I spent a lot of time this summer playing video games. While
this is not an unusual pursuit for me, I feel like I played A LOT of video games this summer. I
worked my way through all three games in the Dark Souls series, and the new God
of War, which I really, really enjoyed while playing and then promptly
forgot about once it was finished. I started Monster Hunter World and Breath
of the Wild, the latter of which I’ve really been enjoying, and I also was
about halfway through my fourth playthrough of one of the best games I’ve ever
played: the Dark Souls-adjacent
gothic cosmic horror fest Bloodborne.
Bloodborne and I
had a real rocky start a few years back. The opening stage of the game was
proving to be overly frustrating to me, as I wasn’t used to the gameplay and
the general oeuvre of the game, at that point in time being unfamiliar with the
Souls game as a genre. I spent almost
an entire Saturday, home alone, swearing at the television to the point of
utter madness, making some degree of forward progress in the games’ opening
stage – literally going straight down a street – before being killed and losing
all of the Blood Echoes I’d acquired and having to start over again. Something
happened at some point, and I made a breakthrough, and then I never looked
back. Thanks to Bloodborne, I would
attempt the Souls series again, and
for that I will be eternally grateful.
The story of Bloodborne
is, at first, pretty simple: a plague has swept through the town of Yharnam,
and you are a Hunter, tasked with cleaning house. Oh, yeah, if you happen to
search for a cure or cause for this beast plague, cool. The path of debeasting
Yharnam will ultimately lead you to discovering the shadowy history of the
Healing Church and ultimately the Great Ones, a race of Lovecraftian
extranormal god-like beings. The primary motivation of the game is slaughter,
and this causes some interesting character developments as the game progresses.
One thing that is hard to ignore in Bloodborne is the idea that, contrary to what the other Souls games would have taught you, aggression is
encouraged. While the Dark Souls games
generally punish aggression and wild behavior, Bloodborne wants you to rush down an alley, swinging your saw,
without trying to assess things. Leap before you look would seem to be the
mantra here. Make no mistake: doing so still results in your death far more
often than not, though. Rather than using the now-familiar healing system of
the Souls games, Bloodborne employs a mechanic that allows the player to regain lost
HP by attacking and damaging an enemy. This most definitely rewards aggressive
behavior, actually incentivizing it. Also, gone is any type of blocking or
defensive play, and parrying is now done via firearms and stunning opponents,
not through blocking or shield-based moves. Takes some getting used to, and
ends up being very aggravating, even after multiple trips through the game.
But this is indicative of a true strength of the game: the
game makes you play it by becoming a Hunter, and embracing the Hunt. Your
character is supposed to go out into the Yharnam night and revel in killing,
believing that you’re doing something good. The town is overrun with beast
people after all, and residents are holed up inside their homes or churches or
places of sanctuary to protect themselves from the beasts. You’re doing
something good by killing them, right?
Well. . . .
The real story of Bloodborne
is that the Healing Church has been involved in blood ministration for a
long time, because they are trying to contact and commune with the Great Ones,
a race of ancient cosmic deities that quite frankly don’t seem to care about
the machinations of humanity, but are given this god-like reverence by the
Church and the scholars of Byrgenwyrth. NPCs and hints nudge you in the
direction of thinking something more is happening in Yharnam than previously
announced, and following those things bring you into contact with an array of
these Great Ones: Rom, the Vaccuous Spider; Ebrietas, the Daughter of the
Cosmos; Amygdala, and a whole host of lesser Amygdala; the Brain of Mensis; the
laughable Celestial Emissary, the horrible wet nurse of the newly born Mergo;
the Moon Presence; and then, if one engages in The Old Hunters DLC, the Orphan of Kos. Not all of those are
mandatory confrontations, but if one wants the entire story, then they are
necessary. In that great Lovecraftian
sense, the more the player learns about the world of Bloodborne, the more they are drawn into the prevailing sense of
madness that has enveloped Yharnam. Deeper investigation yields slivers of
information, but mainly more and more difficult questions. Nothing is ever
clear, and most conclusions are reached via a small amount of detail and a lot
of piecing it together, and some good old interpretation.
