F’Yharnam: Lovecraft in Bloodborne

Something that made me really excited about Bloodborne came a few hours in to play. I’d gotten used to the Hammer Horror aesthetics of the werewolves, the angry villagers with torches and pitchforks. Strange as it may be to say, I saw a statue. And I freaked out because that statue was… Cthulhu? No, not quite. But very similar, something like a Virgin Mary figure with a face that was vaguely melted into an almost octopus configuration.

Then things got even more explicit and I got even more excited because far from merely making a few visual references, Bloodborne went on to draw heavily on the works and ideals of horror writer H.P. Lovecraft. (Obvious spoiler warning here for people who haven’t gotten very far in Bloodborne; this is mostly about the latter half of the game)

Who’s H.P. Lovecraft?

lovecraft

Howard Phillips Lovecraft (1890-1937) was an American writer of “weird fiction” – a term which at the time somewhat encompassed but predated all of what we’d consider the now-distinct genres of horror, fantasy and science fiction. In his life, Lovecraft was a virtually unknown pulp writer but has now become known as one of the most influential figures in the history of horror. His writings were extremely personal, channeling his anxieties, fears and nightmares into a new form that he could share with all of us. Thanks, Howard!

Key themes in the writings of Lovecraft’s writings are degradation (moral, physical, mental), the pursuit of forbidden knowledge and the ultimate insignificance of human endeavor in the face of a vast, uncaring cosmos. This last point is absolutely central to understanding it; Lovecraft’s cosmology does not place value on human ideas of good or evil, nor do his deities even much care about being worshiped. They are immense beyond our comprehension, operate on parameters we literally do not have the neurology to comprehend without aneurysm and to describe them as “evil” is inappropriate simply because that would imply too much humanity to their mental processes.

If you haven’t read any of Lovecraft’s writings, it’s worth checking out the following: The Call of Cthulhu (arguably his most famous, an investigation into a strange sea-stone idol), The Shadow Over Innsmouth (concerning the dark secrets behind a small seaside town), The Color Out Of Space (incredibly bleak, about the fate befalling a farming community after a meteorite lands nearby) and At The Mountains of Madness (about an academic exploration of the Antarctic). Cheery stuff, so how does Bloodborne work in Lovecraftian ideals or themes?

Insight: Going Mad From The Revelation

Everything that  draws on Lovecraft at some point has to work in the theme of madness; games like Amnesia or Eternal Darkness have “sanity meters” or other mechanics that somehow represent the mental health of your character. Usually, it works like a health bar counting down from full (sane) to empty (insane) with usually the same consequences; for instance, Fahrenheit/Indigo Prophecy game-overs when you run out of mental health as your character commits suicide. In pen-and-paper Call of Cthulhu, you go so insane as to no longer be playable and are relegated to NPC status. Being exposed to the horror, often looking directly at the impossible creatures or reading eldritch tomes, is damaging to sanity. In the pen-and-paper Call of Cthulhu, Sanity is derived from willpower and is directly opposed to Cthulhu Mythos, a knowledge skill connected to understanding the awful truths of the cosmos; the higher your Cthulhu Mythos, the lower your maximum Sanity can be.

Bloodborne’s representation of this goes in the opposite direction with Insight; rather than “counting down” like most Sanity mechanics, this is a positive value that counts up over the course of the game. The in-game description of the Insight stat reads “The Insight stat represents the depth of inhuman knowledge. Needed to ring special bell, but induces frenzy.” Insight is gained the first time you see bosses, entering new areas and on being subjected to certain attacks and revelations, such as being snatched up by the monstrous Amygdala’s unseen hands. Having higher Insight allows you to see invisible monsters, unlocks certain features of The Hunter’s Dream and changes other environmental features; you are closer to the awful Truth and see more of the world like it really is.

Mechanically, Insight changes two stats; it decreases your Beasthood value and your resistance to Frenzy. Having a high Beasthood increases your physical damage both received and given; it represents giving into mindless violence and bloodlust; as your Insight Sqincreases you become more intelligent and aware of yourself, thus further from the beast. Frenzy is a dangerous status bar that, when filled, causes massive damage to your character; the higher your Insight, the faster Frenzy bars fill up. Things that cause Frenzy are commonly Lovecraft-like horrors; the deformed nightmare-creatures such as the Mi-Go Zombies (I’ll get to that name later) or Brain Trusts; the more knowledgeable you are, the more susceptible you are to succumbing to insanity or psychic assault.

