Bloodborne: One Fan’s Insight
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Bloodborne: One Fan’s Insight

By now some of us have experienced one heck of a long night with Bloodborne, the latest PS4 Exclusive title.  Or most of it anyway.  While I’ve put in what amounts to a full week of work (plus some overtime) with the game, I’m by no means finished.  One more thing to mention before we rock on with this, it’s hard to avoid the inevitable comparisons to the Souls series.  I’ll try to stick to using this to further illustrate points, but in no way will I directly compare the two games.  This isn’t a review really, but more of a discussion on how different elements support (or not) the story and what I think are the aims of the artists behind it.  If you came for review, then… [insert image of a tongue sticking out at you*] 8^P

And yes…there will be spoilers


Since this game is deeply rooted in a few genres of horror from a plot perspective, let’s base this discussion around the senses they hope to assault…

Sight

I would describe this game as “disturbingly beautiful” to behold.  The city of Yharnam, while still mostly intact, is clearly showing signs of decay and destruction.  While perhaps not the most graphically advanced game of all time (it’s not at all) it is more than adequate at conveying all necessary points.  An unrepaired staircase is replaced with a ladder.  It’s easy to see the landlord has bigger fish to fry than fixing a silly staircase.  And by “bigger fish” I naturally mean “hide from werewolves and giant crows that growl in a decidedly un-crowlike manner.”  Desiccated remains of beasts and men show further proof that this night, and many before it, have had more dire urgencies than street cleaning.  You get the idea, the majesty of a proud city turned to **** is shown in PS4 high def glory.  Sprinkle in some time changes as the night marches on, and a wide array of other scenery to behold, and visually the game borders on masterpiece (if you’re into crazy and morbid themes in a pseudo-Victorian/Lovecraftian setting anyway).

red sky at night
Red sky at night, farmer’s delight. Purple sky at night…aw ****

Getting slightly more technical there is an occasional framerate jitter, but I haven’t noted anything dramatic or persistent.  It adds to the notion that the game is no technical marvel visually, but in my opinion art trumps technical and this is a good thing for Bloodborne as the art delivers the experience past its imperfections. If you have played or will play this game keep an eye out for two frozen horses.  This one simple image can convey the bending and tearing of the veil we call “reality” in an instant.  There are more such “instants” that can do this to even the most casual observers.  Visually this ain’t no jump scare game, with a presentation that delves deeper than most media dares to tread.  Unless you read Lovecraft, which many things seem heavily based on.  I suppose there are a few jump scares too.  Visuals in Bloodborne not only help tell the story but are essential elements for anyone wondering what’s going on.  Should you dare a closer look in some corners with your trusty monocular…maybe you’ll find more story than you bargained for.

Sound

For best results, a headset is ideal.  You want to be immersed in the audio this game provides.  Where the graphics and visuals are not “the world’s greatest” the audio might be able to vie for the title.  I’ve played the game on the Gold Wireless headset (glacier white for the fashion) which has a downloadable audio profile supposedly optimized for this game.  With simulated surround sound as well, the results are astonishing.  As is From’s signature, music is not ever-present.  When it is, it’s tied into a significant location, circumstance or boss fight.  Universally, the music is captivating, appropriate and immersive in each selection and enhances the experience.

Sound overall is extremely well done, with the ability to often detect the direction of enemies before you’ve seen them based on audio. Sound effects are mixed well and blend into the experience.  A blast from the Hunter’s Pistol is satisfying and convincing without being obnoxious. Enemies that are unaware of your presence are prone to speak intelligibly and give interesting views into their world. Once they see you, some will curse your existence or otherwise “smack talk.”  More than one claims to be “so cold.”  I know what he means, as inhuman creatures have sound effects that can provide a quick chill to the air, regardless of actual temperature.  The all important voice acting is generally convincing and another win for this game.

When your aim seems to be to contrast the heights and depths of humanity with pervasive nightmare atrocities the occasional inhuman beast or cosmic horror thrown in, you need the audio to back that up.

Touch

The Dualshock 4 is mostly smooth plastic that feels comfortable to the touch… Ok, fine this section isn’t really going to have much to do with tactile sensation.  I gotta stick to my flimsy “senses” premise though and this will be the gameplay section or how it “feels.”  Get it?  Yeah, the premise does start to fall apart here.

mr peanut
Still waiting for that endorsement deal

The dramatic change in weapon variety and implementation for this game can serve to create a true bond of love with one’s tool for murder (as compared to Souls games, knew I couldn’t avoid it).  For instance a popular weapon of choice, the Threaded Cane in its standard form is a gentleman’s preferred ambulatory support accessory.  That can smack people up.  Pair it with a monocle (in the character creator) and a top hat (found gear) and you’re all set to play as Mr. Peanut.  I will continue making this joke until Planters gives me an endorsement deal.  Then I will make the joke more often to rake in the advertising dollars.  Anyway, transforming it into the very satisfying bladed whip gives you a two for one sale on weapons which forces the player to delve deep into the intricacies of each tool of death.  Whereas in many games I’m compelled to always want the next big thing, this deeper relationship with my weapon has led me to earnestly desire only to make it stronger.  You can take my blood, but you’ll never take my crazy ass whip/cane thing.

