The Souls series never really appealed to me as it seems its target audience was a certain subsection of gamers who craved games that gave their player nothing and took from them everything. I didn’t really fit into that mould and despite the raving reviews from my friends I couldn’t bring myself to invest the time to see if there really was something to them. For some reason though Bloodborne held a mild level of intrigue for me, probably because I didn’t know it was made by the same developer. After many weeks of being told I needed to play this game I eventually relented and began my journey into the world of a genre that I’d held at arms length for many years. Now here I am, some 35 hours of game time later, and I’m wondering why I held out for so long.
It is the night of the hunt, a time when beasts and monsters roam the streets of Yharnam and terrorized the populace to no end. You are a hunter, well at least you’re told you are, sworn ally of the healing church whose duty it is to rid the streets of these foul creatures and bring about the morning. However the plague that has befallen Yharnam is not all that it first seems and it citizens ruthlessly attack you on site, saying that you’re cursed. Oh dear hunter, the challenges that lie ahead are sure to break you but do not fear; death is just another part of life here, one you will become intimately familiar with.
I’m not sure if it’s the drab colour pallette or gothic aesthetic but Bloodborne doesn’t really look like a current generation game on first pass. The combination of muted colours and strategic use of specularity certainly feel like a lot of previous generation games that came before it although there are the moments where Bloodborne does provide a visual experience I have come to expect. I think partly this is for performance reasons as Bloodborne is the first PS4 game I’ve played that’s visibly chugged during several very intense action scenes. Overall it doesn’t look bad, maybe just a little on the dated side, something which could almost be wholly attributed to its visual style which is reminiscent of previous generation games.
Bloodborne is being called an action RPG, which would put it in the same category as games like Dragon Age, but it feels like these kinds of games need their own sub-genre to more accurately define the game experience. The base elements of an action RPG are there: real time combat, levelling system and item progression, but the way the game actually plays is so far removed from other titles in the genre means the experience is vastly different. The combat relies on precise timings, reactions and understanding your enemy at a much deeper level than traditional RPGs would ask you to. Player skill plays just as much of a role as items and levels do as you can have all the gear and in the world yet still find yourself pinned to a wall by a couple choice enemies. It’s a genre that, to be frank, is actively hostile towards the player which is what makes it so rewarding when you finally get to say fuck you and beat it.
At first the combat seems relatively straightforward: enemies telegraph their moves widely and it’s up to you to figure out if you can interrupt them with your own or if you need to get out of the way before they hit you. The challenge then comes from knowing what moves an enemy can do, what the timings of those are and, should there be more than one of them, which one you should deal with first before trying to move onto another. This means that every new area you come into is a minefield of new movesets, abilities and strengths/weaknesses which have to be learnt, understood and exploited in order for you to be able to progress. It’s not so much of a learning curve as it is a learning brick wall, one the game is specifically designed around to make your life hell for the first couple hours.
Indeed the very first section of the game, the one where you need to complete a loop to unlock your first shortcut and start making meaningful progress in the game, took me a grand total of 3 hours to complete. That section. played properly, can be done in approximately 10 minutes and so I spent much of my time dying in numerous stupid and, what seemed at the time, unpredictable ways. Of course the more I died the more I began to understand the mechanics I was playing with, what I could get away with and how I should approach everything to make sure I had the best chances of surviving. Eventually, after butting my head against what felt like an impenetrable wall for far too long, I finally made it through to my first shortcut and that’s when the game started getting interesting.
You see Bloodborne, and all games that preceded it, revel in the idea of not holding your hand at all with the only tutorial coming in the form of a few notes scattered across the ground in your overworld area. How levels work, what the currencies are and what they mean, how you upgrade your weapons and how you can unlock other ways to improve your character are all things you have to discover incidentally or, like I did, Google furiously. It might surprise you to learn that I don’t count this as a negative of Bloodborne as many games I’ve played take a similar approach and the flip side to it seems to be that great communities are born out of sharing details like this. Once I had gotten to my first “safe” point I started to become intrigued about where I should go next and all roads pointed towards the first boss: The Cleric beast.
