Video Game Reviews

Elden Ring Review – A New Age

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Elden Ring is an open-world action RPG developed by From Software — creators of Dark Souls, Sekiro, and Bloodborne — and published by Bandai Namco Entertainment.

You play as a Tarnished of no renown, who has been tasked with reforging the legendary Elden Ring — which was shattered sometime prior to the start of the game — and becoming the Elden Lord. Unfortunately for you, the shards of the Elden Ring are all held by petty, vindictive — and often insane — demi-gods.

Now, being a From Software game, there are some things you know you’re going to run into. So, let’s just go through that checklist now:

  • Tough-as-nails, high commitment combat
  • Obtuse sidequests and storylines
  • Enemies that one shot you, no matter your build
  • Bonfire equivalents
  • Souls equivalents
Oh… and lots of dying

There. With that out of the way we can move on, and talk about what makes Elden Ring different from its predecessors in a big way. That being…

A Whole New Open World

The open-world is far and away the most outstanding feature of Elden Ring.

In order to convey a lot of information in a succinct way, I’m going to say something that’s a bit reductionist: Elden Ring’s open world is what you would get if Dark Souls and Breath of the Wild had a baby. The combat, movement, and general game elements are ripped almost directly from the Dark Souls franchise, and the design of the world itself is heavily reminiscent of Breath of the Wild

This combination is powerful for a few reasons. 

The first is that the BOTW style of open-world puts you in charge of your adventure. There were very few quest markers, almost no flashing icons, and you didn’t really have to do anything you didn’t want to do in order to beat the game.

This works so well for Elden Ring, because that’s how From Software games have always been. They give you the gameplay up front, but keeping track of the story and quests is up to you. 

Results may vary

The second reason the open world works so well is that it makes Elden Ring more accessible to new players. Usually, in a From Software title, you are given a couple of paths, and you can follow those paths until you run into a boss that is actively stopping you from going any further.

In Elden Ring, if you run into a boss that’s kicking your ass, you can just pack it up and move on to something else and tackle the ass-kicking boss when you’re ready. You can literally explore four of the game’s five main regions without beating any of the mandatory bosses. Sure, it takes a little bit of looking around, and finding the right items, but it can be done. 

The only real shortcoming to this particular design is that the different regions of The Lands Between (where the game takes place) are clearly made for characters of a certain level. While you can muscle your way through almost any enemy with sheer will and a little pluck, it means you can end up in an area where almost any hit will kill you instantly.

Choose Your Character

Now, as with other From Software titles, the only thing that truly defines your character is the stats. 

Unless you’re playing Sekiro, in which case it’s about your sweet-ass prosthetic limb.

If you choose the “Warrior” at the beginning of the game, that’s just picking your starting stats and equipment. What really matters is how you choose to build your character after that initial decision — and boy howdy does Elden Ring offer a veritable cornucopia of choices.

There are five basic stats on which to build your character:

  • Strength
  • Dexterity
  • Intelligence
  • Faith
  • Arcane

Of course, you can mix and match these to make your character whatever you want, but for most character builds, at least one of these is going to be your main stat. 

What I found during my playthroughs is that I had no clue what I really wanted to build until a specific weapon fell into my lap. For my first playthrough, it was “Bloodhounds Fang,” a curved greatsword. I liked the way it felt, I liked its move-set, and I’d already sunk a bunch of points into Dexterity, so all I needed were a couple of points of strength to get me started.

The problem is that there are sooooooo many cool weapons and spells in this game, but most have requirements so specific that building your character to wield one in particular will leave you unable to use eighty percent of the other items in the game. I was on my third full playthrough when I realized that the cycle would never end, because there were just too many cool builds I wanted to try.

I mean, you can re-spec your character with a specific item — after beating a specific boss — but I like to build my characters from the ground up, so re-specing wasn’t really an option in my case.

A Sense of Scale

One aspect of Elden Ring that continued to impress me, even into my second playthrough, was its sense of scale.

Everything in this game is huge and beautiful and terrifying. Just walking into the open world for the first time will have you staring at the grand Stormveil castle — one of the game’s amazing legacy dungeons — and the Erdtree — a world tree so large that you can literally see it from almost anywhere in the game. And that’s just within the first few minutes of gameplay.

