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** [[spoiler: Yharnam, Pthumerian Queen is occasionally referred as "Yharnam, Period Queen" because of where her sheer amount of blood she spewed.]].
** Thanks to the [[TwoBestFriendsPlay Super Best Friends Zaibatsu]], the fanbase as taken to call the infamous challenge area in the Old Hunters DLC the "Party Cave".

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** [[spoiler: Yharnam, Pthumerian Queen is occasionally referred as "Yharnam, Period Queen" because of where her sheer amount of blood she spewed.]].
]]
** Thanks to the [[TwoBestFriendsPlay [[WebVideo/TwoBestFriendsPlay Super Best Friends Zaibatsu]], the fanbase as taken to call the infamous challenge area in the Old Hunters DLC the "Party Cave".



** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal reference name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth.]] This is about as much of the original story draft that's known, since nothing taking place after the events at the Grand Cathedral has been found yet and likely doesn't even exist.

to:

** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, survive the hunt, versus being chosen by the Messengers. Messengers as a new Hunter. Micolash also had a greater presence, the early script having him claim that he was the founder head of the Healing Church and Church. Willem's internal reference name implying in this version implies that said this early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth.]] This is about as much of the original story draft that's known, since nothing taking place after the events at the Grand Cathedral has been found yet and likely doesn't don't even exist.exist anymore.



** Caryll's Runes were originally supposed to be obtained by finding pages of the Runesmith's lost book.

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** There's a host of items that were cut for unknown reasons.
***
Caryll's Runes were originally supposed to be obtained by finding pages of the Runesmith's lost book.book.
*** There are icons for an item to refill your quicksilver bullets, a doll repair kit, an unused Hunter Badge, Petrified versions of Blood Gems, and text for unused Chalice Dungeon ritual items.



** There's a cut NPC that survived the events of Old Yharnam that makes mention of "white gravewardens" (Pthumerians) emerging from underground being one of the reasons that the valley hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.

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** There's a another cut NPC in the TGS Alpha, one that survived the events of Old Yharnam that makes mention of Yharnam. Their dialogue mentions "white gravewardens" (Pthumerians) emerging from underground being one of the reasons that the valley hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.



** The Lecture Hall is still in the same map file as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be ''much'' larger, with the lecture hall likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.

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** The Lecture Hall is still in the same map file as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was grounds were originally planned to be ''much'' larger, with the lecture hall likely being a part of the another building housing some distance away from Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.

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*** You were apparently supposed to start the game in Hemwick. [[https://twitter.com/manfightdragon/status/1007812288739307520 Unlocking the map flow]] in the Alpha test would make the game try to load the area.



** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange Archstone-like statues that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out activation and sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].

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** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange Archstone-like statues that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. These can still be found in the oldest developer test maps in the final game, but all the associated animations are long gone, even in the Alpha test. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out activation and sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].



** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne. Unfortunately, Archibald was cut early enough that the script only appears in the TGS Alpha build of the game.

to:

** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne. Unfortunately, Archibald was cut early enough that the script only appears in the TGS Alpha build of the game.game, and in Japanese at that.


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** There's a cut Chalice Dungeon ritual called "[[https://www.youtube.com/watch?v=6IAyk50IuIA&t Boss Rush]]", which would warp you to a string of boss chambers where you could fight a gauntlet of bosses one after the other.
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** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal reference name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth.]] This is about as much of the original story draft that's known, since nothing taking place after the events at the Grand Cathedral has been found yet.

to:

** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal reference name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth.]] This is about as much of the original story draft that's known, since nothing taking place after the events at the Grand Cathedral has been found yet.yet and likely doesn't even exist.



** There appears to have been plans for there to have been minimaps on the HUD while in the Chalice Dungeons.

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** There appears to have been plans for there a minimap to have been minimaps appear on the HUD while in the Chalice Dungeons.



** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be a fully functional NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive and her room originally had items in it for you to loot. Triggering the boss fight still involved inspecting her corpse, but she had separate "dead" models based on ''who'' killed her: if the player killed her then she slumped to the right, but if the player left her alive, then Simon killed her and her body slumped to the left. In the final game, her "murdered by Simon" model and cutscene are used.

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** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be a fully functional NPC]] instead of just a boss fight.fight, likely a holdover from when it was two separate pieces of content. She still has lines of dialogue for when she was alive and her room originally had items in it for you to loot. Triggering the boss fight still involved inspecting her corpse, but she had separate "dead" models based on ''who'' killed her: if the player killed her then she slumped to the right, but if the player left her alive, then Simon killed would kill her and her body slumped to the left. In the final game, her "murdered by Simon" model and cutscene are used.
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*** The building in Cainhurst that Logarius is fought on top of still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via hacking reveals that this is the case: they just duplicated the building exterior, put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then built the interior of the throne room in the duplicate.

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*** The building in Cainhurst that Logarius is fought on top of still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via hacking reveals that this is the case: they just duplicated the building exterior, put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then built the interior of the throne room in the duplicate. There's even an unused door texture for the throne room, [[https://twitter.com/manfightdragon/status/1003417371443277824 as seen here]].



