FromSoftware’s Soulsborne games are considered to be the greatest action-adventure games ever made. Both works of Hidetaka Miyazaki display the creator’s uniqueness and creativity to its full potential.
Although Bloodborne came from the same hood of FromSoftware as Dark Souls, it is a whole different game altogether. It is often confused as it is similar to Dark Souls. However, it is an independent game IP in a unique setting. The two franchises even have their separate fanbases that often indulge in debates over the superiority of the games.
Bloodborne lacks in this aspect as compared to Dark Souls
Back in 2015 ahead of Bloodborne‘s launch, Miyazaki spilled some interesting facts about the then-upcoming game in an exclusive interview with PlayStation. The creator was asked about the rumors on the internet regarding Bloodborne not having as many weapons as seen in the Souls games.
Explaining how the weapon system works in Bloodborne, and answering the question, Miyazaki said,
“In terms of how many physical weapons there are, the amount is less than in a Souls game, but that’s to some extent a decision made due to the game design. The weapons transform – so one weapon will have various uses and strategies that you can implement. You can also customize your weapon with Blood Gems. There are different types and you can slot in up to three at a time. One gem might have you use less stamina per swing, for example.”
Talking of customization options in Bloodborne, he added,
“You can have many different combinations – so actually the amount of weapons in Souls is absorbed in Bloodborne by this customization element and how someone can tailor a weapon to how they want to use it.”
The creator further clarified that the variety is still there, however, it is absorbed down on a customization level, rather than in the quantity of actual weapons. In that sense, the customization in Bloodborne is much more than in Souls.
Hidetaka Miyazaki on his games being difficult
During the interview, Hidetaka Miyazaki was also asked whether he was bothered by the fact that people are so fixated on his games being perceived as having a high level of difficulty, instead of other aspects of the game. To this he said,
“It’s not something I find frustrating. I do understand why people ask about it a lot, but I’m happy that people are fascinated by it – in that respect, I don’t mind being repeatedly asked about difficulty. It’s something that I find enjoyable to discuss.”
He further explained that as a game creator, or for that matter as a creator of anything, he is creating for people to be fascinated and ask questions and be curious. He adds how that is something he refuses to take for granted and is very grateful for that.