There are castles mired in poison swamps, magical schools atop towering plateaus, and shining golden cities.

In any game in the Dark Souls series, it would be impressive just to see these things. What makes Elden Ring so much more impressive is that if you see a cool location, you can go there. Hell, not only can you go there, but you get to explore, basically, the entire thing.

This sense of scale pairs perfectly with the open world.

I spent most of my first playthrough trying to figure out exactly how to get into all the cool places I could see. Some of them were harder to get into than others…

…looking at you, Volcano Manor.

Copy and Paste

One of my big gripes with Elden Ring was the alarming amount of assets that were reused. 

While playing through this game, you’ll see the same shack ad nauseum. You’ll see the same dungeons, with the same walls, and the same clutter over and over and over again. You’ll see the same enemies and bosses – albeit with slight differences to make them harder. Basically…

I know it’s a big game… Insurmountably huge is probably more accurate… but I really hate when developers reuse assets so heavily.

It didn’t really ruin any part of my playthroughs, but it did start to get a little stale from time to time. 

The only upside to this is that it made the legacy dungeons and unique bosses all the more memorable when put up against the relentless sameness of some of the minor crypts and caverns. 

Not-So-Jolly Cooperation

The absolute worst part of Elden Ring is its obtuse-ass multiplayer.

It is literally garbage. 

I understand that From Software has always had very restrictive multiplayer, but for fuck’s sake, couldn’t they have made it even a little bit easier?

You see, in order to play this game with a friend, first, you both have to have online play activated. Then, the person you want to play with has to put a symbol on the ground in their game (or send the symbol to a summoning pool)…

Oh, you also have to activate the multiplayer statues for the area where you’ll be playing.

Then, once the symbol is on the ground, you have to use a specific item so that you can see your friend’s summoning symbol. Then you can summon them into the game. 

But wait!

If you didn’t set up your multiplayer password in the multiplayer menu, you can see every summoning symbol placed in the area, and anyone else can summon your friend inadvertently. So, make sure you both put on your multiplayer passwords. 

Then you can play together… until you beat an area boss. After, your friend will be de-summoned, and you’ll have to summon them again using this whole insane process.

Oh, did I mention that you can’t rest while your friend is summoned? So no restocking your healing items.

You also can’t ride your horse, so you and your buddy will be on foot the whole way.

Hope you brought your coconuts

 Also, your friend can only accompany you near where you summoned them. So if you want to explore somewhere else together, you have to de-summon them, and then summon them again in the next area. 

To add insult to injury, anyone who is summoned to another player’s game only gets half of their healing items rounded down. So if you have three healing flasks, that means you only get one when you’re helping a friend.

I would like to say, however, that the only reason I’m throwing this much shade at Elden Ring’s multiplayer is that they marketed the game as being “Multiplayer.”

I don’t know how many ads I saw before the game came out, and some that came out after, that implied that I could play co-op with two of my buddies throughout the entire game.

Getting started, and finding out that the multiplayer was this unwieldy mess of items and restrictions, was a huge disappointment.

A Horse of a Different Color

This is just a quick shout-out to my new favorite horse in video games: Torrent. 

He is, hands-down, the best horse in video games.

I’ve heard a lot of people hating on this magnificent beast, and I’m not sure why. Especially since he has so many great qualities. 

  • He can sprint
  • He can double jump
  • You can summon him damn near anywhere with a single button press
  • You can de-summon him just as easily
  • He can tank hits for you (it’s best not to rely on this, but when it happens, it’s great.)
Let’s see Epona do that

Rise Ye Tarnished

Overall, Elden Ring is a truly magnificent game. It combines the endless wonder of Breath of the Wild with the crushingly difficult, yet rewarding, gameplay that From Software is known for. Sure, the multiplayer is the usual mess, the PVP is constantly being rebalanced (at least currently), and the game was so big that most of the assets were reused to the point of frustration, but none of that could take away from how genuinely fun it is to play. I mean, I’ve played through two full times, and could seriously go for a third or fourth if I didn’t have other games to play (and, you know, a job, a wife, and a kid). 

The bottom line is that this game is great for the old guard of souls fanatics, and the open-world gives some leeway for anyone who’s looking for a way into the world of From Software’s games, but doesn’t want to be forced to “git gud” by bashing their head against the same boss for several hours at a time. 

