Bloodborne

geniasis
Review by Geniasis
02 Jan 2025
Awesome
82nd percentile
92
This review contains spoilers
In Bloodborne, one does not merely play; one suffers, confronts, and transcends. The city of Yharnam is no neutral setting—it is a stage upon which the eternal drama of power, despair, and will is enacted. This is not entertainment for the timid or the weak-hearted. It is a descent into shadow where beauty blossoms from blood, where knowledge is madness, and where victory is only purchased through repeated defeats.

Unlike games that flatter the player with false empowerment, Bloodbornecasts you immediately into peril. You awaken helpless, weaponless, and swiftly die. Yet death here is no ending—it is initiation. Every failed encounter hammers the soul, shaping it. The combat is swift, merciless, demanding total attention. Dodging is not cowardice but courage—the courage to stand on the edge of annihilation, to wager everything on reflex and will.

The “regain” system—striking back within moments to reclaim lost health—is an embodied parable of Nietzschean affirmation: strike back at life before it consumes you. Every parry, every visceral attack, is an act of defiance, a moment when chaos itself is seized and turned to advantage.

Yharnam is no ordinary gothic city; it is the carcass of an old order, drunk on blood and decaying beneath its own hubris. Its cathedrals rise not to God but to a void beyond comprehension. The townsfolk, once seekers of healing, become beasts, undone by the very blood they worshipped.

Here lies a warning Nietzsche would have relished: what men call “progress” or “salvation” often conceals decadence, a will to nothingness. The Healing Church sought transcendence and instead bred monstrosity. The player wanders this ruin, inheriting both the tragedy and the grandeur of human striving gone astray.

The enemies—wolf-beasts, grotesque clergy, cosmic abominations—are not mere obstacles. They are revelations, masks of the abyss. To face them is to face what lurks beneath the thin surface of civilization: animality, madness, the indifference of the cosmos.

Yet in this horror there is also sublimity. The architecture towers with severe beauty, the music thunders like a requiem, and the monsters, though hideous, possess a grandeur that dwarfs the petty grotesqueries of ordinary life. Bloodborne’s horror is not cheap fear—it is awe, dread mingled with reverence.

What is most striking is the game’s treatment of knowledge. Insight, the currency of perception, does not liberate; it unsettles. The more one sees, the more fragile one becomes. Madmen in Yharnam laugh not because they are deluded but because they have glimpsed too much.

This is Nietzsche’s “abyss staring back”: the realization that truth is not comfort but vertigo. And yet, only by embracing this can one pierce the veil and confront the Great Ones. The price of enlightenment is sanity itself.

The hunter’s cycle—fight, die, awaken, fight again—is a digital enactment of eternal recurrence. Would you accept living this same nightmarish hunt over and over, without end? If you recoil, the game will break you. If you affirm—if you find joy even in the repetition of struggle—then you transcend mere play and achieve something higher: amor fati, the love of fate.

Bloodbornedoes not trick you with novelty. Its repetition is deliberate, its cruelty consistent. But it is in this ceaseless return that one forges mastery. The same path trod a hundred times is no longer the same—because you have changed.

Each great foe is more than a monster—they are symbols.

-Father Gascoigne: the hunter consumed by the hunt, a mirror to the player’s own possible descent.

-Vicar Amelia: the church’s blind devotion made flesh, grotesque piety screaming beneath a holy veil.

-Rom, the Vacuous Spider: a creature of cosmic ignorance, shielding the city from knowledge it cannot bear.

-Mergo’s Wet Nurse: the cold guardian of an unspeakable birth, faceless and inevitable.

-Gehrman, the First Hunter: master turned prison-keeper, an old man who longs for release yet binds others to his fate.

These bosses are tragedies, each embodying the destiny of hubris, blindness, or obsession. To defeat them is not merely conquest but the exorcism of ideas that threaten to enslave the spirit.

What then is the lesson of Bloodborne? That freedom is not granted, but earned through blood, through courage, through the refusal to turn away from suffering. The game strips away illusions: there is no safety, no final salvation. Yet within this terror lies the highest affirmation: to fight joyfully even when the universe itself is indifferent, to create meaning in the face of cosmic silence.

This is not nihilism, but its overcoming. Bloodborne is the rare work of art that does not merely depict despair—it demands that the player transfigure it.

The visual design is both grotesque and sublime. The sharp spires of Yharnam, the rain-soaked cobblestones, the crimson moon—all whisper of a civilization that aspired to heaven and fell into its own abyss. The music, half mournful chant, half apocalyptic thunder, is not decoration but prophecy. Every note suggests that something vast and terrible has already occurred, and you are but walking through its aftermath.

The weapons too are symbolic: transforming, dual in nature, reflecting man’s own doubleness—civilized and beast, rational and violent. To wield them is to embody contradiction, to dance with paradox.

Bloodborne is not perfect in the ordinary sense—it is something greater. It is not a comfortable toy, nor a fleeting diversion. It is an ordeal, an initiation into suffering, a digital myth for the modern age.

Those who play it casually may find only frustration and despair. Those who endure will find something rarer: a work of art that demands the spirit to rise above pain, that mocks cowardice and rewards courage, that teaches through failure the joy of affirmation.

If there is any justice, Bloodborne will be remembered not only as a masterpiece of design but as a philosophical text disguised as a game: a parable of the will to power, of eternal recurrence, of the necessity of suffering for greatness.

For here, at last, is a game that does not flatter man with false triumphs—but dares him to become something more.
Mini Review: Bloodborne is a cathedral of despair where the hunter dances with monstrosity, each death a hymn to strength. Its world mocks comfort, yet exalts the will to endure. To descend into Yharnam is to embrace eternal recurrence: the nightmare repeats, and we—joyous in struggle—become more than human.