Saturday, July 25, 2015

What Elements Make a Great Hitman Game?

Cue the beautiful, yet slightly unsettling, Ave Maria.

An article by Hank: Twitter / Twitch

Nothing warms a gamer's heart more than dropping a pixelated piano on someone, or spiking a wedding cake with poison, or even dressing like a scarecrow and snatching up unsuspecting victims in a cornfield.  That's right, boys and girls, if you didn't know already a new Hitman game has been announced from those wonderful developers at IO Interactive.  So this December, gamers everywhere can strap in and hopefully have the most fun that can be had in pixelated assassinations.  But between Hitman: Blood Money (2006) and Hitman: Absolution (2012) sat a lengthy six years, and die-hard fans of the superb (yet slightly outdated) Blood Money were somewhat dumbfounded when it was announced that Absolution would be an easy welcome into the Hitman world with the added Intuition system, new Disguise mechanics and even *gasp* checkpoints.  And in less than six months, IO Interactive will release a new Hitman game and attempt to appease long-time fans and new-comers alike.  But the question is: What are the elements that make a great Hitman game?  How can IO Interactive keep from veering off the tracks?

"Dammit, Lady, you said you didn't feel good.  Just give me one burp and I promise it'll help."

SOMETHING FRESH:
When you're a developer or a creator of anything—and you've done that anything a few times over—there's always a feeling of having to reinvent the wheel.  Make that "something" feel fresh.  Feel revived.  And when that feeling comes, here's what a creator should do: take all the new ideas, write them down, stick them up on the fridge, stare at them for a good long time, and then douse them in gasoline and set them on fire.  Because completely changing something isn't what fans of that something want.  For instance: The Splinter Cell series was awesome…right up until the point they took Sam Fisher's patented outfit away and stuck him in the sunlight.  They even gave him slow motion shooting abilities, virtually making him a Rambo instead of Sam Fisher.  Ubisoft basically took all the main elements that made Sam Fisher…Sam Fisher, and flushed them down the toilet.  So what are the elements that the Hitman franchise is really known for?  Large sandbox environments, incredible—yet whacky—kills, and stealth.  That's the basics.  Those three things should be kept no matter what is done to the game.  Because the secret is fans of a video game don't want a completely new experience.  They want the same experience they felt when they first played the original game, just enhanced for the current video game times.  If you're going to change something so much that it doesn't resemble the original form any longer, then slap a different name on it and sell it as something new.

"Sometimes people throw out the silliest things.  Why just yesterday, someone tossed a perfectly 
good Cappuccino maker...and now this." 

FREEDOM:
If you think back to all your favorite moments from Hitman: Absolution or Hitman: Blood Money, what do you remember the most?  Do you remember the claustrophobic hallways and tiny checkpoints you had to get through in Absolution?  Or do you remember the pixelated playgrounds in Blood Money?  Most gamers will remember the do-anything playgrounds that were prevalent in Blood Money.  Why?  The Freedom.  Sure, Absolution had some nice updates to combat and graphics, but nothing in that game came close to the amazing environments of Blood Money.  Being able to go anywhere and do anything at any time is a staple of the franchise.  This is the heart of Hitman.  Oh…there are three targets to take out?  Cool.  Letting the gamer decide who dies first is the key to making a Hitman game feel like a Hitman game.  The greatest feat Blood Money ever achieved was talking to your friends and finding out they took a completely different route to a level than you did.  The shock that anything could be done to obtain the Silent Assassin rating and that no two gamer's play-throughs would be exactly same is the key to victory.  Creating checkpoints and tiny hallways and linear environments takes everything that is pure about the Hitman franchise and throws it out the window.  One of the best moments in Absolution was the cornfield, and not because of the idea or the environment or the crazy nuns…no, it was a great moment because the level was large and you had more freedom to take out your objectives.  If this new Hitman game wants to recreate that magic, then freedom is the key.  Do away with checkpoints.  Allow the player to decide when they need to save and who they need to kill.

"Will you quit squirming!  This is the only way to get rid of the hiccups." 

