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Thread: Bloodborne

  1. #201 SP
    Member clovnusor's Avatar
    Si eu aproape am renuntat la Lords pt ca crapa des, iar un joc de genul asta, dupa ce ca il iau incet si metodic, mai si crapa... Sa ma lase. Oricum nu incape comparatie intre Lords si DS. Nu sunt de acord cu bataile lalaite din DS, e doar vorba de ce build alegi si cat de mult te aperi/ataci. Cred ca ti-a lasat un gust amar DS2 si sincer cred ca si lui Miyazaki.

  2. #202 SP
    Member AngelOfPain's Avatar
    Nici eu nu inteleg cum te miscai mai repede in Lords Of The Fallen unde orice clasa se rostogolea ca un cartof, fara pic de gratie. Probabil ti se pareau lalaite deoarece conta build-ul si trebuia sa fii mai tactic, nu ajungeai op dupa 2-3 ore ca si in Lords Of The Fallen.

  3. #203 SP
    Member Wagram's Avatar
    In DS 2 puteai sa fii cat de rapid voiai cu Dual Wield Power Stance. La drept vorbind, asta mi-a placut cel mai mult la jocul ala. Tare as vrea sa fie asa ceva si in Bloodborne, dar n-am vazut sa pomeneasca.

  4. #204 SP
    OEE
    VIP Member OEE's Avatar
    Exista cel puțin doua arme confirmate pt dw, este o sabie care se desparte în două pt dw și un set de daggers.

  5. #205 SP
    Member Wagram's Avatar
    Asta am vazut, pe mine m-ar interesa si Power Stance, care-ti oferea atacuri diferite si damage mai mare decat DW simplu.

  6. #206 SP
    Senior Member BizZare's Avatar
    Twin Blades (can be dual-wielded for unique moveset; think Power stance from Dark Souls 2) + Pistol [Nimble]
    http://www.thumbsticks.com/notes-on-...odborne-alpha/

  7. #207 SP
    Admin MonkY's Avatar
    Hmm, more weapons

    Btw, aveti si niste walls aici: http://www.consolegames.ro/forum/f60...ml#post1230305.
    Attached Images Attached Images bloodborne-_20150313232604.jpg bloodborne-_20150314001054.jpg bloodborne-_20150314043934.jpg bloodborne-_20150314141321.jpg bloodborne-_20150314190537.jpg bloodborne-_20150314194932.jpg bloodborne-_20150314205836.jpg bloodborne-_20150314215640.jpg bloodborne-_20150314231522.jpg bloodborne-_20150315000036.jpg bloodborne-_20150315000119.jpg bloodborne-_20150315000200.jpg

  8. #208 SP
    OEE
    VIP Member OEE's Avatar
    Bloodborne "Undone by the Blood" Trailer | The Hunt Begins | PS4



    Si inca un articol de la EUROGAMER: Bloodborne's combat convinced me I don't need a sword and shield any more - Eurogamer.net.

    Old habits are hard to break, especially when they're ones that kept you safe through trying times. When you walked through the Valley in the shadow of Drakes, when you descended into the toxic depths of Blighttown, and when you paced the gleaming ramparts of Anor Londo, the old sword and shield combo was a reliable fallback in Dark Souls. Block, slash, back off, wait. It was a mantra you repeated to yourself over and over, a song whose comforting words saw you through the darkest nights. Block, slash, back off, wait. Dark Souls' creator Hidetaka Miyazaki doesn't want you to get comfortable, which is why his latest title, PS4 exclusive Bloodborne, is taking that fallback away. And as suspected, learning to get by in a From Software game without relying on a sword and shield doesn't come easy - at least at first.

    Starting the game, you awaken, laid out on a gurney, in Iosefka's Clinic, a grimy, sunless room lined with dirty bottles and rusted medical equipment. A man in a wheelchair with his eyes bandaged, presumably Iosefka himself, looms over you. He calls you a 'Paleblood,' tells you you'll need some Yharnam blood in you, and that you'll need a contract in order to begin the transfusion. This opens up the Character Creation screen, where you'll choose the appearance and gender of your avatar. You also select your character's personal history, or 'origin', which affects their starting attributes. Being a Lone Survivor gives you higher life essence and vigour, for example; other choices include Milquetoast (all stats are average), a Noble Scion, a Troubled Childhood and a Waste of Skin - a miserable state as you're told you're worthless, talentless, and shouldn't even really be alive. How charming, and oh so very Souls-like.

