<!-- mobian-agent-page publisher="time" canonical="https://time.com/3754106/bloodborne-playstation/" -->

---
description: Bloodborne carries forward the Souls&#x27; series back-breaking pedigree: This is a game that owns you, and it&#x27;s out Tuesday for PlayStation 4.
title: The 10 Weirdest Things About the PlayStation 4&#x27;s &#x27;Bloodborne&#x27;
image: https://static.time.com/v3/assets/bltea6093859af6183b/blt9c5c52c70c87afa3/698784dfe20a87f959a85b66/bloodborne-electric-beast.jpg?branch=production&amp;width=3840&amp;quality=75&amp;auto=webp&amp;crop=16:9
---

![](https://static.time.com/v3/assets/bltea6093859af6183b/blt9c5c52c70c87afa3/698784dfe20a87f959a85b66/bloodborne-electric-beast.jpg?branch=production&width=3840&quality=75&auto=webp&crop=16:9)

* [Business](/section/business/)  
## Business  

Update your preferences in [Account Settings](/account/preferences/)  
Close
* [Tech](/tag/time-section-tech/)  
## Tech  

Update your preferences in [Account Settings](/account/preferences/)  
Close

# _Bloodborne_’s 10 Quirkiest Ideas So Far


by 

[Matt Peckham](/author/matt-peckham/)


## Matt Peckham


Update your preferences in [Account Settings](/account/preferences/)

Close

Mar 24, 2015 2:01 AM CUT

![](https://static.time.com/v3/assets/bltea6093859af6183b/blt9c5c52c70c87afa3/698784dfe20a87f959a85b66/bloodborne-electric-beast.jpg?branch=production&width=3840&quality=75&auto=webp&crop=3:2)

From Software

by 

[Matt Peckham](/author/matt-peckham/)


## Matt Peckham


Update your preferences in [Account Settings](/account/preferences/)

Close

Mar 24, 2015 2:01 AM CUT

That I’m nowhere near finished with _Bloodborne_ says as much about From Software’s PlayStation 4 lycanthrope-mauler as anything. I’ve had the game since late last week and clocked at least 40 hours through Monday night — just shy of what some claim it takes to beat the game. I’m still working through the first few areas. Chalk my sluggishness up to being a slower, more methodical player.

But it’s also because _Bloodborne_ carries forward the _Souls_’ series back-breaking pedigree: this is a game about pushing the proverbial ball up something more like a mountain, millimeter by grueling millimeter, looking for meaningful perspective on your progress. From Software’s great triumph as a studio — and _Bloodborne_ epitomizes this — is in making that feel like something you want to do, not that you have to.

Here’s what I think of _Bloodborne_ so far, absent the multiplayer angle, which I’m waiting to futz with until the game’s launch tomorrow, March 23.

## The new “regain” system changes everything

From Software’s entire developmental oeuvre trades on simplistic sounding gameplay ideas that wind up having monumental depth. To wit, in _Bloodborne_ the studio’s added what it calls a “regain” system to combat.

It sounds trivial: after an enemy damages you, you have a few crucial seconds to strike back and, if you connect without taking further damage, replenish your flagging health bar. They hit, you hit. On paper, it’s as nuanced as a pugilism seminar.

But _Bloodborne_ packs its Grand Guignol zoo with deft, spontaneous enemies who make it incredibly difficult to land reciprocal blows before the regain timer runs out and the damage to your health bar becomes permanent. Regain is thus another dare (in a game about daring), goading you to act recklessly, to make split-second tactical choices that, if you’re not thoroughly versed in an enemy’s attack patterns, often result in your taking even more damage.

Multiply by the barrage of new enemy types, each with unique attacks, and how you dispatch them — the crux of these games, requiring methodical thought — is easily the most nuanced of any of the prior _Souls_ installments.

## So does the game’s loot-hunt twist

The _Souls_ games are basically risk-reward abattoirs wrapped around hack-and-slash chutes. You haul around souls (the games’ version of cash), but drop them if you die, after which you have just one shot to bash your way back to the spot you croaked and reclaim your booty. Die before you get there, and those dropped goods vanish forever, forfeiting all your hard work to that point.

