


The press release included with my review copy recommends a character level of 65. The Old Hunters is ludicrously, painfully, torturously difficult-so difficult that its (say) ten hours were stretched out for me to an exorbitant twenty-five, much of it spent repeating arduous grinding circuits. (The personal reward for all this rigor has been exhaustively chronicled elsewhere.) That The Old Hunters is grueling should hardly seem surprising. Miyazaki’s games are so capably, even elegantly designed that their demands on the player never quite seem unfair or unreasonable, no matter how outrageous one naturally feels, as with a challenging novel, that their difficulty is conquerable. Bloodborne spiritedly advanced the cause: many of its ghastly enemies were occasion, for this player, for much hurling of the controller and gnashing of the teeth-though not at all unpleasantly. Hidetaka Miyazaki’s most enduring idea was that videogames could stand to be rather more difficult. The inclusion of so many here strikes me as nothing more than a concession to value.
BLOODBORNE DLC QUEST UPGRADE
Bloodborne never particularly encouraged variety in arms-the blood stones needed to upgrade a weapon made it virtually impossible to enjoy the full use of more than one or two. And while nearly a dozen new weapons are introduced to your repertoire over the course of the game, only one, the Whirligig Saw, offers anything like a significant change. Combat is still very much a matter of evading and parrying, swooping in and strafing away. This cloned environment has been populated with a handful of new enemies, true, whose styles and skillsets, especially early on, afford one a good deal of novel encounters. It begins in a negligibly remodeled Odeon Chapel, now ground zero of the Nightmare from there one proceeds as usual through the Cathedral Ward, made over with verdant overgrowth and trees that slope and wend through the hills. In this way The Old Hunters feels less like an expansion than a reiteration. The Living Failures are meant to be forgiven their plagiaristic aspect because it’s part of the game’s curious design. Thus are its sundry ghouls and dreamscapes in fact reflections of the other side. And the Hunter’s Nightmare, one gathers, is a kind of mirror image of Yharnam, the city in which Bloodborne proper takes place.

The Old Hunters takes place in a realm known as (what else?) the Hunter’s Nightmare. Though the resemblance may be deliberate.

These fellows are rangy and grayish and sort of drably nondescript, and in their number and manner seem conspicuously similar to the Celestial Mob fought previously in the Upper Cathedral Ward they faff about in a garden rather than a shallow pool but attack alike and are contended with in much the same way. About midway through one confronts a troop of miniature bosses simply called the Living Failures, which could be the name of a good punk-rock band. Ī sense of duplication looms over The Old Hunters. They’d better leave Bloodborne alone after this expansion. The Despairing Cutlass? The Infirmary of Sorrow? You half-expect to wander into the A Bit Crestfallen Caverns or pick up a rapier called Glum. One can well imagine a brainstorming session at From Software, the developers trying to think gloomily as they thumb a dog-eared thesaurus. So too will its macabre menagerie: the Bloodlickers and the Parasites, the Winter Lanterns and the Nightmare Executioners. The River of Blood, the Beast Cutter, the Surgery Altar, the Astral Clocktower, the Blood of Adeline, the Nightmare Church, the Underground Corpse Pile, the Holy Moonlight Sword, the Beasthunter Saif: the settings and armaments that furnish The Old Hunters will certainly sound familiar to veterans of Bloodborne.
