vial or two, but if you miss a dodge by a single frame and take a glancing blow from the edge of the attack? You will take double damage and die instantly.

This mechanic is called instability damage, every Souls game has it but to my knowledge Bloodborne is the only one that includes triggers for it on the handful of frames either side of a roll/quickstep. Bloodborne is also the only game where instability damage for the player is a 2x damage modifier, in Dark Souls 3 when being hit while running/jumping (that game's instability state) you will take 1.4x damage. What this does is it punishes a player twice as hard for trying to dodge an attack and failing than it does for just standing directly in front of an attack and not moving at all/walking.

It directly punishes the exact playstyle that the game is trying to tell people to take up, and instead rewards being a snail that chugs Lead Elixirs. It is easier in many fights to stand in front of the boss and trade blows while getting bitchslapped (ESPECIALLY with the Rally system) and healing up than it is to miss one dodge in every 40 and get one shot by it. You will almost always be able to kill the boss before you are out of your 20 vials if you have a sufficiently damaging weapon and only bother to try and dodge the easy attacks. On the other hand getting dodge timings down to be 100% consistently accurate for the duration of an entire fight which could last multiple minutes is significantly harder and takes much longer, because any time you miss one dodge by even a frame you run the risk of getting literally one shot.

Grab big knife, drink lead elixir, equip guidance runes and grug go bash, you've solved Bloodborne's only real source of difficulty - getting one shot out of nowhere.

If you ever wondered why the boulder chuckers in Nightmare Frontier do so much damage this is why, by the way. You're trying to dodge a boulder when it impacts but the damage lingers with the exploding fragments of rock, which means when you dodge the initial impact you end up taking double damage from the lingering damage because your roll iframes have expired but the boulder pieces are still falling. To put it simply, your iframes are surrounded on either side by "take 2x damage" frames.
Pls summarize this in one word or less
Filtered :smug:
 
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Dadd

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Dadd

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Ironic, you are the one who deserves the participation award the most
 

Elttharion

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Bloodborne is one of the easiest FS game in my experience. It's not much harder than Demon's Souls.
And I think it's mostly due to its design. It rewards boldness and high-tempo gameplay, and rewards it pretty well.
And it gets pretty exhilarating when you get into the mood, more so than Sekiro imho.
This + the art direction which I'm fondly in love with makes it their greatest hit in my book.

I haven't played the DLC though.
I dont know if you have acess to the game right now but I heavily recommend you play the DLC. Its probably one of the best content From software ever released for a souls game.
 

SharkClub

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Everyone accusing me of getting filtered and never having finished the game only proves my points further. Seething fanboys can't accept their game isn't the perfect representation of all things Souls. :smug: I went through all the shitty chalice dungeons and beat the boring ass Queen Yharnam boss and it doesn't mean anything to you troglodytes because I dared to bring up a mechanic that doesn't show Bloodborne in a favorable light. I guess all the times you fags died to Laurence phase 2 spazzing out like an ulcerated tree spirit just gets memoryholed because criticism bad and Sony exclusive good. Back to RetardEra or NeoFag if you can't handle someone saying the game is only an 8/10 and not an 11/10.
 
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MajorMace

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Funnily enough, Bloodborne happens to include one of the least thought out and unpolished mechanics in the entire series which also happens to be one of the only sources of the game's difficulty. I really don't think it's as well put together and flawless as some seem to think.

Spoiler because this mechanic might dispel the magic for some people:

If you want a tip that'll help you survive some of the heavy hitting bosses (Laurence, Defiled Chalice Amygdala, Bloodletting Beast, etc.), here's the juice: a boss has an attack you are not totally 100% confident at dodging? Then don't even try to dodge it at all. A lot of the heavier attacks in this game at softcapped HP (30 Vitality) do pretty much 60%+ of your health, which is fine and easy to recover from with a vial or two, but if you miss a dodge by a single frame and take a glancing blow from the edge of the attack? You will take double damage and die instantly.

This mechanic is called instability damage, every Souls game has it but to my knowledge Bloodborne is the only one that includes triggers for it on the handful of frames either side of a roll/quickstep. Bloodborne is also the only game where instability damage for the player is a 2x damage modifier, in Dark Souls 3 when being hit while running/jumping (that game's instability state) you will take 1.4x damage. What this does is it punishes a player twice as hard for trying to dodge an attack and failing than it does for just standing directly in front of an attack and not moving at all/walking.

It directly punishes the exact playstyle that the game is trying to tell people to take up, and instead rewards being a snail that chugs Lead Elixirs. It is easier in many fights to stand in front of the boss and trade blows while getting bitchslapped (ESPECIALLY with the Rally system) and healing up than it is to miss one dodge in every 40 and get one shot by it. You will almost always be able to kill the boss before you are out of your 20 vials if you have a sufficiently damaging weapon and only bother to try and dodge the easy attacks. On the other hand getting dodge timings down to be 100% consistently accurate for the duration of an entire fight which could last multiple minutes is significantly harder and takes much longer, because any time you miss one dodge by even a frame you run the risk of getting literally one shot.

