Finding Your Voice

In the article “hail the nightmare: music sound and materiality in bloodborne “ written by alexander Kolassa a lecturer at open university in music and a Ph.D. in music composition. The source is about FromSoftware, a game company famous for their difficult games’ 2015 game Bloodborne based in late 18th century London with heavy elements of H.P Lovecraft’s horror. He goes into depth talking about the game’s design choices and music and how it amplifies the players’ experience creating a very complex story without actually outright telling the player. 

 

The article paints an in-depth picture of how the game starts and its overall atmosphere. As mentioned in the article bloodborne is created by Hidetaka Miyazaki, Miyazaki is famous for his brand of games, all of his games are very difficult and very punishing but at the same time very gratifying to play and finish, Miyazaki creates stories in games without making it the games’ CenterPoint. Out of all his games being based on knights and dragons that are not meant to insight fear in the player, bloodborne stands out the most because it is based on Lovecraftian horror. He goes on to mention its music and how well it goes with the gameplay,  “Bloodborne’s tortured and twisting, temporally unstable score – the one that rears its head with the arrival of the game’s monsters” him calling the music tortured and unstable to show how unnerving music is in the game. FromSoftware put an incredible amount of effort into the music using six different composers working through multiple years. The style they chose was victorian gothic, they were going for a very dark and gloomy feeling for the music they create the music to both unnerve and enchant the player. Hp Lovecraft is an American writer whose short stories are most known for producing an overwhelming sense of sheer hopeless terror these stories are thought to be impossible to turn into any visual media but with a terrifying marriage of music and gameplay bloodborne can do the impossible.  Kolassa goes on to add an example of how music adds to the experience of gameplay the chorus of the score for one of the boss fights is sung in Latin and how the notes were used to add to the uncomfortable feeling, that hopelessness based on Lovecraft is being instilled into the player using music. 

1 Comment

  1. Carrie Hall

    What’s interesting here, Ben, is that you’re writing about an article that IS a rhetorical analysis! That might be a bit confusing for you! For this one (and this one only) you might not need to do a rhetorical analysis of your own, but it would be good to talk a bit about what you thought of the article, your responses to it. Hopefully, this gives you some insight into what a rhetorical analysis is and why it’s useful! They are breaking apart the design choices the game designers made and talking about the effects it has on them as players.

    My main advice to you would be to kind of spruce this up– in some places, the language is a bit hard to follow. Read it out loud to see how it sounds! Also remember that you are writing a summary for someone who’s never read the article before. Make sure you sum up the main points before you get into the details. And make sure to add the bibliographic entry!

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