I actually envision eyes as enemies here. A labyrinth where the walls are littered with eyes, always watching you or sporadically looking around. Some eyes look blood drunk, others alien, and from them rise mob enemies that are beast and kin, respectively. Striking eyes forces them to shut for a period of time. Doing this to the beast or kin eyes causes enemies to not spawn for a while. To proceed requires hitting all the eyes on a wall >opposite< a door while dealing with the mob enemies. I say opposite because those would be the eyes watching the door. Of course, there will be multiple directions to take, so what is the correct way? The path is reflected in the number of eyes. To proceed correctly, you must go through the door that requires the most eyes to hit. Because whatever is at the end of it all terrifies the eyes, but at the same time, they can't look away. In the last room, there is only one eye, and it's blocking the exit. This eye is massive, and what's special about it is that within its black pupil is a person, a member of the Choir perhaps because of the blindfold on their face. Striking the final eye will kill it, all the previous eyes and mobs, and the person. The multiple rooms all vanish, letting it be just a single room existing between the previous area and the next. Clearly whatever the person saw left a mark on them. A mark so deep that their eyes were forever ingrained with fear.
I didn't actually imagine any sort of location that preceded this boss. But I suppose something of this nature does fit well after the cemetery with what I described there. The boss I imagined was something more like the Brain of Mensis except it was an actual formidable foe. I always loved the moment of coming into the Nightmare of Mensis and seeing that glowing light at the top of castle/building causing frenzy. The actual image of it to me was just really stunning, even more so than Irithyll of the Boreal Valley. I guess one of its moves would be to actually use that move in battle except you have opportunities to get to cover. The music itself was inspired by a couple of songs from the soundtrack but I tried to be more inspired by Cris Velasco and Michael Wandmacher as I hadn't particular done much of a "western composer" boss song. The brain would be mobile so it would probably have arms and legs, perhaps like Amygdala but it's head just a big swollen eye brain. Come to think of it, I think I'm just describing Mother Brian from Super Metroid haha.
You should be working on Bloodborne 2 with such magnificent imagination. Yet when I listen to this I see a group of maybe five ,,deacons" in dark robes and eyes eternaly opened, responsible for giving their bodies to The Fear, and serving it with their very eyes, for Fear can not take a physical form on it's own.
I imagine this in a wholly different way. Instead of a kin-like enemy, I see a beast that is in squalor. It has open wounds in the shape of claw marks, showing that it has fought hard for the little space it has. The cutscene at the entrance would show the beast's face. With the scraps of humanity it has left, it recognizes that you are a hunter and at that moment, you can see the fear in its eyes. In the first stage, it tries to fight you but is conservative in its attacks as it is already hurt and is afraid of what hunters can do. When it is harmed to much, it runs down a corridor and into a maze of streets faster than the player. The player would have to follow the blood trail, all the while hearing the cries of the beast. There would be bodies along the streets but none are alive. This part reminds me of Micolash. Once cornered, the beast would become more wild, leaping and using fast swipes to desperately try to kill the player. It is not the beast that causes terror, but the hunter. It would also remind the player that the beasts were once men.
