Casual Shinji said:
Gameplay wise, no, it's not genius.
There's too many annoyances that keep it from that. A staple Fromsoft issue being the lock-on sucking balls.
Secondly, it's an action game that controls like an action RPG. Meaning stiff and wooden controls with a camera that, again, sucks. This doesn't matter too much in a game like Dark Souls, since it allows you to choose from a myriad of gameplay styles. But in Bloodborne the only options you have are 'go fast' or 'go slow'. The game is all about going on the offense, but when it moves so sluggish and cumbersome it hardly invites you to do so.
The gun is shit to use. The input delay is ridiculous and you can't even manually aim it. Yes, a gun that for some stupid reason you can not aim. Together with the shit lock-on it's no surprise most people playing choose to ignore the stagger feature. It's supposed to be a quick secondary attack, but it's too slow and unwieldy for that.
The magic in the game is a giant cocktease. You don't find your first spell until you're at least one third of the way into the game, and by then you're not going to suddenly start putting EXP into your arcane. So why the hell are there magic spells in this game at all if they're placed so out of reach with no immediate benefit to acquiring them?
Bloodborne plays like an RPG without any of the pros, but all of the cons, of an RPG.
I agree almost entirely. However, I don't think action RPGs should control like action RPGs, they should control like action games. Putting up with shit combat is not acceptable when you spend most of your time fighting in a game regardless if it's an action game or an RPG. Even most turn-based RPGs have bad turn-based combat, and you eventually spend most of your time fighting in RPGs instead of doing the thing an RPG is supposed to focus on, which is role-playing. Anyways, I've not played many RPGs do to shit combat because the story is almost certainly not good enough to make up for shit gameplay.
The Souls games do feel like action games to me. The controls are responsive and tight for the most part. Just because you have be completely dedicated to a move (and can't cancel out) doesn't mean it's bad. It just requires more forethought. I will definitely say that I don't get why these games rely so much on an archaic lock-on system that doesn't work, you don't need lock-on anymore. The most annoying thing in Dark Souls was seeing an enemy around a corner and then pressing lock-on so I could backstep, but my character didn't lock on and I got hit in the back as my character turned their back instead of backstepping. Thus, Bloodborne "fixes" something wrong the Souls games by removing something that just didn't work that well (shield controls). Bloodborne is the best version of a Souls game because it basically just removes stuff that didn't work well.
I find the combat of the Souls games to just not have enough depth. There's not enough mechanics at play and the enemies themselves (outside of bosses) are not challenging nor do they require different strategies. Even Uncharted throws enemies at you that need different strategies vs the trash mob enemies of a Souls' game all going down with a single strategy. Also, the whole stamina system is supposed make you think about every move and manage your stamina, but it really doesn't; just block/dodge, then attack until you're out of stamina and back away.
I liked the guns but definitely feel like From could've done a bit more with what the guns could do mechanically as they are just there as a parry mechanic. Again, with these games just not having enough depth. I really feel the magic was there for additional playthroughs and Bloodborne had a very core design in place, which made it a better game.
The Souls games have been to me action games wearing the clothes of an RPG. Their RPG mechanics are pretty weak and unbalanced a lot of the time. And again, Bloodborne "fixes" that by streamlining and eliminating some of those mechanics. Like I said in my first post, I'd love for the series to evolve into a survival horror game because the core of what the games do best are level design and atmosphere. If the games had a lot fewer enemies to fight (but each enemy was a threat) while focusing a lot more on puzzles and traps, you'd have a really great game.
You forgot dual wielding, two-handed, archery, and miracles. Adding shield, no shield, and magic that counts for a good number of build variety to horse around with. And then ofcourse there's the variety in armors, which Bloodborne also lacks.
It's kinda hard to explain, but I don't feel like I'm playing a different build just because I'm using a katana, great sword, etc. Nor does two-handed or dual-wielding feel different either. Miracles were just magic, I had a dex/faith character with the lighting spear. I had a Dex-build in Dark Souls, which I recall the bow scaled with dex and the bow was really only useful in pulling enemies or just being cheap and slowly killing an enemy from a distance. Now in Dragon's Dogma, you could definitely be a full-on archer unlike Dark Souls. Dragon's Dogma had much more variety in playstyles due to getting class specific skills. And stuff like magic was so much better, you could call in meteors and tornadoes.
Bombiz said:
Phoenixmgs said:
For example, hiding behind a shield
you mean like you do?
I did use a shield a good amount because of being conditioned by the game to use one and the game having poor RPG mechanics. I choose and stuck with a dex build because I like fast characters. However, in what decently balanced RPG does allowing a dex character to block just about everything make sense? It sorta makes strength characters obsolete then unless you just like using a big sword. It also didn't help that everyone describes these games as the hardest games EVAR when they are actually really easy. The Souls community even stole "git gud" from the MGO community, an actually really hard game.