One of the most prominent tropes in modern horror
flicks is the jump-scare. Every horror movie now, it seems, attempts to have a
jump-scare in one way or another. Perhaps it’s meant to jolt the audience into
being awake, and being alert; or, perhaps, it’s meant as a momentary beat of
pure fascination and horror at what was just seen, and not being able to
comprehend it. Quite the opposite of a jump-scare is a long, winding bit of
tension. Perhaps a long pan down a hallway, creeping and creeping toward
something. It’s Danny riding his bike in The Shining; it’s the truck
from Jeepers Creepers tailing our two young heroes. But without
context, both of these elements fall flat. Something jumping out for no reason
is senseless, and a long bit of nothing can be just that: nothing. The context
behind a scare is often more important than the scare itself.
Bloodborne,
a 2015 survival horror game created by Hidetaka Miyazaki and produced by the
now-famous From Software, exemplifies almost to a pitch-perfect degree how to
get a scare right, and not often a conventional scare. It’s not the most
terrifying imagery or the most horrifying sounds, but it’s the meaning behind
why we’re scared, why what we’re seeing is just so scary. It’s the difference
between some seemingly random person coming to kill you and your best friend
coming to kill you.
One of the reasons that Bloodborne works as effectively as it does is
that it is, indeed, a survival horror game. Jim Sterling, of the Jimquisition,
highlighted several reasons why Bloodborne works as a survival horror
game, and to go even further, why it’s one of the best survival horror games
we’ve seen in a while (check out that video here). The Player is in a perilous journey through Yharnam, a
beast-ridden city on the brink of total annihilation in a Victorian time period.
However, all is not as it seems, and the Player must fight their way through
wave after wave of mystery while uncovering the secrets of Yharnam and survive
the night to live another day.
The scares of Bloodborne come from realization: the realization that
what we thought this game was isn’t at all what it really is. In a clever move,
the game plays to more modern horror tropes and monsters early on, to let
players get comfortable. It’s men turning into beasts, it’s finding a giant werewolf
at the bottom of a pit, it’s insane villagers swinging pitchforks at you. It’s
all been seen, and up until we reach either the Forbidden Woods area or find
our way to the Lecture Building (First Floor), it’s not scary.
The Witch of Hemwick is creepy to look at, but not entirely scary. The Cleric
Beast is a giant monster—not scary. But the second you’re in the Forbidden
Woods and people’s heads explode into snakes?
Um. Excuse me?
Subversion of ideas and the unsettling atmosphere of change permeates the
second half of Bloodborne and makes it a petrifying experience. Yes,
there are some scares that we don’t see coming, such as enemies hiding around a
corner or enemies dive-bombing from the shadow of a ceiling. But what’s key
about most of these enemies is that they are, for the most part, unlike
anything we’ve seen before.
If we head down the path from the Grand Cathedral—away from Vicar Amelia, and
head to the right we eventually find a small corridor and an opening where we
can eventually meet up with Alfred. However, before that, we encounter, for the
first time, a Brainsucker, a creature with a squid-like face that sucks Insight
from the Player by draining it from their face. It’s completely unlike anything
we’ve seen before.
To explain why this reveal, and by extension this battle, works we must first
discuss the difference between horror and terror. Terror, as defined by Ann
Radcliffe, is more along the lines of obscurity, or indeterminacy over
potentially horrifying events; horror, then, is the climax. It’s the gore, it’s
the monster. Devandra Varma equates it to smelling the rotting corpse, and then
stumbling across it. Terror is the petrifying fear of what’s at the end of the
hall, and horror is seeing it come right at you.
The first reveal of the Brainsucker works so well because it’s both terrifying
and horrifying. It’s terrifying in our utter inability to comprehend just what
the hell we’re looking at. It’s not a beast, it’s certainly not a Hunter, and
before we know it, the thing is sucking away at our brain and all we can do is
mash buttons to try and break away. The monster isn’t scary because it just
leaps out at you. If we’d seen that thing before it wouldn’t be too scary. But
the fact that we’ve never encountered it?
This works best if we journey into the backdoor of Iosefka’s Clinic from the
Forbidden Woods, one of the hardest places to find but it is so worth the
payoff. In terms of an actual area this might be the one that I considered the
scariest in the game. It relies solely on whatever it is we could find, based
on our previous assumptions of what we’ve seen in the clinic before: a giant beast-like
werewolf munching on some corpse (possibly the true Iosefka).
