This week’s Dissecting Design looks back at Bloodborne, the spiritual sequel to the spiritual sequel of Demon’s Souls, and how From Software managed to once again tweak things just so to create a different kind of design.

  • 0:00 — Intro
  • 1:16 — Souls-Like Basic Design
  • 24:15 — Differences in Weapon Design and Progression
  • 35:08 — Boss Fight Design Against Father Gascoigne
  • 43:51 — Final Thoughts and Issue With the Game
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Dark Souls 3 (6)

Recently we had a conversation about accessible games and avoiding making things too obscure. During the chat, the topic of Soulsborne came up and I was asked an interesting question: For a game that is so demanding, why does the Souls Series avoid accessibility complaints?

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Dark Souls III (5)

It’s time to talk about Soulsborne. We have two spiritual successors to Demon’s Souls that each take the design’s challenging gameplay and level design in different directions. For today’s post, we’re going to attempt to compare the two and see how very similar game design can go in vastly different directions.

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In between the other LPs I’m doing, why not start a Bloodborne one? I’m going through the spiritual successor to Demon’s Souls and seeing just how different the Souls formula can get.

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