The easiest and hardest part about writing about
Bloodborne is while there are so many topics which are intimately familiar to
me. The clear H.P. Lovecraft comparisons, strong ties to various works of
horror to nihilistic psychology, it’s ridiculously difficult for me to
articulate about just one element but something I noticed on the several
occasions I have played the game is this; it is a deliberate deconstruction and
annihilation of the concept of the human myth and it’s place in our culture. To
be frank with you, I haven't the foggiest where this drabble is going to go,
and while I will try my darndest not to go off on too many a tangent, keep in
mind this is more a less a string of
consciousness made digital word as opposed to anything remotely resembling
academic thought.
Simply put, Bloodborne is a perverse inversion of
our exclusively human beliefs and values, things which have been a part of our
culture and our psychology since we learned the ability to think beyond what we
could merely see. However, it does not do so by employing the strictly strange
to show this, quite the contrary, Bloodborne presents us all with a knowledge
we all know, but performed in a sacrilegious context which lays bare just how
fragile our sense of belonging and existence truly is. Although it is tempting
to strictly adhere to comparing these notions from the relatively modern source
of Lovecraft, let’s keep in mind the concept of existential crisis, both
interior and exterior, have always been a part of the human condition.
Sack up, kids. Real talk time. |
Like it or not, we are a selfish species; most if
not all of what we have done has been to preserve our livelihoods with all over
concerns being secondary, even tertiary. We consume and reproduce in an endless
cycle with little forethought for the consequences our collective and
generational actions will have on our world, despite the fact the world and the
universe it exists within is a greater entity than we will ever be. In the
broad scheme of things, all of us, no matter how powerful or profitable we are,
will mean less than nothing. When we die, the world and universe will continue,
altered in the formers’ case to be sure, but save for those who love us, we are
not mourned or given an immortal legacy.
We will never become deified by anyone beyond those
who we share our lives with because we are only temporary beings. In the case
of Bloodborne, the notion of immortal legacy and godhood is something humans
were never meant for, and in the pursuit of changing such a dynamic for our
betterment, instead, we end up denigrating further as opposed to flourishing.
For the duration of the game, while playing as the
Hunter, you make the gruesome discovery that the residents of Yharnam have
collectively gone mad and have descended rapidly into becoming blood-thirsty
beasts, where a transmorphic event has taken place in their bodies, minds and
souls.
Why?
Quite simply, their forebears believed humanity
could ascend to meet the Great Ones eye to eye. Scholars attempted to bridge
the two races through research and experimentation, all achieving disastrous
results, all of which being imperfect, horrendous and abhorrent hence the
reason for the Hunter. The Hunter is the tool used to hunt down those who
relinquished their humanity in favour of communing with the Great Ones,
eliminating the primitive element, but as it becomes apparent, this cycle never
ends. As long as humans have the aspiration and the entitlement to go beyond
what they are worth, the hunt never ends. This desire in addition to the
consumption of the Paleblood (which enables you to look past the veil at what
truly lurks in the shadows of Yharnam) is what reverts humanity to it’s most
base instincts, stripping away logic, morality and any mores of societal norms
and always results in certain tragedy.
Case in point; the lament of Father Gascoigne |
The Paleblood goes beyond exposing a persons’ id
(yes, it's that old Freudian chestnut again), it transforms that person into
the id. In this sense, the story line pushes forward the truth that despite
everything we see and read, despite everything we vow to never do, one way or
another, the temptation to give in is greater than anything. This almost
suicidal drive to become the animal is the religion of humanity, it’s where we
came from, it’s where we could potentially go because it is all too easy for us
to give in at the end.
The Hunter, at least to me, represents the
figurative Hero in Joseph Campbell’s The Hero’s Journey, a distinctly
humanistic trait which shows up constantly in stories because it appeals to our
sense of self worth and hope. Below I’ve included the overview of this,
however, one of the most recognisable examples of this can be seen in the story
arc of Luke Skywalker in the original Star Wars trilogy or the myth of King
Arthur which is the epitome of a classic quest of the hero in any story;
1. The Ordinary World: The hero, uneasy, uncomfortable or unaware, is introduced
sympathetically so the audience can identify with the situation or
dilemma. The hero is shown against a
background of environment, heredity, and personal history. The
hero-in-potential is shown to be torn in various directions due to
circumstances, personal dilemmas and other outside forces beyond their control.
