“Fear the Old Blood”: The Gothicism of Bloodborne

Authors

  • Hiranya Mukherjee

Keywords:

gothic, horror, uncanny, bloodborne, lovecraft, affect, narrative

Abstract

Gothic studies and Game studies are beginning to be explored in connection with each other to find various configurations of Gothic elements in the cybertext of games. In this article, I explore various Gothic elements in Bloodborne (From Software, 2015). My methodology incorporates the analysis of the manifestation of Gothicism in the game through the interplay between the figure of the player character, mise-en-scène, and the presence of psychologically affective states pertaining to the experience of playing the game. The role and aspects of player participation, performativity, and in-game mechanics are also examined with respect to the particular function they serve in the realization of the Gothic experience. The presence of Gothic and Lovecraftian tropes, symbolism, and elements of horror within the narrative are also explored.

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Published

2022-01-01

Bibtex

@Conference{digra1334, title ="“Fear the Old Blood”: The Gothicism of Bloodborne", year = "2022", author = "Mukherjee, Hiranya", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1334}", booktitle = "Proceedings of DiGRA 2022 Conference: Bringing Worlds Together"}