The building is dark, quiet. Our footsteps echo while the wood paneling squeaks
beneath us. The Player activates their torch, maybe their Hand Lantern, and
when we turn to the left (or right) we hear pitter-pattering. We’re not alone.
But that’s probably Iosefka coming to greet us, or perhaps it’s one of the
people we sent here! Bear in mind, this place is a safe-haven for us. Iosefka
told us so. It’s just like Oedon Chapel, so it must be—
WHAT THE HELL IS THAT? AN ALIEN,
WHAT, WAIT, BEASTS, BLOOD, PALE, WHAT WHAT WHAT WHAT
The thing isn’t even hostile but
it’s one of the freakiest things in the entire game. In broad daylight this
monster wouldn’t be scary—in fact we eventually fight a whole horde of them
before fighting Cthulu’s daughter. Here, though, it’s all about context—or,
rather, a lack thereof. Once again we’re converted with the subversion of our
expectations. We know something’s up with Iosefka based on dialogue but it
can’t be too weird.
I imagine that, if we’d instead
found some foul beast like the first creature we fight at the start of the
game, it wouldn’t be as scary. It’d be a jump-scare, yes, but it wouldn’t
strike us like seeing some weird blue alien thing wandering our way. Again,
there is no reason for this to be here, and that is all the reason it needs to
be there.
Iosefka’s Clinic is one of two
major areas that never ceases to terrify me in concept alone, even prior to
execution on the part of the narrative. The other is, of course, the much
talked about Abandoned Old Workshop, which is arguably the second hardest area
to reach, only to Forsaken Castle Cainhurst.
Abandoned Old Workshop masterfully
demonstrates the reasons that scares need context by having no scares, no
enemies, nothing about it other than all of the million thoughts racing through
the Player’s heads as they approach that familiar workshop that we’ve seen
before. If timed right, this is the first nod that Player’s receive that
something is afoot—we’re not just dealing with a scourge of beasts, this is
something that goes back years, something that’s been afoot for a while.
Bloodborne is all about the lore, and how hidden it is, and
the Abandoned Old Workshop is no exception to that, providing excellent lore
notes throughout while never abandoning the idea that something is here with
you. There is something wrong. Going into the workshop only furthers that, as
we see the Doll, lifeless, just lying there.
Now what makes this so scary is
that we have yet to uncover the secrets of this world, and we’re uncertain
about what we’ll find next. Keep in mind that we can get to the Abandoned Old
Workshop far before the Red Moon descends, so we can have some sort of strange,
cosmic context to all of this before all the Amygdalas fully appear.
While I do love the reveal of
the Abandoned Old Workshop, I do think that this idea is superseded in From’s
follow-up entry, Dark Souls III,
and in particular, the Untended Graves. The area never ceases to send shivers
down my spine, and it’s one of the most unforgettable video-gaming experiences
I’ve had when wandering around it. This area relies mostly on terror, not so
much horror, as the monsters we fight here are all essentially the same as
before, if not exactly the same (see: Gundyr). While Dark Souls III as a whole focused more on action than horror,
this area brought it back the most to what Bloodborne was like, and play around with the ideas of space
and time for the Players, as well as give them creepy, unsettling imagery.
Of all the recent From Software
games, in this little “Souls” era that they’ve built, I believe it’s safe to
say that Bloodborne plays
the most to the horror aspect of the games. Dark Souls has elements of horror, but it’s mostly character
designs and areas, not so much ideas or moments. Nito is scary—he’s a giant
skeletal god. Blighttown is scary because it’s just a nightmare to deal with.
But Bloodborne has myriad
areas that dwarf Dark Souls in
terms of horror themes. Abandoned Old Workshop, Forbidden Woods, Forsaken
Castle Cainhurst, Hypogean Gaol, and Iosefka’s Clinic in Central Yharnam to
name a few.
Let’s look at Cainhurst for a
bit, as this is the area that balances traditional scary-ideas and monsters
with the more subversive themes of Bloodborne.
Essentially, this is our Vampire level. We’re dealing with a massive Gothic
castle with a bunch of dead women having been drained of their life force by
some strong immortal foe and there is the idea of blood EVERYWHERE. Vileblood
this, drinking blood that.