Grab big knife, drink lead elixir, equip guidance runes and grug go bash, you've solved Bloodborne's only real source of difficulty - getting one shot out of nowhere.

If you ever wondered why the boulder chuckers in Nightmare Frontier do so much damage this is why, by the way. You're trying to dodge a boulder when it impacts but the damage lingers with the exploding fragments of rock, which means when you dodge the initial impact you end up taking double damage from the lingering damage because your roll iframes have expired but the boulder pieces are still falling. To put it simply, your iframes are surrounded on either side by "take 2x damage" frames.
The bit about fights being designed to be completed at about the same pace you chug vials, given your weapon deals enough damage (which is always the case unless you gimp yourself, I assume), feels very true.
But doesn't the mechanic you talk about corroborate the idea that the game is designed with relentless assault in mind ? Ie. you're the wolf hunting the wolf kind of vibe ?
As you mention it yourself, Bloodborne is the only one specifically designed that way. It's fair to assume this is a deliberate decision rather than some artefact.side effect of its own systems.

Also I don't think anybody claims this game, or any, is flawless, really. It's just the most well put together of the bunch, along with Des and Sekiro.
Which is interesting because this list includes the easiest and the hardest games of their repertoire (by popular agreement, personal rankings may vary, including mine), which is a nice illustration I think of the relative staleness of the difficulty debate.

I don't think difficulty by itself, or the question of its legitimate integration in the game (by opposition to what some consider artificial difficulty or whatever), warrants the game's quality to any degree.
The only thing I really ask from these games is to resist us a bit, and I have yet to play a FS game which doesn't.
Whether one has more gatekeeping fights, or more demanding ones, or more reflex and memory based ones by opposition to gimmick and metaknowledge based ones, carries little weight in this regard.
I don't take FS games as certificates of my gamer status.

PS: I also don't think one needs to beat a game to have insight on it. You don't even need to play most of it when you're arguing about systems and game mechanics. And SharkClub post shows it, since he raises a good point.
 
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MajorMace

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Bloodborne is one of the easiest FS game in my experience. It's not much harder than Demon's Souls.
And I think it's mostly due to its design. It rewards boldness and high-tempo gameplay, and rewards it pretty well.
And it gets pretty exhilarating when you get into the mood, more so than Sekiro imho.
This + the art direction which I'm fondly in love with makes it their greatest hit in my book.

I haven't played the DLC though.
I dont know if you have acess to the game right now but I heavily recommend you play the DLC. Its probably one of the best content From software ever released for a souls game.
I have a PS4 at hand, I have an irrational mental lock regarding buying shit out of the console shop, but I'll give it a try when I replay through it. Have to finish ER first, when Malenia is done buttfucking me.
 

SharkClub

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The bit about fights being designed to be completed at about the same pace you chug vials, given your weapon deals enough damage (which is always the case unless you gimp yourself, I assume), feels very true.
But doesn't the mechanic you talk about corroborate the idea that the game is designed with relentless assault in mind ? Ie. you're the wolf hunting the wolf kind of vibe ?
As you mention it yourself, Bloodborne is the only one specifically designed that way. It's fair to assume this is a deliberate decision rather than some artefact.side effect of its own systems.
Thematically I can see why it would make sense this way, but from a gameplay perspective I'd argue it does indeed encourage the exact opposite for people who actually know how it functions. The game clearly wants you to play fast and offensively, that is why they made shields a gimmick off-hand only useful for a select few encounters instead of a prominent tool like in Dark Souls. It punishes players twice as much for attempting to do what the game wants them to do, than it does punish players for standing still and taking a bitch slap to the face. The punishment for a failed roll in every other Souls game is taking the damage because... you failed the roll, which then results in having to find space and time to be able to recover from that damage before you can make a safe attempt at getting an attack at the boss again. Thanks to 2x instability damage in BB, it pretty much just removes this entire part of the equation, you either dodged the attack perfectly or more often than not you died instantly - unless you know that you can just survive by not even trying to dodge at all and just trading hits with the rally system, which makes the game easy mode.

It is quite obvious why they haven't done instability damage like this ever again since Bloodborne (and it's not because "Bloodborne is le only aggressive game in the series", I would argue DS3 and Elden Ring take up that mantle very well if you don't use spells or summons), it is not balanced around the players' health pool or the intended level or vitality of the player encountering a boss, it is hard to balance boss damage output for it and it incentivizes the wrong styles of gameplay.