I’m giving Elden Ring a shattering 9.5/10… I know it has its issues, but it still manages to be worthy of this rating despite those shortcomings.

I’ll tell you what though, almost the entire .5 comes off of the score for the literal hours I wasted trying to figure out how the multiplayer works. In fact, I think my summon symbol is still down somewhere. 

[You are being summoned to another world]

Well Fuc….

Video Game Reviews

Mortal Shell: An Adequate Homage

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Mortal Shell is an action-RPG developed by Cold Symmetry and published by Playstack. It borrows heavily from From Software’s Soulsborne games, but definitely has a certain flair all it’s own.

The game follows “The Foundling,” a strange pale being from what appears to be a purgatory of sorts. The Foundling’s mission is… 

Well, I’m still not sure. He just kind of appears and sets about murdering most anything that gets in his path. Then, in a very Zelda turn of events, a clearly evil guy asks The Foundling to bring him glands from nearby temples. 

That’s about as clear as the story gets. 

I, however, knew that the story would be somewhat obtuse because, as I stated earlier, this game based most of its content on the From Software games. So, I didn’t really pay that much mind, because if I really wanted to know what was going on in this game…

…and yet I still have no idea what was going on in this game

Mortal Shell also hit the nail on the head as far as gameplay mechanics and setting were concerned. So let’s not concern ourselves with its sameness with the games it chose to emulate, and instead focus on what made this game stand out, and if those things were good or bad. 

Cling to Life

Mortal Shell’s claim to fame is its shell system. This allows you to switch between the bodies of different fallen warriors and take on their attributes. There are four in total, and each one easily fits a certain playstyle. They essentially boil down to:

  • Tank: High Health, but low stamina and resolve (the stuff you need to use abilities)
  • Rogue: High Stamina, but crazy low health and resolve
  • Warrior: Middle of the road with all stats
  • Wizard-ish: Moderate health and stamina, but massive amounts of resolve

There are a few things that make this shell system interesting. The first is that each shell’s stats are static. Their health stamina and resolve essentially stay the same throughout the game, meaning that mastering their resources is vital to survival. It’s also a neat system, because while you can’t change their base stats, you can unlock abilities for each shell that lets them become even more powerful. 

The Tank gains a stacking damage buff the more people he kills. The Rogue gains the ability to poison enemies, and have that poison trigger other effects. The warrior focuses on defense and gaining the in game currency. And the Wizard/Scholar guy is good at using and regaining resolve.

The other thing the shell system does is give you multiple chances to defeat your enemies.

You see, if you run out of health while in a shell, The Foundling will be expelled and all enemies in the area will freeze for a short time. 

Like so

While playing as The Foundling, you only have one hit point, but it opens up the opportunity for you to live again. 

If you have a clear path to the shell you were just kicked out of, you can run back and re-enter it —which completely refills your health bar—and begin round two. If you don’t have a clear path back, you can attempt to finish the current fight as The Foundling, but with only one health, you have to be crazy careful not to get hit.

Red Light Green Light

Another of Mortal Shell’s key features is “Hardening.” This allows you to turn yourself into a statue in order to avoid damage. It’s a little like using a block… 

but absolutely nothing like that

For starters, you can harden at any time. Jumping into the air, you can harden. In the middle of a dodge roll, you can harden. Winding up your heavy attack, you can harden. Fighting a guy named Hadern, you can harden. 

That last one is funny because it’s true… and because Hadern can also harden. 

Harden does break once you’ve been hit, and it has a four to five second cooldown, but otherwise there are no limitations on its use. It even lasts for about a second after you’ve been struck (as long as you hold the button), making sure that any consecutive enemy attacks also do no damage. 

Honestly once you master the harden feature, it makes the game far easier than previously indicated. You can basically beat any enemy as long as you back up and wait for your harden to reset. So, unless you’re fighting a ton of guys that are all attacking at wildly different intervals, you can block most incoming damage. 

Something Amiss

For each of Mortal Shell’s stand out features, there were glaring bugs or oversights that would crop up to annoy me. 

For example, every once and a while, my weapon would just disappear. I’d be swinging my hammer one moment, and the next I’d be flailing my arms wildly like I’d entered some kind of medieval dance off, or become a…

Wacky, waving, inflatable, arm-flailing tube man!!!