    Upon creating your character and 'signing' the contract, the transfusion will begin, Iosefka will disappear, a werewolf will rise from a puddle of blood on the floor and reach out to you before bursting into flames, and then hissing little imp-like creatures will crawl up over the gurney and you'll pass out, awakening some time later. After getting up you're free to explore the clinic, though the only company will be your own creaking footsteps, until you stumble upon a werewolf that will immediately kill you. You'll reawaken (again) in the Hunter's Dream, a quiet, moonlit churchyard that'll act as your hub world. It's here you'll be able to level up, upgrade weapons, and, by inspecting various tombstones, warp to other locations. Upon the steps of the church, a life-sized doll stares at you with blank, glassy eyes - its use unapparent for now. Approaching it, the text description reads simply that it's "Just a plain doll." Not likely.

    As you ascend the church steps, those imp-like creatures - loyal servants of Hunters like yourself called Messengers - rise out of the ground holding trick weapons, offering you a choice between a Saw Cleaver, a Hunter's Axe, and a Threaded Cane. I take the Cleaver. Another set of Messengers offer firearms, a choice between a Hunter's Pistol and a Hunter's Blunderbuss. I take the Pistol. You can equip up to two weapons per hand to switch between, though seemingly weapons will be nowhere near as plentiful as in Dark Souls 1 and 2 - they never drop from fallen foes in Bloodborne, for example. The Messengers hand me a third gift, a notebook, which the text states will allow them to leave my messages with hunters in other worlds. A soapstone, in other words. The church doors are locked for now, but approaching another Messenger sat in a birdbath and rubbing its hands greedily, I'm told its here I can trade in Blood Echoes, which take the place of Souls as currency here, to buy and sell items. There are only basic items available to buy at the moment; Blood Vials, which take the place of Estus Flasks; Pebbles, which are used to distract enemies; Quicksilver bullets, and firebombs.

    Inspecting a nearby Tombstone of Awakening warps me back to Iosefka's Clinic, though now I'm armed I'll have a better chance of passing through. The werewolf that dispatched me is still there, only now his eyes shine white. This trait means he holds the Blood Echoes I dropped upon death - or would have dropped, had he not been the first enemy I encountered. As with the Souls games, you'll drop your primary resource upon death at the spot in which you died, but in Bloodborne, a nearby enemy will sometimes snatch up your Blood Echoes before you manage to return to the spot to retrieve them. In that instance, you'll have to kill that enemy in order to restore the Blood Echoes you had previously collected, rather than simply touching a telltale pool of blood on the ground.

    A few slashes with the Saw Cleaver quickly brings down the beast. The Cleaver has two states that you can switch between with L1; closed over, it'll deal greater damage at short range, but once snapped open it'll be much more useful at fending back greater numbers of enemies with wide, sweeping slashes. You don't have to steadfastly stick with one form or the other during combat, however - changing forms during attacks will change up the combos your character performs. Opening with a sweeping attack and quickly changing to a close quarters slice will help to open up enemies using shields, for instance.

    Stumbling out of the clinic, up some carved steps and opening up a heaving, creaking set of iron gates, I suddenly find myself in central Yharnam - its 19th century gothic-inspired streets paved with wrecked carriages, decomposing horses, and rows upon rows of padlocked coffins. It's an incredible sight. Boletaria, Lordran and Drangleic were faded, ancient worlds; crumbling, medieval and melancholy. The twisted streets of Yharnam are something else altogether - dark, diseased, and exceedingly hostile. Gleaming spires, ornate fortresses and once-proud marble throne rooms are replaced by wrought iron spikes, weathered limestone statues and dirty alleyways. Sometimes you'll spy a sliver of light creeping under a door or out of a shuttered window and see a flicker of life inside, hear the murmur of voices within, lamenting the fate of the city but never allowing you to cross the threshold. As a whole Yharnam is a haunting creation, but it depicts a darker, more violent kind of beauty, the sort that'll have you standing and staring as the yellow flames of a bonfire gently lick a mutilated werewolf carcass.