Plays during the sixth boss fight: Valerin *not optional (final boss!)* Valerin a is lone scholar who was looking into the Deep Chalices long before the Healing Church even arrived in Yharnam. He never made contact with Volucer, but but learned how to extend his life far beyond what could ever be called human. Even as the Healing Church was taking over and the beasts were spreading, Valerin didn't care. Before long, he had transformed into a Kin, and felt he was close to becoming a Great One. Taking all his most precious knowledge with him, he moves far outside of the city and goes to a secluded mountain overlooking the Lake. After speaking to Volucer, the Warden will tell you that he felt Valerin ascend and will take you there, and here you can meet Valerin. At first, Valerin appears surprised to see you, but isn't terribly bothered by your presence. Valerin is vaguely similar to Ebriates in appeance: His upper body almost appears like a slug, except his skin is coved in dark gray chitin, layered look scales. His head has no neck, and is composed of a ring of tentacles without a mouth in the middle. His arms have eyes on them, with one on each shoulder and two on his forearms. Both of his hands have five fingers each with long claws on the tips, and occasionally arcane, bolt, and fire will flicker between them. Valerin has four wings on his back, each appearing spindly at first, but actually have an thin, transparent membrane connecting them, like an insect's. His lower body is very different; his body elongates towards the end and tapers to a point like a tail. Before that, eight armored legs hold him up, except with his torso hunch over and placed the front, he must assume a wide stance to support himself. Valerin can be communicated with, but not immediately. At first he speaks a garbled and incomprehensible language; the inhuman utterings of a Great One. Depending on what Runes you carrying (not required to be equipped) you can translate a little of what he is saying, but not much. Activating the Rune Volucer grants you (Will explain in the big story post I'll make on Night of the Hunt) will allow you to communicate with him, and he tell you all about his many secrets and how he came to ascend (but not in exact detail, of course). Valerin is not hostile unless you inform him that you must kill him, or strike him three times. After performing either of these actions, a cutscene with activate with Valerin backing away from you, then lowering his stance and spreading arms and wings. Valerin is only weak to Blood, and is resistant to all other elements, and immune to arcane. The eyes on his arms are weak spots, but only when open. If he is staggered, then you can strike his wings do disable his flight. Valerin is a boss of all aspects and elements, except blood. He can throw fireballs, call bolts of lightning, and create arcane shockwaves. He scuttles around slowly on the ground and guards his exposed head, or scale the walls and fly through the air. Throughout all thee phases his attacks become more and more varied, sometimes combining elements and attacks into devastating combos. The arena is an overlook, exposed to the air. It is circular, with half of it inside the mountain and the other half exposed to the air. On this side there is nothing to guard you from being pushed off, but if Valerin falls he will either scale the cliff or fly back. Valerin can fly in the open air here where you cannot follow. Further details on the actually fight pending, but you can summon Lucian and a Keeper of the Old Lords, courtesy of Volucer. *Edit:* By equipping certain Oath Runes, you can summon certain NPCs. Impurity: Valtr Hunter: Xander (A former Hunter of Hunters you can meet in the Cemetery.) Corruption: Dravus (A Cainhurst Knight who appears in Queen Annalise's room after downloading Night of the Hunt) *You cannot summon both these Hunters and Lucian at the same time.*
@@alex-roe Thank you for thanking me! I saw that everyone had their own opinions on it, but most of it seemed too similar to existing ideas and concepts in Bloodborne. I knew that if Night of the Hunt was going to be interesting it had to be something completely new an unique, while still connecting to the rest of Bloodborne. So, instead of focusing on blood and beasts, and all the old lore and characters, I focused on Kin and Arcane, looking to new concepts, and smaller characters that previously had little influence on the world, and gave them depth and personality. I also just wanted to actually *do* something with Djura. Making friends with an old Hunter and a former Paleblood Hunter who just gives you some yellow paper and tells you to get the hell out of here and never come back is pretty damn disappointing. And he doesn't even give you the badge! Edit: I know Djura does give you his badge. I forgot I killed him on my first run.
Great music, as always. One problem though, there are a bunch of people uploading your music before you get to even upload them yourself. Pretty scummy imo
reminds me of bed of chaos quite alot, love it - you've really nailed it with this album, i think this is your best one yet - absolutely fantastic. Totally buying it when i get paid.
Such a great work, this track could be use in the Bloodborne game. I hope some guys who makes a game in the style of the souls will noticed your albums.
Tonight, you are the hunter. The boss is many, and they do not want to fight. You have found a secret hideaway where humans becoming beasts had been tucked away and managed to survive. They run from you and only some fight back. Instead, you cut them down where they stand as they scream, their eyes open wide in fear.