Bloodborne Producer Interview

The PlayStation EU Blog has published a promotional interview with Bloodborne producer Jun Yoshino that teases some interesting information on the upcoming From Software action-RPG. At this point I’m pretty sure absolutely everyone is tired of hearing about how challenging the game will be, so I’ll focus on the online implementation and the level design for my snippet:

How did you implement the cooperative mode in Bloodborne? Is it a classic, drop in drop out mode where none can lose its character progress or is it like the Demon/Dark Souls’ one?
People will need to support each other at times, but what From Software always want to go for is that Players are able to come into your game seamlessly without any warning. Players have to figure out what their motives are. Are they there for PVP or for coop? After you fulfil a certain criteria, you can actively open up your game. We wanted to avoid situations where players get so frustrated, they’ll stop playing. Coop is really important, but not offering it in a traditional sense and rather keep it a little unknown.

Regarding game design, how free will the player be to explore different areas in the game? Can we go straight to a bigger challenge or will the game push us to one direction at a time?
It’s quite interesting. It’s like a hybrid of Demon and Dark Souls. FromSoftware decided to mix those two together. I think it works out really nicely. You still have this kind of refuge, this central area you can always retreat back to. But the game world itself is more like Dark Souls, because in Bloodborne it’s all linked together as well. Once you venture out, you can effectively go anywhere you want.

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