HUMOR AND WHACKY KILLS:
Every time someone mentions Hitman, the next thing out of someone's mouth is a ridiculous assassination they pulled off.  You never hear someone talk extensively about how they just snuck behind someone and pulled the trigger.  Why?  Cause that's not what makes Hitman…Hitman.  Sure those moments happen, because they might be necessary to move forward on a mission, but it's the humorous situations and crazy environment kills everyone talks about.  Remember that time 47 snuck into a hallway and lumped an idiot over the head?  No?  Okay.  But you do remember knocking on a van and offering poison-laced donuts to unsuspecting agents now don't you?  Or entering a Christmas party as Santa Claus and injecting a sausage with sedatives.  Why do you remember these moments?  Because they're unique and frigging hilarious at the same time.  It's the unique kills or accidents and the dark humor that makes Hitman remain Hitman.  Sure the story can be a little dramatic at times or maybe even sad, but never forget to inject the gameplay with a little humor to make it memorable.

STEALTH:
This is the biggest factor of the Hitman franchise.  Any fool can go Rambo style, pull out an Uzi, and gun down every moving thing on a level—not that there's anything wrong with that.  But the real Agent 47 is all about stealth.  Not being scene.  Having targets virtually disappear and no one knows how or why it happened.  This is Hitman.  And adding slow motion shooting or the ability to go full commando is not necessary to a Hitman game.  Leave that for the hundred other games that'll come out.  If you want a Hitman game to succeed, it has to have uniqueness.  Not match every other game on the market.  So the addition of close combat kills and a cover system were excellent upgrades in Absolution, because they kept the stealth vibe.  But being able to gun down enemies in slow-motion does not.  Sure, 47 might be in a sticky situation and have to resort to over-the-top violence, but every level/environment and target should be able to be dealt with by using only stealth…should the player wish. 

"Alright, hold still."
"Are you sure about this?"
"I guarantee you, enough of these bad boys and it'll look like you have a full head 
of hair again. Trust me." 

CONCLUSION:
Sure there are other factors that can be improved and/or talked about to create a great Hitman game, like the disguise and scoring system or maps or dealing with witnesses, but to make a Hitman game still feel like a Hitman game, just three simple elements are needed:  Sandbox environments, unique kills, and stealth.  If IO Interactive sticks to these basics, the next Hitman game should appeal to all audiences and even feel fresh amidst all the Rambo-style games that will be adorning the shelves this Holiday Season.  Here's hoping IO Interactive knocks it out of the park.  Do you have an opinion or disagreement about the above?  Or want to share your favorite Hitman moment?  Feel free to vent in the comment section.  Thanks for reading.

Saturday, July 18, 2015

Why is Everyone Playing Rocket League?


An article by Hank: Twitter / Twitch

Some games deliver heart-pounding stories with twists and turns at every corner.  Some games bring expert mechanics allowing you to dish out perfect head shots and exhilarating winning moments.  And then there are some games that are just damn fun and super hard to stop playing.  So which one of those categories does Rocket League fall under?  Easy: The ridiculously fun and addicting, yet unbelievably competitive category.

Now you may be thinking, "That's cool, but what the hell is Rocket League?"  Well, this article could go all scientific and explain that it's a physics based game with spheres and rectangles and rocket propulsion, but who gives a crap about all that?  While the physics are expertly executed by the game's developers, Psyonix Studios, this is still a game, so let's describe Rocket League in a simpler way.  Its soccer (football to the lovable Europeans) without all the rules and instead of a human, you have silly cars with rockets strapped to their asses.  What's the goal of the game?  To get a giant bouncing ball in the other team's net.  It's so simple to grasp.  And that's really the first reason why everyone is playing Rocket League.

SIMPLE, YET COMPLICATED:
Now you're thinking, "Hold on there, Pal, how is something simple and complicated at the same time?"  As ridiculous as that sounds, it's a true statement.  See, one of the reasons everyone is playing Rocket League is because any gamer from any walk of life at any age can understand the concept of putting a ball in a net.  Simple.  But if you want to win and become good at the game, that's when things get complicated…or much or interesting.  Learning to drive and strike the ball is as easy as pushing a button and aiming at the big bouncing sphere.  But being able to fly into the air and pull off a perfect kick into the net is a totally different story.  And this is where the game can become very in-depth.  If you have the commitment and drive (no pun intended) to become an expert player of Rocket League, than the depth of an actual Esport is all here.  This is why people keep returning, time and time again.  Because you show up first for the simple fun of driving around with your friends and being silly, but then end up staying because you want to master the competitive gameplay.

