ABSTRACT

The video game Bloodborne has received critical acclaims such as PlayStation Game of the Year in 2015 and a BAFTA for Game Design in the same year. The design of the game is highly interconnected save for several isolated areas known as “Dreams” and “Nightmares.” The Nightmares and Dreams within Bloodborne craft deeper meanings for the player to explore, from enemy encounters to the structure of the space around them. The farthest reaches of the game screen and environment hint towards a deeper connection between these Dream and Nightmare locations where the true madness of Bloodborne’s storyworld, Yharnam, resides. This chapter will provide an in-depth analysis of these locations pulling from horror and Lovecraftian theory, game theory, adaptation theory, and audience response to examine not only the narrative impact of the spaces themselves upon the overall game, but also to look further and focus upon player engagement and player reception to this telling of eldritch horror. Given the rapid expansion gaming media has been through in the previous decade and the breadth of people in the world playing games, understanding how Lovecraft’s works are fitting so successfully into interactive media will truly highlight the significance of his work.