Bloodborne remains one of the most revered PlayStation exclusives ever made. Its unsettling, Lovecraftian atmosphere, intricate combat, and masterful level design have cemented its legacy.
Yet, amid all the praise, one feature is often dismissed: the Chalice Dungeons.
These procedurally generated labyrinths, hidden beneath Yharnam, were intended to add replayability but instead became one of the game’s most controversial elements.
While often criticised for their repetitive layouts and unremarkable rewards, the Chalice Dungeons were an ambitious experiment. One that laid the groundwork for mechanics later perfected in FromSoftware’s future titles.
With the release of Elden Ring, it’s clear that FromSoftware was experimenting with ideas in Bloodborne that would later become a core part of their design philosophy.
Now, with Elden Ring: Nightreign introducing roguelike elements to the formula, it’s clear that FromSoftware is still iterating on ideas first introduced in Bloodborne’s most underappreciated system.
In hindsight, this divisive system wasn’t a failed experiment—it was a prototype for something much greater.
For those who never bothered with them, the Chalice Dungeons are an entirely separate layer of Bloodborne.
They begin with a single chalice earned from slaying the optional Blood-Starved Beast, leading players down a series of progressively more difficult dungeons.
Each dungeon introduces new ritual materials, unique bosses, and enemies not found in the main campaign.
However, their procedural nature often left them feeling disconnected from the meticulously crafted world above.
They lack the careful environmental storytelling that defines Bloodborne’s overworld. And many players find their dark, cramped corridors tedious rather than compelling.
Cursed chalices in particular are a contested experience – no one wants to fight endless defiled amygdala.
Fast forward to Elden Ring, and Bloodborne’s Chalice Dungeon formula is alive and well—just refined.
The crypts, catacombs, and tunnels scattered across the Lands Between borrow heavily from the Chalice Dungeons’ structure, providing short, self-contained challenges with unique bosses and valuable loot.
The difference is that Elden Ring ditches procedural generation in favour of handcrafted level design; creating a stronger sense of progression and variety.
And now, Elden Ring: Nightreign is taking the concept even further. With the game introducing roguelike mechanics, a structure that echoes Bloodborne’s randomised dungeon-diving experience.
If Nightreign delivers on its promise of extensive replayable content, it could finally perfect what Bloodborne started a decade ago.
Looking back, the Chalice Dungeons weren’t a failure; they were an aspect of tight deadlines for release.
They provided a foundation for Elden Ring’s dungeon systems. And now, with Nightreign embracing roguelike elements, it’s clear that FromSoftware never abandoned the core ideas that made them unique.
Considering that on your next revisit to Bloodborne, consider giving the Chalice Dungeons another shot.
They may not match the game’s best-designed levels, but they’re a glimpse into FromSoftware’s evolving philosophy.
And with Nightreign set to push these ideas even further, perhaps the community will come back to the dungeons and enjoy them in a new light.
Feature Image Credit: FromSoftware

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