This wasn’t terrible, but it was off-putting in a number of ways.

What was terrible was that sometimes my character would simply refuse to do something. That something was usually dodging or hardening, and not dodging or hardening often got me killed, or at least booted out of my shell. This led to some minor (read: major) frustration.

There were also a number of smaller things that I ran into from time to time. Such as:

  • Items not showing up in my inventory when I picked them up
  • My currency counters not updating in a timely fashion
  • Getting stuck in the item use animation
  • Enemies not noticing me when I’m standing in front of them (this one was ok)

None of these things stopped me from playing the game, but I would have had a much better time if everything had run smoothly. 

Shuffle Off

Overall, Mortal Shell was an alright game. It managed to capture the feel of a From Software game while putting a refreshing spin on the genre. The gameplay, while slow, was intentional and fair (unless you glitched out). and the graphics were phenomenal for a game with such a small development team. 

Unfortunately, the game was also really short and ended up feeling like exactly one fourth of a standard game, though the price-tag reflects that pretty well.

I’m giving Mortal Shell a brittle 6.5/10. It was fun at times, but it never really lived up to the standards it set for itself. It had some interesting ideas, and maybe one day we’ll see them again in something a little longer and more balanced. 

Boomer's Take, Video Game Reviews

Dark Souls III, a Boomer’s Take — the Light and Dark of the Soulsborne Genre

Dark Souls III is a third-person action RPG developed by From Software and published by Bandai Namco Entertainment. The Soulsborne genre gleaned its name, in part, from the Dark Souls games, and like others in the genre, Dark Souls III was built to be gruelingly difficult. 

The game takes place in the Kingdom of Lothric, which has been led, up until now, by Prince Lothric…

Clearly, South Park rules apply.

The Age of Fire is coming to an end and the Age of Dark is taking over, bringing with it a horde of undead. Prince Lothric and the other Great Lords are supposed to prolong the Age of Fire by sacrificing themselves, but they have abandoned their duty. 

Your job as the main character is to bring the Lords together. At that point, you can choose whether you want to prolong the Age of Fire or welcome the Age of Dark, and your actions throughout the game determine which one of four potential endings you’ll see. 

Dipping a Toe in the Soulsborne Genre

I’m relatively new to soulsborne games, and it’s been an interesting adjustment. It’s been a while since I’ve screamed at my TV in frustration over a game.  

If you’re also new to the Soulsborne genre, or thinking about trying one, please don’t get caught up in the hype of how difficult the games are.  The thing is, at least with the few I’ve played, the games are very playable. They’re just set up differently and have an acute sense of rewards and consequences.  And, there’s not much in the way of hand holding…

So, a couple more general comments on the genre.  They don’t have maps, at all!  I used to bitch when a game had a poor map system, but after a few souls games, I’d pay extra for them to include a basic map that would give me some idea of how the areas tie together. 

Me, every time I boot up the game.

Another thing to know about Soulsborne games is that when you die, you generally lose whatever currency you’ve looted or earned to that point.  Your loot is generally at the location where you died, so if you can get back there without getting killed, you can regain it. 

The thing that makes this frustrating is that the currency in a souls game is what you use to level up.  In other words, you purchase stat boosts with the currency, and those stat boosts are equivalent to levels.  

There are other quirks to this type of game, but if you’re willing to learn a new strategy of gaming, and you have some experience and skill with shooters and RPGs, you might enjoy the challenge of a souls game. 

It Starts with You

The choice of starting stats, character traits, and skills is important.  It’s best if you understand what your own playstyle is when making this initial choice.  Sure, it may be fun to try a magic user, but if your playstyle is to get in there and hack and slash, magic might not be the best thing to focus on. 

Narwhal Blast will not get you far in this game.

On my first character in DSIII, I chose a character who literally had a loin cloth and club.  My thinking was that I’d get to build the character from the ground up.  

That seemed like a good idea until I was almost immediately faced with a boss.  I mean, I was pretty proud of myself when I managed to beat that first boss barefoot with a club. But I still ended up re-rolling for an initial build that was more my style.

Watch and Learn

As mentioned, DSIII virtually starts with a boss fight.  There are a few enemies before you get to the first boss, but not many.  