The boss battles are the ultimate goal for any hunter in Bloodborne both for their challenge and progression that they will provide you. They are, put simply, a terrifying thing to behold as they’re often several times your size and have attack patterns unlikely anything else you’ve seen before. For the most part you’ll be able to figure out what approach best suits you after a couple runs however there are some fights which will either require you to up your skill significantly or, and this can be heartbreaking, leave the fight and go and level up some more before you face them. Indeed after throwing my body at Martyr Logarius for hours on end I was forced to leave the battle to replenish my stocks of blood vials, something that made me feel so defeated that I considered just giving up then and there. I didn’t come back to that fight for a very long time but when I did the satisfaction I got from handing his ass to him is something few games have been able to give me.
The level system, whilst retaining the obtuse nature of the rest of the game, is one that requires you to balance all your requirements against each other. Being a jack of all trades will make the game incredibly difficult and will ultimately net you no benefits so you have to choose a few stats you want to excel in and then seek out the items that best suits that. Reading through some guides will help you make the right decisions early on to support the kind of playstyle you want to pursue, especially when it comes to points of diminishing returns, soft caps and hard caps on benefits that each point gives you. My Strength/Skill build seemed to work out quite well for the way I wanted to play the game and after I finished my initial playthrough I was able to start looking at dumping points into other stats to unlock certain choice weapons that I wanted to experiment with.
Bloodborne is mechanically sound for the most part however the hit detection they use does have its limits and sometimes its behaviour can be completely out of line with what you expect. I had numerous times when my sword went right through an enemy and failed to connect (no blood, sound nor enemy taking damage) and other times when enemies appeared to be able to hit me when their models were no where near me. Whilst death is an integral part of the game when they’re not the result of you getting greedy or stupid it does little to endear the game to you and indeed I stopped playing when these sorts of things happened too often. There was also the few performance slow downs I mentioned previously which were thankfully rare however in a game where timing and precision are key these sorts of things can be devastating if they happen at the wrong moment.
Bloodborne’s story is interesting although the way it’s presented, through various small bits of dialogue and vague allusions to things, makes it hard to discern whether or not it’s actually a good story. Sure you have enough to understand the motivations of certain characters but much of the lore behind the beasts, bosses and other NPCs are mostly built up out of conjecture. Sure this provides a healthy amount of discussion among the community however after reading the 100th fan theory about why the Great Ones can’t have kids you start to want a little bit more than just what everyone thinks it might be. Unfortunately it seems like closure isn’t something the developers of Bloodborne are interested in giving us so I’ll just have to say that the story is serviceable but far too vague to be much more than that.
Bloodborne is a game I honestly didn’t want to like when I started out playing it and indeed I was willing to give up very early on in the piece just so I could be done with it. However once Bloodborne got its hooks into me I couldn’t help but be intrigued as the game taunted me with ever greater challenges and the prospect of even better loot. I can remember clearly the point at which I transitioned from the terrified hunter, one who would walk around every corner, to the slayer of the night, one who feared no beast and laid waste to anyone who dared cross him. There are few games that can take you on a journey like that and make your progress feel meaningful but Bloodborne does it beautifully, all the while gnawing away in the back of your head that it could all come to a crashing end if you let your hubris get the better of you. If you’ve been putting off playing this style of game because it seems too harsh then I’d encourage you to give Bloodborne a few hours of your time as that frustration could soon turn into obsession, one that will be rewarded handsomely.
Bloodborne is available on PlayStation4 right now for $99.95. Total play time was approximately 35 hours reaching NG+.
