Bio
awesome game enthusiast i am working thru every game ever
Personal Ratings
1★
5★

Badges


N00b

Played 100+ games

Best Friends

Become mutual friends with at least 3 others

Noticed

Gained 3+ followers

2 Years of Service

Being part of the Backloggd community for 2 years

Favorite Games

Judgment
Judgment
Elden Ring
Elden Ring
Shadow of the Colossus
Shadow of the Colossus
Metroid Dread
Metroid Dread

101

Total Games Played

020

Played in 2024

025

Games Backloggd


Recently Played See More

Rez
Rez

Apr 27

Final Fantasy II
Final Fantasy II

Apr 26

Final Fantasy XV
Final Fantasy XV

Apr 17

Final Fantasy XV: Episode Ardyn
Final Fantasy XV: Episode Ardyn

Apr 17

Final Fantasy XV: Episode Prompto
Final Fantasy XV: Episode Prompto

Apr 16

Recently Reviewed See More

a game that feels severely less than the sum of its parts.

it's strange that i would feel this way about any game - games more often than not than any other piece of media are able to have fundamental flaws looked over because of how easily enjoyment can be gauged from just one aspect of the experience. whether this be the story, the gameplay loop, atmosphere, sound, or rewarding progression, it's of no surprise to anyone on this website that bloodborne excels at all of these individually.

with all of that being said, this game strangely fails to evoke any emotion from me at all. as well thought out a lot of the lovecraftian, gothic, and victorian horror ideas are to diversify the setting from prior fromsoftware games, i think this is hidetaka miyazaki's most lacking project as director to an abnormally strong degree.

i certainly wouldn't have felt this way at the start of my first playthrough. central yharnam as an introductory point is gorgeously realised and dense with captivating level design scenarios that provoke unique ways of thinking for any player regardless of their experience in the genre. this catalyst of engaging design also seamlessly allures the player to the game's subtle yet ultimately impactful slices of lore and rewards heavily in added emotional stakes for those who put in the effort to piece it together. this is capped off by two of the best initial boss encounters fromsoftware had created to that point - although i think it's been surpassed since within elden ring's opening hours, i am fully supportive in commending the opening of this game as one of the finest ways the medium has been utilised to immerse and appeal to players of any kind heading into it.

i cannot say this about the rest of the game. what followed from central yharnam felt like a shallow evolution of ideas and design that feels so intent on delivering a worldly counterpart to its small lore elements that i genuinely believe a better game could have been constructed without them.

i understand this is a confusing perspective but i'd want to justify this in probably the most understandable way first to anyone reading, i promise there's a cohesive point behind this. blood vials for example - wonderfully thought out, an idea of a healing mechanic completely in tone with the body horror elements of the game and a constant representation to the player of the negative to positive dichotomy blood holds in the lore. does this make for a better gameplay loop synonymous with the design though? absolutely not. it's ridiculous grinding for consumable healing was revisited after the initial stint with demons souls when estus flasks completely mitigated this design choice 4 years prior when dark souls was released.

odd yet understandable choices like these are at the heart of why this game fails to deliver as a project for me. the beast bosses are thematically and sonically excellent but suffer from all having the same move set because of their similarity and relation in the lore. the hunter bosses are a mechanically refreshing change of pace and encourage an aggressive style of play unlike any souls game before it but lack visual diversity or any genuinely engaging red herrings to their fights because of the lore. worst of all, the level design post central yharnam is for lack of a better word, uninteresting, to fit the condensed locale of the lore. not to be confused with underbaked, because i do believe the vision to create this world was achieved and delivered on an exceptional front to most players. however, a baffling lack of enemy variety, a weirdly intense focus on verticality and platforming, and the visual setpieces being compromised to the point of just being a different light filter because of the ps4's limited technology subverted what should have been immersive worldbuilding to me than little more than tedium. sometimes i'd find this tedium was occasionally broken up by the sudden thrill of an enemy standing by in the dark and a gatling gun positioned at you which was devastating for all the right reasons on my first encounter with them. in the 2nd half of the game these cheap jumpscare thrills exist in every room you explore and are never once implemented again in a different way.

but a lot of these viewpoints are overly sentimental and critical of the game in relation to its reception, especially when a lot of my favourite games are just as guilty of feeding the same gameplay encounters wrapped up in a slightly different visual package to you. what is the real loose end from this game that makes the various painstakingly crafted facets of this experience completely fall apart for me?

i don't like london :(

should be up my alley but man halfway through this is a slog

wish there was something more compelling to keep me playing aside from just the setting cuz the gameplay loop and story isn't clicking at all