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Now reading: Chapter 503: A Trend of Getting Hurt from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Online, the ga "Bloodborne" was being wildly complained about by countless players.

'So, in the "Dark Souls" prequel, you couldn't teleport early on. In "Bloodborne," you can teleport, but there are no lamp posts to teleport to!'

'I died once in the Forbidden Woods, and I'm losing it!'

'That's nothing. The main thing is that the little monsters in the ga are too disgusting. I feel like I'm not being killed by the difficulty, but being scared to death!'

'Hahaha... Hahaha... Doll girl... Alia...'

'Sigh, drag the guy upstairs out. He probably has too much insight and has gone crazy from looking directly at the ancient gods.'

'Hey, is there anyone who can make a walkthrough? I'm getting beaten senseless by the Blood-starved Beast!'

'To the guy getting beat by the Blood-starved Beast, there's a "chicken blood" item you should know about. Also, you can call an NPC at the left of the front gate, that little guy who gave you the blessed paper and looks like a holy knight.'

'I found a way to enter a hidden map. After beating Alia, touch Laurence's skull, get the Bloodshot Eyeball Hunter badge from the workshop, and then go to the Amygdala location in the Cathedral Ward. You can get grabbed into the nightmare!'

'I watched a livestream yesterday, and a master player went in, and then got trashed! Better level up more before going.'

The constant suffering has made many hunters a little out of it.

Of course, after a short bit of frustration, the new hunters are complaining endlessly. But so old tirs who have beco hunters are instead more excited, feeling it's more thrilling.

After all, that's what Soulslike gas are about, isn't it? A challenge?

A lot of master players had already figured out the earlier "Dark Souls," and there were guides everywhere. This made so later players of "Dark Souls" think the ga's difficulty was just so-so. While it was a little hard, it wasn't as hard as you all said!

But only players who have been through the early stages know how hard a Soulslike ga is at the start.

And clearly, "Bloodborne" succeeded in bringing that ultimate heart-pounding feeling to all players again.

Even though they've gone from undead to hunters, and the off-hand weapon has gone from a shield to a gun.

There are still a lot of things that are the sa as "Dark Souls."

Of course, I don't an jumping or being mute, but the difficulty and the nastiness.

You could say that, in a way, the difficulty brought by "Bloodborne" made many players feel it was even harder than the "Dark Souls" prequel from years ago.

After all, the "Dark Souls" prequel followed the "Dark Souls" combat system. While there were so differences, it was basically the sa mold.

But "Bloodborne" is completely different. It encourages players to attack more. Especially with so bosses, the difficulty of fighting with or without gun parries is on two different levels.

Unsurprisingly, "Bloodborne" has set off a trend of getting hurt among players.

And it's also very popular on livestream platforms and video websites. After all, the ga has good topics, and it's good for livestreams.

But what's interesting is that both the PC and VR versions of "Bloodborne" have high sales.

But quite a few players didn't choose the VR version, but chose the PC version.

From the content of the multiplayer mode, there's actually no difference between the PC and VR versions.

You can still connect through the bell, including the corresponding data of the Chalice Dungeons. You can also share carvings, and see each other's notebook ssages.

But from the actual gaming experience, the VR version of "Bloodborne" is actually better than the PC version.

If it were any other ga, it would definitely attract the attention and discussion of many designers in the ga industry.

But with "Bloodborne," neither players nor designers in the ga industry seem surprised at all.

Because the VR version of this ga is just amazing!

Imagine you're using the highest-end CosmosVR. When you encounter a Brainsucker, and you're hugged and it starts sucking your brain, the pressure feedback on your head starts simulating the pressure. It's like a pair of little hands are gently pressing your head. Are you panicking yet?

The popularity of "Bloodborne" is still very high. However, so casual players, especially those who were attracted by the popularity or the fa of Soulslike gas, but aren't suited for this type of ga, have quit halfway through. They chose to continue learning about the later content through livestreams and videos.

After all, as a hard-core ga with high difficulty, there aren't that many true "hurt " players.

Of course, it's a complete celebration for hard-core players.

Because "Bloodborne" can be said to perfectly et their needs.

Growing through constant suffering, that is the most charming thing about Soulslike gas.

When the "Dark Souls" series ended, many players said they felt very sorry. After playing this type of ga and then playing other action gas, they always felt that sothing was missing, like a thrilling sense of adventure.

And now, they've found that tight, thrilling sense of danger and challenge again.

Of course, the only problem is that this thrilling feeling is a bit too much.

Just looking at the monsters in the ga makes their SAN values drop like crazy. Many hardcore players aren't quitting because of the difficulty, but because they're scared away by the monsters.

As a Soulslike ga, in addition to the connected map, the nasty traps, and the difficult boss battles,

the story told in pieces also deeply attracts players.

Because when Soulslike gas are first designed, the whole story and worldview of the ga will be split up, letting players use their imaginations.

You could say that everyone has their own "Dark Souls" and "Bloodborne" story.

It's like a "Hamlet" for a thousand viewers.

Although in the end, it will create the situation where only my "Hamlet" is correct, and everyone else is an idiot.

But that's precisely why players are so obsessed with the stories of Soulslike gas.

At the sa ti, like the morable NPCs in "Dark Souls" such as Solaire, Siegyer, and Patches,

the morable and vivid characters and bosses in "Bloodborne" can be compared to the content of the two "Dark Souls" gas, and there are even more. Almost every NPC and even boss that appears is morable to players.

The main reason is the way the story is told.

"Dark Souls" tells a history, from the birth of the First Fla to the history of the First Fla coming to an end. The tiline for the players spans thousands of years.

"Bloodborne" is different. It only uses Yharnam as a starting point, telling the story of everything that a hunter goes through, revealing the story behind this city called Yharnam. From this point of view, the connections between the NPCs and the story-telling of the characters can be more vivid.

Of course, "Bloodborne" can't compare to "Dark Souls" in terms of weight and epic feel.

But both "Dark Souls" and "Bloodborne" have one thing in common.

That is: despair.

In "Dark Souls," Patches, Crestfallen Warrior, the Sister, Quelaag, Gwyn's family, are all full of despair.

And the sa is true in the world of "Bloodborne."

What awaits is an endless feeling of despair.

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