Professional Documents
Culture Documents
By Caoimhe Brown
15177904
This present study is a comprehensive analysis of Bloodborne and Spec Ops: The Line
and how they use their literary influences to create their own unique gameplay experience.
Throughout this essay I will be exploring the stories of both the games and the literature they
are inspired by as well as studying how the games use the typical mechanics expected within
their genre to subvert expectation and player control. The literature I will be looking at are the
various works of H.P. Lovecraft and Heart of Darkness by Joseph Conrad in relation to the
respective games they inspired. The study of Bloodborne and H.P. Lovecraft will focus
primarily on game design in a mechanic, thematic, and artist sense. Spec Ops: The Line will
have an in-depth analysis of how it subverts player expectation through mechanics and
storytelling techniques. Lastly, I will explore the importance of the medium in which these
stories are presented and how videogames provide a unique opportunity for the player by
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Table of Contents
Author’s Declaration…………………………………………………………………….3
Introduction……………………………………………………………………………..4
Conclusion……………………………………………………………………………..41
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Authors Declaration
I hereby declare that this project is entirely my own work, in my own words, and that all
sources used in researching it are fully acknowledged and all quotations properly identified.
It has not been submitted, in whole or in part, by me or another person, for the purpose of
obtaining any other credit / grade. I understand the ethical implications of my research, and
this work meets the requirements of the Faculty of Arts, Humanities and Social Sciences
___________________________________
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Introduction
In the essay “When Video Games Tell Stories: A Model for Video Game Narrative
Architectures” Marcello Arnaldo Picucci posits: “Observing the growth and expansion of
stories in video games reveals a shared interest among designers in seeing the medium as an
innovative platform for telling stories.” (Picucci, 10) Video games have the opportunity to
present a new kind of interactive experience that is distinct from its other multimedia
counterparts. The reactive and interactive nature of video games means the player is
responsible for the outcome of the story and thus, feel immersion in a different way to, say, a
happening, but the reader/watcher is still a passive observer. The story they are witnessing has
a set journey and destination, and though that is a valid and entertaining experience in its own
right, video games offer room for the participant to become deeply emotionally connected to
the characters and the world in a way that is only really achievable in video games.
So, what does this mean for video games that are adapting or inspired by classic
literature? In this essay I will be exploring the way that video games use the tools and
methods unique to the medium, and how they incorporate classic literature and update it for
this new type of entertainment. I will primarily be focusing on the ties between Bloodborne
and the works of H.P. Lovecraft, as well as the connection between Spec Ops: The Line and
Joseph Conrad’s Heart of Darkness. This essay will feature an in-depth analysis of the plots
of these games and how they incorporate thematic and atmospheric elements from their
respective novels. This essay will also feature a discussion of how these two video games use
the game mechanic of choice to subvert player expectation and create a space for
introspection as well as exemplify the themes and tone that were inspired by the novels they
are referencing/re-creating.
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Bloodborne and H.P. Lovecraft
Video Games have often had difficultly adapting the works of Lovecraft. Traditional
mechanics in videogames are always quite direct and aggressive which in a sense, dampens
the tension. Being able to kill these cosmic monstrosities with a gun is completely antithetical
to the helpless nature of Lovecraft’s protagonists. Meanwhile taking away the ability to fight
makes the player character feel more like a passive observer than an actual participant in the
story. Bloodborne however, strikes that balance masterfully by having both difficult and
engaging combat that makes the player feel powerful, while also containing themes, lore, and
imagery that lend to a feeling of insignificance in the unforgiving world the player has been
thrust into.
was developed by From Software and published by Sony Computer Entertainment as its
receiving a multitude of awards including British Academy Games Award for Game Design
and Game of the Year from multiple publications including Eurogamer and Edge. The game
follows the Hunter, who is sent on a quest by a man named Gehrman, to kill beasts that are
roaming the streets of a town named Yharnam. The quest then takes us deeper and deeper into
the history of Yharnam until eventually we kill an old eldritch creature the game names Great
Ones. Through our journey through Yharnam we discover the secrets of the Healing Church
whose use of blood sourced from a Great One named Ebrietas, Daughter of the Cosmos, to
heal any ailment. However, this eventually led to the people of Yharnam turning into the
beasts we have been hunting. This is only a very short and oversimplified version of the story,
as the game has a rich and deep lore that necessitates over 70 hours’ worth of gameplay just to
have a surface level comprehension of the plot as a whole. However, the main focus of this
chapter is less on the story, rather, its ties to prolific horror writer, H.P. Lovecraft.
