COMPARISON OF THE GREAT ONES IN “BLOODBORNE” AND THE WORKS OF HOWARD PHILLIPS LOVECRAFT
Keywords:
Lovecraft, the Great Ones, Bloodborne, horrorAbstract
This article explores the influence of H.P. Lovecraft's cosmic horror on the bestselling console video game Bloodborne. Beginning with an analysis of Lovecraft's key works featuring the Great Superior Beings and their common themes, the article lays the groundwork for understanding the literary background on which Bloodborne is based. Moving on to consider the game itself, it analyses the Lovecraftian elements present in Bloodborne, including cosmic power, alien nature, and the transformative influence of the Great Ones.
The article emphasises the interactivity of the game as a medium, and how Bloodborne goes beyond mere simulation to actively engage players in a cosmic horror narrative. It takes into account the narrative technique of narration through the environment, which is characteristic of both Lovecraft's works and Bloodborne, demonstrating the game's ability to convey its narrative through the architecture of Yarnam and the supernatural design that attracts ghosts.
An analysis of Lovecraft's works provides evidence to support the idea that there are commonalities in the way Lovecraft describes his Great Ones. The article highlights Lovecraft's overarching themes, such as the insignificance of humanity in the face of cosmic entities and the fear of the unknown, and draws parallels with existential horror.
This article examines the integration of Lovecraft's themes into Bloodborne's gameplay and narrative, and how the game reflects Lovecraft's exploration of cosmic horror, forbidden knowledge, and the fragility of the human mind. The Insight mechanic is highlighted as a vivid example that illustrates the consequences of the search for forbidden knowledge in the Lovecraftian tradition.
The conclusion emphasises the key findings and influence of Lovecraft on the gaming industry and expresses gratitude to Bloodborne for reflecting the essence of Lovecraft's literary heritage. The article highlights the importance of recognising this influence for the convergence of literature and video games, which ultimately shapes the future of storytelling in the gaming industry.
In fact, the article analyses the combination of literature and games, which results in Lovecraft's cosmic horror with Bloodborne's gruesome narrative. The article not only analyses the intricate details but also considers the broader implications of this cross-media influence on storytelling and player experience.