"I don't know, Fred, for some reason I have the feeling this isn't going to end well." 

FLUID AND FRAME RATES:
There are a lot of people who can't sit down and watch golf or baseball because of the down-time between the action.  This is where Rocket League excels.  There's never any down-time once a match starts, which makes playing the game or even watching the game, very addicting.  And with short matches of only five minutes, you never get tired of your opponents or the arena or the vehicles zooming around.  Everything within the game is in a constant state of flux.  What else can you ask for when creating a sports game?  On top of this non-stop action are perfect frame rates.  The game runs smoothly even when the action is turned up and there's chaos all over the field with eight players all smashing into one another.  Never does the game stutter or choke or cough or even sneeze while you’re racing to victory.  And that can even be said about the online play too.

SILLY, YET SOPHISTICATED:
On the surface, Rocket League is just a bunch of ridiculous looking cars, ranging from pimped out vans to flame-painted hot rods, rocketing around a field after a ball, while crashing into everything.  And not only do you get to paint your car, but the game gives you the option to wear a fancy hat while doing so.  And what's better than flying around and pounding balls into nets, while sporting a top hat or colorful propeller?  Absolutely nothing.  But while the cosmetics may look fun and goofy, there's a physics-based engine underneath the gameplay—that if not executed properly—would wreck the entire game.  And that's just good developing right there.  So why can't a game be serious and silly at the same time?  Why can't everything have a little humor injected into it?  So while you're zooming around a grass field, smacking a sphere around and laughing your ass off with friends, remember…that wouldn't happen if the game wasn't coded correctly.  So Rocket League is perfect balance in gaming: silly, yet sophisticated.  Well done.

"Umm...Phil, you wanna get down from that wall.  There's a game going on."
"Sorry, a bee was chasing me."
"Phil...you're in a car."
"I'm not following...?" 

THE PROPER DESIGN:
Now, all the above sounds great in theory, but without the perfect art behind it, you wouldn't have half as much fun.  Yes, the physics and fluid gameplay make Rocket League addicting to watch and play, but the art design also has a ton to do with it too.  From the well-designed arenas to the colorful grass to the toy-like look of the vehicles…everything works and comes together like a well baked pixelated cake.  There isn't a corner or section or pixel of the game that doesn't say fun.  And the artists and concept designers of Rocket League should be commended for their fantastic ideas. 

UNLOCKABLES AND AESTHETICALLY LEVELING UP:
Another reason why gamers keep coming back is the customization of their personal flame-fired vehicle and all the locked items that you can obtain by simply playing the game.  As you progress you can unlock new paint jobs, rims, vehicle designs, hilarious hats, and even silly antenna ornaments.  But here's the most important thing: none of that helps you play the game any better, and that's a humongous game-design plus.  Why?  Because there's never a feeling of getting creamed by the other team, because they have better vehicles, or faster engines, or more tricks up there sleeve.  In other online games you'll jump in and instantly feel inadequate because the other side has better weapons and better armor and you're standing there with a pea-shooter and a face draped in confusion.  But in Rocket League, if you're winning, it all has to do with being a better player.  Plain and simple.  So this aesthetic-only leveling system allows new-comers to file in with ease and enjoy the game too, which is why the number of players in Rocket League continues to grow every single day.

"Jesus, Tim, I said business casual for dinner tonight."
"This hat is business casual, Karen.  I could've went with my Wizard hat again and acted out 
scenes from Harry Potter.  But I didn't...for you."

CONCLUSION:
So why is everyone playing Rocket League?  Easy.  Perfect physics, smooth frame rates, colorful aesthetics, fluid gameplay, a fair leveling system, steady multiplayer…and it's all covered by a blanket of humor.  What else could you possibly ask for?  In the end, when playing a video game, it all comes down to whether or not you're having fun.  And with a small game that can deliver on every one of the above fronts, Rocket League lands right smack in the middle of ridiculously fun.  So if you haven't played Rocket League yet and think that it looks stupid, never judge a game by its simple cover.  Give it a few minutes of your time…because that's all you'll need to become hooked on the exhaust fumes.