Just like in Lovecraft, as you plumb the depths in search of forbidden knowledge, you become more and more sensitive to its effects. In Call of Cthulhu, it is those most psychically attuned that are most strongly impacted by the titular Call – a telepathic impulse from the sunken behemoth plagues the sleeping minds of every artist, poet and medium in the area. This strongly fits in with the way Insight works, both mechanically and in the lore of Bloodborne.

Polypheman Abominations

MoonPresence

Perhaps the most overt ways you’ll see Lovecraft’s influence throughout Bloodborne is in the monster designs and names. While at first you’re fighting rather normal creatures – men with hatchets and torches, werewolves, giant crows – things get stranger and stranger the deeper you go. As you progress beyond the blood-curse and into matters of the cosmos, you begin to encounter things more strange and awful than mere men.

Some creatures are more overt references to Lovecraft, such as the Mi-Go Zombie, a man whose upper torso has swollen out into something multi-eyed and instectile, halfway between a fly and a spider. In Lovecraft’s writings, the Mi-Go were Plutonian aliens that mined on Earth and were capable of extracting human brains and mimicking human speech. Brainsuckers in Bloodborne are men who leech the Insight from you, their physical forms long-limbed and with facial tentacles strongly reminiscent of Cthulhu; they also seem to be references to the Mindflayer or Illithid monsters of Dungeons and Dragons – who are themselves references to Cthulhu.

The Great Ones, Bloodborne’s cosmic deities, seem to be a conflation of the Great Old Ones and the Outer Gods of Lovecraft’s pantheon; Rom, the Vacuous Spider’s mindless nature seems to be a reference to Azathoth, the nuclear chaos and “blind idiot god”. The Brain of Mensis’ Nightmare strongly resembles a shoggoth, a formless mass of staring eyes and confused mouths. Ebrietas, Daughter of the Cosmos’s many limbs and general shape are evocative of the time-travelling Yithians. The Moon Presence, who moves and fights like the many wolf-like beasts strongly parallels to the god Mormo, referenced in Lovecraft’s story The Horror At Red Hook. See if this sounds appropriate: “O friend and companion of night, thou who rejoicest in the baying of dogs and spilt blood, who wanderest in the midst of shades among the tombs, who longest for blood and bringest terror to mortals, Gorgo, Mormo, thousand-faced moon, look favorably on our sacrifices!” Anyone who’s walked through Yharnam knows how often the barking of dogs is heard, how tombs seem to pervade all parts of the city and, well, the focus on blood is right there in the name! It also works because Gorgo and Mormo seem to portmanteau into Mergo, the surrogate child of the Wet Nurse, one of the final bosses of the game.

There’s a lot more to dig into about where Bloodborne draws on Lovecraftian tropes, but I felt these were the two most important elements to discuss from lore and gameplay perspectives. If you want to know more, leave a comment!

Pratchett Announces Collaboration

Terry Pratchett recently declared his intent to write a series of sci-fi novels with fellow author Stephen Baxter. In a talk given today at the 2010 Discworld convention in Birmingham, the two bestsellers and award-winners got up on stage to discuss general ideas and outlines about the project. The current title for the series as a whole is Long Earth.

Stephen Baxter, pictured here, is definitely not a football manager.
Pratchett is best known for his fantasy work, especially the Discworld series, but does have roots in science fiction. In 1976 he wrote The Dark Side of the Sun, and his 1981 novel Strata features a flat world similar to the later Discworld. Both are generally considered parodic of Niven’s Ringworld. Stephen Baxter comes from a hard science background, in mathematics and engineering. As well as writing non-fiction, Baxter is notable for his award-winning novel The Time Ships.

Pratchett’s next novel, “I Shall Wear Midnight”, is released September 2nd

In their talk, Baxter and Pratchett revealed that the general principle of the series would be a world in which scarcity and territory were no longer a sparking-point for conflict following the discovery of seemingly-infinite parallel worlds. Nearly identical to Earth in every way, these worlds are so numerous that “everyone can have a galaxy of Earths, all to themselves”. Of course, Pratchett said, things aren’t necessarily so simple. Just because everyone has all this space doesn’t mean they’ll all suddenly become nice. Pratchett hinted at political conflict arising over the new worlds, but was generally coy about giving out specifics.

 

While it is definitely early days for this project, Pratchett and Baxter are both prolific writers; Pratchett in particular is notoriously fast at churning out his books, at one point producing a complete novel once every six months. Pratchett is currently also working on his next Discworld novel after I Shall Wear Midnight, a City Watch story entitled Snuff, which might delay the collaboration. A conservative estimate might expect us to see the first Long Earth book hitting shelves in early 2012.  

