So..if tools/guns = magic
then maybe it's less a spec option and more a reward for being human/a penalty for being a beast. That'd be neat.
http://blog.us.playstation.com/2014/...ils/#sf3256110
Yup, they're going the increased offense route.In Bloodborne, the combat is based on intense life-threatening battles. One of the ways we are bringing that sense of danger to life is by keeping the deep strategic elements from Demon’s Souls, while also transitioning from the passive and block-and-attack style of Demon’s Souls to a quicker, more offensive and active combat style with close-range weapons and guns.
...if there's no magic, there need not be a caster spec. I suppose offense/defense/mobility playstyle could be more easily handled with gear alone with no need for stats.
https://www.youtube.com/watch?v=KJtzLXg9AB0
From neogaf.Demo is 30 mins long
Bloodborne is more aggressive than Demon's Souls
The city is called 'Biarnhem' ?
City is very densely layered. 'More complex than Thief'
Combat is much more aggressive
They dual wielded in the demo: Firearm and what they call a 'Sawcleaver' one in each hand.
Firearms are a close-range weapon, to stun enemies, create counter-attack opportunities.
Sawcleaver was transformable, and many weapons will be.
'You cannot play this the same way as Demon's Souls' - Have to be more aggressive
Targetting the same level of difficulty as Demon's Souls.
So guns create opportunities and many weapons are transformable. Imagine beasts might not be able to transform weapons?
http://www.videogamer.com/ps4/bloodb...view-3665.html
Players may have a gun to use, a blunderbuss of sorts, but ammo is scarce and it's not as effective as it first appears.
It's a point that was hammered home in a boss battle against a large, bipedal demon which favoured leaping attacks and looked like a werewolf having a bad hair day. The gun did nothing, and it fell to the Soul Cleaver to take on the grunt work. A weapon that can transform from its original form into a longer, more sword-like instrument, it enables the player to make a choice between fast and weak strikes and slow and powerful ones.
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