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Hidetaka Miyazaki on Bloodborne, difficulty and differences between Souls

From Software’s Hidetaka Miyazaki, Game Director on Bloodborne recently spoke to Edge about the upcoming PlayStation 4 exclusive and touched on a wide range of subjects.

When asked about the notorious difficulty of Demon’s and Dark Souls and what players could expect from Bloodborne, Miyazaki said, “What we’re trying to create is a game whose difficulty level is mangeable, not simply just challenging. That difficulty level, when it’s manageable, leads to a real sense of accomplishment for the player. It’s one of my biggest challenges.”

Bloodborne does away with shields that players could use to “turtle” in Demon’s and Dark Souls, but Miyazaki claims it wasn’t because he was frustrated with the method. “No, not at all. I love the defensive approach – That is why Demon’s Souls was designed like that. Just because we took a different approach to this time, it doesn’t mean that we disapprove the player keeping his shield up. I don’t get frustrated by any approach – except when someone is clearly trying to annoy others.”

He also responded to the lack of formal classes in Bloodborne saying, “For example, there’s no clear “occupation” in Demon’s Souls [like in Dark Souls] – The class is defined by stats and equipment. This game has a character class system in a similar way. Depending on the stats and equipment, the personality of the character will be different.”

Finally, Miyazaki explained that the setting was in response to the gameplay and particularly the team’s desire to include gunplay. It was intended to use the guns in interesting and different ways — the counter and combo moves for example — and so a Victorian/Gothic setting was most appropriate.

Bloodborne will be available exclusively for PS4 on 24 March 2015.


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