FromSoftware's next major title, The Duskbloods, defies simple labels, even for its legendary director, Hidetaka Miyazaki. While initially described as PvPvE, an eight-hour session with the game's network test suggests a far more complex and surprising experience.
Miyazaki himself admitted that PvPvE might not have been the best descriptor. Instead, he likened the game's structure to that of board games. Each match begins with eight player-controlled characters, known as Bloodsworn, dropping onto a map to complete a series of objectives for 'Virtue' points. Over four phases, players with the lowest Virtue are eliminated until only three remain. These finalists are then transported to an arena to compete for the mysterious 'First Blood'.
While encountering other players is possible, directly attacking them doesn't typically grant Virtue. Instead, players can form temporary alliances, indicated by a friendly glow, to help each other against AI-controlled enemies. These alliances dissolve as the match progresses, culminating in a free-for-all. Virtue can be earned through various means, such as completing the 'Bloodfang Commendation' by achieving the highest enemy kill count, collecting the most items, or hunting down marked bosses and corpses adorned with purple flames. Boss encounters, in particular, are designed to be cooperative; all players are notified of a boss's appearance and can warp to its location. During these fights, PvP combat is disabled, and any rewards are shared among participants.
Strategic Phases and Player Interaction
The Duskbloods injects significant strategy through its phased structure and time-management. Players must quickly decide how best to accrue Virtue within the limited time of each phase. Early phases might favor dispatching common enemies to level up and secure commendations. Later phases might involve tackling tougher foes or seeking out specific objectives. A unique mechanic appears in phases two and three with the introduction of 'ritual sites.' These areas become competitive zones where players can earn Virtue by controlling them or by eliminating rival Bloodsworn. This introduces a dynamic where focusing on player-versus-player combat can significantly boost one's standing.
Matches are designed to be relatively swift, lasting around 30 minutes. The culmination of each match, at least in the network test, is a tense PvP battle between the final three survivors. Between matches, players return to the 'House of Night' hub area, where they can experiment with different Bloodsworn, access tutorials, and uncover lore. However, large sections of this hub remained inaccessible during the test, hinting at deeper narrative elements to be explored upon full release.
Diverse Bloodsworn and Intriguing Mechanics
Fundamentally, The Duskbloods shares combat DNA with FromSoftware's previous titles like Elden Ring and Dark Souls, but the player-vs-player encounters evoke a more dynamic, almost three-dimensional Super Smash Bros. feel. Bloodsworn possess high jumping abilities, short and long-range attacks, and winning often hinges on exploiting attack animations. Environmental hazards can also lead to eliminations, such as being knocked out of the arena. Each Bloodsworn is equipped with unique skills. For example, Zork, clad in a bulky, almost diving-suit-like armor, has a 'Human Rocket' ability for traversal and attacks. Albert, a slender vampire, wields a sword and a machine gun, with a blood projectile skill reminiscent of Elden Ring's Reduvia dagger. Trang Lanh utilizes chakrams and can turn invisible, later unlocking a snake summoning ability. The network test featured six playable characters, each catering to different playstyles akin to Dark Souls' strength or dexterity builds.
Sigils and Emergent Drama
A particularly novel system introduced in The Duskbloods is 'Sigils.' These are equipable items that alter a Bloodsworn's backstory and present specific in-match quests. Rival players may be assigned passive Sigils that unknowingly tie into a player's quest. One Sigil might designate another player as a sworn enemy, encouraging a hunt for bonus Virtue. Another might task a player with finding and allying with a specific Bloodsworn. One intriguing Sigil observed involved seeking out another player, presented as a lost love, and proposing to them. This system is designed to create emergent drama and encourage role-playing within matches. Miyazaki noted that these Sigils incentivize players to embody specific roles, leading to unexpected interactions and rivalries that can significantly alter gameplay priorities.
A Unique Artistic Vision
Despite its unconventional gameplay, The Duskbloods boasts a striking art direction that blends gothic aesthetics with influences from various eras and timelines. While comparisons to Bloodborne are inevitable due to the gothic architecture, the game establishes its own distinct visual identity. The cast of Bloodsworn exemplifies this diversity, with characters hailing from different historical periods but unified by an overarching gothic style. Zork's design, in particular, stands out with his industrial-era, steampunk-inspired diving suit, a concept rooted in Miyazaki's interest in sea monsters and Ultraman. The game's environments, though varied, maintain a cohesive feel, with each map set at a metaphorical 'dusk of humanity.' The network test featured the vampire-themed Lowanro City, complete with castles and sewers, but Miyazaki indicated that future maps will explore vastly different architectural styles from other eras. The verticality of Lowanro City's design also complements the Bloodsworn's enhanced mobility, offering a rich environment for exploration.