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Bloodborne vs. Dark Souls 3

Free steam games limited timemortal shell steam DARK SOULS™ III game Woooo! Okay, so I’ve played a lot of Souls games over the last few months. First there was Dark Souls for a good game design, then Dark souls 2 just for fun, then I bought a PS4 to play Bloodborne, and of course Dark Souls 3 just came out, so I’ve been real busy dying repeatedly to that. Now, about 2 years ago I did a comparison video on Dark Souls vs Dark Souls 2, as the latter had just come out, and at the time I felt like it was a great sequel. But after diving deeper into the franchise, I can see its faults pretty plainly: it’s much more linear, and the difficulty seems more focused on being a high enough level rather than learning patterns in a tough but fair situation. So, I think it’s only fair that we round out this franchise by comparing the two newer additions: Bloodborne and Dark Souls 3, although obviously there will also be hefty comparisons to the older games as well. Let’s get started. Now on the surface, a lot of Bloodborne might seem similar to its predecessors. You still have health and stamina, you’re still resting at bonfires and collecting souls, though they’re called lampposts and blood echoes now. But other than the core mechanics, I was surprised how different this game really felt. Probably the most obvious change from a gameplay perspective is the inclusion of a gun instead of a shield. Well, there IS a shield you can pick up, but it’s totally useless. Good one, From Software. Here, guns are primarily used to parry, but I never really got gud at that, so instead I normally just two-hand my weapon. But this means no more blocking! And that fundamentally changes how you battle. Instead of the block-attack rinse and repeat method of previous Souls games, this makes fighting much more swift and aggressive. You’re encouraged to jump around your enemy instead of just tanking a hit. You need to be agile and get your hits in where you can. It’s a lot more heart-pounding, there’s hardly any safe spots to catch your breath when you’re exposed the entire time. In Dark souls, if your equipment load is too high, you roll much slower making it harder to dodge attacks, but in Bloodborne, there is no maximum load, so you can always move at the same speed. While it is more limited in the types of weapons and armor you can use, this allows you to not worry about having the best equipment, but rather focus on building your strategy around a core weapon and getting better at using it. Furthermore, they included a system that allows you to regain some of the health you lost in a recent hit if you retaliate right away, incentivizing offensive play and teaching you to never take damage lying down, and honestly, it’s refreshing! The second main difference is the game’s setting. Everything’s in this Victorian style era, and feels more established than its medieval siblings. While Dark Souls feels like a civilization that has fallen apart into ruin, Bloodborne feels like it takes place AS the world is getting ruined. Your story begins with just hunting beasts, by the end you’re discovering invisible leviathan aliens and it gets pretty weird at some parts. It’s like Van Helsing meets Lovecraftian horror, and it makes for a pretty unique story. As is expected from the series, the lore and exposition are very deep and interesting too, though admittedly I’m very uneducated in that regard. I just wanna fight some gnarly monsters, brah. While your journey takes you from jail cells to spooky manors, I can’t help but feel like the variety is lacking in the different environments. This gothic architecture is everywhere, and too much of the game is just in dark cityscapes. In fact, the whole game is very dark. It’s hard to distinguish the locals from each other, and several of the areas just weren’t memorable for me. Sure, in past souls games, you visit castles and churches, but at least you also get to see lava-filled hellscapes, gloomy swamps, and lush green forests. It would’ve been nice to see a little more variety in Bloodborne. Another issue I have is how it uses healing items. In Dark Souls, every time you die your estus flask is restored to at least 5 uses, often more, but in Bloodborne your blood vials are a consumable that will never recharge. You can hold a maximum of 20 at a time, and once one it’s used, it’s gone forever. Enemies will drop blood vials quite often, which is good because you’ll need them, but the problem comes when you’re struggling on a tough boss fight. In my first playthrough, I had such a hard time with the Blood Starved Beast. I would use all my blood vials and then die, which left me with 0 when I respawned, so I had to go back and grind some low level enemies for more. This ended up feeling very tedious. It makes me wonder why the devs decided to make it this way. Did they think that if you’re not able to beat a boss with 20 blood vials, you need to level up more, so you need to grind to make the bosses easier? If so, this seems like a regular RPG mindset, not what I’ve grown to know the Souls series to be like. In Dark Souls, I got better at fighting against bosses, by fighting bosses, but here it feels like I have to earn the right to battle them in the first place. I should always have a fair shot at a foe, but without any chance of healing it feels