Ever since I bought my PlayStation4 a year ago it’s sat there next to my TV, begging me to play it. The problem is that pretty much every game that I would play on it has also been available on PC and since that’s my platform of choice the PS4 unfortunately falls by the wayside. It also doesn’t help that the one launch title that I wanted to play, The Witness, has since been delayed to “when it’s done” status which means we’re not likely to see it for some time to come. However one of my mates convinced me to go and play Destiny with him and since it won’t be available on PC for sometime I figured this would be a good chance to give the PS4 a burl.
For starters it seems that the PS4 exhibits some rather strange behaviours when it’s not connected to the PSN, usually when it requires an update. I was trying to put the disc in to get everything going but, for some reason, it just wouldn’t grab it. I’m not sure if this is because Sony don’t want you installing games offline or something like that, but it was rather frustrating to see what I had assumed would be default functionality turned off when it couldn’t contact home. A quick Google shows that this particular issue has plagued others as well, although what leads to it happening seems to be somewhat random.
Another gripe I have is the game installation and update process. Whilst the initial installation seems to be relatively painless (it just does it in the background) the update process is rather cumbersome. You’ll automatically get any updates for the game added to your download queue however you don’t apply them from within the game. Instead you have to wait for the download to finish, find the download (a chore in of itself) and then tell it to apply. You can’t simply sit in the game, watch the download and then apply the update from there like you could with the PS3. Honestly it feels like a huge step backward in terms of usability and I’m not hopeful that it will ever get changed if it’s still like this almost a year down the track.
The gaming experience is pretty good, however. It didn’t take long for me to get into a party with my mate and to get voice chat going although the quality of the included mono headset is probably about as mediocre as you can get. I was somewhat sceptical about the new controller design, it looked a little goofy, however it does feel very comfortable in the hands. The stick buttons were a little hard to push down (a little annoying as that’s sprint in Destiny) but that might just be them needing a little breaking in before they become usable. I didn’t get a chance to check out the inbuilt sharing features unfortunately as that’s something I definitely want to see in action.
I’ll probably touch more on the PS4 experience in the greater Destiny review (coming in the next couple weeks) however my first impressions are good, if marred by some issues that really should have been sorted out by this point in time. Whilst I lament the fact that it’s sat there for the better part of a year unused I’m at least somewhat happy that it has managed to provide a good gaming experience once I did find a title for it. I’ll develop a more fully formed opinion of it whilst I bash my way through Destiny and will hopefully be finally able to tell you if it’s worth buying or not.
Better late than never, right?
Whilst its easy to argue to the contrary Microsoft really is a company that listens to its customers. Many of the improvements I wrote about during my time at TechEd North America were the direct result of them consulting with their users and integrating their requests into their updated product lines. Of course this doesn’t make them immune to blundering down the wrong path as they have done with the XboxOne (and a lot would argue Windows 8 as well, something which I’m finding hard to ignore these days) something which Sony gleefully capitalized on. Their initial attempts at damage control did little to help their image and it was looking like they were just going to wear it until launch day.
And then they did this:
Essentially it’s a backtrack to the way things are done today with the removal of the need for the console to check in every day in order for you to be able to play installed/disc based games. This comes hand in hand with Microsoft now allowing you to trade/sell/gift your disc based games to anyone, just like you can do now. They’re keeping the ability to download games directly from Xbox Live although it seems the somewhat convoluted sharing program has also been nixed, meaning you can no longer share games with your family members nor can you share downloaded titles with friends. Considering that not many people found that particular feature attractive I’m not sure it will be missed but it does look like Microsoft wanted to put the boot in a little to show us what we could have had.
I’ll be honest and say I didn’t expect this as Microsoft had been pretty adamant that it was going to stick around regardless of what the consumers thought. Indeed actions taken by other companies like EA seemed to indicate that this move was going to be permanent, hence them abandoning things that would now be part of the platform. There’s been a bit of speculation that this was somehow planned all along; that Microsoft was gauging the Market’s reaction and would react based on that but if that was the case this policy would have been reversed a lot sooner, long before the backlash reached its crescendo during E3. The fact that they’ve made these changes shows that they’re listening now but there’s not to suggest that this was their plan all along.
