i'm not the first person to mention this but there's something to be said about the narrative weight of violence being the medium through which our characters interact with fromsoft worlds. they're action rpgs so you're gonna fight stuff, but the fact that your way to bring change to these rich morally convoluted worlds is killing is an important narrative statement that i think deserves consideration. it's very compelling in elden ring but bloodborne is where i think it shines
bloodborne is a story built around the idea that violence is a transformative force. the beast scourge, the bloodthirst, the 'ascension' of humanity are all expressions of how getting desensitized, getting comfortable with physical or institutional violence strips you of humanity (and bb isn't very subtle about it). it shows how easy it is to get drunk on violence and distance yourself from the other and how no one is safe from the appeal of violence, especially not those who think they're above it
and a gameplay formula where, regardless of how you feel about it, mechanically your only tool of interacting with the world is combat is kind of a perfect way to illustrate a system that runs on violence? it's important that you have no other means of progressing through the world while bb also explicitly shows you time and time again why slotting everyone into a dichotomy of hunter and prey is terrifying and dangerous.
but that's moreso the setting, what does violence mean for the plot? i think a good way of putting it is that it's a great equalizer of sorts - bb's world has a rigid and inescapable hierarchy (great ones > basically everyone else) and the bulk of the landscape is the consequences of people's inability to accept that, desperately trying to rise above humanity, to grasp even a little bit of the cosmos. and we know it's in vain because we're shown again and again how these efforts turned horribly against themselves. but even if escaping human physicality and ascension in the literal sense was a failure, i think the act of inflicting the same helplessness onto others was in itself a kind of ascension for byrgenwerth and the healing church. i think holding power over someone the way great ones hold power over humanity already felt like becoming more than human and making the playing field a little more equal. so violence worked as the great equalizer to make great ones and humanity equal as hunters, the great ones' prey being humanity and humanity's prey being beasts (in consequence also humanity)
but our player journey inverts the use of the great equalizer because we slaughter beasts, hunters, vicars, angels and nightmares all the same, we prove that in a world that runs on violence there actually isn't a rigid hierarchy. violence works as the great equalizer to make everyone equal as prey. for all the great ones' omnipotence or the church's hubris or the beasts mindlessness for that matter they all bleed the same and they're NOT immune to physical violence. so its important that we interact with this world through violence because it's the universal language of yharnam










