Bloodborne: 10 Lessons It Must Learn From The Souls Games

1. A Seamless, Open World With Interconnected Sections

If you played Dark Souls 2, you may have felt something a little off. This probably only happened if you played DS1, as new players will not be used to the world of Lordran and the amazing way everything felt connected. While DS2 was good, and very large, it just didn't feel anywhere near as connected as the world of the first game. The sections felt disjointed and tacked together, whereas its predecessor often had you come out of an area at somewhere you'd already been, helping to make the world flow together and feel much more organic. In contrast, DS2's world was much more fragmented - there were multiple layers to areas, yes, but these were all in their own specific sections and rarely led back to others, instead warping players back when they reached a final bonfire. It worked, but many players still felt they preferred the original setup in Dark Souls. In Bloodborne, we'd like to see the experience return to Dark Souls-style. We're not particular fans of the hub world established in Demon's/Dark Souls 2 (although we're aware they have their fans) and we'd love to see the new title have the same sense of exploration that the original DS had. Thankfully this one is being helmed by the original creator of DS (who didn't work on the sequel), so things are certainly looking promising! What would you love to see in Bloodborne that was in a Souls game? What would you like to take out? Let us know in the comments! (Saying Praise the Sun or something to that effect is also acceptable).
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Dan Curtis is approximately one-half videogame knowledge, and the other half inexplicable Geordie accent. He's also one quarter of the Factory Sealed Retro Gaming podcast.