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BloodbornePSX

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

My full first experience beating the game to (just about) 100% completion

A topic by Godseyyy created Feb 12, 2022 Views: 639 Replies: 3
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Note: I've only played the first few areas of the original Bloodborne game, so this review doesn't tie in almost at all to it

I wanted to give a detailed review of how the game played, how the stories felt, and just my collective thoughts after having done almost 100% of everything (collecting items, side-quest endings, beating the game, easter eggs) that the game had to offer; if you are interested in reading this, please note that I will part the sections in two different ways: one for non-spoilers that still cover the basics and mechanics of the game, and one with spoilers that will go into the nitty-gritty! 

Tips for beginners:

- I want to start this off by telling anyone reading this that hasn't suffered through Souls-Borne games before: patience, leveling up, practice, and a whole lot of patience will get you through this. Even with this being the easiest version of a FromSoftware style game, it's important to go into this knowing you will die at some point, and that's okay; all enemies can be beat, and they all have patterns and tells that you need to keep an open-eye for. Because this is a demake, enemies are slower and their AI isn't as intricate (they'll stall or not notice you at times), so it's perfectly okay to cheese or run away.
- Exploration is your best friend here as well; there are helpful items all over that give you more currency, magic, better armor and weapons, and giving you an extra chance at keeping your currency (echos) if you get stuck in an area. Keep an eye out for hidden items as well, and just know that there aren't any items you can't get (if it's on the map, you can grab it)
- There are multiple types of builds you can make in this game; while it's perfectly fine to go something physical damage heavy, later game presents you with items and weapons that take advantage of stats. Experiment with multiple characters and leveling!
- There are side-quests to complete in this game, so you should revisit NPCs every so often or when you've done something they've asked you to do
- If you're playing on a controller and feel like the controls are clunky (camera being moved with the triggers?), well: yes, this is PS1 style of why are the control schemes really bad and why can't we change them


***No Spoilers Gameplay and Glitches***
My experience:
     This is a very close experience to the standard FromSoftware current game formula; you have stamina, health, can cast magic, things are very cryptic, no one's holding your hand or really explaining much to you if you don't pay attention, death makes you lose all currency (echoes), and enemies are very, very punishing. With all this in mind, the game really leans on the PS1-esque style with how clunky enemies feel, occasionally freezing in place or not noticing you; the graphics also induce nostalgia with it's blocky environments, stretchy object art, and 1990s (objectively awesome) way that things move unnaturally. While short, the creators took the time to make sure almost all areas connect in some way (be it with key items or just wrapping back around to each other) and even fleshing out side-quests in a way that doesn't take up much of your time while also making them feel worth the value. Leveling up feels impactful enough that basing yourself around a build can carry you (as long as you have picked up dodging as well). All-in-all, this game fuses PS1 graphics, gameplay, and story-progression to make a close replica of what we'd imagine a Souls-Borne game would have been like in that era.

Glitches:

1. During the naming section at the beginning of the game, if you press start on a controller, you can open a menu where the screen is completely black; I only got this to work once, but it was strange (v1.02)
2. While climbing up or down ladders, if you get hit, your character will slide to the bottom of the ladder and softlock you in a way where your character is on the ladder but clipping through the floor; in this state, you have to die or restart your game (v1.02; after updating to 1.04, it doesn't seem to exist anymore)




***Spoilers from this point forward!!!***

One more warning before I talk about the game in detail here: this section has spoilers over the whole game, including side-quest endings, dev room things, easter eggs, and the ending; YOU'VE BEEN WARNED

