From wants Bloodborne’s "sense of punishment to be less"

Bloodborne is being designed to appeal to not only the Dark Souls faithful but also to a potentially wider audience.

In terms of who the game is aimed at, and who we want to capture in terms of the audience, obviously we can’t betray or disappoint the fans out there,” producer Masaaki Yamagiwa told an audience at Gamescom, as reported by VG247.

They’re very, very important. They’ll be the main ambassadors of the game. But we do want more people to share in this experience.

You died a lot in the previous games, and you had to persevere, but one of our main goals with this game is that we don’t want to focus on punishing the player. We want to deliver a game that gamers love. If the gamer likes the game they’ll definitely like it enough to have that bit of perseverance, but the way in which we’re making the game? The sense of punishment is much less.”

Before descending into hysterics, however, remember that From said similar things about Dark Souls II.

And while you can debate that aspects of that game’s designs were a tad more forgiving than its predecessor, there’s still no way you could argue that it was an easy” game. Indeed, some aspects – such as losing some of your health bar each time you die and starting with fewer Estus Flasks – are even harder.

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