Grant Us Eyes: The Storytelling Veil of Bloodborne

This post contains some spoilers.

Video games are a frequent hobby of mine but something I talk about very infrequently on this blog, especially over the last couple of years. Nevertheless, every once in a while I play a game that really grabs me with its story. Not simply in how well it tells this story, but the ways the story is integrated with the video game medium itself.

In Bloodborne, developed by From Software, you play as a foreigner who has come to Yharnam, a labyrinthine city of Gothic/Victorian architecture, seeking the miraculous blood healing of their Healing Church to cure an unspecified malady. Your character also seeks something known as “paleblood,” though what this is isn’t explained. Upon signing a contract and receiving a transfusion of strange blood your character becomes a Hunter—people made exceptional by “blood ministration.” When you awaken after the transfusion you are alone at dusk on the night of a hunt, when Hunters and citizens alike take to the streets to hunt the Beasts that plague Yharnam. You have no choice. A Hunter must hunt.

Read More »