Bloodborne: Peak Gothic Horror
DISCLAIMER:
I tried to make this journal as spoiler-free as possible; nonetheless, a few spoilers may be present.
Gothic horror is a unique genre. It defines itself by being bleak, distasteful, grotesque, and off-putting. Even so, I still hold it near and dear to my heart. There is beauty in the dark atmosphere of this genre, and it feels otherworldly. At times, it can even be romantic. The specific gothic fiction narratives that combine the Victorian era with monsters or mythical creatures are intoxicating; Bram Stoker’s Dracula (1897) and Mary Shelley’s Frankenstein (1818) are prime examples. FromSoftware and Hidetaka Miyazaki, renowned for creating the Dark Souls (2011) franchise, conjured Bloodborne in 2015. The game is not only a work of art but also the pinnacle of gothic horror, presenting the finest and most sinister adaptation.
Bloodborne’s plot is entirely driven by, blood. Although there is a lineage of elite, impure-blooded individuals who own a secluded castle and servants, there is no strict vampire archetype, which is a staple within gothic horror stories. Instead, blood consumption is a societal norm. Blood functions like alcohol, but with added inhuman healing factors. A church, with deranged religious beliefs centered on profiting from ancient gods found in labyrinths, produces the consumable blood in large quanitities. To further its hellish practices, the church uses human beings as vessels for blood production. If one were to consume too much of this blood and become blood-drunk, they would slowly turn into an eldritch horror-adjacent creature. Those who travel to partake in the abhorrent ritual must first sign a contract. In fine print, this contract states that the outsider is doomed to live an endless night of slaying individuals who cannot pace their consumption, beasts, who wish for nothing but the outsider's death. Gluttonous individuals who fall victim to the contract, which includes the main character, are known as “Hunters.” Hunters can only survive the endless night by continuously consuming the blood that strengthens them. Each dose brings them closer to losing their humanity. To get stronger, the player must collect the last bit of human willpower within a beast. Then, they must seek out a dream inhabited by an inorganic entity that mimics empathy. The entity will then manipulate the willpower to strengthen and embolden Hunters. Not all humans have been transformed into abominations; a small number of characters, either completely or halfway blood-sober, remain. Ultimately, after basking in the hope the player provides, most succumb to beasthood or death. Guilt-driven suicide, jealousy-fueled murder, mercy to prevent suffering, the birth of a divine freak, and other various devastating aspects contribute to their deaths. When a character does survive, they are trapped in an endless nightmare worse than death. Those who succumb to the torment of beasthood become werewolves, witches, brain-eating parasites, or other creatures that would make anyone question their sanity.
As the main character progresses through the nightmarish story, their ability to perceive the horrors that plague the anguished world of Bloodborne heightens. The tale grows more twisted, and new derangements emerge that were previously unseen. At times, the player will kill fellow contract-bound souls, Hunters still holding on to their humanity, and harvest their life essence. These actions are prompted by either reward incentives or story objectives. Each boss has its own devastating backstory, macabre appearance, and horrific abilities. The Dark Souls-type combat is difficult, forcing the player to face the same terrifying boss multiple times. Each encounter, reset by death, intensifies the mental terror established in the previous battle.
To set the tone for the frightening events that unfold, massive castles and manors stand eroded, bleak, and ominous. Decayed landscapes resemble a corrupted husk of what they once were. Cities look abandoned, yet are not completely vacant. Night skies diminish under a crimson moon. Gardens harbor unsettling spectral energy. Swamps fill with poison and mutation. Decrepit, malformed statues, mounds of flesh, and pools of blood taint each region. Mangled beasts set ablaze and lifeless corpses serve as grim reminders. Vibrant color and light are absent in every location. Each area the Hunter explores envelopes them in claustrophobia, emptiness, and a sense of impending doom.
To conclude this devastating analysis, I would like to highlight a few more unique features of Miyazaki’s morbid design. If a hunter slays enough beasts, their body will become completely covered in blood. The weapon system is dynamic, making any playstyle viable. Beast limbs are breakable, typically when facing larger bosses. To access a certain event, the player must consume organs. Although speculated, the entity in the dream is believed to be modeled after a student, dearly cared for by a teacher, who died. Most importantly, the lore contains dimensions that are open-ended; even so, the general plot remains consistent. In short, Bloodborne is the finest adaptation of gothic horror the world has ever seen, fulfilling and improving upon all classic elements. The game is not merely a work of fiction; it is a work of art that holds a special place in my heart.