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[US] Bloodborne Alpha details now going out

Gator86

Member
Anyone get the boss yet? He's not hard but once the camera crams itself up his asshole, the fight is basically over. It's just impossible to see what is happening. The previous souls games had similar issues at times so I'm not sure how optimistic I am this gets worked out.
 

impact

Banned
Yea I got so close on the boss just now and died from a camera issue. The framerate is also making that fight way tougher than it ought to be.

Overall the framerate is borderline awful though. I hope it's ironed out.
 

Gusy

Member
Damn you Cleric Beast!!

- The art design is wonderful. Resolution makes it shine.
- The framerate is not perfect, but doesn't hinder gameplay in any way.
- Loving the splashes of blood when connecting attacks.
- What are the pebbles for? same with foul smelling pill.
- This is a souls game through and through. Its DNA its intact.
- I havent finished demon's or dark souls yet and have never played DS2. Alpha lottery could be random.
- Loving the interior of buildings so far.
- Missing the block button a lot. But you do get used to not having it.

If you liked any of the previous souls games, its a definite buy.
 

mnannola

Member
Yea I got so close on the boss just now and died from a camera issue. The framerate is also making that fight way tougher than it ought to be.

Overall the framerate is borderline awful though. I hope it's ironed out.

Hopefully it's not by gutting the lighting and shadows
 

Astral

Member
How do these bells work? What's the difference between the two. It looked like I was summoned for a second. I saw another player's life bar or something but then it went into a loading screen and I was back in my game alone.

EDIT: Never mind. I believe lulling summons, small resonant is to be summoned. Seems buggy.

Does it end when you kill the boss?
 

Wagram

Member
The frame rate in Dark Souls 2 was utterly ridiculous on PS3. I'm highly disappointed in FROM for apologizing for Blighttown and then releasing DS2 the way it was on console. Honestly, I don't expect them to optimize Bloodborne much more.
 

Replicant

Member
Anyone get the boss yet? He's not hard but once the camera crams itself up his asshole, the fight is basically over. It's just impossible to see what is happening. The previous souls games had similar issues at times so I'm not sure how optimistic I am this gets worked out.

I hope you guys mention this problem in the official Alpha test forum. This is what you guys are for!
 

Qvoth

Member
Kzhp8vc.jpg

jesus christ
 
Got some questions for you lucky players:

1. What does the meter under the bullet hud element indicate?
2. What are the "personal effects" and what do they do?
3. Is the forward+R1 action a kick for every weapon?
4. What does L2 do when not wielding a gun?
5. Is there a difference between the result of just pressing circle (backstepping) and moving back and pressing circle when locked on?
6. Does transforming a weapon during an attack result in a unique attack or just the other form's equivalent of the initial attack? If it's unique, is it a single attack or are there multiple unique attacks depending on the initial attack before the transformation?
7. ...can empty hands be transformed? Can they parry?
8. Can you counter shot or backstab the Cleric Beast or the fully transformed beasts on the bridge?
9. Are the characters' eyes glowing yellow from the beginning?
 

Astral

Member
Just killed the boss with some help. I feel dirty. It was way too easy with another player. Well now there's nothing to do anymore other than fuck around.
 

hey_it's_that_dog

benevolent sexism
Got some questions for you lucky players:

1. What does the meter under the bullet hud element indicate?
2. What are the "personal effects" and what do they do?
3. Is the forward+R1 action a kick for every weapon?
4. What does L2 do when not wielding a gun?
5. Is there a difference between the result of just pressing circle (backstepping) and moving back and pressing circle when locked on?
6. Does transforming a weapon during an attack result in a unique attack or just the other form's equivalent of the initial attack? If it's unique, is it a single attack or are there multiple unique attacks depending on the initial attack before the transformation?
7. ...can empty hands be transformed? Can they parry?
8. Can you counter shot or backstab the Cleric Beast or the fully transformed beasts on the bridge?
9. Are the characters' eyes glowing yellow from the beginning?

I can answer a few of these.

3. I couldn't do a kick with anything, though I might not have tried it with every build. I know it doesn't do anything for the axe guy.

4. L2 does an attack when you are two handing the weapon (so this doesn't apply to flip blade thing). The axe does a horizontal sweep, chargeable into a double spin. The double blades do the dash-back attack we've seen in trailers. The hammer does chargeable overhead smash.