    Approaching one such bonfire from afar, I see a large group of standard enemies gathered - citizens of Yharnam that have become infected with a so-called plague of beasts, becoming maddened as a result. Somewhere, a bell tolls, signalling to the congregated mob that its time to resume actively hunting for beasts. I watch them from afar for a time - some stand still, others wander up and down in groups, and still more seemed a touch unpredictable as they didn't appear to have a set patrol path. Whereas before in Dark Souls I'd have attempted to kite enemies, pulling them in one by one to make them more manageable, here that endeavour becomes more difficult. If I'm lucky I can use pebble to distract one, but more often than not you'll grab the attention of two or three at a time.

    It's at this point that the difference in combat between Bloodborne and From Software's previous titles really becomes apparent. You move much faster, for starters, the dodge button enabling you to weave quickly, though sometimes clumsily, in and out and around several enemies at once. With a sword and shield combo in Souls, the instinct was to remain unmoved, allowing combatants to come to you while keeping your defences up and waiting patiently for the right time to attack. In Bloodborne, enemies come so thick and fast that this approach would be suicide, even before factoring in your lack of defensive equipment. Your foes are faster and smarter, too, and have a wide array of attacks. Some prod you with a pitchfork while their comrades call you an accursed beast and wave fire in your face to scare you off. Some drag their scythes along on the ground behind them as they patrol, filling the air with a horrible scraping sound as they screech across the cobblestones.

    Perhaps the most important new aspect of combat, however, is the firearm, which takes the place of a shield in your left hand. Used as a long-range weapon it's fairly useless, at least at this very early stage of the game, but as soon as you figure out what it really is - a device with which to parry incoming attacks - it's a revelation. Firing the gun with L2 just as an enemy is about to land a blow staggers them, throwing them off balance and allowing you to follow up with a swift and bloody counterattack that will instantly kill lower-level aggressors, drenching your cloak in their blood in the process. This mechanic all but forces you to be more pro-active, and thus completely changes the pace of Bloodborne's combat. Where before, in Dark Souls, I'd be slowly circling singular enemies, suffering their attacks while feeling for the right moment to plunge a blade into their back, now I'm chasing them down and facing mobs of them head on, goading them into battle. Charged attacks can also be carried out on enemies by holding and releasing R2, and in the case of one that is unaware of your presence, can stun them long enough to carry out a brutal follow-up with R1.

    In addition to this, the Regain system also rewards aggressive play by allowing you to claw back health lost from enemy attacks if you retaliate within a certain timeframe. After being dealt damage, you'll notice an orange section momentarily appears on your red health bar. This is how much health you can potentially get back from counterattacking, and each consecutive hit will add a small portion of that orange bar back to your overall health. It doesn't make you invincible, but it does embolden you to strike fast and keep consecutive skirmishes going for longer than you might otherwise have done. Make no mistake, combat here still demands strategic thinking and some degree of foresight, but it feels much more immediate.

    My hour-long demo ends with the first boss fight of the game - the Cleric Beast, a tangled, towering mass of bones and branches and lichen that leaps over a wall with a bloodcurdling screech and launches directly at me. One of my favourite aspects of Dark Souls was its incredibly detailed monster design, so it's good to see that still intact here. The Cleric Beast appears relentless in its attacks, but knocking back its arm with the firearm does seem to leave it vulnerable to a more powerful follow-up with the Cleaver.

    On one hand, Bloodborne is unmistakably Souls in nature. From the mournful music to the surprise enemy placements, to the labyrinthine, complex world and the need to strategise and learn from your mistakes in order to inch forwards, this is an experience that Souls fans will immediately recognise. But there are fundamental differences in its design that make playing Bloodborne a markedly different experience. Though an hour wasn't totally enough to wean me off all the habits I learned while playing FromSoftware's previous games, I am no longer a shieldmaiden of Lordran. Prior to playing, I had thought I'd just stick to my Souls' 'block, slash, back off, wait' mantra whenever and however I could. Playing through just an hour of Bloodborne, I can see that simply won't be the case, and nor do I want it to be. I'm a convert; in Yharnam, a good offence is the best defence, and that's the song I'll be singing come release day.

  9. #209 SP
    Member Wagram's Avatar
    Văd că pe Altex.ro nu mai e disponibil pe 27, cum era săptămâna trecută, ci pe 25.

