FromSoftware’s Lovecraftian
Bloodborne by Hidetaka Miyazaki tries to ignore how many primary enemies and bosses are monsters. Despite being a true beast of a game, its reputation for demanding gameplay spread swiftly. Like those in other FromSoftware titles, the game’s absurd odds make it relentless and make every victory significant. Players will be forced to wander Yharnam’s streets, anything but simple, to obtain it, forcing them to carve a path of blood.
However, it consistently required players to design animals with a bloodlust undertone. The anticipation of accomplishments and the temptation of satisfaction only help to accentuate players’ victories. Bloodborne, however, distinctively approaches exposition. It tries to go beyond using it in mechanics and is practically nonexistent compared to other mediums. Such examples need to be more explicit because they are so brief.
The other examples only function when used directly and explicitly briefly. In a good way, Yharnam conveys a sense of the literary connections between Gothic and Lovecraftian works. The tree’s gnarled roots entirely engulfed the tumbling building. On a nice night, the locals are out and about. The suggestion, however, is rarely anything more than the suggestion itself.
The Hunt
On the other hand, Bloodborne forces players through design in exchange for the external enjoyment of going further in the hunt. In order to pique gamers’ interest, it provides as much information as possible. In conclusion, the events of Bloodborne are set in the fictional, remote city of Yharnam. The city is renowned for its enigmatic yet incredibly efficient blood medication. The Hunter, a skilled hunter who has arrived in Yharnam, is the character that players take on.
Their objective is to find a cure for an incurable illness. The Hunter goes through a blood transfusion rite early on in the game. As a result, a Scourge Beast gorged on a corpse close to the entrance and attacked them. The effects of such a blood transfusion cause physical changes in Hunter and unleash magical abilities. It enables interaction and gives them a glimpse into the paranormal world.
They came across Gehrman, the First Hunter, an experienced hunter who provided them with weapons and information about Yharnam. He also cautions the Hunter of the horrific night of the hunt, when animals known as Beasts run wild in the city. The Hunter later investigated the desolate city of Yharnam. Residents who have contracted diseases or been transformed into Beasts are also encountered.
The Hunter encounters an enigmatic character, the Doll in Hunter’s Dream, while on their trip.
Moon Presence
It is a city-connected dream world. Doll is the Hunter’s buddy and a source of information throughout the game. Characters like Alfred, Hunter of Vilebloods, and Eileen the Crow will also be introduced to players. The Hunter discovers the cause of the sickness that has ravaged Yharnam by combating many foes. They learn that the city that transforms people into magical, potent beings and purifies their blood is directly tied to the city.
Later, the Hunter learns of the Great Ones, a magical being with Yharnam as its hidden origin. Moon Presence, one of the Great Ones, impacted Hunter’s voyage. The Hunter is given a choice at the game’s conclusion between resisting the Moon Presence and ending its rule or allying with it and becoming immortal. As a refresher, there are two cutscenes in Bloodborne‘s tale. The cutscene first starts when the player launches the game.
The player seeks Paleblood, a name the game never defines when a blind man in a wheelchair expresses their interest. In the sequence, Yharnam finds himself taking on the Blood Ministry’s host role. If someone wants to understand the riddles, they can be solved.
Blood Transfusion
The unknown player, whomever he may be, is not seen again for the game’s idle. It also suggests one of two other things: either the player is now undergoing Blood Ministration, or the player’s character, the Hunter, is an outsider. Character customization is an option for players. A second cutscene appears once the finishing touches are applied. Blood transfusion is started. The player collapses, persuading them that whatever transpired, they most likely believed it was all a nightmare.
Then, either during or right after the treatment, the player briefly awakens to find what appears to be a werewolf rising from a pool of blood. The narrative of Bloodborne starts when they awaken. It is crucial to see the cutscenes to comprehend how the game’s narrative functions. The player is responsible mainly for deriving any meaning they choose from it. The game needs to do the hard work when it gives the player direct exposition.
As a result, the game does not explicitly offer a solution. Players must rely on implicit exposition to accomplish their goals. Players can infer the Beasts’ kinship. Yharnam probably employed the Blood Ministration technique.
