We may never get a sequel or remaster for From Software’s 2015 gothic action game Bloodborne , but that doesn’t necessarily mean the tap has to dry up. Every two years over the past decade has seen a new Bloodborne tidbit emerge , usually in the realm of cut content or in-progress secrets discovered by the community . This time, we’re treated to an inside look at the alpha design maps for Bloodborne before the game was polished with textures or sophisticated enemies. And apparently, Bloodborne started out a little differently when From Software initially put things together.
As Sicko’s Lance McDonald details over a 27-minute YouTube video, there are parts of the map that are inaccessible when the player begins a new adventure from Iosefka’s clinic. Much later, the player can find a shortcut that takes them back to the beginning of the game, where they can open a locked door and explore more floors and rooftop areas. The shortcut is probably one of the most iconic moments in the entire game.
Originally, however, Bloodborne’s intro played out a bit differently. The player could immediately exit onto the rooftops, which at the time led to a building that didn’t make it into the final game. The way the game connected the level’s parts also differed, as evidenced by the never-before-seen footage in the video that apparently took McDonald 18 months to put together.
There are no bombshells here in terms of content that didn’t make it into the final game, but it’s worth watching if you enjoy Bloodborne . The video is a rare glimpse into what a game looks like during its early stages, when the developers are still locking down the experience in a big way. It’s also a fascinating look at Software’s approach to level design. The Japanese studio is known for creating dense worlds with winding routes and secret passages, but achieving this level of complexity is an ongoing process that requires revision.
Many of the elements visible in the early stages made it into the final game in some form, but the way these disparate pieces connect varies. Evidently, Fromoftware will create a level and then go back and make certain parts inaccessible as a way to build anticipation and wonder. It’s a trademark trick evident throughout Fromoftware’s OUVRE, and this video gives the viewer a sense of how the studio achieves this effect.