Bloodborne: 10 Lessons It Must Learn From The Souls Games
7. Create Some Unique Boss/Enemy Designs
From the lowliest hollow to the highly infuriating Ornstein and Smough, every single monster in Dark and Demon's Souls feels unique, deadly and is filled with tricks to really test your patience and abilities. They're also designed brilliantly; every monster has their own unique animations and skillset, with the boss fights in particular being a highlight due to their unpredicatable nature. Even when trying some multiple times in a Souls game you're still likely to be surprised as they do something new that forces you to adapt once again, helping to make every fight unique. It's much better than standard video game bosses with massive glowing weak points or quick-time events wrapping everything up nicely. Where Dark Souls originally excelled in this, DS2 seemed a bit of a let down in comparison. There were a few unique bosses that stood out (The Rotten, fighting an army of rats etc), but some of the enemies just felt like carbon copies from the first game that had been carried over. It felt lazier than Dark Souls and for veterans just didn't seem all that challenging because we knew what to do already to deal with these creatures. Bloodborne should - being in a new world and all - have a brand new collection of enemies for us to slay and die at the hands of - we're hoping it's much more like Demon's and Dark Souls rather than part two.
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.