The streets of Yharnam are paved with blood, echoes, and… less story than you might think? At least, that’s the opinion of one of gaming’s most celebrated storytellers.
Neil Druckmann, the creative mind behind narrative-driven juggernauts like Uncharted and The Last of Us, has some thoughts about Bloodborne that might make Hidetaka Miyazaki fans reach for their saw cleavers.
In a resurfaced interview from the Uncharted 4 era, Druckmann shared his perspective on FromSoftware’s gothic masterpiece, and his words are sure to spark debate among the blood-starved beasts of the gaming community.
In the interview with Rolling Stone, Druckmann expressed his admiration for Bloodborne, calling it his favorite game of the previous year. However, his praise came with a caveat that might ruffle some feathers among Miyazaki devotees:
To me, those games are less about story and more about mood. It’s just about this constant tension that the world gives you, which is so unique to video games.
At first glance, this statement might seem dismissive of the rich lore and intricate storytelling that Bloodborne fans have come to cherish. After all, entire YouTube channels are dedicated to unraveling the game’s cryptic narrative threads. But is Druckmann really off the mark, or is he tapping into something fundamental about the Soulsborne experience?
The genius of Hidetaka Miyazaki‘s approach to storytelling lies in its ambiguity. While Uncharted and The Last of Us guide players through carefully crafted narratives, Bloodborne drops them into a world of cosmic horror with only the barest hints of a plot. It’s up to the player to piece together the story from item descriptions, environmental details, and cryptic NPC dialogue.
Druckmann‘s comments highlight an interesting tension in game design: the balance between explicit storytelling and “player-driven” experiences.
While Naughty Dog’s games are celebrated for their cinematic narratives, FromSoftware titles like Bloodborne and the more recent hit, Elden Ring prioritize gameplay and atmosphere, letting the story unfold organically through exploration and discovery.
This approach has its merits. By not force-feeding players a linear narrative, Bloodborne creates a sense of mystery and dread that permeates every aspect of the game. The “constant tension” that Druckmann mentions is a direct result of this storytelling method, where every new area and enemy encounter could potentially reveal another piece of the puzzle.
As the debate rages on—with more and more players clamoring for a Bloodborne PC port—one thing is clear: both Druckmann and Miyazaki are masters of their craft, each pushing the boundaries of video game storytelling in their own unique ways. Whether you prefer the overt narrative style of Uncharted or the cryptic lore of Bloodborne, there’s no denying the impact both approaches have had on the gaming landscape.
What do you think? Is Druckmann right about Bloodborne‘s focus on mood over story, or is he missing the bigger picture? Share your thoughts in the comments below!
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