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The Resurrection of Classical Gothic Fiction and the Lovecraftian Visions in the Video Game "Bloodborne" (2015)

Titre: The Resurrection of Classical Gothic Fiction and the Lovecraftian Visions in the Video Game "Bloodborne" (2015)

Dossier / Travail , 2023 , 24 Pages , Note: 3,0

Autor:in: Leonie Quicker (Auteur)

Informatique - Ingénierie des jeux
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This research paper is set out to investigate in which way the Gothic as a genre and thereby its handle on contemporary fears, is fulfilling its own prophecy of dying and being reborn in an endless cycle of reinterpretations and reinventions based on the video game "Bloodborne" by FromSoftware (2015). Many authors and researchers like Botting, in 1996, have been speculating that the genre as such has died out and lost its importance in recent centuries. However, with the improved technicalities that provide new narratives and storytelling, video games are venturing into a variety of different territories including the Gothic and are thereby also adding a greater audience to the genre. Therefore, rather than dying, this paper theorizes that the Gothic is merely reinterpreted and put back together piece by piece, becoming its own Frankenstein’s monster, with the help of new technologies or mediums and will continue to exist due to the never-ending presence of fears that haunt our society, that fuel the Gothic. Bloodborne especially, is a relevant video game that intertwines the Gothic and Lovecraftian motifs and themes onto a greater, interactive scale and conquers the belief about the genre being dead.

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Table of Contents

Introduction

Theoretical Framework

1. Gothic Literature

1.1 The Gothic in 19th Century England

1.2 The Gothic in 19th Century America

1.3 Monsters and Monstrosities

2. Howard Philips Lovecraft and his Gothic Visions

Analysis of Gothic Elements in Bloodborne

3. The Lore and Setting of Bloodborne

4. Main Elements

4.1 A question of humanity: The depiction of Monstrosity in Bloodborne

4.2 The “Hunters” and the Dream

Conclusion

Objectives and Themes

This research paper investigates how the Gothic genre, through the medium of video games, continues to evolve and remain relevant by reinterpreting classic themes and fears. Specifically, it analyzes the FromSoftware game Bloodborne to argue that the genre is not dying, but rather being reborn and reinvented through new interactive technologies and narratives.

  • The intersection of classical Gothic literature and Lovecraftian cosmic horror in modern gaming.
  • The evolution of the "monster" as a reflection of societal anxieties and human corruption.
  • An examination of narrative atmosphere, environmental storytelling, and gameplay mechanics in Bloodborne.
  • The relationship between humanity and monstrosity, and the role of the player in shaping interpretative narratives.

Excerpt from the Book

3. The Lore and Setting

In 2015, FromSoftware released a video game called Bloodborne as a Playstation 4 exclusive, which is considered to be exemplary of FromSoftware’s signature formula for game design, as it features a combination of challenging gameplay and narrative ambiguity. Despite inhabiting various gameplay mechanics that were featured in previous FromSoftware titles like Dark Souls (2011) and Dark Souls II (2014), the game introduces a faster combat system and a story which transitions from fin de siècle Gothic horror inspired by the likes of Dracula, Robert Louis Stevenson’s Strange Case of Dr. Jekyll and Mr. Hyde (1866) to cosmic horror in the tradition of H.P. Lovecraft.

It is of importance to mention, that the story of Bloodborne is hazy and difficult to follow, thus, the player is forced to fill in the blanks and find the story on their own. “Only those storyline elements that actually make it into the game are something that I need to force players to accept as a base for building up their own interpretation of the world” (Donaldson, n.pag.). As everything in Bloodborne is connected, the player becomes an explorer, as they try to create links and construct a story while strolling through the game. Thus, the involvement of the player is omnipresent and significant for the storytelling.

Summary of Chapters

Introduction: Provides the thematic foundation, arguing that fear is a fundamental human emotion and that the Gothic genre is being reborn through interactive media like video games.

Theoretical Framework: Defines the origins of the Gothic in 19th-century England and America, discusses the nature of monsters as representations of societal "Others," and explores the cosmic horror influence of H.P. Lovecraft.

Analysis of Gothic Elements in Bloodborne: Applies the theoretical concepts to the game, focusing on architectural environments, the role of agency in storytelling, the critique of human morality during the "Hunt," and the psychological significance of the "Hunter's Dream."

Conclusion: Synthesizes the analysis, concluding that Bloodborne serves as a vessel for modern Gothic storytelling, where the lines between human and monster blur, mirroring contemporary societal anxieties.

Keywords

Bloodborne, Gothic Literature, Lovecraftian Horror, Video Games, Monstrosity, Fin de siècle, Cosmicism, Interactive Narrative, Humanity, Fear of the Unknown, The Other, Yharnam, Hunter's Dream, Scientific Excess, Narrative Ambiguity

Frequently Asked Questions

What is the core focus of this research paper?

The paper examines how the Gothic genre survives and evolves by moving from traditional literature into interactive video games, specifically focusing on how Bloodborne reinterprets classic Gothic and Lovecraftian motifs.

What are the primary themes discussed?

The work covers themes such as fear of the unknown, human degeneration, the definition of monstrosity, cosmic horror, and the psychological impact of narrative ambiguity.

What is the central research question?

The study investigates how the Gothic genre fulfills its own prophecy of being "reborn" through cycles of reinterpretation and reinvention in modern interactive media.

Which research methodology is employed?

The paper performs a literary and media analysis, linking established Gothic and Lovecraftian theories to the narrative, world-building, and gameplay elements of Bloodborne.

How is the main content structured?

The paper is divided into a theoretical section defining Gothic literature and Lovecraft's influence, followed by an analytical section examining the setting, lore, and character-driven themes within Bloodborne.

Which keywords best characterize this work?

Key terms include Gothic Literature, Bloodborne, Cosmic Horror, Monstrosity, Human Degeneration, Fin de siècle, and Interactive Narrative.

How does the game represent the transition from Gothic to Cosmic horror?

The paper highlights how the game initially presents itself as a Victorian-inspired city hunt, but gradually shifts toward Lovecraftian cosmic entities as the player gains "insight" and uncovers the true, darker cosmic origins of the world.

What role does the "Hunter's Dream" play in the analysis?

The paper identifies the "Hunter's Dream" as a unique space that serves as a sanctuary but eventually reveals itself to be a psychological cage, linking back to the Gothic concept of haunting nightmares.

How is the "monster" interpreted within Bloodborne?

The author argues that monsters in the game are often manifestations of human fears and moral corruption, suggesting that the "human" is potentially the more terrifying entity compared to the beasts.

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Résumé des informations

Titre
The Resurrection of Classical Gothic Fiction and the Lovecraftian Visions in the Video Game "Bloodborne" (2015)
Université
University of Paderborn
Note
3,0
Auteur
Leonie Quicker (Auteur)
Année de publication
2023
Pages
24
N° de catalogue
V1361853
ISBN (PDF)
9783346886125
ISBN (Livre)
9783346886132
Langue
anglais
mots-clé
resurrection classical gothic fiction lovecraftian visions video game bloodborne
Sécurité des produits
GRIN Publishing GmbH
Citation du texte
Leonie Quicker (Auteur), 2023, The Resurrection of Classical Gothic Fiction and the Lovecraftian Visions in the Video Game "Bloodborne" (2015), Munich, GRIN Verlag, https://www.grin.com/document/1361853
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