Fortunately, the first boss is beatable with a club and no armor, but it still may take a few tries.  If you have trouble with the first boss, try not to get frustrated.  Easier said than done, I know, but since it’s the beginning of the game and there’s not much to lose, when you go back into the arena…

Eventually, the boss will reveal his moves, and you’ll be able to determine the best way to beat him… or her… or it.

I always like to be strong enough to do a stand up fight with a boss or enemy, but my usual tank-and-DPS approach had to be adjusted to make significant progress in a souls game.  So be willing to adjust your play style to meet the needs of the boss you’re playing.

Resting and Progressing

Once you get to your safe haven—the place where you can make upgrades and buy and sell things—you’ll have a save point.  

Keep in mind that every time you rest at, or use, a save/fast travel point, nearly every enemy is respawned. 

Always do a perimeter check.

Bosses and special enemies don’t come back, however, and found loot (as opposed to dropped loot) will not respawn. 

Now, here’s a hint for anyone, like me, who doesn’t pick up on some of the subtle hints the game drops on you:  In DSIII, there is no way to leave the starting area except by the fast travel point.  

Usually, you can’t travel to somewhere you haven’t been, but in this case, you simply rest at the fire and choose to travel to the first location. 

I know, right?  I spent a lot of time trying to figure out how to leave the safe haven and finally looked it up.

Boomer’s Take

The bottom line on DSIII is that it’s very playable. And although it’s touted as being among the harder games, if you think of yourself as being a decent gamer with reasonable skills and abilities, you would probably enjoy this game.  

Expect to die.  Expect to learn.  And accept that you’ll probably have to look some things up to get through a tough area or boss.  

You might even decide not to finish the game.  I’m still playing, but I’ve been tempted to quit a couple of times.  Oddly, if I were to quit playing DSIII, I still feel pretty satisfied with my experience. It almost feels honorable to tip my hat and say, “you got me, this time, but I’ll be back when I get a bit more experience, and I’ll build a slightly different character and we’ll do this dance again.” 

I think I’m close to the end though, so I’m not quite ready to quit.  

On the Boomer Scale, it’s an 8.5/10.  It’s a challenging game with a lot of secrets to unlock, and it’s  a game you’ll want to brag about playing. 

Video Game Reviews

Sekiro: Shadows Die Twice – And I Died A Lot

Sekiro: Shadows Die Twice is the most recent of the Soulsborne games from developer From Software. Though, this should come as no surprise as they are literally the guys who put both the “souls” and “borne” into the genre name.

Unlike most of the other From Software games, Sekiro actually has a protagonist, and a story that is easy-ish to follow… for the most part. You play as Wolf, a shinobi (read: ninja) who has been tasked with rescuing Kuro, the divine heir of the Hirata, after failing to protect him sometime prior to the events of the game.

Of course, it’s a From Software game, so a good deal of the story happens off-screen, in item descriptions, or has to be inferred from several cryptic interactions with a handful of NPC’s scattered across the game. 

I have to say, I was pretty skeptical of this game for a while. I’d heard that it was somehow harder than Dark Souls and Bloodborne while simultaneously somehow easier than both—though this was depending on who you asked. 

Well, after having beaten Bloodborne, I was intrigued by the premise of something harder. This is mostly because I thought Bloodborne was pretty freaking hard. Though, I won’t say it’s the hardest game I’ve ever played.

I won’t say that because I’ve actually played through Sekiro now, and it will likely hold that title until Eldin Ring pries it from Sekiro’s cold prosthetic hand. In fact, I’m just going to get this disclaimer out here:


Relentlessly so. And if you decide to  set this one down and walk away…

With that said, however, I would like to talk about some of the aspects of this game that were worth the headache I got from banging my head against the wall that is Sekiro.

A Deadly Dance

Hands down the best part of Sekiro is the swordplay. 

I will attribute this to two gameplay mechanics: posture and deflect.


Posture is basically how grounded your enemy’s stance is. The lower their posture gauge, the more stable their stance. This means that, conversely, the higher the gauge, the less stable it is. If you are able to break an enemy’s posture, you can perform a deathblow, which will kill most normal enemies. 