     Alright, if you're still reading, it means that you've read the tips and the very non-spoiler review I wrote above and wanted to know how I felt about more specific things...... SPOILER SPECIFIC THINGS!! So, with the three warnings out of the way, this will now be nicely formatted paragraphs on the different pieces that made this game amazingly enjoyable, in detail (not including what's already stated above).
- My Playstyle:     From the beginning, I decided on going for a mix of attack and health build since my playstyle is aimed more towards being bad at dodging and just trying to do more damage to the enemy before they can kill me. Stats like Vitality and Strength with a bit of Endurance were going to be crucial, while all other stats that boosted spells and elemental damage wouldn't get leveled at all. With this build, I can confidently say that someone who has a beginner's understanding of dodging can beat every boss in the game at around level 25 (I ended in the 40s due to anger at a potential easter egg, more on that later).
- Different Areas:     As far as the base game goes, most of it plays exactly as expected: areas will have a certain amount of enemies (about 10-ish total enemies in the game not including bosses and alternate forms) that are all visible or give enough reaction time to not feel cheap. None of the major locations felt convoluted or annoying to traverse; as stated before every area wraps around within itself to unlock more and more shortcuts (which is why exploration is important). The sewers were a nice change of pace once you run into the poison sections; traps felt like they were missing, so hopefully we'll see more of them in the 2nd part. The Derelict House had one issue that was only visible there: the area was so dark that anything was barely visible; this lead me to believe you'd get some type of item that could light up the area, but that never happened. Even with high brightness, this area was annoyingly dark. As far as the Library, Gilbert's House, and the City, they all were just regular areas housing pretty standard enemies.
- Enemies:     The regular enemies in this game have really predictable attacks, with most of them boiling down to 1 to 3 different movesets. While there are enemies that are completely expected (villagers, trolls, random animals and their amalgamation counterparts), the non-boss enemies that stood out were the Werewolves and the Hunters; the werewolves were tanky, high damage, high speed enemies that can easily stunlock you in a combo, and typically posed the highest threat out of all other enemies while the Hunters were enemies that resemble your character presets that wield specific armor, weapons, and magic that showcase different builds. Bulkier, built for specific abilities, strategies, and attacks to shine, and having the ability to both heal AND spin in circles to taunt you when they have you at low health, the Hunters help as proving grounds on your capability to survive while also helping with a side quest. Nearing the end of the game, you'll run into Frenzy Squids (creative name I made up), that cannot be killed and will either one-shot grab you or cause a Frenzy if you stay in their sight long enough that will (most likely) instantly kill you. If you're like me, you will probably try to fight them, and you will definitely die.
- Bosses:     The bosses in this game increase both by difficulty and level of how interesting if you go the route of Cleric Beast, Father Gascoigne, and then Gilbert (Cleric and Father can be fought in either order). (Cleric Beast)Starting with the Cleric Beast, this boss has 5 breakable parts that stun the boss, causing it to drop to the floor for a period of time. While it has 5-ish movesets, it ends up being almost non-effective since it's so slow; be warned though, the Cleric Beast has a grab that has a high chance to one-shot. (Father Gascoigne) Starting off, this boss fight starts with a cutscene that very aptly describes your situation: even amongst other Hunters, whatever is happening is causing everyone to go mad; while he acknowledges that you are a Hunter, he's quick to state that even you will eventually turn into a beast, starting the fight without even a hint of hesitation (this feeds into the second saddest side quest later on). The Father is similar in combat to Hunters you will face, with the added bonus to being able to fire his secondary while dodging, making him more prone to doing combos when you're stunned. His second form will have you fight a werewolf version of himself that has all the benefits of the regular werewolf enemy, while also giving him access to a 6-hit combo that can stunlock and one combo. Luckily enough, if you've started his daughter's side quest and have the Tiny Music Box in your inventory, you can use it to stun him in both phases of the fight; I would not recommend using it during the first phase. His fast movement makes it to where he can easily reach you before the Box stuns him, and the down time he's stunned is too small to be of much benefit aside from getting a heal off. Second phase, and this is important, the Box will only stun him if used during his transformation. If you use it after he's transformed, it won't have any affect; however, the stun duration when he's just transformed is enough to get you close to either one-comboing him or at least allowing you to drain a significant amount of his remaining life. (Gilbert) This was easily my favorite boss fight (and side quest turned main quest) of the three bosses. Without talking too much about the side/main quest in this paragraph and just focusing on the boss fight, the moment you walk into his arena, you're greeted to Gilbert being strapped to a table having already been consumed by the blood transfused into him and turned into a werewolf. The game makes it seem as though you're going into a one-sided fight as Gilbert can't attack you.... until you land a few hits and he promptly breaks free. You'll be subtly tricked into thinking that this is going to be a repeat Father turned werewolf fight, but you'll quickly find out that Gilbert is faster, more damaging, and less predictable than any other enemy fought in the game; while having 5-ish movesets, he can stop mid-combo and transition into other attacks or dodge, and the best way to find openings is to dodge and wait till Gilbert either dodges in return or attempts to dive-bomb you. Even without having any ranged attacks, his quick spurts of movement will close the gap easily which is definitely (and design-wise amazingly) going to test your skills on patience and battle decisions.
