The Atmosphere of Bloodborne
Bloodborne has a brilliant atmosphere
and tone. The Victorian-gothic visuals are distinct from the familiar dark
fantasy aesthetics of the Dark Souls trilogy. In Bloodborne, the player
character isn’t clad in armour, there are no shields to equip, and rarely a
traditional sword to wield. You are a hunter of beasts, with a uniform fit for
that purpose and mobility prioritised, a key mechanic of Bloodborne’s combat. Starting
weapons consist of a ‘Saw Cleaver’, ‘Hunters Axe’ and ‘Threaded Cane’, all vicious
in their use to quell the beast scourge, and instead of a shield in their off
hand, the player is handed a gun.
The city of Yharnam is where
Bloodborne is set, and the player character travels to the city famous for its
blood healing, in search of ‘Paleblood’. Yharnam is a more modern and
concurrent city compared to the areas in Dark Souls, with things having only
gone wrong in the past century or so. In Dark Souls, Lordran’s tragedies occurred
in an age long past before the player arrives to link the fire, with little to
no human life present in the games city-like areas. On the contrary, in Yharnam
you talk with residents taking shelter indoors on the night of the hunt. Yharnam
is a hellscape that’s long past it’s prime, but human life still resides there.
The plot of Bloodborne is even more
mysterious than previous Soulsborne games. The opening cinematic explains
little of the world’s history, as that is for the player to uncover. As you
progress, you begin to uncover the world’s ancient secrets. What is the ‘Old
Blood’, why is Yharnam overrun by beasts? As questions are answered, the truths
become increasingly horrifying. Bloodborne is like a mesh of experiences that
just happen to the player, things get weirder and more confusing as the game
progresses, and it’s best experienced without warning. The atmosphere of the
game is way closer to horror than fantasy, and it’s setting, and gameplay
reflect this.
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