This research paper is set out to investigate in which way the Gothic as a genre and thereby its handle on contemporary fears, is fulfilling its own prophecy of dying and being reborn in an endless cycle of reinterpretations and reinventions based on the video game "Bloodborne" by FromSoftware (2015). Many authors and researchers like Botting, in 1996, have been speculating that the genre as such has died out and lost its importance in recent centuries. However, with the improved technicalities that provide new narratives and storytelling, video games are venturing into a variety of different territories including the Gothic and are thereby also adding a greater audience to the genre. Therefore, rather than dying, this paper theorizes that the Gothic is merely reinterpreted and put back together piece by piece, becoming its own Frankenstein’s monster, with the help of new technologies or mediums and will continue to exist due to the never-ending presence of fears that haunt our society, that fuel the Gothic. Bloodborne especially, is a relevant video game that intertwines the Gothic and Lovecraftian motifs and themes onto a greater, interactive scale and conquers the belief about the genre being dead.
Inhaltsverzeichnis (Table of Contents)
- Introduction
- Theoretical Framework
- Gothic Literature
- The Gothic in 19th Century England
- The Gothic in 19th Century America
- Monsters and Monstrosities
- Howard Philips Lovecraft and his Gothic Visions
- Analysis of Gothic Elements in Bloodborne
- The Lore and Setting of Bloodborne
- Main Elements
- A question of humanity: The depiction of Monstrosity in Bloodborne
- The "Hunters" and the Dream
- Conclusion
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This research paper aims to explore how the Gothic genre and its ability to address contemporary fears are being revived and reinterpreted in the video game Bloodborne by FromSoftware (2015). By analyzing Bloodborne's use of Gothic and Lovecraftian themes, the paper investigates whether the genre, often considered to be dead, is merely being reinvented and reimagined through new media.
- The enduring influence of Gothic literature on contemporary media.
- The portrayal of monstrosity and its connection to societal anxieties in Gothic literature and Bloodborne.
- The role of the "Hunters" and the concept of "insight" in shaping the world of Bloodborne.
- The relationship between humanity and monsters in Gothic literature and video games.
- The use of new technologies and mediums to reinterpret and revitalize the Gothic genre.
Zusammenfassung der Kapitel (Chapter Summaries)
The introduction establishes the significance of fear in human experience and discusses the enduring appeal of horror in various media, from literature to video games. It argues that Gothic literature, despite claims of its demise, continues to thrive through reinterpretations and reinventions, as seen in Bloodborne. The paper highlights the unique ability of video games to engage players actively with horror experiences, drawing comparisons with previous Gothic-inspired games like Castlevania and Silent Hill.
The theoretical framework section provides a foundational understanding of Gothic literature, tracing its origins in 19th-century England and its evolution as a literary genre. It explores key features of the Gothic, including its rejection of neoclassical ideals, emphasis on imagination and the abstract, and use of narrative techniques like multiple narrators and symbolism.
The paper then examines the development of the Gothic in 19th-century America and explores the concept of monsters and monstrosities as reflections of societal fears and anxieties. It delves into the influence of Howard Philips Lovecraft on the Gothic genre, highlighting his unique vision of cosmic horror and its influence on the contemporary genre.
The analysis of Gothic elements in Bloodborne examines the game's lore and setting, exploring how it incorporates themes and tropes from Gothic literature and Lovecraftian horror. The paper delves into key elements like the depiction of monstrosity, the role of the "Hunters," and the significance of "insight" in shaping the game's world.
Schlüsselwörter (Keywords)
Gothic literature, Lovecraftian horror, Bloodborne, video games, monstrosity, societal anxieties, "Hunters", "insight", contemporary fears, reinterpretations, reinventions.
- Quote paper
- Leonie Quicker (Author), 2023, The Resurrection of Classical Gothic Fiction and the Lovecraftian Visions in the Video Game "Bloodborne" (2015), Munich, GRIN Verlag, https://www.hausarbeiten.de/document/1361853