Sense of Fear
Players in Bloodborne take on the role of hunters imprisoned in a dark, cursed gothic horror setting. They will have to make moral decisions and deal with the fallout from their deeds. In addition, the cosmic horror idea impacts how we think about emptiness. The player experiences a sense of impotence, uncertainty, and terror in the face of an inhuman cosmos as a result of not being able to completely comprehend the function and existence of the cosmic beings in the game.
It displays an existentialist viewpoint on humanity’s vulnerability and importance in the face of cosmic forces. Players try to make sense of their pain, face the evil around them, and learn the history of the city of Yharnam. The setting of Bloodborne is a fictional reader’s sweat-drenched fever dream. The game has imposing graphics. Every wet crevice and surface gleamed with an unidentified subtlety.
It stalks every nook and cranny of every place and is an utterly created existential fear. Similar to H. P. Lovecraft’s tales, it gets bigger and bigger. The game’s final level, which spirals into pure emotional misery, provides the ideal backdrop. Instead, they spiral into madness, fear, and wrath, resulting in a scene highlighting many of the game’s most important ideas and emotions.
Primary Factor, Player Behavior
The primary way players lose in Bloodborne is through trial and error. The primary factor that alters the game’s state is player behavior. Therefore, for players, the actual gameplay is the most emotionally taxing. They experience triumph, pride, and good emotions of accomplishment at the exact moment. The game explains most of the plot and mana to players through numerous battles.
Every battle with the boss is an accomplishment against the nighttime dread and self-doubt. Despite their fear of what lies ahead, players advance as the Hunter. Everything seems to be engulfed by sadness. However, they kept moving forward. Bloodborne makes it clear that the interconnection of the realities renders the player’s efforts useless, yet he still gives it a shot. Bloodborne is not about gazing at expressionism with existential dread.
The game, however, is about the limitations and guidelines of existence. Miyazaki believes that laws are stupid. Irreplaceable sensations of worry, self-pity, hopelessness, and alienation get pixelized on the screen. After being knocked down, the game does not instruct us to get back up. It is not because it represents our superiority over being arbitrary. The principles of the game, however, provide a narrative and a reflexive emotional charge unrelated to the grim setting of Bloodborne.
Terror of Yharnam
Despite everything being wrong, the players won the game. The Hunter’s path is no longer centered on their heroic ability to save the day. Instead, it highlights how admirable they were for initially attempting. Bloodborne allows consciousness and dreams to converge by hiding the story. It investigates the fears and phobias no longer restricted to the upper reaches of Miyazaki’s creative imagination.
Beasts appear as effortlessly as existential menace, nihilistic demotivation, and cosmic terror. Former Djura hunters discovered in the Old Yharnam graveyard reported such representations, embodiments, or incarnations of appearing as adversaries. Therefore, regardless of the intentions of the Great Ones, what they stand for that which we can associate with human problems must be considered.
A cardinal part of the human experience is the adversaries, essentially an extension of the soul. Bloodborne‘s ominous atmosphere is reminiscent of both horror movies and television shows. The main character’s situation becomes more precarious as the narrative becomes tense. They are coming nearer to the reality of what occurred. The game’s bizarre aesthetic, which is focused on many levels of consciousness, altered states of awareness, and dreamscapes, further muddles the story’s logic.
Turning the Incoherence
Similar to Lovecraftian thought, madness is a sign of greater wisdom. The positioning in a web of meaning for Bloodborne incoherence is more arbitrary. Being monstrous has an allure from disobeying existing laws and giving in to identity inclinations. There is an unbreakable link between ugliness and cruelty and human motivations. It emphasizes a person’s antisocial characteristics.
When Hunter is not around, the people of Bloodborne behave in a predictable ritual pattern. They immediately turned hostile the moment they realized the player was there. It appeared as though they knew Hunter’s appearance was only a prop for an experiment. It might be a rudimentary blood ministry practice. Bloodborne is effective at energizing the Beasts, another script to predictable behavior.
