Sunday, 3 May 2015

"Bloodborne" Review

by Alex Hill


There is something inherently wrong with Bloodborne's design philosophy. It is an inelegant, lopsided creature. It limps in the foosteps of the Dark Souls series, capturing little of their spark of genius. It throws away many of the conveniences and accomplishments of its' predecessors, in exchange for time-wasting nonsense.

You play as whoever, you go to some place or whatever, and then you're a squid. That's the entire plot of Bloodborne. There's no room for role-playing or head-canons. I never really felt like a part of the world it presented, the way Dark Souls allowed. You show up, you kill a bunch of things, you kill some more things, The End. There's no investment, there's no intrigue, there's no significant or interesting lore. Doom offered a richer narrative in its' between-stages loading screens. The people who tell you to read between the lines think that seeing something others can't will somehow make it profound. In that sense, Bloodborne is about its' own fans.