2. The Call To Adventure: Something disrupts the
current status quo, either from external pressures or from something rising up
from deep within the person's existence, so the they must be introduced to the
genesis of change.
3. Refusal of The Call: The hero feels the
understandable human fear of the unknown and attempts to shirk the adventure,
however briefly. Alternately, another
character may express the uncertainty and treachery ahead.
4. Meeting The Mentor: The hero comes across a
seasoned traveler of who gives him or her the primary training, equipment,
and/or crucial advice that will help on the journey. In some cases, the hero will find that
mentorship within themselves through realising their own true sense of resolve.
5. Crossing the Threshold: At the conclusion of the
First Act the hero commits to leaving the Ordinary World and enters a new
world, the Special World, filled with unknown challenges, labors and dangers.
6. Tests, Allies and Enemies: The hero's innate
strength and/or intelligence is tested and soughts out allegiances in the
Special World.
7. Approach:
The hero and new found allies formally prepare and forge a sense of
unity for the major challenge in the Special World.
8. The Ordeal: Near the middle or the end of Act Two, the hero enters a central space
in the Special World and confronts death or faces his or her greatest fear
which they have long been running away from.
Death, literal or figurative of either self or their traveling party
occurs which fully pushes the hero to their absolute limits.
9. The Reward: The hero earns the treasure by facing death or something akin to
it. There may be a temporary cause to
celebrate, but there is also danger of losing the treasure again and the hero
knows better not to rest upon their laurels.
10. The Road Back: About three-fourths of the way through Act Three, the hero is resolute
to complete the adventure, leaving the Special World to be sure the treasure is
brought back to their home. Often a
chase scene signals the urgency and danger of the mission which can last the
entire remainder of the story.
11. The Resurrection: At the climax, the hero is severely tested
once more on the threshold of home. He
or she is purified by a last monumental sacrifice, another moment of death and
rebirth, but on a higher and intimately complete level.
12. The Return: The hero makes an assured return to home or continues the journey,
bearing some element of the reward that has the power to transform the world as
the hero has been transformed and has a greater awareness of who they are, what
they can do, and a willingness to help future heroes, thus the cycle continues.
Bearing that in mind in addition what I
mentioned earlier about the rift between humanity and the gods, I want you to
think of the reverse when it comes to the Hunter’s journey in Bloodborne and you
will find that Bloodborne is the direct antithesis to Campbell’s celebrated
narrative theorem. Despite the fact the game is indeed an RPG while permits you
to customize your character’s appearance, attitude, skills, clothes and
weaponry, this initial feeling of empowerment is actually a cruel joke which
gradually rubs itself in your face when you realise that most if not all of
what you have done has been not for the benefit of humanity, but for the Great
Ones.
As the Hunter gathers further knowledge and insight
about the curse of Yharnam, they start to see the Great Ones and realise every
movement they have made has been dispassionately scrutinised. The Great Ones do
not concern themselves with the affairs of humanity, instead they observe,
watch us as we destroy themselves in the senseless, compulsive pursuit of
something they will never have. Witnessing this reminds you as the player that
no matter how well you have performed in-game, how many times you have needed
to restart an area, regardless of your upgrades, pimped-out wardrobe and
enhanced weaponry, is of absolutely no significance in the story, specifically
the universe in which the Hunter exists.
Nothing, not a single deed of what you have done
matters.
Your Hero’s Journey proves fruitless and utterly
inconsequential which in turn cements home the notion that anything human,
anything of which has been our thought, our will and our creation, no matter
how powerful we may see it as, has absolutely no place beyond our own ego
because it is only human. ONLY human. This nonchalant act of perversion against our expectations is the brilliance in the narrative of Bloodborne; it is not interested in giving you yet another optimistic boost about yourself or the human race. It pummels your fragile ego and awareness into oblivion because that is, at least in this universe, where we are all bound.
How comforting. |
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