Bloodborne & Horror

Bloodborne has been one of my favorite games (easily in my top five) ever since I played it in early 2016. I was just getting back into video games at the time and had bought a PS4, the first console I had owned since the Wii, a few months earlier. After getting burnt out on Fallout 4, I picked up a used copy of Bloodborne because I kept hearing it was one of the best games for the console.

Playing through the game was an eye-opening experience for me, a perfect example of not knowing I wanted something until I had it. I had never played a Souls game before so it probably took me 4-6 hours to get through Central Yharnam, the opening area of the game, when I beat Bloodborne for the first time. Despite struggling throughout the game, I fell in love with it: it’s combat and enemies, the bosses and the leveling system, it’s setting and atmosphere.

However, the aspect of Bloodborne that gripped me the most during my first playthrough were the horror elements of the game. I went into the game almost completely blind and it bred a special kind of terror in me.

There was an oppressive dread and uneasiness that plagued me during my first playthrough. The game takes inspiration from Victorian Gothic literature with the city of Yharnam being a fictionalized London of the 17th and 18th century with its cobblestone streets and abundance of cathedrals and churches. Just outside the city are foggy forests and dilapidated farmsteads. The enemies are also what you might expect to find in a Victorian era story. There’s crazed villagers, werewolves, andbloody crows. There are even gargoyles and ghosts later in the snow-covered Cainhurst Castle, castles being another classic Gothic troupe. Yharnam itself is in chaos. The streets are piled up with coffins and most of the living have barricaded themselves indoors. The only occupants on the streets are the beasts and those hunting them, but the line between the two groups is beginning to blur.

The world of Bloodborne feels utterly hostile to the character and the player themselves. In classic From Software fashion, most of the games mechanics are not clearly explained, relying on the player to learn them on their own, and pretty much any enemy can kill you in just two or three hits. The unforgiving nature of the difficulty keeps the tension high and makes the player never feel completely safe in the game. I always felt anxious when reaching a new area in the game. The idea of new enemies with new attack patterns I didn’t yet know typically meant I was mere moments from death.

Death itself is not the only stressful thing about dying in Bloodborne. Upon death, you drop all the Blood Echoes you have acquired and to get them back, you must return to where you fell to collect them. And you must do this without dying again. The Blood Echoes act as both experience points and currency in the game, so what you lose in losing all your Echoes is progress. This makes death punishing in Bloodborne, but not impossible to overcome. And it always reminded of the save station style of death in more traditional survival horror games. In games like Resident Evil and Alien Isolation, you can only save at certain spots on the map and when you die, you go back to the last save you made. This means that anything you’ve done between the save and death is lost and you have to do it over. The only difference is you lose game progress in Resident Evil, but in Bloodborne you lose character progress.

Death mechanics are not the only aspect that Bloodborne shares from more traditional survival horror games. During a recent playthrough, it struck me how many of the doors you have to open in Bloodborne, which isn’t a lot admittedly, always creak open almost painfully slow. This is reminiscent of the iconic room transitions in the Resident Evil series, where going between rooms would be shown as a door slowly opening or a slow climb up a ladder. Not only did this help hide long loading times on the original Playstation, but it also helped raised the tension during the game. While the door is opening, the player has a moment to anticipate what might be waiting for them in the next room, their imaginations can run wild and let the terror build before revealing what the game has in store for them. There is also the added tension of enemies approaching from behind as you take your opening a door.

One of the most important aspects in survival horror games is an emphasis on atmosphere. A strong atmosphere can do wonders for scaring a player. The atmosphere in Bloodborne is thick as flesh and blood. Everything is dark, dank, and desperate. The feeling of hopelessness presses on the player like a weight on their shoulders. Along with the difficulty discussed before, the bleak atmosphere helps to keep the tension high in Bloodborne. It makes the player feel small and insignificant in the world of Yharnam because, despite what you do, the city is always beyond saving. The player will quickly learn that they are not some grandiose, fantasy hero. Saving Yharnam and its inhabitants isn’t possible, so the only thing they can do is survive.

Like most truly great horror media, Bloodborne explores other dark emotions of the human condition along with trying to scare it’s players. The anxiety of unknown things ahead, the dread of death and losing progress, and the oppressive hopelessness of the setting and atmosphere all lead players to constantly feel uneasy in the world of Yharnam. And despite not being a full blown horror game, Bloodborne still continues to be the game that scared me the most through that very first playthrough.

Celeste & Theming

When I finished Celeste, I had over 3000 deaths. The game is difficult but I was hardly ever frustrated. There is a great sense of triumph running throughout Celeste. Whether it is completing a level, grabbing another strawberry, or just making a tricky jump to advance to the next screen, it always feel rewarding overcoming a challenge.

