Well, it’s late late late September, which makes it a perfect time to wrap up my September blog series: 10 Good Ideas. What better game to conclude my list of great game mechanics than my favorite game of the Souls lot, Bloodborne? It works out doubly well, considering my lateness means that I’ll be talking about this Lovecraftian game of extradimensional horrors in this, the spookiest of months. Everything works out in the end!
The full admission with Souls games is that Bloodborne is, in fact, the only one I’ve beaten. I’ve gotten fairly close in a few others, but never beaten, whereas I’ve beaten every single boss of Bloodborne. I think the fast-paced combat of the game is a strong motivator for me (although I certainly still like the combat of the mainline Souls games), and a big part of that is the game’s exclusive usage of what it dubs “trick weapons”.
Trick weapons are, simply put, weapons with tricks. Less cheekily, trick weapons have alternate modes or abilities which can be triggered at a single button press, sort of like alt-fire modes in some shooters. Some switch between two different forms completely, like the Kirkhammer (which is a sword that you can sheathe into a tombstone to turn it into a massive hammer), whereas others gain temporary buffs upon activation of their trick, like the Tonitrus (which is a mace that becomes covered in electricity). For the most part, they’re like two weapons in one.
So, why am I calling these weapons out? Alt-fire isn’t exactly new. Well, the thing about weapons in Bloodborne is that, unlike other Souls games, Bloodborne lets you hold on to weapons through the entire game. Literally. The same Hunter’s Axe I got at the beginning of the game was the one that I used to kill the final boss.
On its face, this seems like a knock against Bloodborne. You just used one weapon? How boring! Could you imagine going through all of Half-Life with just one weapon, or all of Skyrim with the same crap sword? Well, no, because those weapons aren’t terribly dynamic. In most games, a gun just shoots, and a sword just swings, but in Bloodborne, weapons are dynamic. There are light and heavy attacks, you can hold and charge some attacks, and then you can activate a trick to transform your weapon, and gain a whole new suite of options. A single trick weapon has with it a fairly large set of choices to make when using them. Do I want the speed and flexibility of my shortened Hunter’s Axe, or the power and range of the lengthened mode?
Since every weapon in Bloodborne offers a fairly wide suite of options, this means the game can afford to have fewer. Again, this at first sounds negative, but I’m someone who hates when games force you to make ill-informed, numerically-driven, or otherwise boring choices, and that’s kind of what Dark Souls does with its weapons. Look at this wiki page for every straight sword in Dark Souls.
What the hell is the difference between these three swords? I get that there are minor, minor stat differences (the physical damage varies by as much as four, the Strength requirements vary slightly, and the weight differs by one), but ultimately, these three swords are all, well, swords. You swing ’em, they’re sharp, and they basically, from a player feel standpoint, do the exact same thing. Or, at least, you certainly don’t see how they wouldn’t just looking at them (there are greater subtleties. The broadsword doesn’t thrust on a strong attack, for example).
This is stupid. I don’t wanna stare at an inventory screen to try and figure out which of these three essentially identical weapons I like the most. I’m down for inventory and weapon management, but not on such a minute level of granularity. Now, let’s look at some Bloodborne weapons, and in the interest of maximal fairness, let’s pick three swords.
Ludwig’s Holy Blade is a sword with a massive, bladed sheathe, allowing you to alternate between a normal sword and a fuck-off sized two-hander. The Blade of Mercy, meanwhile, splits in two, allowing you to switch between one- and two-sword styles. The Reiterpallasch, meanwhile, is a rapier that turns into a gun. Despite all being “swords”, relatively little observation lets you notice massive gameplay differences in these weapons, and each covers a very large subset of gameplay situations.
Trick weapons are clever because, by allowing one weapon to handle a variety of tasks, you ultimately minimize the amount of weapons needed for a game to feel like it has a “complete” arsenal. This minimizes the number of inventory management decisions the player has to make, while also ensuring that combat with the same weapon remains dynamic and interesting through the whole game.
Obviously, there’s a trade-off. A smaller amount of weapons means that the drip feed of loot won’t be as constant as in a more traditional RPG, but that really just depends on expectations more than anything else. Sure, Skyrim would be pretty boring if you only unlocked, like, four swords throughout its entire campaign, but most people seem pretty happy with Zelda games (Breath of the Wild notwithstanding) having only a couple of main weapons through the course of the entire game.
Ultimately, I think anything that trims down the amount of unfun choices made within a game is a good design choice, and trick weapons certainly do that, so for that, I consider them a Good Idea.