frustrating and unfair pretty quick, not to mention how monotonous it is to stock back up. What was even more perplexing though was how lopsided the difficulty was in general. Some of these first few bosses are just brutal (and some of the best fights in my opinion), and yet by the end of the game it felt like most of the enemies I faced were a breeze! It’s almost as if you’re drastically underpowered in the beginning, but way too overpowered by the final battles. Eventually I could take down most any boss first try barring a few exceptions. While the story was interesting the whole way through, I couldn’t help but go “…huh” after several encounters that I thought would be much more threatening. However, the best thing about this game, and what has stuck with me most is the level design. Dark Souls biggest strength was connecting a newer area back to an old one and making the player go “ooooh, I see what they did there!” And while Dark souls 2 was much more linear, Bloodborne brought shortcuts back in a big way. There are very few lampposts in this game, but it will use them over and over again as new pathways unlock. Sometimes the very first lamppost of an area will be the only one and you can use it to go all the way to the boss! One of the coolest moments for me was about halfway through when I climbed this really long ladder and ended up back at the first ever locked gate in the game. It was reminiscent of taking the elevator back down to Firelink Shrine for the first time, the epiphany is just incredible. Most of the elevators and unlockable doorways tended to serve as shortcuts in a single area though, as opposed to connecting the entire game. It made each location feel cohesive, though still fairly linear. That being said, teleportation is available from the get go, so this model seemed to mesh well with the gameplay. In fact, this design style was very familiar as I started playing through Dark Souls 3. They kept the same shortcut system, with it being helpful in specific areas, and this really made you appreciate how intricate these different worlds are. Now I started my Dark Souls 3 playthrough directly on the heels of finishing Bloodborne, and to my surprise, instead of reverting back to my old way of playing, I ended up continuing to use my Bloodborne playstyle – very offensive, dodging and counter attacking, even though I had a satisfactory shield this time around. It made me realize that 1) this method works just as well as blocking, and 2) that the levels in Dark Souls 3 were better designed for it: boss arenas are big open areas to move around in, the smooshed rooms of the past where blocking was necessary are no more. Playing them back to back made the Bloodborne influences even more apparent, like the lack of fog walls throughout a level. Everything is pretty straight forward in the latest two games, a fog wall always means there’s a boss, and a bonfire will always appear after defeating it (even if it’s completely unnecessary). It’s certainly more streamlined, but I miss the anticipation of going through a fog wall and not knowing what’s behind it like in Dark souls 1. Sometimes it’s a horrifying boss fight, but sometimes it’s just a nice empty room, and that is the most relieving feeling ever! The mystery is now gone, since it only means one thing. As always, Dark souls 3 has a humanity system, this time in the form of embers. Now, not only does it restore your ability to summon help from other players, it also gives you a large boost in health. This is similar to Dark Souls 2 where it takes away some of your hit points when you die, but instead it flips it in a positive way, where you have even more opportunity to succeed than ever before, and I kind of like it. If you think you’ve learned enough about a boss to take the fight seriously, and can pop an ember and be like “lets do this!” It’ll even restore your ember once you beat a boss, which is a nice little reward if you defeat them on your own. Bloodborne sort of ditched the concept of magic altogether in exchange for gunplay, but now in Dark Souls 3 we see a brand new bar at the top for our magic. This can also be used for stronger attacks with your weapon, and you’re even given a new kind of estus flask to regain FP, but I like that you can move around how many of each flask you have depending on how much you use them. One thing Bloodborne added to the franchise was multiple phases to the boss fights. Once they reach a certain amount of health they get angry and will add new moves or hazards to the battle. It keeps you on your toes, just when you think youve learned what they can do it adds something new and more difficult. Thankfully, DS3 continued this addition as well - with most bosses adding new elements to their fights all the time. I love that no matter how familiar I am with the series, Dark Souls continues to subvert my expectations. When I started in the first area, I thought I knew the drill. Okay, this is the first boss, I’m sure he’ll just be a run of the mill-BAM! Huge whatever-the-heck demon thing! Holy crap I did not expect this, but it is freaking awesome. In fact, a lot of this game is just bigger and better than its predecessors. Take a look at the opening cutscene: it shows you the main foes you’ll be facing off against in this game, which is just like Dark Souls 1, but unlike last time, these are only midlevel bosses. Once you