_Bloodborne_ continues in the same vein (instead of souls, it calls your cha-chings from enemy kills “blood echoes”), but with a fascinating wrinkle: now, if you die in the vicinity of enemies, they can snatch up your lost treasure and go for a stroll.

Return to the spot of your demise, and you’ll often find it bare. Instead, you have to scan nearby enemies until you identify one with glowing eyes — the telltale sign it’s the creature schlepping your goods. And the only way to retrieve them is to defeat the creature in combat. Suffice to say I’ve lost a lot of hard-earned moola overzealously rushing blood echoes thieves flanked by lethal helpers. (Woe to anyone who loses their trove in battle with a deadly mini-boss, and has to fight _it_ to get their blood echoes back.)


![](https://static.time.com/v3/assets/bltea6093859af6183b/blt1248b5039e770508/698784e0e53aba1b054d837e/bloodborne-lantern.jpg?branch=production&width=3840&quality=75&auto=webp)

From Software

## It’s all about crowd control

The _Souls_ games generally involve engaging enemies one and sometimes two at a time. _Bloodborne_ by contrast opens the battlefield up to whole squadrons of horrors, each creature bristling with different weapons, hit ranges and attack sequencing, making them pretty much phalanxes of anarchic insanity.

Figuring out how to break down a crowd, maybe by luring away one or two enemies at a time (you can toss pebbles, _Shadow of Mordor_\-like), is thus as crucial as leveraging the game’s new arsenal of crowd control weapons. If you’re into observation-related strategizing, and I am, _Bloodborne_ forces you to pause and study groups of enemies before engaging them far more than in From Software’s prior games.


## You can scan enemies from a distance — and you’ll need to

_Demon’s Souls_ and both of the _Dark Souls_ games opened on vast panoramas, but blurred their beautifully bleak far-off scenery for technical reasons. _Bloodborne_ makes no such compromises, spotlighting ever exquisite distant detail of its Boschian nightmare-scapes, allowing you to eyeball enemy mobs (and their shambling trajectories) from several stories up, so you can plot your approach vectors accordingly.

## It’s the apotheosis of From Software’s ultra-creepy visual aesthetic

I’ve loved the bleak, convoluted, almost [Peake](https://en.wikipedia.org/wiki/Mervyn%5FPeake "undefined")\-ian feel of the _Souls_ games for years, but _Bloodborne_ ratchets that up another order of magnitude. In the starter areas, you’ll prowl gorgeously macabre coffin-choked cobblestone streets, observing flamboyant gothic tableaus framed by cathedral structures with coruscating stained glass windows and knuckled spires, while a fat, apocalyptic star baptizes the landscape like something out of a [Jack Vance](https://en.wikipedia.org/wiki/Jack%5FVance "undefined") yarn.


I imagine you’re going to see the adjective “Lovecraftian” slung around a lot here, and fair enough, since he’s clearly an influence. But after reading [Jeff Vandermeer’s hypnotically weird _Southern Reach_ trilogy](http://www.jeffvandermeer.com "undefined") last year (if you’ve read it, I’m thinking specifically of the tunnel/Crawler sequences), I have a new word to describe how these games work on me: Vandermeerian.

![](https://static.time.com/v3/assets/bltea6093859af6183b/blt7ad003a6e3e70749/698784e02dce012fbb9de2d0/bloodborne-fire-beast.jpg?branch=production&width=3840&quality=75&auto=webp)

From Software

## Access points are just access points (again)

Dispensing with _Dark Souls_’ “campfires-make-it-all-better” approach to vitality replenishment, where you could heal by tagging the nearest bonfire, _Bloodborne_’s lantern-lit checkpoints are simply I/O ports to and from the game’s safe hub (that is, they’re more like _Demon’s Souls_’ bonfires). If you want to heal, you instead have to quaff blood flasks swiped from defeated enemies.


The only problem: so far, those blood flasks are pretty easy to come by. You can carry up to 20 on your person off the bat, and store another 100 in the safe hub (they’re a lucrative business, too: I’ve probably sold half as many as I’ve gulped). I have yet to run short of flasks during the toughest boss battles, where when I’ve died, it’s because I didn’t drink them _fast_ enough.