- Side Quests:     I will say, side quests always felt pretty lack luster to me in Dark Souls games (except for one, praise the sun), so I was expecting Bloodborne (and the demake) to be similar. While I cannot speak for the original Bloodborne, the demake's take on side quests went from "Okay, this is cool/sad/eh" and turned into "I'm completely invested in all of these endings". (Young Girl, Father Gascoigne) This quest sets you off in search of the Young Girl's mother who happened to venture out in search of her Hunter father (Father Gascoigne). It seems like a simple quest, where you're given a Tiny Music Box that her and her mother would use to calm her father. It's a useable equipment that you most likely wouldn't think to use at any point in time in the game; the only clue that you would consider is that Gascoigne has father in his name, but even then, there's a cathedral that's mentioned and it could just be counted as he's part of it. Like all the other side quests, this one won't be apparent to complete until much later. The key difference between this quest is that it'll be shoved to the fore-front of your memory after defeating Gascoigne as you find the body of the Young Girl's mother in the arena. At this point, you have two options: you can either talk to the little girl again and give her her mother's Brooch (which you find on her body) causing a gut-wrenching cutscene to play, and if you revisit the girl after leaving the area and returning once you give her the Brooch, she will no longer be there. The other option (not giving her the Brooch) prompts her to respond that she'll be patient. After beating the game and searching online (SPOILERS FOR BLOODBORNE ORIGINAL), it seems that this side quest isn't complete; the Young Girl dies in either option, but if you give her the Brooch and return to a giant hog enemy in the sewers, you'll find a blood covered ribbon. If you don't give her the Brooch, you can send her to the Cathedral (not implemented in the demake), in which she still gets killed by the giant hog (BLOODBORNE ORIGINAL SPOILER END). This was one of those FromSoftware patented side quests that serve no purpose aside from making you feel hopeless in the world. (Eileen aka Witch Doctor) I didn't even realize this was a side quest until near the end of the game. When you first interact with her, she gives you a warp item that lets you keep your echoes, and tells you to go out and kill beasts. Completely unbeknownst to me, making sure that you kill every enemy Hunter will progress this quest. Once you reach the point in the game where you have to re-lit all the lamps (after defeating a second boss and interacting with the cathedral doors), return to the Tomb of Oedon once the lamp becomes un-lit (check in the Hunter's Dream); doing this will have you fight one final Hunter. If you didn't try to kill Eileen when you first met her, she will come to help you in this final Hunter fight; be warned, you CAN do damage to her and kill her accidentally. After the fight, she gives you a Hunter badge and acknowledges you for helping to kill Hunters that have turned or betrayed other Hunters. This was my second favorite quest because the simple act of her acknowledging you and stating that you have more important things to do (seeing as it's her job to hunt Hunters) just makes the side quest feel as though you're actually making a difference with those that have to survive the nightmare with you. (Gilbert) I'm including this side quest as a side quest because it starts off as one and ends as the final main quest in the game.  When you first meet Gilbert, he tells you about how he's dying and the only thing keeping him alive was the blood transfused to him (and yourself earlier in the game) and opens a gate for you; revisiting him after discovering new areas will advance dialogue with him that gives more insight on what's happening in Yharnam. It isn't until you've defeated the Cleric Beast where part one of the gut-wrenching begins: a cutscene upon interacting with him will play where he admits that his time is almost up, but thanks to the blood he received, he was going to die human; at this point, he'll give you a flamethrower (arguably the coolest weapon someone would carry around with them). Upon defeating Gascoigne and while you travel to re-light the lamps, you will return back to Gilbert to find his lamp is turned off and his house is now open which begins the true final area. You can find notes he's written around the house that talk about a "nice hunter who visited him" after everyone else stopped visiting him. A note even foreshadows that they seem to be waiting for something, hinting that the blood Hunters are given is a curse. The quest then ends with a fight against Gilbert (check the boss review section). This caught me off-guard in a huge way; earlier, Gilbert was sure he'd die a human, but was dealt one of the saddest middle fingers and he's forced to ask you to kill him in a note before transforming.
- Easter Eggs and the dev room:     There are some tiny easter eggs placed in the main game (some of the villager voice lines are popular voice lines from other games, the ladder sounds come from other PS1 games), but what I want to really focus on is The Dev Room. In this room, you can find every enemy, cool features like replaying boss fights (also seeing how The Cleric Beast's breakable parts work), and some really broken items (a witch doctor hat that gives +1000% to all stats and the fabled Dev Key). This whole area gives a surreal, creepypasta vibe as there are textures that are incomplete, testing textures, enemies that are invisible or scaled up in size, and (my personal favorite) an insight orb wearing an eyepatch. The way to get in is extremely simple: the moment you start a new game (or new game+), you just have to interact with the door that can't be opened behind you in the clinic until the door opens (it's a lot of interactions, get ready to spam).
- The only thing that I disliked about this game:     One thing that did grind my gears a bit (and really the only thing I can complain about this whole experience): getting the 7 insight door open is useless. You can use echoes to reset some items in the main world, but by the time you get 7 insight, you've probably explored most locations and don't need the small items that do get reset; I originally thought that if you donated enough to this location, you would get a secret boss (some youtubers used false clickbait about the game having secret bosses) or at least some type of easter egg. After having donated around 60k echoes, nothing happened. Luckily, the 3 insight door had more than enough fun for the both sections, but I feel like this was a missed opportunity for the dev team to have added something (even if it was just a random confetti cannon going off after donating a certain amount)



