In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design.

This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

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This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
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Table of Contents

Introduction
Part I. Lore
1. Hunters
2. Healers
3. Kin
Part II. World
4. City
5. Environs
6. Nightmare
Part III. Mechanics
7. Insight
8. Echoes
9. Dreams
Conclusion
Chapter Notes
Bibliography
Index

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Produktdetaljer

ISBN
9781476672182
Publisert
2019-11-06
Utgiver
McFarland & Co Inc; McFarland & Co Inc
Vekt
290 gr
Høyde
229 mm
Bredde
152 mm
Dybde
11 mm
Aldersnivå
P, 06
Språk
Product language
Engelsk
Format
Product format
Heftet

Forfatter

Om bidragsyterne

Madelon Hoedt is a senior lecturer at the department of drama, theatre and performance at the University of Huddersfield in the United Kingdom and previously lectured in game studies at the University of South Wales. She has published extensively on interactive expressions of horror and the Gothic in performance and (digital) games. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.