Saturday, July 11, 2015

Surviving Bloodborne - Part: Two


"Now I have a Holy Blade. Ho ho ho."

This is Part Two of Surviving Bloodborne.  Head over to Part One if you’ve missed it.

A video game guide by Hank: Twitter / Twitch

WALLS AND DOORWAYS:
Bloodborne doesn't hold back on you when it's pounding your character into the ground, so if there's anyway to relieve that pressure—even if the tactic seems cheap—use it to your advantage.  Some enemies are either too big or too wide to fit through a doorway.  And boy, is that the perfect opportunity to sit back and attack from afar as they struggle to get through.  For instance, when dealing with multiple werewolves, always run through the nearest doorway and wait for them to attempt to get in.  Then one by one, hack and slash their asses until all the werewolves are stacked up like piles of beef.  Don't feel ashamed by this tactic, because sooner or later you're going to get creamed anyway, so take advantage of the game while you can. 

The other fun thing to do is use walls to your advantage.  In the world of Bloodborne, apparently most walls are magic barriers that only hold back your character and not their weapon.  So the next time you're having trouble with an opponent, run through a doorway or around some type of structure and then strike through it.  Enemies will most likely stay stuck to the wall or structure, trying to get to you, as you strategically plant your weapon upon their face.  Now, you may think you're slick using this tactic, but beware: these silly walls also affect enemies in the same way.  So if they're stuck to a wall swinging some type of weapon and you're too close…say goodnight, because they will magically rip your face off from the other side.  So use the walls to your advantage, but stay a safe distance until you're ready to strike.

"Here I am having a perfectly nice lunch next to this gorgeous tree, and some giant A-hole has to
come along with his stupid lantern and ugly hair, and ruin it."

SHORTCUT ELEVATORS ARE YOUR FRIEND:
Every level or area in Bloodborne has a short cut at some point to get further into the level without having to run the entire way.  Use these elevators to your advantage as best you can.  If you've been going for a while through a level, odds are there's an elevator somewhere close or you might have missed it.  So always take the time to search the entire area for these shortcuts.  They'll allow you to quickly go back to the Hunter's Dream and level up and then come back to the exact same spot.  Don't forget though, elevators have to be activated to work.  So if you're not going to use it at that moment, at least run in and out of it to activate it.  That way if you die, you can still use the elevator when you return.

CHECK THE BATH MESSENGERS OFTEN:
Bath Messengers are the little skeleton guys hanging out in the birdbath type things when you go back to the Hunter's dream.  They offer various items (clothing, weapons, augmentations, blood vials, etc.) to help you through the game.  But here's the thing: as you progress through and kill certain Bosses and such, you'll gain badges which will allow you to buy different weapons or armor and if you don't check them at least once after each level, you may miss out on something very important or helpful.

INVENTORY BANKING:
Characters in Bloodborne have magical bags that allow them to carry items over their limit.  For instance, your character can only hold 20 blood vials at any one time (24 with a special upgrade later in the game), but that doesn't mean if you come across another blood vial you shouldn't pick it up.  If you're holding your limit in any one item and you pick up another one, it magically gets banked back at the Hunter's Dream.  Now this doesn't mean if you use a blood vial that it magically gets replaced.  No, your immediate inventory will show 19 blood vials instead of 20.  But if you die or head back to the Hunter's Dream, then your inventory will be refreshed.  So if you've banked a ton of blood vials and only have three in your inventory with a Boss fight right around the corner, best thing to do is head back to the Hunter's Dream to refresh your inventory (and level up if you can) and then go back to your last spot using a shortcut that you found and fight the Boss with a full amount of blood vials.

"I told you guys to leave me alone while I'm eating.  I even offered you some of my PB & J.  But no,
you had to try and gnaw at my ankles.  *sniffle* We could have been friends." 

