10 Years Later, Bloodborne Still Transcends The Limits of Cosmic Horror

Over the last 15 years, FromSoftware has had no shortage of bangers: Demon’s Souls ushered in a formula that Dark Souls would further perfect, Sekiro: Shadows Die Twice honed the studio’s trademark tough-as-nails gameplay to a fine point, and Elden Ring took over the world, increasing the scope of the proceedings alongside its player base. Hell, despite its flaws, the previously cool-to-hate-on Dark Souls II has its own group of dedicated little freak defenders waiting to die on that particular hill.
However, even judged against these intense followings, Bloodborne inspires some particularly hardcore devotees. Part of this certainly stems from its neglect: it’s the least accessible to play out of FromSoftware’s recent output, a PlayStation 4 console exclusive that never got a remaster or PC port, and its fans that go into every Sony State of Play with the self-flagellating hope they’ll soon be able to dodge step at a stable 60 FPS certainly keep discussions about the game alive. But even still, there’s just something different about Bloodborne, a game that transcends its inspiration through striking environmental design, brutal battles, well-considered subversions, and most cited of all, its big twist.
The eventual rug pull moment begins with misdirection. When the Hunter arrives in Yharnam from an unnamed foreign land, seeking its miracles of blood transfusion, they quickly find that this place has become a living nightmare. A mysterious plague called the “scourge of the beast” has swept through the city, turning humans into lycanthrope abominations that roam the streets with pitchforks and torches, hunting in vain for the very thing they’ve already become. They hurl insults at the Hunter, as this mob blames them for crimes they weren’t even here to commit: “You are not wanted here” and “It’s all your fault!” are just a few of the lines you’ll hear approximately a billion times along this journey (alongside the head-scratching “I’ll mess up your brain!”). As you explore these crooked pathways, Victorian architecture combines with an endless night to create an oppressive, gothic landscape.
It all lands because despite utilizing a werewolf aesthetic that could have come across as deeply campy, everything is treated with deadly self-seriousness sold by this studio’s ability to inspire discomfort and awe. For instance, there’s Vicar Amelia’s introduction: she prays by a strange shrine, face obscured and words muddled, clutching a pendant to her heart. As the camera goes full German Expressionist, focusing on her silhouette, she suddenly lets out a guttural scream, her body contorting and changing as blood splatters on ornate cathedral walls. Then she’s before you transformed, a lanky dog-like beast whose howls are laced with uncomfortable traces of humanity as she continues clutching her pendant, a sign of her devotion to this Church that doomed her and everyone else.
As you battle her and various other creatures, the viciousness of this backdrop is underscored by the game’s brutal difficulty; the iconic blood-red “YOU DIED” text will be a constant companion. Despite the seeming sophistication of your transforming weapons, the swordplay is visceral, violent, and raw, encouraging player aggression in a way that complements the animalistic undertones elsewhere.
And while this experience is plenty evocative when you’re hacking and slashing through bestial foes, there’s always a sense that something more is at play, something inexplicable. You hear whisperings of a strange religion, come across allusions towards a higher form of knowledge, and witness a ritualistic obsession with blood. Sometimes, while walking through an empty graveyard, you’ll suddenly see a strange light appear. If you walk into it, you’ll be lifted into the air by an unseen presence, health rapidly draining as you’re either killed or teleported back down to solid ground after shedding a few pints of gore.
It’s only later that these hints come together. When you approach Byrgenwerth, a university that seems at the heart of these woes, you’ll begin to notice certain changes. Here, you’ll be ambushed by grotesque bug-like humanoids, all eyes and insectoid legs, a clear break from the wolfmen and Frankenstein’s monster-esque ogres you’ve been battling until now. And as you enter the school, this otherworldy energy increases when you see the poster child of weird fiction: tentacle-headed monsters. You may think, “Ah, here’s a little Eldritch area, just like Demon’s Soul’s Prison of Hope.” But after dispatching that area’s boss, Rom the Vacuous Spider, a many-eyed blob that doesn’t look much like a spider at all, everything changes. Or, to be more accurate, the world doesn’t change; you do.
Having experienced the secrets of Byrgenwerth and witnessing the Blood Moon, you’ve crossed a point of no return because now you can see the horrible entities at the root of this destruction, unknowable creatures summoned from beyond the stars. That strange light in the courtyard from before, the one that resulted in a surprise levitation act? It turns out you were getting hoisted by a spindly horror called an Amgydala, a cosmic being perched on a nearby church building that was previously imperceptible but always present. This is only a prelude to the increasingly unnerving sights that await because now you’ve seen the Eldritch truth.
While cosmic horror is a pop culture staple at this point, what makes Bloodborne’s rendition so effective is how it slides from one genre to another, beginning with fights against a top hat-wearing guy named Gascoigne before concluding in a battle against a misshapen mass of tentacles and ribs simply referred to as the “Moon Presence.” When you’re finally able to see these otherworldly creatures, either because you fought Rom or gained 40 Insight, an in-game resource that represents Eldritch knowledge, finally perceiving these monsters is a genuine “aha” moment, one that only works because of how heavily it pivots from one style of horror to another.