Posture is an interesting mechanic because it does not replace enemy health bars, but it is informed by them. The higher an enemy’s health, the easier it is for them to recover their posture. However, once you’ve knocked a good portion of their health away, it becomes much harder for the enemy to recover. 

You inflict posture damage on an enemy every time you attack. If the enemy blocks the attack, they still take posture damage, even if you don’t touch their health. Unfortunately, if the enemy has full health, you’ll have to keep attacking so that the posture bar doesn’t drain completely.

Breaking an enemy’s posture is, in most cases, the easiest way to kill them. Which is why we need to talk about that other mechanic…


Deflecting is just blocking at a precise time. If you can time your block properly, you will deflect the enemy’s attack and deal a greater amount of damage to their posture. If you mistime, this you’ll still block the attack, but then you’ll take posture damage instead….

Did I not mention that? That you also have a posture gauge? Well you do, and it can break and when it does…

Anyway, learning to deflect your enemy’s attacks is paramount if you want to “get good” at Sekiro. Most regular enemies — and every single boss — will mess you up if you try and pull some Bloodborne-style dodging. 

Anyway… combining the posture mechanic with the ability to deflect makes the game’s combat both infuriatingly difficult and oddly satisfying.

I’ve often heard Sekiro’s combat compared to a rhythm game, which is fairly accurate except that if you fail you’ll get a sword to the face instead of losing the dance-off (or whatever it is rhythm games are doing these days).

On top of the posture and deflect mechanics, there are a few other other elements of combat that get thrown in on occasion to spice things up, like:

  • Thrust attacks: which can only be deflected or countered by a move you can buy
  • Grabs: Which can only be avoided by moving out of the way
  • Sweeps: Which can only be jumped over

These “perilous attacks,” as they are called, break up the fights in interesting ways. But boy howdy are they hard to get used to. I think I didn’t really start understanding how to deal with them until about three-fourths of the way through the game.

All that being said, the fights in Sekiro, while absurdly hard, are fair. Even if I was dying to a boss for the one-thousandth time, I would still nod and say “Yeah, that was my bad. Shouldn’t have tried to deflect that.”

A Much Needed Hand

While the Dark Souls games had more than a few RPG elements, and Bloodborne streamlined those elements to a certain extent, Sekiro almost entirely eschews the idea of stats and obtaining mountains of weapons to use. 

In Sekiro, you only have one weapon: “Kusabimaru,” the sword you start with. You don’t get any other primary weapons. You can get upgraded moves and passive abilities through esoteric texts, but those don’t really change up the game in any meaningful way.

What brings a diversity of style to Sekiro is the Shinobi Prosthetic. It is a prosthetic arm that can be augmented by finding items throughout the world.

At first, these augments might seem less-than-useful, but if you experiment with them, you’ll find that most serve a purpose. And that purpose is to help you defeat enemies in a much more expeditious manner.

It’s about using the right tool for the job

I’m not going to list out the ways in which all the tools can be used, but I’ll give a couple of examples to give you an idea of what is possible. 

  • Shuriken can be used on airborne opponents to deal increased posture damage, and knock them out of the sky. (Also, they kill dogs in one hit)
  • Firecrackers can be used to scare animal opponents and interrupt enemy attacks. 
  • The loaded axe can cleave enemy shields in half, and deal massive posture damage to shielded foes. 

While this is just a few tools, and only a couple of their uses, there are at least ten different prosthetic tools and each has at least three versions that you can eventually unlock. This plethora of available tools means that you have some agency in how you would like to approach fights despite the lack of primary weapon types.

Down the Rabbit Hole

For the first half of the game, Sekiro stays pretty grounded. Sure, there are a couple of weird things, like a giant snake or this one guy who shoots lightning at you, but for the most part things stay fairly normal.

Once you get to a certain point, however, the game starts to get weirder. 

When you start fighting monkeys with guns you might think “That’s weird, but not like the weirdest thing I’ve ever seen.” Then you run into some ghosts and guys who live in walls, and immortal monks with giant centipedes living in their bodies, and you’re like “All right, so this is a From Software game.

When you start running into fish people playing flutes, giant carp with human teeth, and fish-wolf hybrids, you’ll start to realize that…

What started as a thrilling adventure through feudal Japan turned into a nightmarish one.

