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Bloodborne Official Artworks

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Each chapter is mostly independent. The final one is pure speculation building on everything from the previous chapters. Also, this is my favorite game by Fromsoft and it's been a while since my last run, so it was really nice to revisit its wonderful story, location and characters. Jeg har aldri tidligere lest en bok om et spill, men det at jeg nå har gjort akkurat dette sier noe om hvor kompliserte Hidetaka Miyazakis historiefortellinger er. Miyazakis verdener er detaljerte og møysommelig bygd opp, men fortellingene inneholder minimalt med handlingsforklaringer. Informasjonen gis gjennom tilfeldige møter med karakterer, gjenstandsbeskrivelser og henslengte notater. For å skjønne historien man deltar i, må man virkelig _studere_ det tilgjengelige materialet, men selv det er ikke nok – Miyazki gir oss med vilje ikke tilstrekkelig med informasjon. Man må også dedusere (gjette) seg frem til et mulig handlingsforløp.

This is a fan-based exploration of the lore in Bloodborne (a video game for PlayStation 4). Even more than Dark Souls, Bloodborne is almost never explicit about anything and understanding what's going on in the game world is a matter of meticulous reading of item descriptions, paying attention to the architecture, enemy placement and chatting to the occasional NPCs. I own a few art books and guidebooks for various other games, but Bloodborne is the one I own basically everything there is to own, so I might be a bit biased here, do keep that in mind. FromSoftware was founded on November 1, 1986, and developed productivity software for the first several years of their existence. They released their first video game, titled King's Field, as a launch title for the PlayStation in 1994. The initial King's Field did not see a release in North America, although a 1995 sequel would later be released in North America bearing the same title, which was released as King's Field II in Japan. After releasing a third title in that series, FromSoftware moved on to release Echo Night as well as Shadow Tower in 1998. IGN would later note that the latter was "effectively a King's Field follow-up" as it shared many of the gameplay conventions of its brethren. Also during this time FromSoftware would release Armored Core, the first in a mech game series which would go on to spawn many sequels. Bloodborne Official Artworks" which is compiled with the pictures from 'Bloodborne' was released on February 26th in Japan. Not only it included the artworks from the main story, but also the 'The Old Hunters.'

This could have easily been a dry and dull helping of Bloodborne interpretation, but Redgrave writes with so much fervour, compassion, and sheer gumption that this really stands up as its own complete and satisfying work of art.

While yes, you have to play the game for any of this to make sense or really mean anything to you (it very much reads like an essay, not like a novella) what Redgrave has pulled off here is nothing short of creative genius. You see, I had found some time ago, the digital copy of ' "' Bloodborne Official Artworks", all in image format (which I also converted to PDF so you can read if you like, just a small bonus honestly), and also the first Bloodborne Collector's Edition Guide (Admittedly, this one has a much lower resolution, but it's good nonetheless).

The worlds you traverse in From Software's titles are littered with items, enemies, corpses and so on, and it may seem as if they are all randomly placed, but nothing here is random. Everything is hand placed and tells just a little bit more of the world you're visiting and the story you're taking part in. This is the real reason why people hold games like Dark Souls in such a lofty regard. It isn't a bunch of morons wanking off the hard difficulty or anything like that; it's the fact that the story and world within has been crafted with such care and passion, the likes of which is very rarely seen in games, if at all. Beim durchblättern des Bloodborne Game Artbook wurde mir als erstes klar, wie weit man vorangeschritten ist, aufwendige Konzepte auch als 3D Modell fürs fertige Spiel umzusetzen. Fast jeder Winkel von Yharnam entspricht den originalen Ideen, ohne die Ingame Grafik groß downgraden hätten zu müssen.

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