  10. #210 SP
    Senior Member AndRewqp's Avatar
    cateva pareri din presa daca nu sunteti inca convinsi:
    • Eurogamer

      Old habits are hard to break, especially when they're ones that kept you safe through trying times. When you walked through the Valley in the shadow of Drakes, when you descended into the toxic depths of Blighttown, and when you paced the gleaming ramparts of Anor Londo, the old sword and shield combo was a reliable fallback in Dark Souls. Block, slash, back off, wait. It was a mantra you repeated to yourself over and over, a song whose comforting words saw you through the darkest nights. Block, slash, back off, wait. Dark Souls' creator Hidetaka Miyazaki doesn't want you to get comfortable, which is why his latest title, PS4 exclusive Bloodborne, is taking that fallback away. And as suspected, learning to get by in a From Software game without relying on a sword and shield doesn't come easy - at least at first.
      It's at this point that the difference in combat between Bloodborne and From Software's previous titles really becomes apparent. You move much faster, for starters, the dodge button enabling you to weave quickly, though sometimes clumsily, in and out and around several enemies at once. With a sword and shield combo in Souls, the instinct was to remain unmoved, allowing combatants to come to you while keeping your defences up and waiting patiently for the right time to attack. In Bloodborne, enemies come so thick and fast that this approach would be suicide, even before factoring in your lack of defensive equipment. Your foes are faster and smarter, too, and have a wide array of attacks. Some prod you with a pitchfork while their comrades call you an accursed beast and wave fire in your face to scare you off. Some drag their scythes along on the ground behind them as they patrol, filling the air with a horrible scraping sound as they screech across the cobblestones.
    • Gamespot
      My usual reliance on brawn and bulk was the first Souls game inclination I had to unlearn. Flailing mutants and diseased rats needed to be vanquished, but there was no shield to hide behind. Instead, I wielded weapons in both hands, and could easily switch between two right-handed blades with the press of a button. In my left hand was a shotgun, which could do some damage from a moderate distance, but which (of course) provided more offensive power up close. I could also hold a torch aloft in place of my gun, which was a boon when the corridors darkened. (If you are worried that Bloodborne would make torches as pointless as they were in Dark Souls II's original release, you can rest your mind in that regard.) However, it was the blades, in tandem with my firearm, that saw the most onscreen action.
      It was a tense and eerie gameplay session, with each new enemy crushing my soul as I gripped the controller. One creature--a looming skeletal arthropod--looked like an ancient fossil come to life, and several of them lobbed balls of fire towards me. It was a phenomenal sight and a challenging area, given that I had to deal with bell-ringers and other adversaries in addition to the fireball-spewing freaks. But once I learned to close the distance and flail away on the skittering things' tails, they weren't long for this world. And so it will go in the full game, I imagine: moving through the darkness and fog, and discovering new ways to destroy whatever gross brute stands in your path. We'll know soon enough--and I am already stocking up on anti-anxiety medicine in anticipation.
    • Kotaku
      The rhythm and style of the combat is different, you see, even if it might look broadly similar. In Souls you’re usually on the defensive - you walk into a room with your shield up and can take a few hits before reacting. That just does not happen in Bloodborne. You don’t even have a shield. When something hits you, you have to hit back, and quickly, to regain health. My initial instinct was to dodge backwards and regroup after getting hit by some screaming madman with a cleaver, but after a while my mindset changed and I was lunging back aggressively with my own transforming cleaver after every blow I took. It’s exceptionally aggressive and exciting and on-edge. Every single encounter feels like life or death, and it usually is.
      I’m not usually a fan of gore, or of horror, which made me nervous about Bloodborne - I’m still not convinced that I’ll be able to get through it mentally unscathed. This isn’t dark fantasy any more. It’s more gruesome than that. But it’s not gross-out - there’s no viscera gushing from wounds, no gore-porn, nothing that made my nose wrinkle in disgust. I’ve been scared and occasionally shocked by the things I’ve seen so far in Bloodborne, but not repulsed. This shouldn’t be surprising, really, as this is a Miyazaki game, and rarely has there been a game creator more devoted to aesthetic beauty - even if that beauty is also gruesome.
    • Gameplanet
      Combat is a touch faster than it is in the Souls games, but the basics are the same: lock on to the enemy of your choosing, avoid damage by jumping backwards or rolling to the side, and attack when you see an opening. Stamina management is all-important, and there are overhead smash and charge-up moves alongside the usual medium and heavy swings. Transforming your weapon does allow for extra range, and I imagine skilled players will thread transformations through long combos to keep enemies in reach.
      The ways that Bloodborne is similar to any of the Souls titles appear to far outweigh the ways it differs. The setting has changed, but the mechanics and mystique of those towering predecessors loom large. It’s hard to image this being much of a problem. Yet the game feels less mysterious and more accessible, although my death count says otherwise.

