Bloodborne: 10 Lessons It Must Learn From The Souls Games

8. Fix The Controls

As much as we really, really try to insist that some of the times you have died in the Souls games were due to our own ineptitude (which, indeed, many of them are), sometimes you have to sit back and just admit the controls aren't brilliant in these titles. We know, we know! It's almost blasphemy to say this in any Souls circle, but we're putting it out there. Response can be sluggish, everything's mapped confusingly (surely everyone has died multiple times trying to jump and rolled off the cliff instead) and the system is particularly jarring for newcomers. Veteran soulers are so used to the experience they simply accept it as a given, but it really hits home how much people struggle with it when you see a newbie going through their first white light gate and proceed to be promptly ripped to shreds by the most pathetic enemy in the game. It could all just be done a little better. Bloodborne, fueled by the power of next-gen, should be able to rectify these problems; the frame-rate should, hopefully, be smoother (and response should therefore also be improved), the controls should be tighter, our character should be better animated and everything should flow in a much more natural way. There should however, still be completely out of left-field enemy animations where suddenly and violently you're reduced to a bloody mass of tears and broken armour within seconds.
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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.