** Boss enemies originally had their own blood echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut and what their original purpose beyond granting more blood echoes was, but two in particular do name the Cleric Beast as the cut Father Norbert and reveals that Vicar Amelia was called Sister/Saint Laura at some point in development.

to:

** Boss enemies originally had their own blood echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers" or "Fresh Livers". It's unknown as to why exactly these items were cut and what their original purpose beyond granting more blood echoes was, but two in particular do name the Cleric Beast as the cut Father Norbert and reveals that Vicar Amelia was called Sister/Saint Laura at some point in development. They were present in the Alpha Test build and were complete enough to have [[https://twitter.com/manfightdragon/status/1003570660055048192 usage animations]].



** The cracked mirror in the Hunter's Dream has a dummied out feature: putting on disguises. The in-game reason as to why this feature was even made is unknown, as it was cut early enough that it's incomplete, but it allowed the player to redo their character's appearance.

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** The cracked mirror in the Hunter's Dream has a dummied out feature: putting on disguises. The in-game reason as to why this feature was even made is unknown, as it was cut early enough that it's incomplete, but it allowed the player to completely redo their character's appearance.
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* TheWikiRule: The [[https://www.bloodborne-wiki.com Bloodborne Wiki]], Wikia [[http://bloodborne.wikia.com/wiki/Bloodborne_Wiki Bloodborne Wiki]], Fextralife [[https://bloodborne.wiki.fextralife.com/Bloodborne+Wiki Bloodborne Wiki]], Gamepedia [[https://bloodborne.gamepedia.com/Bloodborne_Wiki Bloodborne Wiki]], and Wikidot [[http://bloodborne.wikidot.com Bloodborne Wiki]].
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*** There's dialogue from a very early version of the Vileblood Queen still in the game, with the lines being voiced by Evetta Muradasilova (who voices the Doll, and later Lady Maria) instead of Jenny Funnell. Tying into this, the original description of the Eye Cord found at the Abandoned Workshop says that a child from Cainhurst and used to call down the Moon Presence. Even though Maria and the Doll do kind of resemble each other (there's still enough differences between them to show that they aren't completely identical), the data mining reveals that they technically aren't connected at all: Maria was created solely for the ''Old Hunters'' DLC to bridge together the mysteries of Gehrman's dead apprentice buried at the Abandoned Old Workshop and who the Doll was based on. The Doll was likely related to this very early version of the Queen, at least until she was further developed into Annalise.

to:

*** There's dialogue from a very early version of the Vileblood Queen still in the game, with the lines being voiced by Evetta Muradasilova (who voices the Doll, and later Lady Maria) instead of Jenny Funnell. Tying into this, the original description of the Eye Cord found at the Abandoned Workshop says that a child from Cainhurst and was used to call down the Moon Presence. Even though Maria and the Doll do kind of resemble each other (there's still enough differences between them to show that they aren't completely identical), the data mining reveals that they technically aren't connected at all: Maria was created solely for the ''Old Hunters'' DLC to bridge together the mysteries of Gehrman's dead apprentice buried at the Abandoned Old Workshop and who the Doll was based on. The Doll was likely is most definitely related to this very early version of the Queen, at least until she was further developed into Annalise.



*** The building in Cainhurst that Logarius is fought on top of still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via hacking reveals that this is the case: they just duplicated the room (interior and exterior), put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then deleted most of the interior from the original building.

to:

*** The building in Cainhurst that Logarius is fought on top of still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via hacking reveals that this is the case: they just duplicated the room (interior and exterior), building exterior, put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then deleted most of built the interior from of the original building.throne room in the duplicate.



** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth. This is about as much of the original story draft that's known.]]

to:

** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you waking up from a month long coma then going to search for him after he left two weeks beforehand to search for the "blood of a sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal reference name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth. Byrgenwerth.]] This is about as much of the original story draft that's known.]]known, since nothing taking place after the events at the Grand Cathedral has been found yet.



** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be a fully functional NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive and her room originally had items in it for you to loot. Triggering the boss fight still involved inspecting her corpse, but she had separate "dead" models based on ''who'' killed her: if the player killed her then she slumped to the right, but if the player left her alive, then Simon killed her and her body slumped to the left. In the final game, her "murdered by Simon" model is used.

to:

** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be a fully functional NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive and her room originally had items in it for you to loot. Triggering the boss fight still involved inspecting her corpse, but she had separate "dead" models based on ''who'' killed her: if the player killed her then she slumped to the right, but if the player left her alive, then Simon killed her and her body slumped to the left. In the final game, her "murdered by Simon" model is and cutscene are used.

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** In the Future Press interview with Miyazaki, he mentions that he wanted to include an option to keep Iosefka alive, but the rest of the studio wouldn't let him. Gascoigne's daughter was similarly intended to survive - this is why the daughter ''does'' have a model [[spoiler:that's used in the final game for the elder sister jumping to her death]].

to:

** In the Future Press interview with Miyazaki, he mentions that he wanted to include an option to keep Iosefka alive, but the rest of the studio wouldn't let him. Gascoigne's daughter was similarly intended to survive - this is why the daughter ''does'' have a model [[spoiler:that's used in the final game for as the elder sister jumping to her death]].corpse of the supposed "older sister" after she gets the ribbon]].