Of course this doesn’t address some of the other issues that gamers have taken with the XboxOne, most notably the higher cost (even if its semi-justified by the included Kinect) and the rather US centric nature of many of the media features. Personally the higher price doesn’t factor into my decision too much, although I do know that’s a big deal for some, but since the XboxOne’s big selling points was around it’s media features it feels like a lot of the value I could derive from it is simply unavailable to me. Even those in the USA get a little bit of a rough ride with Netflix being behind the Xbox Live Gold wall (when it’s always available on the PS4) but since both of them are requiring the subscription for online play it’s not really something I can really fault/praise either of them for.
For what it’s worth this move might be enough to bring those who were on the fence back into the fold but as the polls and preorders showed there’s a lot of consumers who have already voted with their wallets. If this console generation has the same longevity as the current one then there’s every chance for Microsoft to make up the gap over the course of the next 8 years and considering that the majority of the console sales happen after the launch year it’s quite possible that all this outrage could turn out to be nothing more than a bump in the road. Still the first battle in this generation of console wars has been unequivocally won by Sony and it’s Microsoft’s job to make up that lost ground.
You don’t have to look far on this blog to know that I’m a Sony fan although my recent choice in products would tell you otherwise. I do genuinely appreciate them as a company as whilst they’ve made a whole bunch of mistakes they’ve also delivered some amazing products on the years, typically in industries where they’re far from being industry leaders. My relationship began with them many years ago when I first laid my hands on the original PlayStation console and has continued on since then.
Today they announced the next generation of their home entertainment systems: the PlayStation 4.
Whilst the event is still unfolding while I’m writing this there’s already been a lot of rumours confirmed, surprises unveiled and of course a whole bunch of marketing blather that no one is interesting in hearing. Among the confirmed rumours are the fact that it’s an x86 platform under the hood, the controller has a touchpad on it (among several other features including a Kinectesque motion tracking system) and a customized PC GPU. Of course the really interesting things are the features that have managed to remain secret throughout the various leaks and speculative sprees that have been occurring over the past couple months.
For starters it appears that the PS4 will come equipped with a whopping 8GB of GDDR5 rather than the 4GB that was previously advertised. This is interesting because the Durango apparently faced issues trying to integrate that amount of memory due to the bandwidth requirements and thus opted to go with DDR3 and a speedy 32MB cache to counter-act that. Sony has either made a last minute change to the design to get specification parity (although 4GB GDDR5 is arugably much better than 8GB of DDR3) or had this planned for quite a long time, meaning that they overcame the engineering challenge that Durango couldn’t (or wouldn’t, for various reasons).
One of the much speculated features was the integration of streaming services allowing users to share screenshots, game clips and all manner of things. Part of the leaked specifications for both Durango and Orbis hinted at an external processing unit that would enable this without the main GPU or CPU taking a hit. This has come to fruition and it appears that Ustream will the the platform of choice. Whilst I know a lot of people aren’t particularly thrilled with this (it seems a lot of us gamers didn’t get out of the anti-social gaming box we cocooned ourselves in during our formative years) for someone like me who reviews games it’s an absolute godsend as it means that my convoluted recording rig won’t be required just so I can get a few in game screen shots. Realistically this is just an organic progression of features that have been present in some games to making them available natively in the platform, something I’m sure the developers are thankful for.
There’s also a swath of remote play stuff which looks like a natural progression of the stuff that’s already in the PS3/PSP combo. Some of the pictures shown during the stream indicate that it might extend further than just the Vita and that’d definitely be something as not everyone (not even me, shocking I know) wants to invest in a Vita in order to get that kind of functionality. With their acquisition of Gaikai, which was ostensibly for the streaming backwards compatibility that’ll come for PS1/2/3 games, they do have the opportunity to take that same streaming and let you play your games anywhere with your PS4 providing the underlying grunt. There’s no mention of that specifically but all the key parts are there and that’d certainly give them a leg up on Microsoft when it comes to delivering a ubiquitous platform.
