Machocruz
Arcane
I think BB is top 3 among all their games since DeS, and a stone cold modern classic, but I agree with some criticisms. The game starts to lose steam, for me, after Yahar'gul in terms of art direction, narrative, bosses. Not as bad as latter DS1, but the journey begins to lose its magic, I get tired of the general charcoal hue, and I'm looking to just finish the game. The art direction is otherwise sumptuous and cool. No one in vg has done this kind of thing with more majesty, you have to go to stuff like Coppola's Dracula, Hammer films, Vampire Hunter D, Alien*, etc. to find anything comparable.
It's a fun Lovecraft creature feature, but I agree it doesn't really convey his print. Visual media almost always fails to; existentially dreadful implication turns to base animal terror when you actually see the beast. I've seen very few people out there acknowledge the Stoker and Poe influences, which I think it is better at and another reason I prefer the first half. I feel story criticism of these games is often a criticism of players who say they have great stories. I've been indifferent to From's approach. Sekiro was more interesting to me in that it's story was more conventional and that the denizens of its world felt a little more involved in it and with each other. Still not a living world, but characters are less like isolated, disconnected weirdos in a dead or dying one.
I noticed zero frame rate issues on PS5, it did feel very good to move around the world re Silva , but so many people have complained about performance on PS4 I have no reason to believe that there isn't a problem. For many reasons I still see FS as a AA developer and they have AA issues. Not an excuse at this point, but I do expect jank.
Combat mechanics are fine, not bad or amazing. Style carries here as in many other places in this game, and not being a mechanicsfag purist, that is enough. Viscerals are never not satisfying, moreso than any combat maneuvers Souls has ever offered me, and without them the game would suffer. The "breaking" of limbs to stagger is also damn satisfying. I've always thought trick weapons are like another version of having two different weapons equipped in Souls. I'm sure others can cite nuanced mechanical differences, but I can see how someone could feel there's not much different from Souls.
I don't know, just wanted to talk about Bloodborne today.
*not gothic horror, but BB's lighting style, color schemes, and the geography in Nightmare Frontier/of Mensis recall it and Giger's work.
It's a fun Lovecraft creature feature, but I agree it doesn't really convey his print. Visual media almost always fails to; existentially dreadful implication turns to base animal terror when you actually see the beast. I've seen very few people out there acknowledge the Stoker and Poe influences, which I think it is better at and another reason I prefer the first half. I feel story criticism of these games is often a criticism of players who say they have great stories. I've been indifferent to From's approach. Sekiro was more interesting to me in that it's story was more conventional and that the denizens of its world felt a little more involved in it and with each other. Still not a living world, but characters are less like isolated, disconnected weirdos in a dead or dying one.
I noticed zero frame rate issues on PS5, it did feel very good to move around the world re Silva , but so many people have complained about performance on PS4 I have no reason to believe that there isn't a problem. For many reasons I still see FS as a AA developer and they have AA issues. Not an excuse at this point, but I do expect jank.
Combat mechanics are fine, not bad or amazing. Style carries here as in many other places in this game, and not being a mechanics
I don't know, just wanted to talk about Bloodborne today.
*not gothic horror, but BB's lighting style, color schemes, and the geography in Nightmare Frontier/of Mensis recall it and Giger's work.