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EGX 2014 – Bloodborne Preview

October 2, 2014 by Tom Powter

Tom Powter previews Bloodborne for the PS4 at EGX 2014…

If there was one title that I really wanted to get my hands on at this year’s EGX, it was From Software’s PS4 exclusive Bloodborne.

Immediately the game is atmospheric, with your mysterious character being dropped into an eerie, gothic setting. Before that though, you’re asked to pick from four classes, though I chose the first – and most heavily advertised – one. The other classes on offer looked equally as enticing, with one of the characters wielding a colossal hammer, but I made my choice. His weapons included a hugely powerful gun, that fired one striking bullet at a time, and a large saw-like cleaver. Wielding these beasts, I took my first, ginger steps into the ghoulish city of Yharnam.

Or at least, I did after an incredibly lengthy loading screen featuring an overly-complex control system set up. When the game finally got going however, I was stunned. Beautiful graphics graced the screen, with detailed textures helping to craft a meticulous world. The stones of the cobbled streets were slick with rain and moonlight, a mixture that provided a ghostly glow. Your character stands tall, his cloak moving in one of the most convincing ways I’ve ever seen in a video game (yes, I really am talking about the guy’s clothes – they’re just so damn impressive!)

Despite the lack of narrative presented to me in the short demo, the scene was set for me wonderfully by the surroundings themselves – towering, sinister buildings, a bulbous moon set upon a backdrop of darkness. Only faint flickering lights in the windows and on the streets indicated any form of life at all. And what life there is to be found on the streets of Yharnam is just as twisted as the city itself.

Moving through this incredibly crafted world was fun – your character moves with strength and a feeling of power, despite the fact that the lumbering monstrosities out for your blood can quite easily take it from you. It makes each confrontation tense as you duck and roll to avoid the wild swings of the villagers. The controls, although stiff and rigid, make for a tight experience. Popping off a blast with my gun before darting backwards to prepare a swing of my blade was an exhilarating experience and, although I never felt too overwhelmed by the enemies, there was a real sense of them bearing down on you as you tried to progress.

Killing your foes is satisfying, in a macabre sort of way. Blood splashes gratuitously upon the ground and you move on, gaining access to weapons such as molotov cocktails and health vials along the way. While the game looked and played great, it also managed to keep a consistent frame-rate, though there were times when the game noticeably jumped or shuddered – issues that I expect will be fixed before release.

Unfortunately, I didn’t get a lot of time to spend with Bloodborne, but what I did see was promising. The game’s combat is extremely refined and, although it doesn’t do anything new, the folks who brought you Dark Souls are intent on mastering their art. The visuals are breath-taking, with the game’s dark tone and seemingly relatively linear gameplay allowing for some intimately detailed environments. While the game didn’t seem brutally difficult when I played through the demo, I expect it’ll be ramped up for the final release.

Things are stirring in the city of Yharnam – I recommend keeping an eye on it.

Tom Powter

Originally published October 2, 2014. Updated April 13, 2018.

Filed Under: Uncategorized

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