Defense, made up of well timed bullets to faces or “skedaddlin’” also serves to play up the connection to the game world.  With the aforementioned pervasive nightmare atrocities  occasional inhuman beast or cosmic horror, one would assume a sense of urgency would come into play. And it does, with the choice to stand one’s ground or get the hell out of the way frequently becoming a stress inducing decision.

So we know about the combat but I’ve yet to mention the overall feel.  This is one morbid and grim game under the surface.  What early trailers showed as a werewolf dominant Van Helsing spinoff is eventually revealed to be more or a tribute to the works of H.P. Lovecraft than anything else.  In short, expect to suck face with something that looks like it’s wearing an octopus for a hat.  The new Insight system plays pretty well into the game concept both direct and indirect ways.  Any Lovecraft fan will surely attest that a central theme is that the more horror one sees, the more likely they are to see MORE horror.  This of course leads to a vicious cycle of discovery in which the end result is madness.  The human mind can only be exposed to so much before it snaps.  As the story marches on, this will naturally occur, with enemy changes (placements, weaponry, movesets, etc) and more.  As you meet certain criteria your insight naturally increases, as one would expect with the revelation of more horrors. However, consuming items or helping others beat a boss is akin to seeking out further insight (or horror) and can raise the meter early.  Regardless of how much “extra” horror you subject yourself to or not, eventually your increased insight will reveal more.  You know that place you walked by 1,000 times?  Get far enough in the game (or seek more horror early on) and you’ll learn that there’s been a 75 foot tall monstrosity watching you the whole time. Once you’ve seen this as a player, you can’t go back.  Very Lovecraftian indeed.  Insight doesn’t come without it’s drawbacks though.  Consider yourself warned.

In a fun twist to the insight mechanic,  players can ring a bell and consume one insight “point” to summon other players to help them.  From a story perspective this is akin to the player reassuring themselves by seeking human contact.  I could go on to justify this, but insight from a lore perspective is associated with insanity (just look at frenzy).   Relying on a small human connection to try to keep your grip on your mind is a neat touch (despite the technical issues surrounding multiplayer).

Smell

This is one game that would not do well to have smell-o-vision introduced.  The coppery sting of blood and decay of rotting carcasses would make this a pretty poor seller in that event.  The visual elements that give this such spirit would be horrific with this sense.  Imagine if they had packaged Bloodborne scratch and sniff stickers with this game?

  • Werewolf sticker: Blood and wet dog
  • Peasantry sticker: torch resin and body odor (note the latter is actually described in the game)
  • Octopus face thing sticker: Anchovies?  Lemons?  Lemons would be funny.  “Be vewwy, vewwy quiet.  I’m hunting octopi…they smell like lemons”
  • Adella, the NPC nun sticker: Um…I don’t wanna spoil major story elements but if you’re imaginative you’ll follow this.  She gives you a certain thing from herself that is most likely tied to a cycle that is generally about the same length of time as lunar ones.  Still with me?  Yes.  I’m serious.  This is by all indications a major story element in the game.  Red wings…now you can earn them in the digital world

On a more serious note, the game often hints at smells (your own, enemies,  visuals that should correlate with awful smelling things, etc.).  The obvious rot, decay and olfactory horror suggested in this game is enough to make you almost smell it, and that’s too close as it is.

Vicar Amelia
Wet dog, or disintegrating dog?

Taste

The digital version of the game tastes mildly like a 9V battery applied to one’s tongue.  I know you did that in elementary school.  The Collector’s Edition in the US comes with a case that, when scratched and exposed to moisture can taste faintly of red iron oxide.  The mostly bland presentation of the plastic disc pairs nicely with an India Pale Ale but overall is a flavorless affair that is surpassed by the culinary expertise of the Slim Jim company.  It is recommended that you do not “snap into” y0ur game.

The Sixth Sense

…is a pretty good movie that is hard to rewatch and fully enjoy once you know the ending.

The Story

This is not a sense at all, but let’s wrap it all together.  Starting off as a boy meets wolf tale filled with communicable pathogens and jittery townsfolk, Bloodborne eventually will cede to a nightmare landscape complete with Lovecraftian Cosmic horrors.  Differing factions are all trying to use these Cosmic horrors to their own ends, with us as the player character being pulled into the middle of it all.  The gameplay is fun and on its own would be enough to enjoy the experience, but the assault of senses that From conjured up is often masterful and occasionally horrific.  And I mean that in the nicest way possible.

Now excuse me please, I need a mint or something to get rid of that iron oxide taste.


Not enough spoilers for you?  Come visit the FextraLife Bloodborne wiki

Or come hang out with the nicest bunch of forumites this side of R’lyeh (don’t ask what’s on the OTHER side of R’lyeh)

*Seek insight

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2 responses to “Bloodborne: One Fan’s Insight”


  1. This was a fun read, but I completely lost it when I got to “Not enough spoilers for you? Come visit the FextraLife Bloodborne wiki”
    That was good.

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