## And the levels cross-connect in fascinating ways

I’m not sure we’ll ever see an open-world From Software game (or that we’d even want to), nor is _Bloodborne_ in so much as the same hemisphere as those sorts of games. But the levels I’ve plumbed are far more intertwined, and in cleverly concealed ways, offering, among other things, the option to take on certain bosses out of sequence. If you enjoy hunting for secret avenues or byways, some that lead to secret items, others that open up shortcuts or ways of cutting ahead, _Bloodborne_ is flush with them.


## But some of the boss fights are too pattern-enslaved

Maybe this changes further along, but all the end-area creatures I’ve battled have been tediously bipolar: you’re either destroyed quickly for lack of pattern recognition, or winning almost effortlessly once you’ve sussed the latter.

The most interesting thing about _Bloodborne_ (so far, for me) is the crowd-control dynamic that coalesces spontaneously in the midst of a level, defying rote approaches. The boss fights, by contrast, come off too much like the same old static puzzles: once you’ve solved for X, you’re just going through the motions.

![](https://static.time.com/v3/assets/bltea6093859af6183b/blt5713c2adb2ba9e12/698784e0a988ca23516ad0c4/bloodborne-hunters-dream.jpg?branch=production&width=3840&quality=75&auto=webp)

From Software

## It really is _Dark Souls_ with shotguns (but they’re not the main attraction)


That’s what a Sony community manager [called it](http://fextralife.com/bloodborne-the-next-generation-of-souls/ "undefined"). It sounds glib, but only because it misses _Bloodborne_’s real star: its transformable arsenal of melee weapons. Brandish the game’s cane, for instance, and you’ll execute a series of fast, nominally damaging hits at short range. But pull one of the gamepad’s triggers and, after rapping the cane on the cobblestones (transformations aren’t instantaneous), it’ll change into something _Castlevania_’s Simon Belmont would appreciate: a jangling whip that, while slower to strike, deals pain at much greater range and lets you tag entire swathes of enemies.

Projectile weapons, by contrast, are more adjuncts to your melee armory, used offhand to stun or drive back enemies before you launch the coup de grace from your main hand. They’re helpful, in other words, but only as blowback tools. There’s no ballistic finesse involved, and since the main action’s happening in your other hand, that’s as it should be.


## The chalice dungeons are kind of boring

The idea with chalice dungeons is that you stumble on goblets in the main game, then perform a “chalice ritual” in the game’s safe zone to spawn mini-dungeons from random seeds, which you can then visit at leisure to practice or level up. Each time you perform the ritual, the layout of the dungeons — including creature placement, trap arrangements and boss finales — gets rejiggered.

Random generated dungeons are already dull by design, but here they feel doubly so. After slogging through _Bloodborne_’s handcrafted main levels hundreds (and eventually thousands) of times, who wants to plow through haphazardly computer-built ones?

As an alternative to grinding out the same choreographed battle maneuvers in the primary areas to level up, introducing optional mini-dungeons isn’t a terrible idea. And the way the game mashes up enemy types and difficulty levels makes for a curiously asymmetric (and in that sense, unique) experience. But so far, they’re too arbitrary to hold my interest, though perhaps that’ll change once I’ve had a chance to try them in cooperative or player-vs.-player modes.


### See The 15 Best Video Game Graphics of 2014

![Call of Duty: Advanced Warfare](https://static.time.com/v3/assets/bltea6093859af6183b/blt6e886a58284887ab/69876413428a9e7c45cc4de5/call-of-duty-advanced-warfare21.jpg?branch=production&width=3840&quality=75&auto=webp)

Call of Duty: Advanced Warfare. Activision's futuristic first-person shooter in which players take on a rogue private military company uses a brand new engine built specifically for PCs and new-gen consoles to handle its cutting-edge lighting, animation and physics. Sledgehammer Games/Activision

![Far Cry 4](https://static.time.com/v3/assets/bltea6093859af6183b/blt8f317dd369354d57/69876414524fc00246dea350/far-cry-41.jpg?branch=production&width=3840&quality=75&auto=webp)