5. I don't think so.

6. I tried to transform during an attack and wasn't successful. You can however attack, then hit transform instead of attack again and it will do a transforming attack, and you can repeat this as a combo until your stamina depletes. So it's more like comboing with the transform button than DMC4's just rev mechanic. I was hoping it would require more skill actually, but you can just mash transform. I'm not even sure it's more powerful than regular attacks though. It might just be a mechanic that lets you change in the middle of a combo, and it happens to be combo-able itself. The moves don't always appear to be unique, but with the double blades they were. I think the hammer has unique moves for that too.

7. Empty hands can be "transformed" into a two handed beat-down. I didn't try any empty hand stuff against enemies though. Don't think they can parry because only guns can parry(?).

8. The beast can be parried, I think, or at least he can be shot in the face at the right time to stagger him and open him up to a riposte (but this is after he pounds the ground with his big arm, so it's not timed like a parry). No idea about back-stabbing, since that requires you to hit an enemy in the back with a charged attack (I think) and even then it didn't always work for me. Don't know about the wolves on the bridge. I staggered them with gunfire but didn't hear the audio cue for a riposte.

9. If you mean the player character, no. His eyes are normal human eyes.
 

anddo0

Member
You're done. Fuck around with the other weapons. The saw cleaver thing is such trash compared to the others. The ax and the hammer are amazing.

Cool.

Also, I can confirm remote play works.. L2/R2 are mapped to the front touchpad.
 
I can answer a few of these.

3. I couldn't do a kick with anything, though I might not have tried it with every build. I know it doesn't do anything for the axe guy.

4. L2 does an attack when you are two handing the weapon (so this doesn't apply to flip blade thing). The axe does a horizontal sweep, chargeable into a double spin. The double blades do the dash-back attack we've seen in trailers. The hammer does chargeable overhead smash.

5. I don't think so.

6. I tried to transform during an attack and wasn't successful. You can however attack, then hit transform instead of attack again and it will do a transforming attack, and you can repeat this as a combo until your stamina depletes. So it's more like comboing with the transform button than DMC4's just rev mechanic. I was hoping it would require more skill actually, but you can just mash transform. I'm not even sure it's more powerful than regular attacks though. It might just be a mechanic that lets you change in the middle of a combo, and it happens to be combo-able itself. The moves don't always appear to be unique, but with the double blades they were. I think the hammer has unique moves for that too.

7. Empty hands can be "transformed" into a two handed beat-down. I didn't try any empty hand stuff against enemies though. Don't think they can parry because only guns can parry(?).

8. The beast can be parried, I think, or at least he can be shot in the face at the right time to stagger him and open him up to a riposte (but this is after he pounds the ground with his big arm, so it's not timed like a parry). No idea about back-stabbing, since that requires you to hit an enemy in the back with a charged attack (I think) and even then it didn't always work for me. Don't know about the wolves on the bridge. I staggered them with gunfire but didn't hear the audio cue for a riposte.

9. If you mean the player character, no. His eyes are normal human eyes.

Thanks for the answers. Let me fire back:

3. That's odd, the kick is definitely in the game as of the public demos at TGS and elsewhere, did that input do something different or nothing at all for characters other than the axe wielder?

4. So both R2 and L2 attacks are chargeable? What does the flip blade do?

6. Oh, I misunderstood how transform attacks work. Thanks for the details. I'm wondering about unique attacks because they might drastically increase movesets, which would be very interesting.

7. Do both hands have to be empty for this "transformation?"

8. The Cleric Beast parry sounds weird. Indicating when counter shots are possible is one of this game's big design challenges.

9. Yes, I meant the player character, and do their eyes stay normal? They definitely glowed in videos I saw of the demo.

I'm still curious about that meter under the bullet icon. I now know the purpose of the bells (one allows you to summon, the other allows you to be summoned), but not the other personal effects. Apparently they are the Parting Shot and the Notebook. There's no way it will actually be this, but I'd love if the Notebook was an in-game method of taking notes. I always take notes when playing these games to remind myself to come back to mysterious or impassable things later.

Additional question (10.): Do roaming enemies always spawn in the same places and travel the same routes, or are they unpredictable?
 

Astral

Member
I was never able to do a single backstab or counter. I noticed I did more damage after countering with the gun but there was no animation.
 

hey_it's_that_dog

benevolent sexism
Thanks for the answers. Let me fire back:

3. That's odd, the kick is definitely in the game as of the public demos at TGS and elsewhere, did that input do something different or nothing at all for characters other than the axe wielder?