As somebody that lives with depression, there has always been something comforting playing a very hard game. It’s the fact that a game that takes 100% of my focus and attention is the best way for me to get immersed. This mentality is present in the narrative of Celeste as Madeline wants to do the impossible task of climbing a mountain as means of coping with her anxiety. She doesn’t know exactly why she feels compelled to climb the mountain, she only claims she wants to take her mind off things. All throughout, Celeste is a mastercraft of theming through gameplay.

The theme of a story is the human experience that the story is exploring underneath the surface. To use Shakespeare as an example, Romeo & Juliet’s theme is love while Hamlet’s is revenge. Celeste’s theme is aniexty. Video games are interesting as a storytelling median due to their interactivity, which means things like gameplay mechanics can heighten or hinder the themes of the story. Badeline is an interesting example of this mixture this of gameplay and theming.

As a character, Badeline acts as a foil to Madeline. It’s rather on the nose, but she represents Madeline’s anxiety and all the negative emotions that come with it: paranoia, anger, insecurity. Whenever Badeline appears, she actively works to make things difficult for Madeline. She’s the first level-end challenge, trying to chase Madeline down to stop her on her journey. She even causes all of the panic attacks Madeline suffers from in the game, most notably on the trolley with Theo. She wants to stop Madeline climbing the mountain by making Madeline second guess herself and by throwing any hurdle she can in Madeline’s way, an obvious representation of anxiety and the difficulties it can cause in everyday life.

The crowning jewel of the game, both in gameplay and theming, is the final level. While a little overly long, this is where Madeline and Badeline work out their differences and rejoin to work together. In gameplay, this is shown as an additional air dash Madeline can now perform. This is the best reward to the player for overcoming the challenges they have surmounted to that point. The additional dash opens up the level design so much.  

In the last level, Madeline has to climb to the top of the mountain after falling to the bottom. It is the most challenging but also the most fun level in the game. With the additional dash, the puzzles become more complex and clever. They require more precision of action and a better understanding of the game’s mechanics and that’s what make them feel the most rewarding to complete.

The cutscenes in Celeste typically play out as conversations between characters at the beginning or end of the levels. But even with this separation between story progression and gameplay throughout the game, I was completely immersed in the story of Celeste because the themes of the story run throughout the mechanics and levels. Madeline’s struggles were also mine, but her triumphs and revelations were also felt by me.

Hollow Knight & Knockback

Hollow Knight is a modern classic in my mind, but I didn’t understand the hype it got when it came out. I watched gameplay of it and it just looked like a standard Metroidvania. It wasn’t until I played Hollow Knight that it clicked. I understood what made the game great: the polish and game feel.

The game is polished to a gem. The hand drawn art is smooth and expressive, making different areas of the labyrinthine cave system convey a wide range of tones and emotions. Small things like the wet patter of the character’s feet in the City of Tears and cutting foreground vines in Greenpath being indicated by clean, white lines make the world feel reactive to the player. The world of Dirtmouth envelopes the character and the player together, surrounds them. The character becomes more than a sprite on the screen, the player becomes a living part of the world, and it’s a part of the world they fight to keep.

The combat in Hollow Knight is a double-edged nail. It is fast and floaty, but each strike feel weighty and precise. On the other hand, each hit the player takes is sudden and stressful. Each time the player is hit, the musics cuts out and the action slows for just a second. The enemy and player freeze mid action and the damaging blow is highlighted by a flash and effect around the enemy’s hit. This forces the player to stop and focus on the hit and the damage taken. The wonderful world of Dirtmouth fading into the background makes the player feel uncomfortable and learn from the mistake that they just made.

The other aspect of the combat’s weightiness is the knockback. Each time the player hits an enemy, both the character and the enemy get pushed back slightly. This knockback adds so much to the combat of Hollow Knight that it’s the smartest thing about the game.

When every strike moves your character back, the combat gains a much deeper sense of strategy. All of a sudden, you need to know how far you’ll get pushed with each attack and you need to internalize a way to make up for that lost ground quickly and effectively. This helps you engage with the movement system during combat more than just jumping over enemies or getting a certain distance away from them. I know when I play Hollow Knight that there is a sweet spot to tap the joystick forward. Too much and I’ll run into the enemy, too little and I’ll miss the next attack. Fighting on a small platform becomes extremely stressful with this knockback mechanic. Any careless attack can send you over the edge into the spikes below.

Internalizing is really the best term to describe the knockback in Hollow Knight. After countless mistakes missing crucial attacks or walking into enemies, you learn how much compensation is needed for each blow you make. This is why I used the Steady Body charm that eliminates the knockback received when striking enemies. At the point of the game when I bought the charm, I had already learned the knockback system in the game. After hours of learning how to make up space lost from the knockback, taking it away felt foreign and difficult to relearn.

In Hollow Knight, it becomes second nature to adjust for the knockback in the middle of a fight and you stop actively thinking about it. But just because you stop thinking of it doesn’t mean the knockback in Hollow Knight is not a genius addition to the game.