Glitches:

1. There's a section when using a shortcut to enter into the sewers from the building above them where if you are spotted by a Frenzy Woman and enter the shortcut, the game will place an invisible wall in-front of you that forces you back into the building area (v1.04)
2. During the "re-light the lamps" section, re-lighting a lamp and stepping away from it before getting the notification "The Lamp was re-lit" will cause the game to softlock where you can no longer close the menu. By restarting your game or if you can move back to the lamp with back-dashes and aiming with you gun to interact with the lamp again, you can remove the notification (v1.04)




Final thoughts:

You should play this game; go support it, give it a playthrough, die a bunch, experiment, and have fun. The team that made this should be really proud because they came up with an idea that shines a new light on Bloodborne and Souls-Borne games in a way that feels fresh while still maintaining itself as a demake. Here's to hoping we get a Bloodborne Demake pt. 2 that has more areas of the original game!
If you're interested in watching a playthrough of the game, I have a playlist with my experience here:
https://www.youtube.com/playlist?list=PLxyHOXJU14LLpjI68B_BGzNcDKpaDBtIA

hello. using the bath on the 7 insight door allows to respawn all the consumables in the game, except for blood shards. however, 1 bloodshard will be spawned randomly in the game, and this is the first one you encounter roaming through the map. in fact, if you go from the hunters dream to central yarnham and then directly into the villa on the left, then all down to the basement, you'll find 2 or 3 twin bloodshard which are spawn due to the bath. normal blood shards can be farmed from the bloody werewolf near the great bonfire lantern. twin blood shards instead with the bath trick. which allows you to get all the weapon at +4. however the only way to max out 1 weapon is to go in new game plus.

(1 edit)

I know; I didn't go into the nitty-gritty of what respawns, but I still think they're pretty useless respawns by the time you get the 7 insight unless you're going to drastically change your build

There is a torch at the big door right after the great bonfire that can light up The Derelict State.