It also demonstrates the unstable and frenetic nature of such a sort of horror despite the mechanical yet nonsensical reasoning. As a result, the monstrosity’s physical depiction is reduced to a secondary visual cue for more fundamental impulses. It is located in the more inaccessible parts of awareness. The desires are subdued but not eliminated from the subject through a thorough process of cohabitation and enculturation.
The core of Bloodborne is the relationship between the unconscious, subconscious, consciousness, culture, and society.
Dreams
It is possible that multiple meanings split and break apart in the world of dim dreams. Ironically, more understanding of the game’s narrative structure is revealed. Dreams are literary or fictional analogs. In a way, dreams are all fiction, yet they are essentially different from them. Dreams can be used as actual experiences and narratives, but only technically. Bloodborne is challenging to set up sequentially.
The narration is meant to evoke the dreamer’s cloudy periods. They were slipping away under the power of sensible thinking, trying to remember their recent dream. Yharnam is a digital environment, yet it is not just a copy of a real place. Yharnam lets players experience a warped version of the past known as the Nightmare, reflecting the intricacy of the unconscious, consciousness, and mind according to the psychoanalytic concept.
A liminal dreamland is interspersed between the strata. Meaning is founded on something other than itself, on the one hand. Meaning is a stratum, though, whose unity can be severely constrained. Yharnam is a location that exists in non-space, much like matter. It is full of the liminal zones that make up a world this artificial. We hardly count implicit exposition, which is used ambiguously.
Implicit Narrative
A narrative that is merely hinted at subtly is called an implicit narrative. Bloodborne has a specific style of presenting its information. However, in these situations, the reader’s and the player’s responsibility is to weave it into the story’s overarching plot. Such expositional forms are used nearly exclusively in the games. It mixes exposition with the game’s built-in demand for discovery, delivering information through cutscenes, objects, NPCs, and the environment as part of a long narrative arc.
It is crucial to consider the information the game shares and stores in order to comprehend it. As a big game, Bloodborne provides players with the necessary information for comprehending its basic concepts. It still offers the tools, however. The central tenet of Blood Ministry is Yharnam, the notion that blood gives birth to animals. The Hunter accepted a blood contract after traveling to Yharnam in search of something.
The hunt will occur this evening, and the Hunter will be the Hunter. After their first death, Gehrman offered them weapons in the Hunter’s Dream, an isolated safe location where they could upgrade their weapons and purchase new ones. Essentially, they were hunters, and the hunt was about to start. The straightforward introduction to Bloodborne always follows its intended direction.
Ludonarrative Dissonance
Cosmic forces dominate the game, replacing werewolves and animal hybrids. A concept in video games is referred to as ludonarrative dissonance. Clint Hocking’s original idea explains how the gameplay and narrative tone of the Bioshock video games tug players in two different directions. Does the narrative in Bloodborne diverge from the central details of seeking something out, hunting for the Beasts, or both?
The term “ludonarrative dissonance” describes the inconsistency between the game’s mechanics and the narrative it attempts to convey through its theme and tale. There are clear distinctions between the concepts of existentialism, terror, and darkness in the story of Bloodborne. While the story emphasizes humanity’s emptiness and uncertainty in the face of the universe, the game experience emphasizes violent conflict and action.
The contrast between more severe issues and an action-packed game experience is unsettling. Additionally, game aspects encourage tale exploration and discovery by encouraging players to explore their surroundings, read object descriptions, and gather items. The main plot and the elements are at odds with one another. According to the notion, the complexity of the game and the narrative have a connection.
Because of Bloodborne‘s extreme difficulty, people are familiar with it. Most of the time, it contains brutal combat and demands the player to be precise.
Cosmology
The game’s plot emphasizes how small, insecure, and vulnerable humans feel in the face of greater power. These variations cause a contradiction between the sense of vulnerability conveyed by the experience and the story in the game mechanics. The subsequent inquiry is: What causes that fear to cause dissonance? To understand the nature of the cosmos, a cosmology developed in it.
It did not begin with the development of contemporary astronomy. Nevertheless, it has existed all through human history. Actual observations about how the world is seen and perceived through the prism of beliefs and ideologies about how the world functions become to exist. There are several types of cosmology, with Norse mythology being one of the most well-known and fantastical.
