GAME TECH: Grotesque brings its own forms of beauty

THERE’S nothing to fear but fear itself. What a load of nonsense. The truth is that fear, just like love or any other emotion, usually has an identifiable source. In this case, that source is not fear itself — it’s a giant man-eating pig, waiting for you in the sewers.
GAME TECH: Grotesque brings its own forms of beauty

Bloodborne is a terrifying experience for many reasons, but chief among them is the game’s exceptional artwork and design. In fact, it makes a strong case for the most beautifully designed game ever released. The enemies are simply stunning in their grotesqueness, from their clambering movements to the way most of them draw from nature for inspiration. You might think baby birds are cute? Once you’ve seen the carrion crows in Bloodborne, a chicken fillet will make you jump.

Bloodborne was created to be a waking nightmare, a labyrinthine horror that you become lost in, and eventually master. It will invade your dreams, if you play it long enough. But that isn’t what makes Bloodborne scary. Like many games that came before it, Bloodborne is terrifying for one unassailable reason — consequence.

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