Fanboyism aside the PS4 does genuinely look like a great piece of hardware and the services that are being built on top of it are going to be really competitive. Sony has been lagging behind Microsoft for a long time in the services space and it looks like for the first time they’ll at least be at parity with them. We’ll have to wait for the Durango announcement first before we can make true comparisons between the two but if the leaks are anything to go by it’s going to be a good time for us gamers, whatever our chosen platform is.
Now if only they gave us a release date. That one delicious piece of information is curiously absent.
Ever since the first console was released they have always been at arms length with the greater world of computing. Initially this was just a difference in inputs as consoles were primarily games machines and thus did not require a fully fledged keyboard but over time they grew into being purpose built systems. This is something of a double edged sword as whilst a tightly controlled hardware platform allows developers to code against a set of specifications it also usually meant that every platform was unique which often meant that there was a learning curve for developers every time a new system came out. Sony was particularly guilty of this as the PlayStation 2 and 3 were both notoriously difficult to code for; the latter especially given its unique combination of linear coprocessors and giant non-linear unit.
There was no real indication that this trend was going to stop either as all of the current generation of consoles use some non-standard variant of some comparably esoteric processor. Indeed the only console in recent memory to attempt to use a more standard processor, the original Xbox, was succeeded by a PowerPC driven Xbox360 which would make you think that the current industry standard of x86 processors just weren’t suited to the console environment. Taking into account that the WiiU came out with a PowerPC CPU it seem logical that the next generation would continue this trend but it seems there’s a sea change on the horizon.
Early last year rumours started circulating that the next generation PlayStation, codenamed Orbis, was going to be sporting a x86 based processor but the next generation Xbox, Durango, was most likely going to be continuing with a PowerPC CPU. As it turns out this isn’t the case and Durango will in fact be sporting an x86 (well if you want to be pedantic its x86-64, or x64). This means that its highly likely that code built on the windows platform will be portable to Durango and makes the Xbox the launchpad for the final screen in Microsoft’s Three Screens idea. This essentially means that nearly all major gaming platforms share the same coding base which should make cross platform releases far easier than they have been.
News just in also reveals the specifications of the PlayStation 4 confirming the x86 rumours. It also brings with it some rather interesting news: AMD is looking to be the CPU/GPU manufacturer of choice for the next generation of consoles.
There’s no denying that AMD has had a rough couple years with their most recent quarter posting a net loss of $473 million. It’s not unique to them either as Intel has been dealing with sliding revenue figures as the mobile sector heats up and demand for ARM based processors, which neither of the 2 big chip manufacturer’s provide, skyrockets. Indeed Intel has stated several times that they’re shifting their strategy to try and capture that sector of the market with their most recent announcement being that they won’t be building motherboards any more. AMD seems to have lucked out in securing the CPU for the Orbis (and whilst I can’t find a definitive source it looks like their processor will be in Durango too) and the GPU for both of them which will guarantee them a steady stream of income for quite a while to come. Whether or not this will be enough to reinvigorate the chip giant remains to be seen but there’s no denying that it’s a big win for them.
The end result, I believe, will be an extremely fast maturation of the development frameworks available for the next generation of consoles thanks to their x86 base. What this means is that we’re likely to see titles making the most of the hardware much sooner than we have for other platforms thanks to their ubiquity of their underlying architecture. This will be both a blessing and a curse as whilst the first couple years will see some really impressive titles past that point there might not be a whole lot of room for optimizations. This is ignoring the GPU of course where there always seems to be better ways of doing things but it will be quickly outpaced by its newer brethren. Combine this with the availability of the SteamBox and we could see PCs making a come back as the gaming platform of choice once the consoles start showing their age.