Though this is an intentionally janky, lo-fi yet streamlined version of one portion of a much bigger game nobody can argue it doesn't have its own unique qualities and features outside of the "PS1-style demake" gimmick. And it has some things even that I wouldn't mind seeing in the actual Bloodborne! What do you think are some of these things? For me, everything from little things to major features:
1- The ability to manually aim your gun from an over-the-shoulder view.
2- The ability to slow-walk by holding down a button. You could adjust the way you walked in the PS4 BB but from the nuances of pushing the analog stick. Having a dedicated button for careful/stealth walking I like better.
3- DOUBLE-BARRELLED SHOTGUN
4- Giant Werewolf Pig!
5- The more low-key, creepier atmosphere. Everything here is enshrouded in claustrophobic, dark, labyrinthine alleys and buildings. Designs and environments are much more basic and pared-down but with just enough detail to invite the imagination, and what little of the story and lore is left from the original game and what things have been altered, taken just by itself, shows a more nightmarish, unexplainable series of horrors at the heart here than the more fantastical and stylish, character-and-story-charged (even if a lot of it is opaque in itself) PS4 game.
5a- Continuing from there, the "Deep Night" half of the game really amps up the horror factor greater than any moon transitional change in the real Bloodborne (Yahar'gul was intense, but still leaned on the "action/fantasy" aspect more than survival horror). When you see all the lanterns are inaccessible, enemies have disappeared, boulders blocking the path to the elevator, and a bloody, frenzied giant pig corpse hanging from the ceiling you know things have gotten real.
5b- And then the Winter Lantern who you find out cannot be killed, instakills you with one grab attack, and the frenzy introduction of course. And it pursues you at random through the entire game as you try to reignite the lanterns and find where you need to head next while avoiding its pursuit (I like how if it spots you to frenzy you, it stuns you from doing things like climbing ladders to escape, and through every area to assert its dominance slowly walks through the areas where every enemy in its path dies from looking at it).
5c- And just to emphasize that it's very much a Resident Evil/Clock Tower/insert-applicable-game invincible horror game pursuer in the Gilbert estate after grabbing the second level key it BREAKS through the pile of furniture blockading the entrance to the dining(?) area. But is it really invincible, unstoppable? It is until this point. There's some clever design that isn't completely obvious but still strongly hinted enough that it might be something to investigate, the exploding chandeliers leaving holes in the ground. Turns out, yes, you can kill it, you have to bait it over and shoot the chandelier down as it walks by below you where you gain insight and a well-earned PREY SLAUGHTERED and can revisit the rest of the game in peace. I don't know if such a scenario would work in the original Bloodborne but it's a pretty cool twist to include here, something that keeps you on your toes for the entire game, treading carefully and running like hell when in trouble, and after the trouble it gives you, killing it with an exploding chandelier blowing up a hole in the floor is worthy of a good action movie one-liner at its expense.
6- FINALLY, all the different graphical options you have (imagine if you could turn off the chromatic abberation in the official BB) including, most importantly, SIXTY. FRAMES. PER. SECOND.