I actually figured out I was taking 2x damage whenever I missed a roll fairly quickly because I have replayed every Souls game in the time since Elden Ring came out, before playing the first three King's Field games, Shadow Tower and finally ending up on Bloodborne a month ago. Demon's Souls, Dark Souls 1, Dark Souls 2, Dark Souls 3 and Elden Ring are all very fresh in my mind upon coming into Bloodborne, so this mechanical difference was immediately noticeable. This recent amassing of Souls data in my brain is also why it is my opinion that I don't think the game really stands out all that much in a post DS3/Elden Ring world, it should be understood that I don't have any nostalgia for Bloodborne, nor do I have any Playstation paperweight buyer's remorse, because my brother handled that aspect of the ability to play Bloodborne for me. When compared to DeS/DS1/DS2 Bloodborne is certainly unique, and it probably would have stayed that way if FromSoft just suddenly stopped developing Souls games, but why would they do that when they can continue to iterate on a formula that works for players and for their wallets?
Also I don't think anybody claims this game, or any, is flawless, really.
I would argue that a certain someone began shitting his diapers and having a tantrum the second I gave my take that the game is an 8/10 as good as the others and that it was somehow haram to not blindly rate it an 11/10, this has now devolved into saying I never played the game to begin with or saying that I got filtered by some midgame boss, because I dared to stray from the mainstream (fanboy) opinion of everything to do with Bloodborne.
I don't think difficulty by itself, or the question of its legitimate integration in the game (by opposition to what some consider artificial difficulty or whatever), warrants the game's quality to any degree.
The only thing I really ask from these games is to resist us a bit, and I have yet to play a FS game which doesn't.
Absolutely agree.
I don't take FS games as certificates of my gamer status.
Unfortunately there are people who inhabit sites like these that do, hence the immediate questioning of my gamer credentials (at the same time as apparently not bothering to read my post to even have any idea of what my take is) the moment I dared to criticize some of Bloodborne's systems.
PS: I also don't think one needs to beat a game to have insight on it. You don't even need to play most of it when you're arguing about systems and game mechanics. And SharkClub post shows it, since he raises a good point.
Memes and extreme copium from others aside I have obviously beaten the game (including all Story Chalice dungeons and Queen Yharnam) and the only reason I'm even posting in this thread is because I beat it for the first time literally like a week and a half ago, I wouldn't be hanging around in a thread for a game in a genre I like from a developer I adore if I hadn't experienced it first without spoilers. I didn't plan some big conspiracy to come raid the Bloodborne thread while daring to criticize the game and upset fanboys or some shit. I was posting in the King's Field thread about my experiences with King's Field 1, 2, 3 and Shadow Tower and even said in there that I have the chance to play Bloodborne soon by borrowing a PS5, and that's what I did.

I really do like to discuss stuff related to these games in detail when I get the chance, I am also interested in how the mechanics function and have been since I first played Dark Souls 2 back when it came out. Unfortunately Bloodborne is the golden goose of sonybros everywhere so even if I call the game great and an 8/10, any perceived slight against it morphs into me calling it a 2/10 game on par with Rogue Warrior or something, even on the fucking Codex of all places.
 
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MajorMace

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Thematically I can see why it would make sense this way, but from a gameplay perspective I'd argue it does indeed encourage the exact opposite for people who actually know how it functions. The game clearly wants you to play fast and offensively, that is why they made shields a gimmick off-hand only useful for a select few encounters instead of a prominent tool like in Dark Souls. It punishes players twice as much for attempting to do what the game wants them to do, than it does punish players for standing still and taking a bitch slap to the face. The punishment for a failed roll in every other Souls game is taking the damage because... you failed the roll, which then results in having to find space and time to be able to recover from that damage before you can make a safe attempt at getting an attack at the boss again. Thanks to 2x instability damage in BB, it pretty much just removes this entire part of the equation, you either dodged the attack perfectly or more often than not you died instantly - unless you know that you can just survive by not even trying to dodge at all and just trading hits with the rally system, which makes the game easy mode.

It is quite obvious why they haven't done instability damage like this ever again since Bloodborne (and it's not because "Bloodborne is le only aggressive game in the series", I would argue DS3 and Elden Ring take up that mantle very well if you don't use spells or summons), it is not balanced around the players' health pool or the intended level or vitality of the player encountering a boss, it is hard to balance boss damage output for it and it incentivizes the wrong styles of gameplay.
I think you're right that FS would have reiterated on it in later installments if they felt happy about it, and the fact they didn't kind of confirms that it's not, in the end, either a good mechanic or a properly functioning one in their own eyes. And my, I admit my engineer cap is quite dusty and pretty rarely do I interest myself in the details of systems and mechanics. I usually simply take a few steps back and appreciate the canvas as a whole.

So I'm still not convinced it matters to whether BB, as a finished product, works better or worse than it should or could have. Things are what they are.
There's an alternate universe where failing to dodge isn't punished anymore than simply not trying to, and even if that'd make more sense under the light of Reason, I don't think I'd enjoy it as much, since I'd probably never find myself feeling the need to change my approach.
I realised fighting through opposition rather than attempting to carefully execute fights simply worked better, and I liked the -apparently false- idea that it was on purpose.
I felt and still feel that it does, indeed, fits the theme and the tone of the game, and I don't really mind if it's due to a potential oversight, making the cautious approach not work as actually intended.
I would mind, and duly criticise it, if I were their teacher at game design shcool. But I'm merely a player enjoying a game, and all I'm really interested about is whether it works or not.
Because, well, I play the finished product in the end.
And since I have a shameful soft spot for lame ass metaphors, I think this exposé is, yet again, another glorious illustration of how insight drives one mad.
 

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