Far Cry 4\. This pulled back shot of fictional Himalayan region Kyrat is in-game, believe it or not, rendered with an overhauled version of the engine Ubisoft used to design Far Cry 3. Ubisoft

![The Last of Us Remastered](https://static.time.com/v3/assets/bltea6093859af6183b/blt34572645000028ad/69876416524fc0324edea359/the-last-of-us11.jpg?branch=production&width=3840&quality=75&auto=webp)

The Last of Us: Remastered. Naughty Dog's meditation on the worst (and best) of humanity is built on technology that reaches back through the studio's pulp-adventure Uncharted series. The graphics are so impressive, TIME recently assigned a conflict photographer to photograph inside the game. Ashley Gilbertson for TIME


![Alien: Isolation](https://static.time.com/v3/assets/bltea6093859af6183b/bltd21ef771aa6dd50a/698764275f570f6da8b1312a/alien-isolation1.jpg?branch=production&width=3840&quality=75&auto=webp)

Alien: Isolation Built from scratch, the Alien: Isolation engine's outstanding deep space visuals all but replicate the set design of Alien film concept artists H.R. Giger and Ron Cobb's work. The Creative Assembly

![Assassin's Creed Unity](https://static.time.com/v3/assets/bltea6093859af6183b/blt5e09fb1f950f6470/69876413f887dc2bdae87e0b/assasins-creed-unity1.jpg?branch=production&width=3840&quality=75&auto=webp)

Assassin's Creed Unity. Ubisoft says it "basically remade the whole rendering engine" in its AnvilNext design tool to handle the studio's meticulous recreation of Paris during the French Revolution. Ubisoft

![Child of Light](https://static.time.com/v3/assets/bltea6093859af6183b/blt439def3fbb5edbf1/69876414524fc02cfbdea34c/child-of-light.jpg?branch=production&width=3840&quality=75&auto=webp)

Child of Light Inspired by filmmakers like Hayao Miyazaki and artist Yoshitaka Amano, Child of Light's hand-drawn artwork puts the lie to presumptions that graphical richness depends on shader support or polygon counts. Ubisoft


![Destiny](https://static.time.com/v3/assets/bltea6093859af6183b/bltbfc49f1c6167337a/6987641435ba6f65d4c04cd3/destiny-sunset.jpg?branch=production&width=3840&quality=75&auto=webp)

Destiny Built from scratch by ex-Halo studio Bungie, Destiny's game engine was designed to scale across the next decade, says the studio. Bungie

![Mario Kart 8](https://static.time.com/v3/assets/bltea6093859af6183b/bltd6788dd80cc154b8/698767ca5f570f6652b13760/mario-kart-nintendo.jpg?branch=production&width=3840&quality=75&auto=webp)

Mario Kart 8 Nintendo's kart-racer for Wii U reminds us that raw horsepower is just a facet of crafting a beautiful game world. Nintendo

![Infamous Second Son](https://static.time.com/v3/assets/bltea6093859af6183b/bltaefd319df60de3c4/69876415e20a873bcaa82d0d/infamous-second-son.jpg?branch=production&width=3840&quality=75&auto=webp)

Infamous Second Son Sucker Punch's freeform Seattle-based superhero adventure models all sorts of minutia, from the intricate wrinkling of an aged character's face to the way eyelids stick, slightly, before separating when characters blink. Sucker Punch Productions


![Monument Valley](https://static.time.com/v3/assets/bltea6093859af6183b/blt7a00cb59a5495934/69876416524fc05761dea355/monument-valley2.jpg?branch=production&width=3840&quality=75&auto=webp)

Monument Valley Escher-like at first glance, Ustwo's mind-bending puzzler was also inspired by posters, bonsai plants, arabic calligraphy and filmmaker Tarsem Singh's The Fall. Ustwo

![Grand Theft Auto V](https://static.time.com/v3/assets/bltea6093859af6183b/blte749812d6d949a61/69876416cd68483085097788/rsg_gtav_ng_screenshot_0071.jpg?branch=production&width=3840&quality=75&auto=webp)

Grand Theft Auto V Rockstar's remastered crime spree opus was crafted from an in-house engine first employed in a game that simulated table tennis. Rockstar