4. So both R2 and L2 attacks are chargeable? What does the flip blade do?

6. Oh, I misunderstood how transform attacks work. Thanks for the details. I'm wondering about unique attacks because they might drastically increase movesets, which would be very interesting.

7. Do both hands have to be empty for this "transformation?"

8. The Cleric Beast parry sounds weird. Indicating when counter shots are possible is one of this game's big design challenges.

9. Yes, I meant the player character, and do their eyes stay normal? They definitely glowed in videos I saw of the demo.

I'm still curious about that meter under the bullet icon. I now know the purpose of the bells (one allows you to summon, the other allows you to be summoned), but not the other personal effects. Apparently they are the Parting Shot and the Notebook. There's no way it will actually be this, but I'd love if the Notebook was an in-game method of taking notes. I always take notes when playing these games to remind myself to come back to mysterious or impassable things later.

Additional question (10.): Do roaming enemies always spawn in the same places and travel the same routes, or are they unpredictable?

3. I definitely saw the kick in some footage, so it's got to be in the game. All I know is that Forward+R1 was just the same as hitting R1, at least for the characters that I remembered to try it with.

4. The charge attacks are either R2 or L2 depending on the weapon type. The flip saw charges with R2 because it's always one-handed (so L2 is always firearm). Weapons where the two-hand mode involves gripping a single handle (i.e., the hammer and the axe) are charged with L2. The double blades have the charge move on R2, IIRC. The array of possible inputs and outputs in this game is pretty complicated when you think about it.

6. As I said, I'm not totally sure there isn't some kind of special timing based transform attack that I didn't figure out. But yeah, as you say, unique moves would provide a lot of versatility. I think there's already quite a bit compared to the typical melee weapon in previous souls games though.

7. To dual wield fists all I had to do was put away the melee weapon and hit R1. I don't remember if I hit L2 while I was fooling around with that, though, so I can't say whether that stance eliminates firearm use. I suspect it does.

8. Yeah, it's really not a parry, but rather a particular time when his weakpoint is vulnerable. Even then it was inconsistent. I think someone mentioned that you could actually parry him in the traditional sense, but I did not have the balls to try. Definitely agree that figuring out parry timing for all the enemies is going to be challenging unless the designers make the rules more explicit somehow. Just as an aside, the big guy with the brick is really easy to parry, and I wonder if part of his purpose is to teach the technique.

9. I didn't notice any glowing eyes, though I wasn't looking for them. I'm going to say they probably remain normal and someone can correct me if they noticed something different.

10. As far as I could tell, the enemies were always in predictable places or on predictable patrol routes. Case in point, if you take a slight shortcut you can get to a certain part of the level before the crowd arrives, whereas if you go the more obvious route, you'll arrive as they are all passing in the alley just down the steps. There's one spot in the demo with a ton of guys around a fire, and a bell rings around the time you get there, at which point some guys start walking down the alley toward you and others head off in another direction.
 

DirtyCase

Member
Oh man this game looks unbelievable. I swear I've been non stop telling all my friends about this. Hopefully I get to check out the Alpha
 
3. I definitely saw the kick in some footage, so it's got to be in the game. All I know is that Forward+R1 was just the same as hitting R1, at least for the characters that I remembered to try it with.

4. The charge attacks are either R2 or L2 depending on the weapon type. The flip saw charges with R2 because it's always one-handed (so L2 is always firearm). Weapons where the two-hand mode involves gripping a single handle (i.e., the hammer and the axe) are charged with L2. The double blades have the charge move on R2, IIRC. The array of possible inputs and outputs in this game is pretty complicated when you think about it.

6. As I said, I'm not totally sure there isn't some kind of special timing based transform attack that I didn't figure out. But yeah, as you say, unique moves would provide a lot of versatility. I think there's already quite a bit compared to the typical melee weapon in previous souls games though.

7. To dual wield fists all I had to do was put away the melee weapon and hit R1. I don't remember if I hit L2 while I was fooling around with that, though, so I can't say whether that stance eliminates firearm use. I suspect it does.

8. Yeah, it's really not a parry, but rather a particular time when his weakpoint is vulnerable. Even then it was inconsistent. I think someone mentioned that you could actually parry him in the traditional sense, but I did not have the balls to try. Definitely agree that figuring out parry timing for all the enemies is going to be challenging unless the designers make the rules more explicit somehow. Just as an aside, the big guy with the brick is really easy to parry, and I wonder if part of his purpose is to teach the technique.

