Four Things Bloodborne Should Do Better

Game Informer’s Joe Juba has penned a brief editorial that concerns itself with the flaws of Bloodborne. In it, Juba argues that there are four things From Software’s action-RPG could do better, an while I don’t really agree with some of the items on the list, I do wholeheartedly endorse Juba’s point on farming:

2. Farming
Dying is just part of the Bloodborne experience. You learn from your deaths and apply that knowledge on your future hunts. However, you don’t necessarily have all of the same resources available for your subsequent attempts; any items you use including health potions, antidotes, and others are still gone once you respawn.

At first, this adds tension and meaning to your excursions. While exploring, you have to assess the situations, weigh your odds, and determine whether it’s worth burning a consumable item. However, if you run up against a particularly difficult situation or boss that takes many attempts, you can eventually find yourself with none of these items left. The solution? No, it’s not just (git gud.) You have to go out and farm in order to resupply, putting your current task on hold and seeing to basic upkeep.

I like Bloodborne’s learning curve, but I don’t like this punitive facet of it. The infuriating thing is that From Software already had this problem solved on the health potion front. In Dark Souls, players have the Estus Flask, which recharges at every bonfire, essentially giving you a clean slate for every run. Though I eventually got enough Blood Vials in Bloodborne to keep the issue under control, the system still bothered me when it comes to using other items (sedatives, especially).

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