Since its reveal at E3 back in June, we’ve been covering Bloodborne at every chance possible. We talked about how it has managed to convert folks at IGN who weren’t the biggest Dark Souls fans , took a deep dive into how combat in Bloodborne differentiates from its spiritual predecessors , and named it one of our favorite games of Gamescom 2014

Since the demo we played at E3, Gamescom, and now PAX Prime has featured the same slice of gameplay (although the game is now absolutely running much smoother than it did at E3), there’s no need for me to retread on what we’ve already said. Yes, the combat is focused on aggressive actions and quick decisions, but no, this doesn't make the game any less challenging than its predecessors.But as one of IGN’s biggest Souls fans, the thing that stood out to me most during my time with Bloodborne is just how incredible the atmosphere is on almost every level. For example, take the enemy design. Everything that exists in the small slice that we’ve seen exudes dread. From the shambling townsfolk who wander around what seems like a funeral procession in a haze, to the emaciated hounds which go from pitiful to deadly in an instant, the world is filled with terrifying occupants around every corner. It ads an evocative sense of unease over the entire world.As someone who loved Dark Souls 2 but certainly had a few complaints about it, the creature design in Bloodborne feels much more creative and memorable. Beyond the “normal” enemies I described previously are giant malformed ravens that spew feathers and make awful shrieks as they surround you. There was a giant troll who picked up chunks of brick and charged at me with terrifyingly reckless abandon. Then of course, the big boss at the end of the demo features some of the most confident creature design in recent memory. The hulking hybrid of wolf and tree immediately gives off an air of history and dread. If the small collection of enemies we’ve seen so far are any sign of the rest of the game, Bloodborne is set to raise the bar in creature design.But the fantastic atmosphere doesn’t stop there. It goes without saying that the PS4 game is visually impressive, but after making it a priority to slowly meander my way through the demo and soak in the small details, I gained a new appreciation for the tiny, oftentimes unnoticed elements that help Bloodborne’s world building. The way objects like coffins and toppled over carriages litter the environment with tokens of what this city used to be succeed in some great environmental storytelling. Same goes for the flames of the villagers’ torches, which cast ominous light on the dangerous citizens of Bloodborne, and create long, uneasy shadows across the landscape.Making my way through the labyrinthine streets and alleys during the early moments of the demo help cultivate a feeling of claustrophobia and confusion, but it wasn’t until I climbed a staircase and the camera delivered an low-angle shot that I began appreciating the sheer scale of this place. Not since I first arrived in Anor Londo in the original Dark Souls has a setting in a From Software game made me feel so incredibly and effectively small.Even though I keep replaying the same 20-minute chunk of Bloodborne, I can just keep going on with the things I love about it. The way our silent hero transforms his weapon from a short, quick cleaver into a long, heavy, but devastating blade unfolds with the terrifying grace of someone who knows how to unfold a butterfly knife without cutting off their own finger. It’s little things like this that can easily go unnoticed when you’re engaged in a life-or-death battle with a horde of werewolves, but really help make Bloodborne a special experience.

Marty Sliva is an Editor at IGN. If you see him in Seattle, tell him how much you enjoy Lost. Follow him on Twitter @McBiggitty