Ludification of the Uncanny in Bloodborne and the Post-Weimarian Legacy in Lovecraftian Horror Videogames

Main Article Content

Alfonso Freire-Sánchez

Abstract

Cinema of the Weimar Republic (1918–1933), understood through the prism of its tormented Expressionism and the raw realism of Neue Sachlichkeit, is resurrected in the 21st century through the videogame Bloodborne (FromSoftware, 2015). Beyond tracing aesthetic influences (oblique architecture, distressing chiaroscuro, liminal figures), this article reflects on how this action title subverts the passivity of the traditional spectator and reinterprets Weimarian narrative. In the videogame, the streets of Yharnam—which resemble the oblique labyrinths recalling The Cabinet of Dr. Caligari—are interactive prisons where players embody the human/beast duality inherited from monstrous doppelgängers. Through an interdisciplinary approach combining film analysis, theories of the uncanny, and ludonarrative studies, this article reveals how Bloodborne translates post-war alienation, corruption, and the collective unconscious fear of otherness into gameplay mechanics. By forcing irreversible ethical choices (sacrificing civilians for survival, bargaining with amoral gods), the videogame transcends mere aesthetic homage and updates Kracauer’s warnings: horror is not fantasy; it is symptomatic of societies on the brink of collapse. Thus, Bloodborne emerges as a distorted mirror of our era, its digital plagues and bloody polarizations echoing historical pandemics and contemporary identity crises. In this sense, Weimar’s legacy is not repeated—it is played.

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Article Details

Section

MON. One Hundred Years of Weimar Cinema: The Legacy of German Expressionism, Avant-Garde and Other Experimental Views

Author Biography

Alfonso Freire-Sánchez, Universidad Abat Oliba, CEU Universities

Alfonso Freire-Sánchez holds a PhD in Communication Sciences (UAO CEU). Recipient of the Best Scientific Article Award at the 2nd FlixOlé-URJC Awards for Research in Spanish Cinema. Winner of the Ángel Herrera Award for Outstanding Teaching (2013-2014). Accredited as Titular by ANECA and Aggregated and Reader by AQU, with a six-year research term recognized by ANECA and AQU. He was a member of the research team (2018-2022) for the R&D&I project ‘Making Pain Visible: Visual Narratives of Illness and Transmedia Storytelling’ (VISIBILIZÁNDOLO). Currently, he serves as Director of Advertising and PR Studies at Abat Oliba CEU University. His primary research interests include mental health narratives in the creative industries, audiovisual imaginaries, and narratology.

How to Cite

Freire-Sánchez, A. (2025). Ludification of the Uncanny in Bloodborne and the Post-Weimarian Legacy in Lovecraftian Horror Videogames. Miguel Hernandez Communication Journal, 16, 425-440. https://doi.org/10.21134/h61dex04

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