*** Due to the internal file names for Logarius's final model and two earlier versions of it being referred to as "King" (earliest being [=KingGhost_LowClass=], then [=KingInBlue=], and finally [=KingReaper=]), it's believed that he was to be the King of Cainhurst. If true, then the concept was changed early enough in development that there's no info still in the game files about it. But since the concept for Logarius appears to have been finalized very early in development, the only thing giving credence to this idea is the model names.

to:

*** Due to the internal file names for Logarius's final model and two earlier versions of it being referred to as "King" (earliest being [=KingGhost_LowClass=], then [=KingInBlue=], and finally [=KingReaper=]), it's believed that he was to be the King of Cainhurst. If true, then the concept was changed early enough in development that there's no info still in the game files about it. But since the concept for Logarius appears to have been finalized very early in development, the only thing giving credence to this idea is the model names.



** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange Archstone-like statues that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].

to:

** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange Archstone-like statues that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out activation and sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].



** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and reveals that Vicar Amelia was called Sister/Saint Laura at some point in development.

to:

** Boss enemies originally had their own soul/echo blood echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, cut and what their original purpose beyond granting more blood echoes was, but they two in particular do name the Cleric Beast as the cut Father Norbert and reveals that Vicar Amelia was called Sister/Saint Laura at some point in development.



** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne. Unfortunately, Archibald was cut early enough that the script only appears in the Japanese version of the game.

to:

** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne. Unfortunately, Archibald was cut early enough that the script only appears in the Japanese version TGS Alpha build of the game.


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** There appears to have been plans for there to have been minimaps on the HUD while in the Chalice Dungeons.
** The Hunter's Dream has a cut model of a mummified body cradling a skull still in the area RAM. The reflective environment map of the area still shows these bodies propped against the tombstones of the Dream, implying that they were the means of "waking up" from the Dream into the Waking World instead of just the tombstones.
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** The Collector's Edition Player's Guide from [=FuturePress=] was delayed for about three weeks, so that they could include all the online-only content added by the Day One Patch.

to:

** The Collector's Edition Player's Guide from [=FuturePress=] was delayed for about three weeks, so that they could include all the online-only content added by the Day One Patch.weeks.



* UrbanLegendOfZelda: This one inspired a ''bunch'' when it first came out, even moreso than its other spiritual cousins. Of ''particular'' note were people who would swear up, down and sideways that Viola's Daughter could actually make it to Oedon chapel and be saved. Nope - there's no way to save either girl.

to:

* UrbanLegendOfZelda: This one inspired a ''bunch'' when it first came out, even moreso than its other spiritual cousins. Of ''particular'' note were people who would swear up, down and sideways that Viola's Daughter could actually make it to Oedon chapel and be saved. Nope - there's no way to save either girl. Although this particular instance actually has an grain of truth to it (see below).



* WhatCouldHaveBeen:

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* WhatCouldHaveBeen:WhatCouldHaveBeen: Whoo boy... To put it bluntly, the basic story concept was pinned down very early, but specific details were slowly and gradually changed as the game was being developed, to the point where certain background stories and events either end abruptly without any sort of resolution or just appear out of nowhere for a one-note thing.



** Due to how out-of-the-way it is, it's heavily speculated that Cainhurst Castle is host to a great amount of unfinished content. Even getting there seems to have been changed in the final game: rather than the carriage appearing at the Hemwick crossing obelisk and going across a bridge that makes no real geographical sense, it's likely that the player would have had to make their way through the massive building that the Witch of Hemwick is fought in, then emerge out the rear of the building to find the carriage and the ruins of a bridge that goes straight to Cainhurst.
*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. Due to a combination of the aesthetic more matching the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, there's speculation that the basement was originally part of a cut prison area somewhere in the Cathedral Ward.
*** There's dialogue from a very early version of the Vileblood Queen still in the game, with the lines voiced by Evetta Muradasilova (who voices the Doll, and later Lady Maria) instead of Jenny Funnell. Tying into this, the original description of the Eye Cord found at the Abandoned Workshop says that a child was abducted from Cainhurst and used to call down the Moon Presence. Even though Maria and the Doll do kind of resemble each other, the data mining reveals that they technically aren't connected at all: Maria was created solely for the ''Old Hunters'' DLC to bridge together the mysteries of Gehrman's dead apprentice buried at the Abandoned Old Workshop and who the Doll was based on. The Doll was likely related to this very early version of the Queen, at least until she was further developed into Annalise.

to:

** Due to how out-of-the-way it is, it's heavily speculated that Cainhurst Castle is host to a great amount of unfinished content. Even getting there seems to have been changed in the final game: rather than the carriage appearing at the Hemwick crossing obelisk and going across a bridge that makes no real geographical sense, it's likely that the player would have had to make their way through the massive building that the Witch of Hemwick is fought in, then emerge out the rear of the building to find the carriage and the ruins of a bridge that goes straight to Cainhurst.
Cainhurst. The fact that even though it's very low resolution, the back of said building is almost fully modeled for the Cainhurst Castle area, supports this.
*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't even make sense layout-wise in comparison to the massive exterior it's found in. Due to a combination of the aesthetic more matching the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, there's speculation that the basement was originally part of a cut prison area somewhere in the Cathedral Ward.
*** There's dialogue from a very early version of the Vileblood Queen still in the game, with the lines being voiced by Evetta Muradasilova (who voices the Doll, and later Lady Maria) instead of Jenny Funnell. Tying into this, the original description of the Eye Cord found at the Abandoned Workshop says that a child was abducted from Cainhurst and used to call down the Moon Presence. Even though Maria and the Doll do kind of resemble each other, other (there's still enough differences between them to show that they aren't completely identical), the data mining reveals that they technically aren't connected at all: Maria was created solely for the ''Old Hunters'' DLC to bridge together the mysteries of Gehrman's dead apprentice buried at the Abandoned Old Workshop and who the Doll was based on. The Doll was likely related to this very early version of the Queen, at least until she was further developed into Annalise.



*** The building in Cainhurst that Logarius is fought on still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via camera hacking ([[https://www.twitch.tv/videos/255630096 as shown here]]) reveals that this is the case: they just duplicated the room (interior and exterior), put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then deleted most of the interior from the original building.

to:

*** The building in Cainhurst that Logarius is fought on top of still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via camera hacking ([[https://www.twitch.tv/videos/255630096 as shown here]]) reveals that this is the case: they just duplicated the room (interior and exterior), put the duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then deleted most of the interior from the original building.



** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's at least two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:two more forms for the Moon Presence. One is a more haggard-looking variant form, incomplete with no textures or animations, and the other is an almost complete, with a partially finished moveset, crude body textures, and it's own special boss arena which is ''suspiciously'' similar to the coastline where the Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth. Said early script also gives a name to the Cleric Beast, a one Father Norbert/Herbert.]]

to:

** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's at least two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:two more forms for the Moon Presence. One is a more haggard-looking variant form, incomplete with no textures or animations, and the other is an almost complete, with a partially finished moveset, crude body textures, and it's own special boss arena which is ''suspiciously'' similar to the coastline where the Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail waking up from a month long coma then going to search for him after having been in he left two weeks beforehand to search for the "blood of a coma sage" (an early version of Paleblood). The Hunter's Dream was originally called the Dream Refuge, with the Doll calling it a haven for the diseased and the implication that the PC gets mistaken for a month.Hunter due to scavenging for gear to survive, versus being chosen by the Messengers. Micolash also had a greater presence, the early script having him claim that he was the founder of the Healing Church and Willem's internal name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth. Said early script also gives a name to This is about as much of the Cleric Beast, a one Father Norbert/Herbert.original story draft that's known.]]



** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and Vicar Amelia's original name was Sister/Saint Laura.

to:

** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and reveals that Vicar Amelia's original name Amelia was called Sister/Saint Laura.Laura at some point in development.



** There's a cut NPC in Old Yharnam that makes mention of "white gravewardens" (Pthumerians) emerging from underground being one of the reasons that the hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.
** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be ''much'' larger, with the lecture hall likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.

to:

** There's a cut NPC in that survived the events of Old Yharnam that makes mention of "white gravewardens" (Pthumerians) emerging from underground being one of the reasons that the valley hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.
** The Lecture Hall is still in the same area zone map file as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be ''much'' larger, with the lecture hall likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.



** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be an NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive in the Nightmare, her room originally having items in it for you to loot, with her boss fight triggering after you attack her instead of inspecting her bloody corpse like in the final version and ''Simon'' was supposed to kill her if you didn't.

to:

** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be an a fully functional NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive in the Nightmare, and her room originally having had items in it for you to loot, with her loot. Triggering the boss fight triggering after you attack her instead of still involved inspecting her bloody corpse like in corpse, but she had separate "dead" models based on ''who'' killed her: if the player killed her then she slumped to the right, but if the player left her alive, then Simon killed her and her body slumped to the left. In the final version and ''Simon'' was supposed to kill game, her if you didn't."murdered by Simon" model is used.
Is there an issue? Send a MessageReason:
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*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. Due to the aesthetic more matching the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, there's speculation that the basement was originally part of a cut prison area somewhere in the Cathedral Ward.
*** There's dialogue from a very early version of Annalise still in the game, voiced by Evetta Muradasilova instead of Jenny Funnell.

to:

*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. Due to a combination of the aesthetic more matching the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, there's speculation that the basement was originally part of a cut prison area somewhere in the Cathedral Ward.
*** There's dialogue from a very early version of Annalise the Vileblood Queen still in the game, with the lines voiced by Evetta Muradasilova (who voices the Doll, and later Lady Maria) instead of Jenny Funnell.Funnell. Tying into this, the original description of the Eye Cord found at the Abandoned Workshop says that a child was abducted from Cainhurst and used to call down the Moon Presence. Even though Maria and the Doll do kind of resemble each other, the data mining reveals that they technically aren't connected at all: Maria was created solely for the ''Old Hunters'' DLC to bridge together the mysteries of Gehrman's dead apprentice buried at the Abandoned Old Workshop and who the Doll was based on. The Doll was likely related to this very early version of the Queen, at least until she was further developed into Annalise.



