Embracing Bloodborne's Forgiving Spirit in Future FromSoftware Titles

Exploring how Bloodborne's unique gameplay features can shape the design of upcoming action RPGs by FromSoftware.
Embracing Bloodborne's Forgiving Spirit in Future FromSoftware Titles

Highlights

  • Bloodborne introduces dynamic gameplay with trick weapons and firearm parries.
  • Strategic lamp placements ease runbacks to boss fights, while Chalice Dungeons offer rich optional content.
  • FromSoftware's future games could benefit from Bloodborne's quick lamp warping and Chalice Dungeon concepts.

Bloodborne presents a distinctive offering among FromSoftware's portfolio. While it adheres to the Soulslike genre inherited from Dark Souls, Bloodborne diverges significantly in gameplay mechanics. The inclusion of trick weapons provides players with versatile combat options, emphasizing swift movements and firearm parries that set it apart from the more defensive playstyle of Dark Souls. In addition to its demanding nature, Bloodborne incorporates subtle quality-of-life elements that could inspire future titles from FromSoftware.

Renowned for its challenging gameplay, Bloodborne immerses players in a world where every encounter demands skill and determination, especially in the formidable Hunter's Nightmare featured in the Old Hunters DLC. Despite its difficulty, the game offsets intense boss battles with two crucial conveniences: strategically positioned lamps that shorten runbacks to bosses, and the bountiful optional content found in Chalice Dungeons.

Reimagining Runbacks with Bloodborne's Lamp Warping

While other FromSoftware games allow players to traverse between bonfires, Bloodborne distinguishes itself by enabling instantaneous lamp warping. Players cannot directly leap between lamps; instead, they must return to the Hunter's Dream and then select a destination from various headstones, reminiscent of Demon's Souls. Lamps in locales like Yharnam and the Nightmare of Mensis are thoughtfully positioned, ensuring that sprinting back to a boss is never a tedious chore. This design philosophy is exemplified in The Old Hunters, where shortcuts abound, and lamps are conveniently located near boss fog walls, such as those leading to Lady Maria of the Astral Clocktower and Orphan of Kos.

Notably, some of Bloodborne's optional final bosses, Gehrman, the First Hunter, and Moon Presence, are encountered within the Hunter's Dream itself, with a short distance separating their fog wall from the workshop. If FromSoftware's next project, post-Elden Ring, embraces linear level design, integrating easily navigable runbacks to bosses will be instrumental, even if players must navigate through challenging foes to reach these shortcuts.

Leveraging Chalice Dungeons for Farming and Exploration

The intricate Chalice Dungeons in Bloodborne often remain unexplored by casual players due to their complexity and optional nature. These dungeons, requiring specific materials and knowledge of glyphs, primarily serve as a source for farming, grinding, and uncovering a plethora of additional content. With limited Blood Vials and Quicksilver Bullets nudging players towards light farming, delving into higher-level Chalices can swiftly amass substantial Blood Echoes and valuable gems for weapon enhancement.

The beauty of these dungeons lies in their optional nature, offering a fresh experience and resource accumulation for players. If FromSoftware revisits this concept, streamlining the accessibility and comprehensibility of Chalice Dungeons could enhance the gameplay experience. While replicating the necessity of farming resources like Blood Vials may not be ideal, a refined iteration of Chalice Dungeons could provide a compelling avenue for players to engage with new content and gather essential resources seamlessly.