This is usually something that pisses me off in games. I hate being forced into a stealth section of a non-stealth game. I hate having to run through a horror section in an action game (Ravenholm is the exception, but we don’t go there). And I hate when a game that starts off at least somewhat grounded in reality starts introducing supernatural elements until they take over the whole game… 

Sekiro is an exception.

Well, I grumbled about it a bit when I first played through the game, but upon reflection, it made sense if you view the story as a whole. Which, with a Soulsborne game, is really the only way to view the story. 


Overall, Sekiro is a magnificent game. The graphics are great and the animation is top notch. The gameplay is smooth, the combat is rewarding—if you can get into it—and while it has all the trappings of a From Software game, it manages to set itself apart in the best possible ways. 

I like that they chose to make the game a little more accessible story-wise, what with it having an actual protagonist and a narrative structure that runs throughout. However, Sekiro may have alienated more people than it included with its sheer difficulty—and I can say that as someone who died an incalculable number of times to the game’s many, seemingly insurmountable, bosses. 

Overall I’m giving Sekiro: Shadows Die Twice a noble 8.5/10.

Now, If you’ll excuse me, I have to go and finish my second playthrough of this game… because it’s not a From Software game if you don’t miss at least half of the game because of the obtuse way they handle NPC’s and side quests.

Also… I’m a glutton for punishment. 

Late to the Game Reviews, Video Game Reviews

Late To The Game: Bloodborne—Fear The Old Blood…Borne

Bloodborne is the From Software game that put the “borne” in Soulsborne. It was released in 2015 to massive critical acclaim (and the sound of every gamer in the world screaming obscenities at their televisions).

I did not play Bloodborne when it was first released… 

Actually, until recently I’d never played any From Software game. Everyone was always going on and on and on about how hard they were and how many controllers had been laid to rest as a result. So, naturally I avoided them like the plague.

Then, in early 2018, Bloodborne was one of the free Playstation games of the month, so I thought I’d give it a try.

I barely played it for a couple of hours before turning it off. I can only die to regular mobs so many times before I understand my limitations. Also, I’m not that much of a glutton for punishment…

…or I wasn’t, until I played a little game called Hollow Knight. It wasn’t From Software, but that little gem taught me what it was to hone your skills through many deaths and the feel of victory over what seemed insurmountable odds. 

Cut to a couple of weeks ago, and my dad called me and says “Hey, have you played Bloodborne.” To which I said “Yeah, for like an hour and then I shut it off.” 

Well, he’d been playing it recently and he convinced me to give it a try. 

Now that I’ve finally managed to beat it, let me give some perspective to some others who might have been a little gun shy simply because of its reputation or it’s pedigree. 

Not For Everyone

I’m going to start my review with a big old truth-bomb. This game is not for everyone. There are multiple reasons for this. 

The first would be, surprisingly, the genre and setting. You see Bloodborne is… well it’s gross, scary, unsettling, and did I say gross? Well it’s gross. I could use words like atmospheric and whatnot—which it is—but overall it’s a very stressful game because of how tension-inducing it is. People averse to body horror or jump scares should probably stay away. 

Then there is, unsurprisingly, the game’s crippling difficulty. It’s a hard game. There is no getting around that. The first mandatory boss you run into will eviscerate you more times than you can count, especially if you’ve never played a Soulsborne game before. 

This can be more than discouraging. It’s where the term “git good” comes from. While a bit derogatory, it sums up the series pretty well. You will either come to understand the game’s mechanics and acclimate accordingly, or you won’t. 

There is no shame in turning it off & walking away before THIS happens.

I, myself, was defeated by pretty much every boss several times. Every time a new boss would stomp me into the ground before I could even blink, I would immediately get melodramatic and think to myself “I’ll never beat this boss” or “I’m going to be stuck here forever,” but a few tries later I would start to understand what it took to survive. 

Finally, I will cite the game’s lack of hand-holding as a barrier for entry. 

Did I say lack of hand-holding? I meant to cite the Spartan way it kicks you out into the shit and smiles and waves as a werewolf rips out your intestines. 

Sure, there are notes you can read in the Hunter’s Dream, but there are things I’m still learning about this game after having beaten it that would have made my playthrough easier.

The Unseen Story

The story of Bloodborne is largely unimportant to the gameplay. So much so that you could play through the entire game and realize that you have no clue what the hell just happened. I’m still trying to piece it together, though thanks to some well-made Youtube videos, I’ve gotten the gist of it. 