The Harkin is a writer, blogger and Brit. You can read more of his self-indulgence here or try to endure his banal tweets.

Hero With A Thousand Masks: Departure

Last week, I declared my foolhardy intent to go through Joseph Campbell’s monomyth with an eye to geek culture. I’ve never been one to back out of a bad idea, so here it goes. You can read the introduction of this series here, but if you already have – or just don’t fancy slogging through it – the short of it is this: we’ve been telling and re-telling the same story over and over again for millenia and that’s the monomyth. It’s alive today and the point of these articles is that you can see it across modern storytelling. The Hero is the same, just wearing a different mask. 

 This specific piece is going to be about the “Departure” phase of monomyth. In a nutshell, Departure deals with the events that lead up to the Hero setting out on their adventure and the early stages of the journey. This stage can be further broken up into the “Call To Adventure”, the “Refusal of the Call”, “Supernatural Aid”, “Crossing The First Threshold” and “The Belly of the Whale”. 

By the way, if you noticed that Departure is the name of the manuscript in Alan Wake, you’re not the only one. In a game so ridiculously referential, I doubt that’s a coincidence. 

 CALL TO ADVENTURE 

Luke receives the Call from Leia

 

The Call To Adventure is the event that exposes the Hero to a new, unknown world, drawing them into a relationship with ill-understood forces. The revelation often come about due to a blunder, a chance occurrence or a quirk of fate. Other times it is marked by the appearance of a herald, someone who beckons the Hero to set off on the journey towards life – or death. Perhaps the Hero’s love interest is held captive, or their home comes under threat. 

  • Prince Siddharta, the Future Buddha, is exposed to death, disease and age despite his father’s machinations
  • Odysseus ends the Trojan War and feels the call to return home, Ithaca
  • Peter Parker receives superhuman powers from a radioactive spider’s bite
  • Harry Potter receives a letter from Hogwarts
  • Alan Wake comes to the mystical town of Bright Falls, unknowing of the forces it holds

THE REFUSAL OF THE CALL 

 

 Upon receiving the Call, whatever form that Call may take, the Hero might not necessarily take it. Sometimes, the pull of the known keeps the Hero from venturing forth to adventure; the life he leads holds him back. Of course, narrative necessity means that something has to happen to overcome this obstacle – otherwise there’d be no story! While initially hampered, the Hero must inevitably set off on his way. After this, the Journey begins proper. 

  • Briar Rose is put to sleep by the Wicked Witch
  • Prince Kamar al-Zaman (of the Arabian Nights) refuses to marry
  • Daphne flees from the god Apollo, fearing for her virginity
  • Luke Skywalker must help with the harvest, but the farm is destroyed by Stormtroopers later
  • Harry Potter’s adoptive family stops him from exploring magic
  • Peter Parker refuses to stop the robber who ends up murdering Uncle Ben
  • Neo refuses to climb out the window
  • Alan’s wife gives him a typewriter, but he refuses to write

SUPERNATURAL AID 

 

One of the first steps of the Hero’s Journey involves encountering an older, wiser figure – usually in the form of an old man or crone. This mentor figure usually provides some form of “amulet” – a plot device that later turns out to be of great importance to the journey. The amulet might be a literal magic object, such as a sword, or it may be a mundane object, but it is always vital. The amulet might even take the form of words rather than a thing. The old man or crone usually represents the benevolent power of the past, which stands in contrast to the figure of the Holdfast – but that’s for another time. 

  • Ariadne provides Theseus with a magic length of string so that he can get through the Labyrinth
  • The Navajo Spider-Woman gives the Twin War Gods the magic words that calm any foe
  • Mephistopheles guides Faust, but is unpredictable and morally ambiguous.
  • Uncle Ben tells Peter “with great power comes great responsibility”.
  • Harry receives his wand
  • Obi-Wan saves Luke from the Sand People and gives him his lightsaber
  • Tom O’Bedlam schools Jack Frost in magic
  • Alan Wake encounters Thomas Zane in a dream, and later Zane gives Alan manuscript pages

CROSSING THE FIRST THRESHOLD 

 

The Call to Adventure introduced the Hero to elements on a new, strange world but it is not until now that he truly enters it. The Hero leaves safety, striking out into the deep, dark unknown. He has left the familiar world of the campfire and enters the shadows outside the light. Here is where the adventure begins to pick up pace and the first real threats begin to show their teeth. The Hero has left the real world and now begins to encounter fantastical things on a regular basis, travelling through dream-like environments. 