BOSSES:
Well this is it.  The last piece of advice P&P can offer in Bloodborne.  Just as stated in the "How to fight" area of this guide, always…always study your opponents attacks first, before rushing in blind like a jackass.  This is the first and most important rule when dealing with bosses.  How do you do this?  By simply running up to a boss or even the other Hunters in the game and then backing up and watching how they attack.  Do you even Math?  Counting is important while fighting Bosses.  Why?  Because most will strike with a certain pattern.  They may swing three or four times in a row and knowing when their last strike will happen is essential to rolling forward and landing a hit yourself.  So roll in and roll out and then watch and learn.  This is the number one tactic when dealing with any Boss.

Now, there are two types of Bosses in Bloodborne (with a tiny exception here and there): small and large.  When facing humongous bosses like Vicar Amelia or The One Reborn or The Cleric Beast, your best option is to roll to the inside of these bosses after they strike.  Pretty much staying under them is your best tactic to winning the fight.  Some large bosses will swing in a 360 degree circle, so you may have to wait until the attack is over and then dive in and pound the crap out of them.  But generally speaking…if the boss is huge, stay underneath and whack away.  Smaller bosses are much trickier.  When you finally face bosses like The Shadow of Yharnam or the Blood-Starved Beast or the last boss, or even the several other Hunters spread throughout the game, staying on the inside of them is a sure way to get killed.  They move faster.  Swing faster.  And spin around faster.  So diving toward them will only give them an opportunity to punch you in the face.  It's best to dive away while they strike, dive back in, strike once and then get out. 

This leads to the second most important rule when dealing with bosses.  Never get greedy.  You're going to get that itch that tells you to stay next to the boss and swing just one more time and it's a sure way to get your face pounded.  Don't be greedy.  If you've gotten in a couple of hits or just one hit and the boss is winding up, get the hell out of there.  Sure the battle may take you a minute longer to fight, but at least you won't be dead and have to do the whole thing over again. 

OPTIONAL BOSSES:
Throughout Bloodborne there are optional bosses that can be fought for new badges that will give you either: new areas to explore, new weapons, or new armor.  And some of them are even harder than the main story's bosses.  If you want all the trophies and want to fully explore the game of Bloodborne than kill each and every one of them.  But here's a secret: if you're having trouble beating one, then just leave them for now.  You can always come back and crush their face later.  In fact, you have the option to go anywhere at any time as long as you haven't fought the very last boss.  Once you fight that boss…then the game is over.  So build your character into a badass and then just before you take on the last boss, go back and mop the floor with every optional boss you had a tough time killing previously.

"Man, I look badass right now.  All I need is the perfect tune for this moment."  
*Hits play on Walkman*
...What's new, Pussycat? Whoa, whoa.  What's new, Pussycat? Whoa, whoa...
"Perfect."   

CONCLUSION:
Bloodborne is the type of game that when you first begin, it will make you want to pull your hair out.  But with a little time, some patience, lots of deaths, and with the help of this guide, you'll begin to play Bloodborne to relax.  That's right…after you've learned and have played the game so much, you'll actually start it up and enjoy the face smashing and vase breaking.  Bloodborne may be challenging, but with a tiny of bit of perseverance, it can be one of the most satisfying games you have ever played.  Thanks for reading.

Saturday, July 4, 2015

Surviving Bloodborne - Part: One


"Come out to Yharnam, we'll get together, have a few laughs..."

A video game guide by Hank: Twitter / Twitch

So you came here because you want to turn on Bloodborne, grab a controller, and run through the game like you were taking a Sunday stroll through a park, right?  Maybe you even want to crush the game in one sitting and then tell the world about your video game greatest.  Well…you better strap on your big-boy pants and put the controller in a protective rubber slip, because that baby is probably going to go flying no matter how many articles you read, how many walkthroughs you watch, or even how many tips you receive.  Because Bloodborne wasn't made to be easy—sure you can lessen the pain—but the hurt is still going to come no matter how much you prepare.  Now, if you still want a tad bit of help so that you don't pull out all your hair—just some—then please continue on.  Just know that no matter how much stress you endure during your travels in Bloodborne…in the end it's all worth it.

