Editorials · PS4

Potential Features and Content for Bloodborne DLC and Patches

An analysis of features that could improve Bloodborne, including dedicated PvP arenas, expanded covenants, character respec options, and more diverse Chalice

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Potential Features and Content for Bloodborne DLC and Patches — Editorials on Game Idealist

Following its release, Bloodborne was met with widespread critical acclaim, establishing itself as a key exclusive for the PlayStation 4. Developer FromSoftware confirmed it was working on patches and future downloadable content, prompting discussion about what additions could enhance the experience. The game’s strong foundation in combat, world design, and lore provides many opportunities for expansion.

FromSoftware has a history of supporting its titles with substantial post-launch content, as seen with the Artorias of the Abyss expansion for Dark Souls. A similar approach to Bloodborne could address areas where the gameplay loop could be deepened or where certain features feel less developed than in previous titles. Additions ranging from new equipment to entirely new modes of play could significantly extend the life of the game.

Expanding the Hunter’s Arsenal and Abilities

While the weapon selection in Bloodborne is smaller than that of the Souls series, each trick weapon offers a unique moveset that fundamentally changes combat. This design philosophy of quality over quantity is a strength, but the addition of more weapons via DLC would be a welcome one. New trick weapons could introduce novel transformation mechanics and damage types, giving players more reasons to start new playthroughs or experiment with different character builds. Alongside weapons, an expanded selection of firearms, armor sets, and Hunter Tools would add further strategic depth.

Another feature from Dark Souls 2 that was absent at Bloodborne’s launch is the ability to reallocate stat points. A character respec option is crucial in a game with complex build possibilities. Stats like Arcane and Bloodtinge require heavy investment before their true potential is unlocked, which can be a difficult commitment for new players. Allowing players to reset their stats would encourage experimentation without the need to start a new character from scratch, making it easier to explore different playstyles and weapon scalings late in the game.

The concept of beast transformation was also a point of interest prior to release. In the final game, the Beasthood stat and the Beast Claw weapon provide a temporary damage buff but do not deliver the full physical transformation seen in bosses like Father Gascoigne. An expansion could fully realize this concept, allowing players to temporarily become a beast. This could function as a high-risk, high-reward mechanic, granting immense power at the cost of defense or control, and would tie directly into the game’s central themes of humanity and beasthood.

Refining Multiplayer and Covenants

Player-versus-player combat is a core component of the FromSoftware experience, but Bloodborne’s implementation left room for improvement. The inclusion of dedicated PvP arenas, a feature introduced in Dark Souls 2, was a widely requested addition. Arenas would provide a structured environment for duels, free from the interference of environmental enemies or the random nature of world invasions. This would allow the competitive community to flourish by creating a consistent space to test builds and skills against other players.

Covenants, the in-game factions that govern multiplayer interactions, also felt limited at launch. The game included only three primary covenants: the Cainhurst Vilebloods (focused on invasions), the Executioners (dedicated to co-op against Vilebloods), and the Hunter of Hunters (targeting hostile invaders). This is a step back from the wider variety seen in previous titles. Future updates or DLC could introduce new covenants with unique objectives and rewards. For example, a covenant centered around the Healing Church or the Great Ones could introduce new lore and create different multiplayer dynamics, such as assisting players in specific boss fights or defending certain areas from invaders.

Reimagining Endgame Content

Chalice Dungeons were introduced as a source of endgame content, offering procedurally generated mazes for players to explore. While the concept was sound, the execution resulted in a repetitive experience. The dungeons often shared similar visual assets and followed a formulaic layout: explore a few corridors to find a lever, then return to the start to fight the boss. The lack of variety in both gameplay and aesthetics made them feel disconnected from the meticulously crafted world of the main game.

Future content could drastically improve the Chalice Dungeon system by introducing more diversity. New visual themes, unique enemy types exclusive to the dungeons, and more complex objectives would make them more engaging. Instead of simple lever-pulling, dungeons could feature puzzles, traps, or multi-stage boss encounters that require more than just combat prowess. This would transform them from a grind for resources into a compelling and replayable endgame activity.

Another way to increase replayability would be to add alternate difficulty modifiers, similar to the World Tendency system from Demon’s Souls. In that game, player actions could shift an area’s tendency toward black or white, which in turn made enemies stronger or weaker, altered item drop rates, and even unlocked new events. A similar system in Bloodborne, perhaps tied to the player’s Insight level or the in-game lunar cycles, could add a dynamic layer of challenge to New Game Plus and beyond.

Building Upon Yharnam’s World and Lore

One of Bloodborne’s greatest strengths is its world design and environmental storytelling. The city of Yharnam and its surrounding areas are dense with detail and mystery. DLC presents the perfect opportunity to add new, self-contained locations that expand upon this world, much like the optional Cainhurst Castle or the Painted World of Ariamis from Dark Souls. These new areas could explore untold stories within the lore, such as the origins of the Vilebloods, the fate of the Pthumerians, or the secrets of the Fishing Hamlet mentioned in item descriptions.

With new locations should come new plot points and deeper insight into the existing narrative. While Bloodborne’s story is intentionally cryptic, an expansion could provide more context for its characters, factions, and the cosmic entities known as the Great Ones. Learning more about key figures like Gehrman, Laurence, or Micolash would enrich the main story and provide answers to some of the community’s most pressing questions.

Finally, any new content would be incomplete without new adversaries. The enemy and boss designs in Bloodborne are imaginative and challenging, and an expansion should continue this tradition. New enemies and bosses designed to fit the themes of the new areas would provide fresh challenges for veteran players. These encounters are often the most memorable parts of the experience, and adding more unique and terrifying creatures to hunt would be a highlight of any future DLC.

Frequently asked questions

What covenants were in Bloodborne at launch?

At launch, Bloodborne included three main covenants players could join. These were the Cainhurst Vilebloods, who seek Blood Dregs for their queen; the Executioners, dedicated to hunting the Vilebloods; and the Hunter of Hunters, who punish players that engage in excessive, hostile PvP invasions. Each offered unique rewards and multiplayer interactions.

Did Bloodborne have a way to respec stats?

Unlike its predecessor Dark Souls 2, Bloodborne did not launch with a feature allowing players to reallocate their stats. This meant that build decisions were permanent for a given character. The absence of a 'respec' option was a notable point of discussion, as it made experimenting with stats like Arcane or Bloodtinge a significant commitment.

Why were Bloodborne's Chalice Dungeons criticized?

While the concept of procedurally generated dungeons was promising for replayability, the Chalice Dungeons faced criticism for their repetitive design. Many players found the environments, enemy layouts, and core objective, typically finding a lever to open a boss door, to be formulaic and lacking the handcrafted quality of the main game's areas.

Was a beast transformation possible in Bloodborne?

Bloodborne included a Beasthood stat and the Beast Claw weapon, which allowed players to temporarily boost their physical damage by attacking aggressively. However, this did not result in a full visual transformation into a beast, which was a feature many players had anticipated based on pre-release materials and the game's lore, leading to some disappointment.