Cainhurst, though, balances
these old tropes by implementing more monsters and ideas that we have yet to
encounter in the game. One of the most effective jump-scares of the game occurs
when traversing the upper areas to head toward the main library, when one of
the winged beasts, a Lost Child of Antiquity, bursts from a series of gargoyles
and sucks your brains out. Another moment is when there is just a slew of
gargoyles waiting for you, and a precariously placed item on the other end of
them. Obviously, we know that something is going to jump out at us; however,
it’s only until we reach that item that we realize our attention should have
been focused ahead, not to the side.
But we’re trained to look to the
side based on the previous attack by the Lost Child of Antiquity, thus creating
a completely unsafe atmosphere. All of this without the need for explanation,
without the need for someone to tell us to watch out for these things. All it
took was one, just one, ambush. Not to mention that it works so
effectively because this moment is unique to the game. Camouflage isn’t seen as
much as it is in the rest of the game as it is here. We haven’t dealt with it
as much, and thus aren’t as equipped to handle it.
The ambush is so scary because
we aren’t prepared for it in the context of the world we’ve been living in. Its
classic horror: suddenly shifting the world and tearing the rug from under us.
Cainhurst itself is a jarring place since we never go to castles in the
game—the thing most like it is the Lecture Building, but that’s way different
aesthetically and narratively.
It’s easy enough to design an
ambush for the Player in an area where there is camouflage. I’d be disappointed
if, at the end of all those gargoyles, there was no ambush. I’d be terrified to
get the item, but not happy that I wasn’t attacked. However, the ambushes in
Cainhurst are executed excellently in just how random they seem and how
unfitting they are compared to the rest of the game. Most ambushes in the game
are based around the Player getting stunned and then swarmed, not just attacked
and then having to comprehend what is going on right then and there. Dark
Souls does this with the Taurus Demon, having you fight the boss on the
bridge without any indication that this was happening. Or, even, the Capra
Demon. It’s an ambush that completely scares you due to how blindsided you were
based on the context of the environment.
Bloodborne subverts modern horror tropes by playing to their
counterparts. You want a jump-scare? Fine, but you’re going to wait, and when
it scares you, it won’t be the monster that scares you, it’s the fact that you
cannot at all comprehend what this monster is. The complete 180 of going from freaky
snake-men of Forbidden Woods to the giant bug-men of Byrgenwerth is what makes
that initial attack so scary. When the heap of corpses leaps from the carriage
and attacks you in Ya’hargul after the Red Moon, it’s just the utter inability
to describe what that is what gets you.
It’s why the Bloodborne bosses have more of a
“that’s so creepy, how cool!” effect rather than a truly chilling factor. We
have time to comprehend what we seen. With the exception of the Cleric Beast,
the Witch of Hemwick, and the Celestial Emissary, we get a second to absorb the
situation and formulate some sort of plan against the bosses. And of those
three that either come out of nowhere or have a slow-build, it’s the Witch of
Hemwick that has the greatest chill-factor, given, again, the context of all of
this.
Hemwick Charnel Lane has thus
far been the most different of all the areas we’ve encountered in the game,
resembling more the Forbidden Woods than anything else. But, the enemies
haven’t been so different, until we reach the Witch, whose unsettling design
matches the more Eldritch abominations that we’d see after the Red Moon.
Scares are all about context.
The Xenomorph in Alien is scary because it’s something we’d never
seen before, HAL-9000 is quite chilling because he is the ultimate enemy and is
pretty unpredictable. Jump-scares work best with build-up, suspense, and their
ability to subvert what we expect. Nobody guesses that in the same scene that
we see Danny riding his bike down the hallways of the Overlook Hotel that we’d
see a couple of little girls’ corpses all bloodied and mangled on the ground.
Much to those extents, Bloodborne works best. By beginning
as a classic horror game and ending as a Lovecraftian survival horror game
where your goal goes from “kill the beasts!” to “find out just what in Holy
Hell is going on here and GET OUT” it lends itself to scares that work beyond
the context that one might expect. Thematically it’s a treasure trove for any
kind of horror fan, and in terms of imagery and true ambushes and jump-scares
it’s at the top of the food chain. Nothing is random, and everything has a
reason: make you wonder what is happening before that curiosity gobbles you up.
It’s classic Lovecraft: humanity’s greatest enemy is its own curiosity: “What
can happen next?”
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