After all, defeating unknowable god-like creatures as a mere mortal is completely at odds with the fatalism Lovecraft was so know for. But Bloodborne handles this differently. Yes, you can slay giant monsters and unholy beasts, but ultimately mankind remains intrinsically screwed by its amoeba-like lot at the bottom of cosmic food chain.
"Bloodborne manages to keep it subtle in a way even the official games do not," Super Bunnyhop stated. "Although mechanically you can still overcome the odds and defeat the villains in Bloodborne, the narrative endings reinforce that Lovecraftian sense of smallness, with each one revealing your character being played by the hands of greater powers."
In typical Lovecraft stories, the unreliable narrator is warned by "isolated backwoods people who the author intends to be susceptible to superstition," a cliche that remains common in horror today (and popularly satirised in Cabin in the Woods). In Bloodborne, however, the worship of terrifying otherworldly gods is the dominant religion in Yharnam. "A reversal of that concept makes for the biggest twist in how Bloodborne uses Lovecraftian horror."
In typical Lovecraft stories, the unreliable narrator is warned by "isolated backwoods people who the author intends to be susceptible to superstition," a cliche that remains common in horror today (and popularly satirised in Cabin in the Woods). In Bloodborne, however, the worship of terrifying otherworldly gods is the dominant religion in Yharnam. "A reversal of that concept makes for the biggest twist in how Bloodborne uses Lovecraftian horror."
Bloodborne's status-altering Caryll Runes are a reference to Lovecraft. "In Call of Cthulhu, the language of the Old Ones is not efficiently spoken. Instead, it is transcribed as runes memorised in the mind," Super Bunnyhop explained. As such, the player uses peculiar stone runes to influence their power.
Indeed Lovecraft's Dream Cycle stories involved alternate realms that could only be accessed in dreams, a common theme in Bloodborne where the player goes to the "Hunter's Dream" to level up and replenish their supplies. Later, they'll go to some nightmare planes as well.


"By having different names and rules than the official
Cthulhu mythos, it can still work mysteries," Super Bunnyhop explained.
"That descent from Bram Stoker to Lovecraft had me so excited because it
seemed in an instant that the game's universe suddenly got larger and more
complicated than before. And isn't that the point? Cosmic horror is all about
realising how much more there is to the universe than can ever be experienced
by all of mankind's accomplishments."
"The 'Souls' game's formula, with its brutal difficulty and its vague but concrete lore, does an excellent job at prodding the player's morbid curiosity. And so does Lovecraftian horror. In both cases, you're going to end up confused and terrified by what secrets you uncover."
Bloodborne Behind the scenes
Tetsu Takahashi, the 2D designer from FromSoftware said he tried to depict the dear or panic people feel when faced with the unknown, or something they do not understand. In this period without advanced medicine, plagues and disasters would fall into those categories. He also depict the darkness that is born from a damaged psyche.