*** The building in Cainhurst that Logarius is fought on still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via camera hacking reveals that the building ''is'' duplicated, right down to the ladder going to the roof.

to:

*** The building in Cainhurst that Logarius is fought on still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via camera hacking ([[https://www.twitch.tv/videos/255630096 as shown here]]) reveals that this is the building ''is'' duplicated, right down to case: they just duplicated the ladder going to room (interior and exterior), put the roof.duplicate at the rear of the original so the entrance aligned with the archway behind Logarius' chair, then deleted most of the interior from the original building.



** There's a cut NPC in Old Yharnam that makes mention of "white gravewardens" (Pthumerians) being one of the reasons that the hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.
** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be much larger, with the lecture hall likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.

to:

** There's a cut NPC in Old Yharnam that makes mention of "white gravewardens" (Pthumerians) emerging from underground being one of the reasons that the hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.
** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be much ''much'' larger, with the lecture hall likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.



** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be an NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive in the Nightmare, her room originally having items in it for you to loot, with her boss fight triggering after you attack her instead of inspecting her bloody corpse like in the final version.

to:

** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be an NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive in the Nightmare, her room originally having items in it for you to loot, with her boss fight triggering after you attack her instead of inspecting her bloody corpse like in the final version.version and ''Simon'' was supposed to kill her if you didn't.

Added: 393

Changed: 265

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*** The building in Cainhurst that Logarius is fought on still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room.

to:

*** The building in Cainhurst that Logarius is fought on still has some level of geometry left in the entrance and is speculated to be the original location of the Cainhurst throne room. Viewing the exterior of the queen's chamber in the final version of the game via camera hacking reveals that the building ''is'' duplicated, right down to the ladder going to the roof.



** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the lecture hall was once going to be a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.

to:

** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the campus was originally planned to be much larger, with the lecture hall was once going to be likely being a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.


Added DiffLines:

** In the ''Old Hunters'' DLC, [[https://www.youtube.com/watch?v=MK2rP2NcUoM Lady Maria was supposed to be an NPC]] instead of just a boss fight. She still has lines of dialogue for when she was alive in the Nightmare, her room originally having items in it for you to loot, with her boss fight triggering after you attack her instead of inspecting her bloody corpse like in the final version.
Is there an issue? Send a MessageReason:
None


*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. The aesthetic more matches the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, brings about speculation that the basement was originally part of a cut Healing Church prison area.

to:

*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. The Due to the aesthetic more matches matching the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, brings about there's speculation that the basement was originally part of a cut Healing Church prison area.area somewhere in the Cathedral Ward.



*** Martyr Logarius was originally supposed to be the King of Cainhurst, according to the internal names for his final model and two earlier versions of it.
*** The building in Cainhurst that Logarius is fought on still has some level of geometry left inside it and is speculated to be the original location of the Cainhurst throne room.

to:

*** Martyr Logarius was originally supposed to be the King of Cainhurst, according Due to the internal file names for his Logarius's final model and two earlier versions of it.
it being referred to as "King" (earliest being [=KingGhost_LowClass=], then [=KingInBlue=], and finally [=KingReaper=]), it's believed that he was to be the King of Cainhurst. If true, then the concept was changed early enough in development that there's no info still in the game files about it. But since the concept for Logarius appears to have been finalized very early in development, the only thing giving credence to this idea is the model names.
*** The building in Cainhurst that Logarius is fought on still has some level of geometry left inside it in the entrance and is speculated to be the original location of the Cainhurst throne room.

Added: 1763

Changed: 164

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** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit. Granted, there's a cut cutscene where you're being attacked by the Cleric Beast still in the game as well, so maybe Ebrietas was supposed to show up in that room way later in the story]]. There's also the implication that there was supposed to be only one version of each area, with the enemy groups and the time of day dynamically changing as the game progressed. Possibly due to technical limitations, it was replaced with each area having multiple versions of themselves with certain enemy loadouts and behaviors set for each time phase, with which version being loaded dependent on what event flags are triggered.

to:

** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit. Granted, there's a cut cutscene where you're being attacked by the Cleric Beast still in the game as well, so maybe Ebrietas was supposed to show up in that room way later in the story]]. There's also the implication that there was supposed to be only one version of each area, with the enemy groups and the time of day dynamically changing as the game progressed.changing. Possibly due to technical limitations, it was replaced with each area having multiple versions of themselves with certain enemy loadouts and behaviors set for each time phase, with which version being loaded dependent on what event flags are triggered.



*** On that note, the boss room that the Witch of Hemwick is fought in not only doesn't match the aesthetic of Hemwick, it doesn't make sense layout-wise in comparison to the massive exterior it's found in. The aesthetic more matches the Cathedral Ward, the release of ''The Old Hunters'', the fact that you find the Rune Workshop Tool there, and early footage of encountering Vicar Amelia in the room, brings about speculation that the basement was originally part of a cut Healing Church prison area.