![Titanfall](https://static.time.com/v3/assets/bltea6093859af6183b/blt4378792230d5c7dd/6987641706f2c1756a331b96/titanfall.jpg?branch=production&width=3840&quality=75&auto=webp)

Titanfall Respawn Entertainment


![Forza Horizon 2](https://static.time.com/v3/assets/bltea6093859af6183b/blt8ee0d4343ce4339f/698764150b72e33fbe6db5da/forza1.jpg?branch=production&width=3840&quality=75&auto=webp)

Forza Horizon 2 Turn 10's Euro-racer actually models light refracted through drops of moisture, the render tech plausibly simulating something as intangible but essential as the earth’s atmosphere. Microsoft Studios/Turn 10 Studios

![80 Days](https://static.time.com/v3/assets/bltea6093859af6183b/bltea32ad3b2816b31c/69876412a988ca5c826aa305/80_days_2_large-globe.jpg?branch=production&width=3840&quality=75&auto=webp)

80 Days Inkle's anti-colonialist vamp on Jules Verne's famous novel uses crisp art deco imagery inspired by travel posters to unfurl 80 Days' tale of intrepid globetrotters Monsieur Fogg and his valet Passepartout. Inkle

![Tomb Raider: Definitive Edition](https://static.time.com/v3/assets/bltea6093859af6183b/bltb3a596da0c4bac0e/69876417524fc0b687dea35d/tomb-raider.jpg?branch=production&width=3840&quality=75&auto=webp)

Tomb Raider Crystal Dynamics' radical reboot of its popular series about an athletic archaeologist uses a modified version of the engine that powered Tomb Raider: Legend in 2006. Square Enix

```json
[{"@context":"https://schema.org","@type":"NewsArticle","@id":"https://time.com/3754106/bloodborne-playstation/","mainEntityOfPage":{"@type":"WebPage","@id":"https://time.com/3754106/bloodborne-playstation/"},"headline":"Bloodborne’s 10 Quirkiest Ideas So Far","datePublished":"2015-03-24T02:01:58.000Z","dateModified":"2026-05-11T04:45:00.517Z","description":"From Software's PlayStation 4 exclusive does just enough to walk the studio's unique action-roleplaying ideas forward, but it could have done more","url":"https://time.com/3754106/bloodborne-playstation/","keywords":["Tech","Video Games","Reviews","Sony","PlayStation 4"],"thumbnailUrl":"https://static.time.com/v3/assets/bltea6093859af6183b/blt9c5c52c70c87afa3/698784dfe20a87f959a85b66/bloodborne-electric-beast.jpg?branch=production&width=1200&quality=75&auto=webp&crop=1200:675&height=675","author":[{"@type":"Person","name":"Matt Peckham","jobTitle":null,"url":"https://time.com/author/matt-peckham/"}],"articleSection":"Business","image":[{"@type":"ImageObject","url":"https://static.time.com/v3/assets/bltea6093859af6183b/blt9c5c52c70c87afa3/698784dfe20a87f959a85b66/bloodborne-electric-beast.jpg?branch=production&width=1200&quality=75&auto=webp&crop=1200:675&height=675","width":1200,"height":675,"headline":"bloodborne-electric-beast","caption":"","creditText":"From Software","representativeOfPage":true}],"publisher":{"@type":"Organization","name":"Time","url":"https://time.com/","logo":{"@type":"ImageObject","url":"https://time.com/images/logo.png","width":528,"height":156},"foundingDate":"March 3, 1923","sameAs":["https://www.facebook.com/time","https://www.instagram.com/time/?hl=en","https://twitter.com/time","https://www.pinterest.com/timemagazine"]}},{"@context":"https://schema.org","@type":"BreadcrumbList","itemListElement":[{"@type":"ListItem","position":1,"item":{"@id":"/section/business/","name":"Business"}},{"@type":"ListItem","position":2,"item":{"@id":"/tag/time-section-tech/","name":"Tech"}},{"@type":"ListItem","position":3,"item":{"@id":"https://time.com/3754106/bloodborne-playstation/","name":"Bloodborne’s 10 Quirkiest Ideas So Far"}}]}]
```
