Alone in the dark
As Peter Molyneux knows only too well, sometimes things don’t go to plan. (The more thought you put into your plan, the more opportunity it has of succeeding, naturally, but that’s a discussion for another time.) In the case of the issue in front of you, we were all set to review Bloodborne in the time-honoured Edge style, but then reality rudely intruded. As we twitchily prepared to make our journey into the macabre recesses of Yharnam, we discovered that the game’s Chalice Dungeons were not yet ready to be explored, and would in fact be added into the game courtesy of a launchday patch. Then we found out that online functionality wouldn’t be available, either, meaning that we’d be unable to test the game’s co-op or PVP features. So we faced a decision. We could be ruthless, stab our plan in the back, and walk away. Or we could try something different.
With 40 hours’ play in the bank, and standing it against From Software’s formidable back catalogue, we can make a clear call on Bloodborne’s quality and present our verdict. You’ll have to wait until issue 279 for some words with a digit at the end, but if the purpose of a review is to provide a recommendation – or otherwise – then our cover story should hit the mark. This issue’s delve into Bloodborne is more extensive than a traditional review, but it is still an experiment. Whether you like it or disapprove, let us know (firstname.lastname@example.org), and we’ll consider your feedback in how we tackle the review process in the future.
Elsewhere in this issue, we look at the videogame-playing prospects of wearable tech such as Apple Watch, talk to Alexander O Smith about the art of translating some of Japan’s most elaborate RPGs, and discover how PixelJunk Games founder Dylan Cuthbert landed a job at Nintendo, where he helped to set the company on the road to 3D games with Star Fox. And we promise there’s only one further mention of the man at 22Cans.