“It ended up feeling a bit passive”: PlayStation Users Will Be Proud After Hidetaka Miyazaki Revealed Bloodborne’s 1 Major Advantage Over Demon’s Souls

Bloodborne is a massive departure from the Souls series in one crucial way.

"It ended up feeling a bit passive": PlayStation Users Will Be Proud After Hidetaka Miyazaki Revealed Bloodborne's 1 Major Advantage Over Demon's Souls

SUMMARY

  • Bloodborne's gothic Victorian setting wasn't just for aesthetics, it was chosen to match the new, more aggressive gameplay.
  • Bloodborne bins shields and slow combat for guns, trick weapons, and bosses that demand an offensive playstyle.
  • Hidetaka Miyazaki's vision for Bloodborne was to make players feel like they're desperately fighting for survival.
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When Bloodborne released on PlayStation 4 back in 2015, it immediately made FromSoftware fans sit up and take notice. It ditched the usual medieval fantasy setting of the previous Dark Souls games for a gothic, Victorian dystopia, with occasional Lovecraftian bosses.

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The achingly gorgeous setting wasn’t the only draw, as the revolutionary action-RPG also made big changes to the FromSoftware gameplay formula, introducing new weapon types like the Saw Cleaver, Threaded Cane, and the Gatling Gun. Director Hidetaka Miyazaki has shed light on how Bloodborne‘s setting intertwines with its gameplay.

Hidetaka Miyazaki Designed Bloodborne Around Its Gameplay

Hidetaka Miyazaki (via GameInformer)
Hidetaka Miyazaki (via GameInformer)

Speaking with 4Gamer, Hidetaka Miyazaki talked about how his design approach for Bloodborne wasn’t just about aesthetics:

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I have a few reasons, but first and foremost, the setting really matched the new gameplay I had in mind.

When asked about what he meant by “new gameplay”, the renowned director elaborated:

That ties in to the second theme I mentioned—“the feeling of fighting for one’s life.” In Demon’s Souls, the battle system was really defined by swords and shields, particularly shields, and it ended up feeling a bit passive.

Miyazaki’s critique of Demon’s Souls‘ combat shows that he wanted to shake things up with future games. The Souls titles are known for their slow, shield-heavy combat, which often encouraged players to be careful and deliberate. Bloodborne flips the table on that formula, with a playstyle that really makes you feel like a Hunter.

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The Game Demands A Vicious, Offensive Combat Strategy

Bloodborne's bosses won't let you take the slow and steady approach. Credit: FromSoftware
Bloodborne‘s bosses won’t let you take the slow and steady approach. Credit: FromSoftware

Bloodborne is a grounds-up reversal of the Souls gameplay formula. Shields are swapped for guns, and the bosses have far more aggressive attack patterns, which means you can’t stay on the defensive and chip health bars away slowly. The trick weapons, which can be upgraded from fancy tools to brutal blades, are the perfect example of this idea.

Players can’t just hide behind their defenses anymore; they have to be all-out attackers, getting some health back by being as aggressive as the messed-up bosses. This system makes the fighting feel frantic and super urgent, making players’ hearts pound in every boss battle.

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The setting goes hand-in-hand with this change in gameplay. The streets of Yharnam are plunged into ruin, and overrun with gruesome monstrosities. It’s not prudent to take your time with battles here. It’s either hunt or be hunted.

The decreased focus on shield-based combat is a huge departure from previous Souls games. Credit: FromSoftware
The decreased focus on shield-based combat is a huge departure from previous Souls games. Credit: FromSoftware

Miyazaki’s comments, though short, are a riveting glimpse into his vision for Bloodborne. By ditching the defensive tactics that were key to the Souls series and going for a more offensive playstyle, it beckoned Souls veterans to rethink how they approached battles.

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More than that, it gracefully innovated upon a formula that was on the verge of being outdated, making it not only incredibly engaging, but also tying it in with a spellbinding world that everyone begs to visit again with a remaster.

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Written by Viraaj Bhatnagar

Articles Published: 169

A lifelong gamer, lover of cars, and Master's student of Automotive Journalism, Viraaj Bhatnagar is a gaming writer at FandomWire who aims to be one of the greats. When he's not hunched over on his laptop typing out copy, he can be found lapping circuits in Gran Turismo or slaying draugr in God of War.