beat them, it merely unlocks the next major portion of the game! If you thought they were the worst things you had to worry about, think again because there are even scarier monsters lurking beyond these ones. Dark Souls 3 takes things up a notch. I mean, look at this thing: this boss literally eats other bosses from the first game for breakfast! The lore in this game was the same way – it built off of what was established before and gave us so much more in terms of story and reveals. A well-known location, Firelink shrine, looks completely different this time around, although there are some familiar faces here as well. What happened here? Why is it so different? Most of the places you’ll visit are brand new, but some of them bear striking resemblances to old areas, like Irithyll’s snowy landscape that requires a doll to enter…hmmm. Or the way this smouldering lake reminds you of a once dreadful location full of scary dino bootys. Let me tell you about my favorite moment in the entire game, and seriously this was a HUGE reveal, so I don’t want to take this away from you. If you want to skip ahead past this, click here: (annotation). As you enter the keep of Aldrich, there’s a section with some familiar dragon archers, but I brushed it off as just a nod to the first game, like haha remember this part? It is infamous after all. But then I saw the spiraling staircase, and this lever…I actually thought they just were being uncreative, using old assets, but then I saw the massive cathedral, as the words showed up on screen: Anor Londo. For the uninitiated, this is arguably the most memorable location in all of Dark Souls, it’s strikingly gorgeous, and will kick your butt the first time through. Players will undoubtedly remember all the times they had to go back and fight Ornstein and Smough, perhaps the toughest duo in the game; they would have flashbacks to the dragon archers and how much grief they gave them. When you overcame this world it left you with accomplishment unlike any other. That’s why they chose to include this. That’s why you would expect my reaction to be: HOLY CRAP! No way, it’s still here?! But look its kinda different! And aww the Giant blacksmith is dead! Now I’m sad inside. Before this moment, I thought it was a little lazy whenever there were enemies from previous games, but now I had no right to question it, because for all I know this has to do with the backstory! There’s probably a very specific reason why these guys are here. It just blew my mind to see such an iconic and familiar location, and yet have it be so different, and the boss room is now overrun by muck and a new guardian. It might seem like fan service, but I think it’s more than that because of how they change them to fit new purposes. There’s another moment in the final boss fight when it starts playing Gwyn’s music while he mimics the old Lord of Cinder’s moves. It gave me chills. It’s like there’s a little bit of him still in there. It made me take a step back and remember my last fight against the final boss. You see, in Dark souls 2, everything felt so disconnected from the previous title, because it didn’t share any of the same locations. For all you knew, this was a completely different world. But in Dark Souls 3, there are so many moments of feeling like you’re in the same place, and yet so much has changed over time. It’s fascinating. Overall, Dark Souls 3 feels like a combination of Bloodborne and all the previous games combined. They learned from mistakes in the past and tweaked things to perfection. Remember in Dark Souls 1 how you had a humanity counter that increased drop rates of items or something? It’s pointless, so they dropped it. They struck a balance of the first two games in regards to level design. While it’s not completely interconnected, you can still see the care and detail of how each stage is laid out, and hey since there’s teleporting, you don’t have to backtrack as much. But It’s still jam packed full of content, and there’s still areas that are pretty hard to discover, but rewarding once you find them. While I still would’ve liked the ability to level up at any bonfire, I can see the reason for most of the decisions they made, and it seems like they’ve finally found a method that works and creates the best experience possible. If I had to rank the games, it’d probably go Dark Souls > Dark souls 3 > Bloodborne > Dark souls 2. I haven’t played Demon Souls yet, so I don’t have an opinion on it, but the rest are all amazing experiences. I loved the vast and connected worlds of Dark Souls 1, the incredible bosses and story of Dark Souls 3, and the freshness that Bloodborne brings to the table. If you’re a fan of the Souls series, or challenging games in general, you really owe it to yourself to check them out. They have given me an experience I’ll never forget. downloading from steam workshop To round out the Souls franchise, lets compare the two newest games: Bloodborne and Dark Souls 3! whats new, whats changed, and what makes us want to die because we cant get gud enough? Lets find out! SPOILER WARNING BTW.Support snomaN Gaming on Patreon! Intro animated by Pop Punk Game Time! Youtube: Twitter: Intro music - Undertale Sucks by animeistrash: Subscribe: Twitter: Twitch: Facebook: Ask.fm: 13 sentinels aegis rim steam steam best games for mac steam download stops and starts steam games cracken superfight steam game