*** The building in Cainhurst that Logarius is fought on still has some level of geometry left inside it and is speculated to be the original location of the Cainhurst throne room.



** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].

to:

** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange statues/shrines Archstone-like statues that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].



** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and Vicar Amelia's original name was Sister Laura.

to:

** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and Vicar Amelia's original name was Sister Sister/Saint Laura.



** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne.

to:

** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne. Unfortunately, Archibald was cut early enough that the script only appears in the Japanese version of the game.
** There's a cut NPC in Old Yharnam that makes mention of "white gravewardens" (Pthumerians) being one of the reasons that the hamlet was burned to the ground, likely tying into an idea that the Chalice Dungeons were able to be entered via the Waking World instead of the grave altars in the Hunter's Dream. This also explains why the headpiece of the Graveguard Set looks like a Pthumerian's face.
** The Lecture Hall is in the same area zone as the version of Byrgenwyrth in the final game. Comparisons between the in-game version and concept art version implies that the lecture hall was once going to be a part of the building housing Willem's lunarium. It's unknown as to at what point the lecture hall was put "in the void" to serve as a waypoint to reach the Nightmare Frontier and Nightmare of Mensis.
** The cracked mirror in the Hunter's Dream has a dummied out feature: putting on disguises. The in-game reason as to why this feature was even made is unknown, as it was cut early enough that it's incomplete, but it allowed the player to redo their character's appearance.

Added: 2790

Changed: 2051

Is there an issue? Send a MessageReason:
None


** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]]. There's also the implication that there was supposed to be only one version of each area, with the enemy groups and the time of day dynamically changing as the game progressed. For some reason, it was replaced with each area having multiple versions with certain enemy loadouts and behaviors set for each time phase, with which version being loaded dependent on what event flags are triggered.

to:

** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]].bit. Granted, there's a cut cutscene where you're being attacked by the Cleric Beast still in the game as well, so maybe Ebrietas was supposed to show up in that room way later in the story]]. There's also the implication that there was supposed to be only one version of each area, with the enemy groups and the time of day dynamically changing as the game progressed. For some reason, Possibly due to technical limitations, it was replaced with each area having multiple versions of themselves with certain enemy loadouts and behaviors set for each time phase, with which version being loaded dependent on what event flags are triggered.



** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and its own special boss arena which is ''suspiciously'' similar to the coastline where the Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him and the early script having him claim that he was the founder of the Healing Church. The available head of the Healing Church was a one Father Norbert instead of Vicar Amelia, who also had a different name in earlier builds.]]

to:

*** There's dialogue from a very early version of Annalise still in the game, voiced by Evetta Muradasilova instead of Jenny Funnell.
*** Martyr Logarius was originally supposed to be the King of Cainhurst, according to the internal names for his final model and two earlier versions of it.
*** Annalise originally had her own blood vial item in the game called Queenly Blood, which had the same function as Arianna's blood vial.
** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's at least two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form [[spoiler:two more forms for the Moon Presence, complete Presence. One is a more haggard-looking variant form, incomplete with no textures or animations, and the other is an almost complete, with a fully fleshed out moveset partially finished moveset, crude body textures, and its it's own special boss arena which is ''suspiciously'' similar to the coastline where the Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him and the early script having him claim that he was the founder of the Healing Church. The available head of the Healing Church and Willem's internal name implying that said early version of Micolash was some kind of astral projection to lead hunters to Byrgenwerth. Said early script also gives a name to the Cleric Beast, a one Father Norbert instead of Vicar Amelia, who also had a different name in earlier builds.Norbert/Herbert.]]


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** Boss enemies originally had their own soul/echo items, similar to the boss souls from the ''Souls'' games, called "Living Livers". It's unknown as to why exactly these items were cut, but they do name the Cleric Beast as the cut Father Norbert and Vicar Amelia's original name was Sister Laura.
** Caryll's Runes were originally supposed to be obtained by finding pages of the Runesmith's lost book.
** Archibald was going to be encountered one point as a friendly NPC, instead of just being a reference character. His cut dialogue mentions gathering and bringing him blood-crystals (blood gems) to "make them into your power", meaning that he'd be the way to socket blood gems into your weapons, rather than getting the Blood Gem Workshop Tool from a chest after defeating Gascoigne.
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** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]]. There's also the implication that there was supposed to be a day-night cycle of some sort, with enemy groups changing as the clock tower in Yharnham chimed.
** The design of Yharnam was much different during the early stages of development, with the Grand Cathedral's astral clocktower being much more prominent in the skyline. Part of this early design can be seen in the version of Yharnham visible while in Hemwick.

to:

** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]]. There's also the implication that there was supposed to be a day-night cycle only one version of some sort, each area, with the enemy groups and the time of day dynamically changing as the clock tower in Yharnham chimed.
game progressed. For some reason, it was replaced with each area having multiple versions with certain enemy loadouts and behaviors set for each time phase, with which version being loaded dependent on what event flags are triggered.
** The design of Yharnam was much different during the early stages of development, with the Grand Cathedral's astral clocktower being much more prominent in the skyline. Part of this early design can be seen in the version of Yharnham Yharnam visible while in Hemwick.



** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him. The available head of the Healing Church was a one Father Norbert instead of Vicar Amelia, who also had a different name in earlier builds.]]

to:

** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him.him and the early script having him claim that he was the founder of the Healing Church. The available head of the Healing Church was a one Father Norbert instead of Vicar Amelia, who also had a different name in earlier builds.]]

Added: 154

Changed: 141

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** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him.]]
** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII'''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].

to:

** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him. The available head of the Healing Church was a one Father Norbert instead of Vicar Amelia, who also had a different name in earlier builds.]]
** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. The early Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII'''.''VideoGame/DarkSoulsIII''. During the Alpha test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].[=IDs=].
** On the note of cut mechanics, data mining the Alpha test reveals that you were once able to get information from [=NPCs=] via giving them blood echoes.
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** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]].

to:

** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a more modern looking double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]]. There's also the implication that there was supposed to be a day-night cycle of some sort, with enemy groups changing as the clock tower in Yharnham chimed.



** Due to how out-of-the-way it is, it's heavily speculated that Cainhurst Castle is host to a great amount of unfinished content. Even getting there seems to have been changed in the final game: rather than the carriage appearing at the Hemwick crossing obelisk and going across a bridge that makes no real geographical sense, it's likely that the player would have had to make their way through the massive manse that the Witch of Hemwick is fought in, then emerge out the rear of the building to find the carriage and the ruins of a bridge that goes straight to Cainhurst.
** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and its own special boss arena which is ''suspiciously'' similar to the coastline where Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline.
** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. While the Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, the Alpha test had chairs in the place of where the Lanterns are in the final game, to the point that the player spawn point locations are still called "warp chair" [=IDs=].

to:

** Due to how out-of-the-way it is, it's heavily speculated that Cainhurst Castle is host to a great amount of unfinished content. Even getting there seems to have been changed in the final game: rather than the carriage appearing at the Hemwick crossing obelisk and going across a bridge that makes no real geographical sense, it's likely that the player would have had to make their way through the massive manse building that the Witch of Hemwick is fought in, then emerge out the rear of the building to find the carriage and the ruins of a bridge that goes straight to Cainhurst.
** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and its own special boss arena which is ''suspiciously'' similar to the coastline where the Orphan of Kos is fought in the final game]].
** A couple of text dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing an earlier draft of the game's storyline.
storyline. [[spoiler:Mainly, the PC knew Laurence in some capacity before the game, with you following his trail after having been in a coma for a month. Micolash also had a greater presence, with his coding name implying he was some kind of astral projection created by Willem to guide Hunters to him.]]
** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. While the The early Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, likely a very early idea that became the cut "create a bonfire" idea in ''VideoGame/DarkSoulsIII'''. During the Alpha test had test, there were chairs in the place of where the Lanterns are in the final game, which were complete to the point that they have dummied out sit/stand animations and the Messengers were positioned to face the chair. They were changed from the chairs to lanterns late enough during development that the player spawn point locations they are assigned to are still called "warp chair" [=IDs=].
Is there an issue? Send a MessageReason:
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** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and its own special boss arena]].

to:

** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and its own special boss arena]].arena which is ''suspiciously'' similar to the coastline where Orphan of Kos is fought in the final game]].
Is there an issue? Send a MessageReason:
None


** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and it's own special boss arena]].

to:

** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and it's its own special boss arena]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Messenger Lanterns weren't [[https://www.youtube.com/watch?v=-3SLPLN6WfA originally going to be lanterns]]. While the Project Beast trailer portrayed them as strange statues/shrines that the player had to plant spectral swords into to activate, the Alpha test had chairs in the place of where the Lanterns are in the final game, to the point that the player spawn point locations are still called "warp chair" [=IDs=].
Is there an issue? Send a MessageReason:
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* IKnewIt: In part 39 of their let's play, Arin and Dan from WebVideo/GameGrumps notice that [[spoiler:a good number of other players are dying in Hunter's Dream]]. Their discussion of this ends with this little exchange:
-->'''Dan:''' [[TemptingFate That would be a fucked up twist,]] if like [[spoiler:[[HubLevel this]] turns out to be like [[WhereItAllBegan the platform for the final battle]].]]\\
'''Arin:''' Oh my god, I would die.
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** In the Future Press interview with Miyazaki, he mentions that he wanted to include an option to keep Iosefka alive, but the rest of the studio wouldn't let him. Gascoigne's daughter was similarly intended to survive - this is why the daughter ''does'' have a model [[spoiler:that's used in the printed game for the elder sister jumping to her death]].
** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (The Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]].

to:

** In the Future Press interview with Miyazaki, he mentions that he wanted to include an option to keep Iosefka alive, but the rest of the studio wouldn't let him. Gascoigne's daughter was similarly intended to survive - this is why the daughter ''does'' have a model [[spoiler:that's used in the printed final game for the elder sister jumping to her death]].
** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (The (the Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot revelations quite a bit]].



** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a third form for the Moon Presence, complete with a fully fleshed out moveset and it's own special boss arena]].
** A text dump of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ has been made public]], and it includes cut dialogue that gives way more context for some of the stuff that happens in the game and revealing a cut mechanic of giving [=NPCs=] blood vials.

to:

** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a third mostly finished alternate form for the Moon Presence, complete with a fully fleshed out moveset and it's own special boss arena]].
** A couple of text dump dumps of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ has been have been]] [[https://docs.google.com/spreadsheets/d/1tKLlX6rB66gmz6Y3b2GMATu0j-LfBEMSjia2lqp8PkM/edit#gid=522521462 made public]], and it includes both including cut dialogue that gives way more context for some of the stuff that happens in the game and revealing a cut mechanic an earlier draft of giving [=NPCs=] blood vials.the game's storyline.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A text dump of the in-game dialogue [[https://www.reddit.com/r/bloodborne/comments/7lk35v/bloodborne_cut_dialogue_subtitles_heavy_spoilers/ has been made public]], and it includes cut dialogue that gives way more context for some of the stuff that happens in the game and revealing a cut mechanic of giving [=NPCs=] blood vials.
Is there an issue? Send a MessageReason:
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** There's still a lot of cut content still in the game files from earlier builds of the game, [[https://www.youtube.com/playlist?list=PLmIWTlCX6FT19aXU30kwRRZKW4qzpCh81 ranging from]] armor sets, weapons, [=NPCs=], enemies, to even bosses. Enemies similar to the Beast-Possessed Soul and [[spoiler:Lawrence's Cleric Beast form]] with fire powers, alternate or prototype versions of enemies, more medieval arms and armor. One of the biggest things is there's two cut Chalice Dungeon bosses: the Great One Beast, which has a very horse-like appearance, and [[spoiler:a third form for the Moon Presence, complete with a fully fleshed out moveset and it's own special boss arena]].

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** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a double-barrelled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (The Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath) and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot relevations quite a bit]].

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** The [[https://www.youtube.com/watch?v=xx8KTIeSnzs very]] [[https://www.youtube.com/watch?v=uj6f1Q5T994 first]] trailers back when the game was still dubbed 'Project Beast' showed a lot of features that were changed or just plain didn't make it - most notably we can see the character blocking and using a double-barrelled double-barreled shotgun with a dedicated reload animation as well as using a phantom sword to activate a device. Some enemies look different (The Executioners don't have a cape for example) and the character is seen carrying a normal sword with a sheath) sheath, and a few are in radically different locations such as [[spoiler:Ebrietas being in ''Amelia's'' chamber in the Cathedral, which, needless to say, would have changed the pacing of certain plot relevations revelations quite a bit]].bit]].
** The design of Yharnam was much different during the early stages of development, with the Grand Cathedral's astral clocktower being much more prominent in the skyline. Part of this early design can be seen in the version of Yharnham visible while in Hemwick.
** Due to how out-of-the-way it is, it's heavily speculated that Cainhurst Castle is host to a great amount of unfinished content. Even getting there seems to have been changed in the final game: rather than the carriage appearing at the Hemwick crossing obelisk and going across a bridge that makes no real geographical sense, it's likely that the player would have had to make their way through the massive manse that the Witch of Hemwick is fought in, then emerge out the rear of the building to find the carriage and the ruins of a bridge that goes straight to Cainhurst.
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** The Kidnapper enemies are often referred to as "Sackbros".
** The [[spoiler: Brain of Mensis]] is often called "Mother Brain".
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-->'''Dan:''' [[TemptingFate That would be a fucked up twist,]] if like [[spoiler:[[HubLevel this]] turns out to be like the platform for the final battle.]]\\

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-->'''Dan:''' [[TemptingFate That would be a fucked up twist,]] if like [[spoiler:[[HubLevel this]] turns out to be like [[WhereItAllBegan the platform for the final battle.battle]].]]\\
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* IKnewIt: In part 39 of their let's play, Arin and Dan from WebVideo/GameGrumps notice that [[spoiler:a good number of other players are dying in Hunter's Dream]]. Their discussion of this ends with this little exchange:
-->'''Dan:''' [[TemptingFate That would be a fucked up twist,]] if like [[spoiler:[[HubLevel this]] turns out to be like the platform for the final battle.]]\\
'''Arin:''' Oh my god, I would die.
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* TrollingCreator: It's a Creator/FromSoftware game, so this almost goes without saying. A standout example, however, is the Nightmare Frontier. A difficult, invasion-prone, late-game area, it's also home to more Scurrying Beasts (disappearing enemies that drop upgrade materials) than any other...nearly all of which drop the lowest tier materials that players by this point likely don't even need.
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** ''Fashionborne'' will appear in pretty much every discussion of armor sets in the game, mostly because they are largely cosmetic and the added bonuses are almost useless on higher levels.
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** Thanks to the [[TwoBestFriendsPlay Super Best Friends Zaibatsu]], the fanbase as taken to call the infamous challenge area in the Old Hunters DLC the "Party Cave".

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