Basically what I’m saying is that if you are looking for a narrative-driven game, look elsewhere. However, if you like to earn your story, this is definitely the game for you.

To fully understand the scope of Bloodborne’s story, you’ll need to read every item description, find every message, fight every boss, and fully explore every area (including the completely optional chalice dungeons). Even then, you may find yourself turning to the internet to fill in the blanks. 

TMW you don’t understand the first YouTube video you find…

I will say that locating the story is totally worth it. Bloodborne is basically one of the most epic Lovecraftian stories ever told. 

Unfortunately, it’s hard to know that if all you did was hack your way through the game without taking a look around. Then, the game feels like a bunch of unrelated cutscenes held together by little more than monster guts. 

Weapon of Choice

One of my favorite features of the game is the way they handled weapons. 

You can use any weapon you want, and it’s a legitimate choice. Did you like one of the starting weapons? Well then, keep it. 

Every weapon is upgradable to the same degree. Your +5 Hunter’s Axe that you’ve had since the beginning is just as viable as a +5 Blade of Mercy. It all depends on how you want to play. 

I, myself, was a Blade of Mercy wielder. I liked how fast they struck, and how their damage scaled with the skill stat. Sure, they didn’t hit nearly as hard as other weapons, but once you started a combo, most enemies were dead by the end and had little opportunity to defend themselves from the chainsaw I had become.

The other nice thing about the weapons in Bloodborne is that each and every one has two distinct modes. Simply press L1 and your saw could become an ax, or your short sword could be pulled into two smaller daggers. This gives you a ton of flexibility in a fight, especially since you can carry two melee weapons at a time (giving you four styles to choose from).

Me, with my chosen weapons in hand

If that wasn’t enough for you, then you can also use L1 in the middle of an attack to change the weapon’s form and attack in the same motion. This allows for some interesting combos, and makes it so that you can deal damage without having to slow down your assault.

Obtuse By Orders of Magnitude

One of my least favorite things about Bloodborne was how hard it was to figure anything out. There are a lot of things that the players of this game just take for granted these days, since basically everything can be found online pretty easily. 

I’ll be honest and say that this was the first game in a long time that had me looking up things almost constantly. 

Of course, I’d see a video of someone with an amazing looking weapon and go “How do I get that?”

Well it turns out you had to talk to someone that you didn’t know you could talk to, then get an item that’s so hidden that you have to basically break the game to get to it, then you have to talk to another person at a very specific time, and finally you have to have already done something you didn’t do, so you can’t get it this playthrough. 

I made some of that up… but it’s not far from the mark. Most things in this game felt willfully obtuse, and I applaud the original gamers who found these things out and then shared them with the world. 

I mean, there’s something wrong with those guys, but I thank them anyway.

Tips For New Hunters

I’m just going to list some things I wish I’d known starting out.

  • The more insight you have the harder the game becomes
  • If you do a charged R2 attack directly behind an enemy, you can stagger them and use a visceral attack 
  • If you shoot someone as they are attacking, you can stagger them and do a visceral attack
  • Fire works exceptionally well against beast type enemies 
  • Your weapons degrade over time, but are very cheap to repair
  • Dodging away from an enemy is likely to get you killed. Dodge to the side or forward past them 
  • You can fall quite far without taking fatal amounts of damage
  • Guns do more damage to dogs

There are plenty of other things, but these were the ones that really would have helped. 

The Beckoning Bell

Overall, Bloodborne is a very solid game, albeit hidden behind an exclusionary difficulty wall that many may not be able to overcome. The combat is fluid, once you understand how it works, and is insanely hard but actually pretty fair most of the time… 

…Some of the time. 

The story is amazing, if you can find it, and the atmosphere is relentless to the point that ir starts to get into your head. In other words, it’s a From Software game.

I’m giving Bloodborne a belated 8.5/10. While it’s not my favorite Soulsborne game, it was an experience that will be hard to forget. So if you were on the fence about it, I recommend giving it a try if you have the time and don’t mind dying to the first boss an inordinate number of times. 

Now, if you’ll excuse me I have to go play something bright and colorful to get the sound of squelching blood out of my brain.