DYING IS A FACT OF LIFE:
If you think you're not supposed to die in Bloodborne, the game will remedy that feeling about three minutes in, when a werewolf eats your face and you stare at the screen dumbfounded and confused.  But relax, dying in Bloodborne is good.  Not in the sense that you've lost, but in the sense that hopefully you've learned something.  Did a walking basket of skulls rip your head off?  Well now you know not to go near it without a massive sword on your back.  Did a boss step on your face?  Now you know to avoid that one foot.  See…every time you die in Bloodborne you learn a lesson.  And each time you learn a lesson, you become a better player.  So instead of dropping the controller and kicking the TV, just head back into the game with one purpose in mind: to get your blood echoes back.  This is what makes the game so addictive.  It's not the end of the world when you die.  You have a chance to pick up exactly where you left off…so take it.

"Figures...right in the middle of combat, and I have to take a piss.  It's just no good to get old."

YOUR WEAPON OF CHOICE:
Weapons in Bloodborne are no small matter.  When you first start, you are given the choice of your first two weapons in the game without a fee.  Every weapon gained from then on, must be achieved by either killing something or for an exchange of blood echoes.  So even if you pick a weapon that doesn't suit your play style, you can always go back and obtain the one that will.

But the question is: what is your play style?  Do you want to wield a heavy weapon that does the most damage, but takes the longest to swing?  Then you want the Hunter Axe.  If you want a fast weapon that doesn't do a lot of damage, but will surprise foes with its quickness, then you want the Threaded Cane.  If you can't decide on either, then choose the middle of the road with the Saw Cleaver.  There's also a secondary weapon you can wield in the game, which is some form of gun at first.  The Hunter Pistol will fire quicker, but does less damage and the Hunter Blunderbuss does more damage, but fires slower.  Unless you want either of these two weapons to be your primary weapon in the game, then the Hunter Pistol would be the best choice for its quickness…at least in your first play through. 

Also, keep in mind, only one—that's ONE—weapon can be upgraded to a plus ten by the end of the game.  Throughout your play through, you'll pick up items to fortify your weapons, but to get your weapon to the highest level (a plus ten) you need a Blood Rock, and there's only one in the entire game and it doesn't come until near the end.  So do your best to use and love one weapon in the game and upgrade it, because if you spread all your upgrade items across many different weapons, by the end of the game, you'll be swinging for the fences and not doing any damage.  And that's just going to be a bad time.  Now, if you want a heavy weapon that does a lot of damage, has fantastic knock-back, and will constantly be useful throughout the game, then Ludwig's Holy Blade is a very good option.

ALLOCATING POINTS:
In the very beginning and throughout the game, you'll get the option to upgrade your character.  And doing so will make or break your character by the time you get towards the endgame.  It is highly recommended that your first play through be focused on strength, as swinging a weapon at anything that moves is the easiest form of game to comprehend.  But what the hell does focusing on strength mean?  Well, you basically want to be a tank like character.  You want to be able to take the damage while also dishing it out.  So when leveling up, drop points in Vitality (to increase your health bar) and strength (to make you hit harder).  Now with that in mind, the next two attributes you should drop points in every few levels or so are: endurance (you'll want to swing that heavy sword more often without getting tired) and skill (allows you to use certain special weapons throughout the game and increases your damage output).  Those are the four main attributes you'll want to focus on if you want to be a Tank type character. 

Now there are two attributes left: Bloodtinge and Arcane.  Bloodtinge increases the amount of damage your secondary weapon does (for example the Hunter Pistol) and Arcane increase your magic damage.  It is highly recommended you do not sink too many points in either during your first play through, as leveling up both will increase the difficulty of the game.  If you really want a challenge, then by all means go for it, but if you want to learn the ropes of Bloodborne first, then Tank is the way to go.  Also keep in mind that there is New Game Plus once you've beaten the game, so during that run-through you can try leveling up your magic just to feel it out, without it being too detrimental to your health.

"You would think with all the bullsh*t I just went through, they'd at least install an 
escalator or something." 

