“Fear the Old Blood”: The
Gothicism of Bloodborne
Hiranya Mukherjee
1
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. My methodol-
ogy incorporates the analysis of the manifestation of Gothicism in the game through
the interplay between the figure of the player character, miseen-scène, and the pres-
ence 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.
Keywords
Gothic, horror, uncanny, bloodborne, Lovecraft
Introduction: H.P. Lovecraft’s Cosmicism
Bloodborne is a third-person action role-playing video game by FromSoftware,
released in 2015 to high acclaim. It has been attributed to be very much in line with
the general “flavor” of games created by the mentioned developer, largely overseen
by Hidetaka Miyazaki. As such, Bloodborne is characterized by the trends and tenden-
cies of the preceding Dark Souls series with engaging combat, a cryptic narrative with
heavy environmental storytelling, and high difficulty with a relatively steep learning
1
Department of English, Presidency University, Kolkata, West Bengal, India
Corresponding Author:
Hiranya Mukherjee, Department of English, Presidency University, Kolkata, West Bengal 700073, India.
Email: mukherjeehiranya@gmail.com
Article
Games and Culture
1–22
© The Author(s) 2023
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DOI: 10.1177/15554120231155325
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