      Perhaps its the absence of odd, dreamlike atmosphere of the Souls games, which at times felt like the game equivalents of the most extreme funhouse mirrors, but make no mistake – there is foreboding for days here. We just never saw outside the city's walls and gazed in wonder at some bizarre clifftop construction or god-sized enemy.
    • PS Blog
      PS Vita Remote Play Impressions

      Being a PS4 title, we naturally had questions about how Bloodborne’s faster combat would translate to PS Vita‘s smaller form factor. I can happily report that FromSoftware has implemented various niceties that ensure a smooth transition from DualShock 4 to PS Vita, including a few clever re-mapping solutions:


      After about five minutes of re-training my muscle memory, I was already dodging and counterattacking Bloodborne’s nightmarish beasts with the same finesse and ferocity as I was managing while playing natively on PS4.

  11. #211 SP
    Member Wagram's Avatar
    Bloodborne preview | TrustedReviews

    Early Verdict
    Bloodborne has the potential to be one of the great PS4 exclusives, but only for a very niche market. Just like its origins, Dark Souls and co, it won’t have the mass appeal needed to make it a console-defining title. For those who are fans of Dark Souls and Demon Souls, Bloodborne is right up your street.

  12. #212 SP
    Senior Member solecon's Avatar

  13. #213 SP
    \ tudyniuz's Avatar
    Eu sunt putin dezamagit ca nu exista o editie cu o statuie precum cea din Dark Souls 2. Ceva similar mi-ar fi placut. Ma lasa rece editiile speciale anuntate.

  14. #214 SP
    CG Editor Dant3's Avatar
    Tare
    http://www.dualshockers.com/2015/03/...y-of-the-game/
    In a new promotion that’s quite unlike any we may have seen before for a video game (and yet still strangely appropriate), Sony’s PlayStation Denmark branch has partnered with the Danish blood center GivBlod to provide a truly unique promotion in tandem with*Bloodborne.

    Benefitting the blood center that is currently seeing a shortage in male blood donors and encouraging men to donate, PlayStation Denmark is offering a special promotion where those that donate blood on Monday, March 23rd at GivBlod will be provided with a free copy of*Bloodborne, or another PlayStation title of your choice, following a blood donation.

    In addition to the promotion offering*Bloodborne*as a token of thanks for donating blood to help others, a sweepstakes will also take place to win a specially-designed PlayStation 4 console modeled after*Bloodborne*– the console sweepstakes will enter anyone that either donates blood or signs up to receive a blood test.

    Aside from those attending the event, users can also take to Instagram and sharing a picture in which “they interpret the message of giving blood and saving lives,” and by tagging GivBlood and using the hashtag #GivBlodforBloodborne can also be entered into the sweepstakes to win the special*Bloodborne*PS4 console.

  15. #215 SP
    Vires Intus eagle-eye's Avatar
    Daca ar face asta si la noi, as dona
    Chit ca am fobie.

  16. #216 SP
    Member Wagram's Avatar
    Văd că la Altex a intrat în stoc. Poate ne pricopsim cu el mai devreme niţel.

  17. #217 SP
    Senior Member raduadelin's Avatar

  18. #218 SP
    Member geo971986's Avatar
    Quote Originally Posted by Wagram View Post
    Văd că la Altex a intrat în stoc. Poate ne pricopsim cu el mai devreme niţel.
    Altex... Le-as fi recunoscator daca l-as primi in prima sau a doua zi de lansare.

  19. #219 SP
    Member Wagram's Avatar
    Ce să zic, Dark Souls II mi-a venit cu vreo două zile înainte de lansare. Pe de altă parte, am o comandă la Killzone Shadow Fall din ianuare 2014, e încă în aşteptare.

  20. #220 SP
    Junior Member Monex's Avatar
    Nefiind acasa mereu, i am sunat si i am intrebat daca este vreo sansa sa vina mai devreme. Dupa 15 minute pe hold, mi a zis " Desi produsul este in stoc, jocul se lanseaza pe 25. Ne este imposibil sa il livram mai devreme. Dupa data lansarii, produsul va fi preluat de bla bla bla si va fi livrat in 24-48h."

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