1. An overhaul of the Chalice Dungeon system
Though the top-hats and gaslamps of its Victorian city helped Bloodborne stand apart, there’s no denying that it borrowed most of its base structure from its Souls brethren by simply pasting “Blood” over “Souls.” Bloodborne’s greatest departure from its parent franchise came in the form of Chalice Dungeons, partially-randomized catacombs beneath Yharnam that - in true Diablo fashion - bestowed high-level gear onto players that were patient enough to conquer some of the game’s stiffest challenges. While a handful the Chalice-specific bosses stand as some of Miyazaki’s best work, the dungeons suffered from a raft of serious design issues, chief among them redundancy. The dank basements all look the same after a few hours, and the level design lacked the deft balance or careful plotting of the base game, relying on endless hordes of respawning enemies to keep you on your toes.
A revised Chalice Dungeon system could learn a lot from indie roguelites like Rogue Legacy or Dead Cells. By varying the decor and hiding better-rewards within the claustrophobic caverns, FromSoft could incentivize players to tangle with one of the game’s most creative systems. Rather than an endgame grind braved only by enthusiasts in search of that elusive platinum trophy, the Chalice Dungeons should lead to some of the most engaging content in the game, a “capstone” not unlike the raids in the Destiny series, or the ultra-hard optional bosses that Final Fantasy made famous. Please, just don’t make me fight Amygdala for the fourth time. I’ve had enough of her pounce.