Hidetaka Miyazaki details Bloodborne’s Chalice Dungeon at PlayStation Experience

Unique among the game's dungeons in that it's fixed, yet dynamic.


Famitsu has gone up with a summary of the Bloodborne panel held at PlayStation Experience earlier today, where director Hidetaka Miyazaki touched further upon the randomly generated “Chalice Dungeon” first revealed at Sony’s opening keynote.

The Chalice Dungeon is unique in that it’s the only one in Bloodborne out of ten-plus being created that will have randomly generated layouts and enemy placements, although it still supports multiplayer. In terms of its overall importance, Miyazaki clarified that beating it isn’t necessary for clearing the game’s storyline; rather, it’s designed to be harder side content for those that really want to dig into the game.

With respect to its structure, the Chalice Dungeon is said to be organized into three strata, which extend out both laterally and vertically. This added emphasis on dimensionality, Miyazaki contended, means that players can encounter things like traps that make them fall back down to lower floors, wide open marshes, and branching paths, among other things, all of which are there to help stave off any potential sense of fatigue and repetition. Famitsu also noted the presence of an old flaming dog that appears to potentially be a boss character, as well as a series of seals strewn throughout the dungeon that require performing a special ceremony to lift and the recently revealed transforming cane.

What makes the Chalice Dungeon especially unique, though, is that the randomization happens across different players’ games, rather than every instance when the game is booted up, as is normally the case with more overtly roguelike games. Effectively, within an individual player’s game, once the dungeon layout and enemy placement has been generated, it’ll stay fixed within that player’s game and can be visited repeatedly, even by other players. As Miyazaki argued, one of the objectives in making the Chalice Dungeon operate in this manner is to enhance the communal aspects of Bloodborne.

In practice, what this means is that not only can messages be shared among players inside the Dungeon and discuss it over social media, but they can form insular communities dedicated to tackling specific instances of it, talking about how rare treasures can be found in one or how hard another is, for instance. He also felt that it has interesting applications for things like the PlayStation 4’s Share Play functionality. During the Q&A session after the demo, he expressed personal excitement over the idea of having a dungeon in the game that won’t remain static, that will always inherently have some unknown variables for players to contend with long after the game’s release.

Miyazaki also touched a bit on character customization. The director said to expect the same level of depth as Dark Souls II‘s customization, including faces and outfits, albeit with its own twists.

Bloodborne is due out for PlayStation 4 on March 24 in North America, March 25 in Europe, and March 26 in Japan.

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