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BloodbornePSX

Relive the first few hours of the PS4 classic, rebuilt with PS1 aesthetics! · By LWMedia

Things you think this game does better than the original Bloodborne? (Spoilers Allowed and Ahead!)

A topic by DeusExNihilo created Feb 08, 2022 Views: 2,072 Replies: 12
Viewing posts 1 to 5
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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.

(-4)

1. Nothing

(1 edit) (+1)(-1)

+1 A lot of things they did wrong: *1. No more transformation combos *2a. Area Difficulty is significantly toned down, making the general game far easier. *2b. Bosses seem to be far more difficult and doesn’t scale well. *3. AI super finicky, some enemies becoming completely unresponsive. *4. Gilbert, albeit a neat concept, his dodges do damage(?). *5. Transformations are locked behind Insight 1. *6a. Odd decision to bring out winter lantern this early, but alright. *6b. Also made them nearly not killable, can still kill 85k worth of health, just takes way too long lmao.

With most of these you can’t really use “well, we’re emulating PS1 restrictions” when all of these have nothing to do with it.

(+2)(-1)

You can also wait until the release of the demake to make mods (since it will go open source at this time and only then), make a mod overhaul that replicates Bloodborne's difficulty, scale, AI behavior and such. Date of release in case you missed it on YT: 01/10/2022

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Considering this is supposed to be the full game, with no intention to add anything further except the split-screen co-op and perhaps more bug fixes, the winter lantern arrival seems about right on point considering. If this were much more of a "full-length" game the natural arrival of the Deep Night scenario where the winter lantern arrives I think would/should happen after several areas and boss fights' worth for a last third or fourth of the game.

Also, I didn't know you kill the winter lantern one-on-one. I think the intention was for it be a "Nemesis" type enemy like the PS1 version of RE3, where you can technically kill off Nemesis whenever but it's neither worth it and uses up time, resources and a lot of risk. You're supposed to just run away until the end, where the way you are meant to kill it is with the exploding chandelier drop on it in Gilbert's Estate (which is also optional since you don't need to kill it to finish the demo unlike with Nemesis).

One thing I wish is that the "true" "secret" ending which requires maximum insight collected (20 total possible) is a split second flash you can't make out without pausing a YT video (in the distance you see Amygdalas and a few other enemies I can't make out).

(+1)

you can kill the lanterns by making "objects that can be cut" fall onto her.

(2 edits) (-6)

Some of the things that it did very wrong

1. Transforms being butchered

2. Hit stun and scuffed hit boxes

3. Incredibly buggy and full of softlocks

4. The key system

5. Frenzy existing

6.Poison sewer

7. Not being able to move while healing

8. An overall lack of any polish

side note: you can manually aim and slow walk easily in og bloodborne. Holding the fact that a console exclusive didn't have graphics options against it is very stupid, cause y'know, it's a console game, they don't normally have graphics options.

(+3)

I'm not holding anything against the original game. I just like the screen customization options (which, by the way, things like screen filters and even optimization options a la Nioh or Demon's Souls Remake where you can have 60 fps with lower resolution or 30 fps with better resolution is a thing that exists on, yes, consoles).

I don't know what your problem is, instead of complaining about my topic existing and downvoting anyone who has anything good to say aka is staying on topic. There are plenty of threads including some I have made about bugs or problems that need to be looked at. Air your grievances in one of those. Make your own topic about how much this game sucks. Don't worry I won't interrupt.

(1 edit) (-4)

First off, those are two very specific games, 90% of console games don't have any for of graphics settings aside from brightness, not to mention both games are newer and were released on other systems, notably PC and PS5. Second, because if you want to have a discussion comparing two things, you need to look at both what one does better and worse. third I never said that the demake is terrible or that it sucked overall, all I said is that I felt like there were a lot of problems that detracted from the experience.

(1 edit) (+4)

Why are you so stuck on the graphics options bit? The fact that there are games on console with such options at all (Nioh came out on the PS4 with those options in 2017, just two years after BB, they are not that far apart), makes this just a petty, pointless argument. It's not meant to be a detracting statement about Bloodborne as much as a point in BB PSX's favor. 

The topic is meant to imply that obviously on the whole the short Demake is not a better game than the actual Bloodborne and shouldn't be expected to be nor intended to be a better game, but that it is a game that does a number of things differently, with interesting changes, additions and touches of its own, and this is just me asking, "which of those things are more interesting than or would be welcome in the actual Bloodborne?" Your first response? "Nothing." Cool post, why bother replying to begin with? In fact this is the only topic on this forum you've even posted in so far, why is that? And after that one-word dismissive, the second post you make is a response to a post I made that had nothing to do with what what said previously but to start an unnecessary argument about positives I posted and how I'm wrong about them. I did not make this topic for that. 

I'm serious when I say you should just make a topic about the things you do not like about this, whether or not you think it's terrible. Go into specifics why you do not like the design decisions (we have tons of topics about bugs, intended design is more interesting in my opinion) or why you don't find it very "PS1-like" but just jank for the sake of it? Maybe provide examples of PS1 titles that showcase better quality-of-life not found in this PS1 tribute game. Not being able to move when you heal unlike the actual BB, not an improvement on BB obviously, but what about that makes it uncharacteristic of a game designed to be "of its era"? Hell in the original Demon's Souls and Dark Souls you couldn't move and heal at the same time either. Is enemy aggression more than what would be expected or reasonable in a PS1-era version of the game? All of that would be more interesting and a far greater showing of good faith being here than what you're doing now.

(1 edit) (+4)(-1)

the entirety of Gilbert's storyline. Damn the buildup to his bossfight is so good. The fight feels way more personal than most other boss fights in the original game.

Also yes DOUBLE BARREL SHOTGUN!!!!

(+2)(-1)

Also to add a few more things I like,

-armor gives you stat bonuses

-no need for blood echoes to upgrade weapons, just the materials, so if you amassed a shard collection but died somehow, you can go and upgrade anyway before returning to Yharnam 

-no durability system which felt mostly just pointless (durability systems usually do except in perhaps survival-based games), except for poking fun with the Tonitrus, most fragile weapon in BB, getting bent out of shape from overuse.

(+1)

Heh, too simple & obvious, but... The low-fi graphics just give it SUCH a creepycool mood. Not only from nostalgia, but objectively. There's just something about the reduced colors & jagged edges that make everything feel sharp & dangerous. Obviously not something that modern graphics can truly emulate, no matter how lovingly rendered & thin-tipped they make sword tips, fangs, claws, & spikes. It's about the whole creature/enemy looking sharp. & the starker contrast of the colors make it seem like they're cutting through the darkness itself. 😈