In Norse mythology, the world tree Yggdrasil, whose roots and branches join the many human and divine worlds to the skies, unites the cosmos. In another tradition, local astronomical knowledge fits within a complicated but magical worldview. The early Gnostics saw the seven planets—Moon, Mercury, Venus, Sun, Mars, Jupiter, and Saturn—as minor deities. Humans can only defeat the demonic power of Demiurge, a servant who fashioned the material universe to entrap them with esoteric knowledge.
Great Ones
The player character in Bloodborne travels to other worlds like the Great Ones and Nightmare. They deal with the existence of cosmic beings that are much more advanced than humans. The idea expresses a cosmological perspective that the universe is a vast reality. In addition, it investigates the universe’s creation and development. The game’s narrative centers on human experiments that look into cosmic forces and have a connection to the early history of life.
The game shows how little humanity understands the cosmos and its complexity. Bloodborne illustrates how tiny humanity is in the grand scheme of things. The Hunter demonstrates the cosmological idea that humanity is a small thing imprisoned in a much larger and more powerful sphere by engaging in a pointless and trivial battle in the face of the strength of the Great Ones. Video game cosmology is not usually as fantastical or intricate as real-world versions.
However, other games offer fascinating illustrations that capture the cosmos in a way that is possible only for video games. In the cosmogony or creation myth presented in the Dark Souls opening, the element of fire, which is so important in many ancient cosmologies, is seen as the spark of creativity. It permits the existence of the world as experienced by Dark Souls players.
Cosmic Stasis
The player aims to kill the sick sun god to preserve Lordran from cosmic stasis. The player must distinguish between black and white, life and death, and heat and cold. In this perspective, every person carries a small reflection of the cosmos, and Bloodborne is no different. Despite subjecting new players to hundreds of deaths and trials, the game rewards its participants. Finding lore and side tasks connected to the main story is the focus of a whole mechanism in the game.
However, it goes beyond in-game money and is connected to level advancement. The surroundings and the foes alter when the player gets sufficient understanding. The players are exposed to opponent attacks in the representation of learning new skills and attacks. The storyline of Bloodborne then reveals its beauty; unlike many games where players only receive instant rewards for completing quests or killing enemies, Bloodborne tells the player’s story.
The player positions the pieces as he continues to play. They learn more, understand Yharnam for who he is, encounter some people, hear some advice, carry on with the search, and come to conclusions. Bloodborne briefly examines the subject of the genuine Lovecraftian Great Ones, precisely the notion that some incomprehensible cosmic entities and energies exist outside of human comprehension.
Existential Horror
The Eldritch, who also plays a significant part in the game’s plot, like the Great Ones, adds to the mystery and existential horror that permeates the world of Bloodborne. Players learn bits of information about the Great Ones and their impact on Yharnam as they advance through the game. These cosmic beings have unusual, alien forms and behave as powerful beings. In conclusion, the game’s story addresses philosophical ideas like existentialism, cosmic terror, and fear.
Players must make their way through the Beasts that terrorize the city in the game’s mysterious yet sinister universe. The moody setting, subtle exposition, and challenging gameplay add to the enjoyment. For players searching for an immersive but profound narrative, it makes Bloodborne a different yet memorable game. A hunter must ultimately hunt in the middle of the hunt.
Bibliography
- Ball, K. D. (2017). Fan labor, speculative fiction, and video game lore in the” Bloodborne” community. Transformative Works and Cultures, 25.
- Chittaro, L., & Sioni, R. (2018). Existential video games: Proposal and evaluation of an interactive reflection about death. Entertainment computing, 26, 59-77.
- Kolassa, A. (2020). Hail the nightmare: Music, sound and materiality in Bloodborne. The Soundtrack, 11(1-2), 23-38.
- Konzack, L. (2008). Philosophical game design. In The video game theory reader 2 (pp. 55-66). Routledge.
- Perron, B. (2005). Coming to play at frightening yourself: Welcome to the world of horror video games. Aesthetics of Play, 14-15.