9. I didn't notice any glowing eyes, though I wasn't looking for them. I'm going to say they probably remain normal and someone can correct me if they noticed something different.

10. As far as I could tell, the enemies were always in predictable places or on predictable patrol routes. Case in point, if you take a slight shortcut you can get to a certain part of the level before the crowd arrives, whereas if you go the more obvious route, you'll arrive as they are all passing in the alley just down the steps. There's one spot in the demo with a ton of guys around a fire, and a bell rings around the time you get there, at which point some guys start walking down the alley toward you and others head off in another direction.

4. So with weapon forms that have L2 attacks their R2 attacks can't be charged? They still have R2 attacks right?

7. Is that stance like Dark Souls II's two handed empty hand stance, where the character clasps their hands together to attack?

Thanks for the detail on number 10. Sounds alright, but it seems like roving groups would quickly become irrelevant if they're so easy to avoid. Maybe the supposed time of day system will mix things up. Thanks again for the answers, hope I'm not being too much of a bother with the repeated questioning.

If anyone else is reading, I'm still looking for details on that meter under the bullet icon as well as the Parting Shot and Notebook!
 

VertPin

Member
Anyone know if they're sending out more alpha invites to the NA region? Current PS4 owner with plus and lots of time put into the souls games. :(

Or is there some site I can log in with? Thanks.
 
By the grace of gaming god my friend got into the alpha and let me come over and try it out. Guys the Hype is real. From is truly back to form with BB.

Right off the bat I could tell the game is heavily based on Demon's and Dark combat instead of Dark 2 which is IMO a good thing. I could tell by doing a simple roll attack. In Dark 2 if you rolled and pressed R1 and tried to direct the attack back behind instead of the way you were rolling it would only turn you 90 degrees, while in Dark 1 you can roll one way initiate an attack and finish it the opposite way or your rolling. Feels sooo good to be able to pull that off again and will be really fun to do in PVP.

Another thing that I dont think anyone has mentioned.

Running strong attacks. In the previous games a strong attack wouldnt chain into a different attack when you executed it after running or backstepping like an R1 would. Instead after running youd just do the regular R2 attack. Now there are actual running R2 attacks that give even more depth to the combat system coupled with the regular running R1s.

Guys. My body is ready....so ready.
If anyone else is reading, I'm still looking for details on that meter under the bullet icon as well as the Parting Shot and Notebook!

Parting Shot im assuming is like the black separation crystal from Dark Souls. Lets you leave worlds or banish a phantom.

Notebook is for leaving messages, checking ones youve left.
 

Kuro

Member
Did anyone bother to look at the digital manual. All you had to do was press options on the game tile. Lots of info in there about summoning, etc.
 

aly

Member
Did anyone bother to look at the digital manual. All you had to do was press options on the game tile. Lots of info in there about summoning, etc.

lol, that would've helped a lot of people today. Just about every stream I saw had people wondering what to do and getting wrecked just in the first area.
 
Parting Shot im assuming is like the black separation crystal from Dark Souls. Lets you leave worlds or banish a phantom.

Notebook is for leaving messages, checking ones youve left.

Ah, thanks. Cool detail about running R2 attacks. I'm so jealous of you guys that get to play.
 

B-Genius

Unconfirmed Member
Did anyone bother to look at the digital manual. All you had to do was press options on the game tile. Lots of info in there about summoning, etc.

Seriously.

What were people expecting? Some "press crouch to crouch under this low thing" tutorial level? If you don't want to figure it out on your own, at least check for/read the manual before complaining.
 

hey_it's_that_dog

benevolent sexism
4. So with weapon forms that have L2 attacks their R2 attacks can't be charged? They still have R2 attacks right?

7. Is that stance like Dark Souls II's two handed empty hand stance, where the character clasps their hands together to attack?

Thanks for the detail on number 10. Sounds alright, but it seems like roving groups would quickly become irrelevant if they're so easy to avoid. Maybe the supposed time of day system will mix things up. Thanks again for the answers, hope I'm not being too much of a bother with the repeated questioning.

If anyone else is reading, I'm still looking for details on that meter under the bullet icon as well as the Parting Shot and Notebook!

4. Yeah, they still have R2 attacks.

7. Yes, that's it. If I could have thought of the word "clasped" I would have used it initially. There are some attacks where the hands are separate, I think, but the default stance is fist clasped in hand.
 
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