This is a great reality of the game world, as well. At the
center of everything is the Healing Church, who had discovered the Old Ones and
tried to commune with them, ultimately attempting to ascend and/or become like
them. This resulted in a lot of wild and horrific experiments, both surgical
and ultimately, I guess, chemical, as the process of blood ministration begins
and then is held in opposition by a faction of the church that tries to gain
insight or favor of the Old Ones. For their part, the Old Ones are largely
docile and don’t really seem to care one way or the other whether the Church
succeeds or fails; again, in the Lovecraftian tradition, these celestial beings
are mostly unconcerned with the machinations of people. The twist here is that
the Old Ones are not really concerned with anything, and they don’t seem to
have much agency I the world. Only the wet nurse is around to fulfill a
function: Ebrietas and the Brain are prisoners, and Rom is a transmogrified
human who now shields humanity from the truth of the Old Ones. Amygdala and
company are apparently worshipped as chaos deities, and the Moon Presence only
appears when you have fulfilled the criteria to be transmogrified into an Old
One yourself. Kos, who the DLC reveals is the progenitor of the Church’s
hands-on dealings with this celestial host, has washed ashore dead or was
killed by agents of the nascent Healing Church. By all accounts, none of the
Old Ones were even trying to engage with the humans, but were instead forced
to.
It’s a classic story of Man ruining Nature.
Or a classic story of Man, in his desire for knowledge, ruining
Man.
So an interesting thing develops while one is playing Bloodborne. The player starts to
understand, if they’re paying any real degree of attention and not just
slashing their way through a city, that in a world filled with wild and at
times unspeakable horrors and questions cosmic in nature, and populated by
characters seeking to exploit both the cosmic and the human for personal gains
in knowledge or power, it is the player who is the real monster. You’re not
cleansing Yharnam of the beast plague, you’re killing people, as the rogue
Hunter Djura tells you. They’re not beasts, they are people, and you, along
with how many others since the Hunt began are running around slaughtering them,
without even questioning what or why you’re doing it. When you happen upon any
of the Old Ones, you rush in and slay them, often just because they look
monstrous. Old Ones like Rom and Ebrietas just kinda sit there for a minute,
allowing you to look at them the first time you encounter them, before becoming
aggressive because you attacked them first. Others, like Amygdala and the
Orphan of Kos, attack you first because you are an invader into their space,
and the lesser Amygdala seem to mainly be hanging around Yharnam (lol. –mr)
observing and maybe punishing those who unwittingly at first get too close to
learning the truth. And others, like the hapless Brain of Mensis, attacks you
from afar, but when you get it in a compromised position, just sits there and
looks at you until you make contact with it, whereupon it rewards you. Then,
you can kill it, for no reason other than it is there and is different. This
passivity occasionally extends to lesser enemies in the game as well, as the
feral inhabitants of Yharnam sometimes won’t be immediately aggressive towards encroachment
into their space, until the player attacks them or gets too close. This doesn’t
mean one could complete the game sans aggression, but given the tendency of the
player to rush in and attack anything that moves, it is a detail that is
generally overlooked.
This, I guess you could call it a twist, is what really sets
Bloodborne apart from other games I’ve
played in my life. While it isn’t anything totally new or unique from a
storytelling perspective, you are the monster in Bloodborne, you are the aggressor, you are the terrible evil that
waits at the end. There is probably no better or clearer illustration of this
than the opening stage of The Old Hunters
DLC, which, presented in reverse chronological order, depicts enormous roots
pulling the city of Yharnam into place, busting forth from the ground and
anchoring the various buildings and structures in an off-kilter fashion, with
the only stable and established (read: flat against the ground) buildings being
the Grand Cathedral of the Healing Church, and the Chapel of Oedon.The Hunter
isn’t saving anything or anyone, or performing any necessary or valiant
service; the Hunter is a marauder, manipulated or lied to or maybe just plain
bloodthirsty enough to wage this extermination campaign against the unfortunate
victims of the Church.
I really grew to love Bloodborne for its incredibly cool and deep lore, something that I came to love the other Souls games for as well. The overall atmosphere and presentation of the game is absolutely stunning, and if there was a game that felt like an October night near Halloween, this would be it. There are those who would point to what are apparently flaws in the game, but frankly, I don't think anything the game doesn't do well in any way is enough to overshadow its towering successes. Every night before I fall asleep, I hope a tiny hope that there will be news of a sequel, as this one leaves enough lore and cosmology unexplored so as to have a lot left over for future installments. But until any official word comes from FROM to grant us eyes, we are left to struggle with our limited understanding.
Fear the old blood, reader. Fear it.
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