  • Odysseus is thrown off-course by the god Poseidon and must find his way home through unknown waters
  • Prince Five-Weapons enters the dark forest to confront a terrible ogre
  • Luke leaves his destroyed home and travels to Mos Eisley
  • Harry leaves the muggle world behind to travel to Hogwarts
  • Alan Wake enters the dark forest to find his missing wife

THE BELLY OF THE WHALE 

 

This is the final stage of Departure. Once the threshold is crossed, the Hero encounters danger and finds himself surrounded by darkness. While he might be brave and powerful, the Hero encounters something much larger than himself – physically, conceptually, mystically – and is overcome. He is swallowed in act which is symbolic of death – and in some cases literally is death – but reemerges in a symbolic rebirth. 

  • Herakles is swallowed by a sea-monster sent to Troy but cuts his way out
  • Zeus is swallowed by Kronos, but emerges unharmed
  • Raven tricks a whale into swallowing him, kills it accidentally, and feasts on the corpse
  • Red Riding Hood is swallowed by the Big Bad Wolf
  • Luke falls into the trash compactor
  • Dane encounters Barbelith and is enlightened
  • Neo is tortured by the agents and later reborn into the “real” world
  • Alan Wake dives into the Lake and wakes up in the Lodge

So, that’s Departure for you. As you can see from the course of these examples, the monomyth lives today across movies, comic books and video games. It is as resonant and relevant there as it is in mythology, literature and religion. Even if the medium changes, even as technology advances how we tell our stories, the stories themselves remain the same and are likely to remain the same for a long, long time to come.

The Hero With A Thousand Masks Part 1

Okay, pop quiz. What does this guy…   

Obi-Wan Kenobi (Star Wars)

 

…have in common with this guy?
 

Tom O'Bedlam (The Invisibles)

 

If you said “they both have beards”, you’re technically right but kind of missed the point.   

See, Tom O’Bedlam and Obi-Wan Kenobi are the same character. Actually, it would be more accurate to say they’re the same archetype, a repeated character type that crops up over and over, across fiction. Specifically, these two characters are both Wise Old Men. I’ll get more into what that means later.   

When you boil fiction down enough, you get the same themes and stories appearing wearing different faces. Christopher Booker wrote in The Seven Basic Plots that the movie “Jaws” and the ancient legend of Beowulf are, basically, the same story – a seaside town being menaced daily by a water-borne creature of supernatural power; a hero emerging from obscurity to do battle with the beast in the water and, eventually, triumphing. Joseph Campbell went so far as to identify one story recurring throughout myth, legend and religion – he called this the “monomyth”, the Hero’s Journey. His 1949 book The Hero With A Thousand Faces set out what the monomyth looked like and the common stages every hero went through.   

Why is this important on a blog ostensibly about geeky stuff like comic books and Star Wars? Because if it wasn’t for Campbell, Star Wars would have been very different. The original Star Wars movie was explicitly based off of Campbell’s Hero’s Journey. So was the original Matrix. The monomyth that resonates throughout both films is what makes them so appealing to us. The imagery might be recycled, but that’s because it’s powerful and effective. We’ve learned, as storytellers, to use what works. And what works is the monomyth, the story we’ve been telling and retelling for thousands of years.   

So, in honour of Campbell’s unwitting contribution to the face of geek culture, I’m going to spend some time examining his Hero’s Journey and how it crops up not just across legend, but modern media.   

First off is a basic explanation of what the Hero’s Journey involves. It can be divided up into three stages. In Departure, the hero begins his journey, setting off from home and striking out into the unknown. Initiation details his adventures along his path, as he gradually learns and grows, gaining knowledge and power. In Return, he finds his way home with the power to grant boons to his fellow man, usually after having vanquishing evil.   

These three stages can be further divided into smaller sub-groups. For instance, Initiation contains common elements such as the Call To Adventure (Luke gets Leia’s distress message), Refusal of The Call (Having to help with the harvest) and Supernatural Aid (Obi-Wan saves Luke from the Sand People).   

Laid out in graph form, the monomyth looks a little something like this:   

The Heroic Journey.

 

That’s all I’m going to say for now on the topic. My next few posts will be a closer examination of certain elements of the Heroic Journey, filtered through the medium of the geek culture.   

Enjoy!