LEVELING UP:
The object of Bloodborne is to become such a badass that towards the end or even the middle of the game you're taking down foes that are the size of mountains.  But how can that be possible with a game that's built to punish you?  Bloodborne is hard, but it's not here to give you nightmares.  You have to know how to strategize and the first thing to learn is when to level up.  So when do you level up?  As you as you get a frigging chance…that's when.  Why?  Because it'll make you a better player and stronger character.  If you're in the middle of a level or area and are close to leveling up, but the Boss is right there in front of you...stop moving forward.  Go back towards a lantern and level your character up first, always.  Never, ever run into a Boss battle loaded with echoes.  You may get your ass handed to you and have a tough time picking those blood echoes up the next time you face that same Boss.  And then you've lost all the experience you've gained.  So if you're debating between leveling up and taking on a Boss…don't…just head back to the lantern and level up. 

Now you may be thinking, "Yes, but then I'll have to fight all the same enemies over again because they respawn."  Exactly.  You could choose to run past every one and go straight for the Boss (and if you're a high level or in NG+ then go right ahead), but if this is your first run through, then you should spend the time farming the level to gain experience and become a better player.  See…what you don't know is every time you run through a level again and take on more foes; you're actually getting better at the game.  With this strategy, it's possible to run through the game taking down almost every Boss the first time—including the last Boss—if you know when to stop moving forward and level up your character.  This will ease the pain of getting to the glorious end of Bloodborne.

FARMING:
Farming goes hand and hand with leveling up.  This is no secret…you will have to farm for blood echoes and/or blood vials at one point in the game.  You could try to run through Bloodborne without farming, but it's a guaranteed bad time.  And more than likely you will quit the game and probably never return.  But here's the good part about farming: Bloodborne is completely and utterly fun to farm.  With all the unique enemies and levels in the game, you should never get bored.  And with the constant urge to grow your character into a badass you shouldn't have a problem with farming.  In fact, you should want to farm as much as possible.  But the real question is where are the best spots to farm?

In the beginning of the game you really have no choice but to farm whichever level you've gotten to so far.  The good thing is you'll become better at the game by farming and you'll come to know certain areas like the back of your hand, so it'll be easier and easier to farm the same level.  But there are better spots to farm once you've gotten almost to the end of the game.  How do you judge the best spots for farming?  By seeing how many blood echoes can be obtained per minute played.  And the best spot by far for farming is Mergo's Loft: Middle.  Unfortunately, you won't get to this part of the game until almost the very end.  The second best spot for farming is the Lecture Building first floor.  And if you've gained access to the second floor, then farming both areas will bring in a hefty chunk of blood echoes also.  But it still goes without saying that once you gain access to Mergo's Loft: Middle, spend some time there before moving forward toward the endgame.

"See...now this is what happens when you continuously breed Chihuahuas with every 
other dog out there."

HOW TO FIGHT:
Bloodborne is all about studying your opponents.  Never run right up to a new opponent and attempt to swing for the fences.  Why?  Because you never know how they'll react.  Instead, if you can, slow walk up to them and hit them with your heaviest attack and then try for a visceral…and then—if it's not dead—get the hell out of there.  Back up as far as you can go and watch their attack pattern.  This also goes for Bosses too, but we'll get to them later.  Every foe in Bloodborne is not only unique in design, but is also very unique in how they attack.  So always size up your opponent first, and then figure out what's the best way to deal with them.

Bloodborne also doesn't want you to run once you get hit by an opponent.  Instead, the game wants you to push forward.  It even grants a percentage of your health back when you do push forward.  So if you find yourself in trouble and have just been attacked, don't turn tail and run like a wussy.  Stand your ground and swing back a couple of times.  And once you’ve gained back some health, roll the hell out of there.  Speaking of rolling, unless the enemy swings its weapon in a 360 degree circle, always roll forward and under their attack.  In most instances, you'll end up directly behind them with their beautiful backside just waiting to get sliced up or flattened, depending on your weapon of choice.

To be continued…

COMING UP IN PART TWO:
Using Walls and Doorways to your Advantage.
Elevator Shortcuts.
Bath Messengers.
Inventory Banking.
How to Fight Bosses.
How to Fight Optional Bosses.

Click here for Part Two