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H.P. Lovecraft was born in 1890 in Providence, Rhode Island and seemed to have a
turbulent life. Both his father and mother were institutionalised due to mental illness when he
was still young, and his grandparents stepped in to raise him. He too suffered from mental
illness and was prone to nervous breakdowns and plagues with vivid and disturbing
nightmares which only increased following the death of his grandfather. He was later
described as “the most miserable of mortals” and he admitted that he never had friends or
classmates in his youth. (Collins, 6). His adulthood was no better as he lived his life on the
verge of destitution even during his marriage to businesswoman Sonia Greene, who also
unfortunately suffered from severe mental illness. They were only married for two years
before eventually living separately from one another. Howard Philips Lovecraft never
received fame or success from his stories, which only picked up popularity due to a cult
following in the 1960s, long after his death (Collins, 9). To describe his life as miserable
would be an understatement. However, despite this his stories are now known as timeless
classics and staples of the horror genre. Lovecraft’s crippling fear of everything he does not
understand is a timeless concept. In a video essay by a youtuber who goes under the
pseudonym Red, she describes why Lovecraft’s troubled life is so important to his works:
The thing about Lovecraftian Horror and the thing that’s kept it popular is
this overwhelming fear of the unknown, a concept that easily translates even as
the “unknown” changes with social and scientific developments… if you don’t
fully understand something, you can interpolate existential horror, and turn every
mystery into a nightmare of things man was not meant to know. (Red)
His creativity and his prose have led to many recreations and reinterpretations,
world design. Everything from the monster design to the story are brimming with
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The Source of the Dream
Though Bloodborne borrows much of its design from Lovecraft in terms of its
monsters, it also borrows more obscure and abstract concepts to use in its story. The primary
example that I would like to focus on is the use of dreams as a narrative device. In
Bloodborne the player is regularly traveling from dream to dream (e.g. Hunters Dream,
not the literal idea of a dream but rather, a pocket dimension created by the Great Ones. Some
of the dreams have a clear purpose, like the Hunter’s Dream and the Hunter’s Nightmare. The
Hunter’s dream was created by a Great One named The Moon Presence as a hub for said
hunters as a place to rest, upgrade weapons, and teleport to various places throughout
Yharnam via supernatural lanterns and headstones. It is mentioned through in game dialogue
that Gehrman was the one who initially beckoned the Moon Presence (A Great One) in the
hopes of receiving help in quelling the rising beast-hood in Yharnam. The Hunter’s Dream is
modelled after the real-world Hunter’s Workshop which can be found in Cathedral Ward. The
Hunter’s Nightmare was created by Kos, a Great One from the ocean as a way to punish
hunters for their insatiable curiosity. The hunters committed horrible atrocities which I will
explain in more detail later in this essay. The other dreamscapes that the player traverses are
the Nightmare Frontier and the Nightmare of Mensis. The existence of the Nightmare Frontier
is never fully explained, and its purpose is still a mystery. The Nightmare of Mensis was
created when a scholar named Micolash “made contact” with a Great One. This contact
caused the collective consciousness of the college of Mensis to be dragged into a dream from
which they’ve never woken, as their petrified corpses can be found in the waking world.
There are even some theories in online communities that Yharnam itself is a pocket
dimension, separate from the rest of the world, i.e. another dream, however that it just a
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The primary influence for this aspect is likely The Dreams in the Witch House. First
published in 1933 it is part of the Cthulhu Mythos and tells the story of Walter Gilman, who
rents a room in the “Witch House” which is rumoured to be cursed because it was once owned
by Keziah Mason, who was accused of being a witch. She disappeared under mysterious
circumstances from a jail in 1692. Not long after Walter moves into the room, he starts having
vivid and bizarre dreams. The dreams involve him floating through an inhuman space with
otherworldly colours, shapes and geometry: “curves and spirals of some ethereal vortex which
obeyed lawns unknow to the physics and mathematics of any conceivable cosmos.”
(Lovecraft, 55). In these dreams he often sees Keziah and Brown Jenkin, her familiar who has
the body of a rat and the face of a human man (He seems to have also inspired a character in
Bloodborne of Patches the Spider who has a human-like face and a spider’s body). In one
dream he is brought to the city of the “Elder Things” and takes a statue of an Elder Thing with
him to prove he was actually there. The dreams begin to escalate as, in one of them, he signs
The Book of Azathoth, under the directions of Keziah, Brown Jenkin and the “Black Man”
(the Black Man seems to have inspired the Shadows of Yharnam who are three men shrouded
with black robes whose faces cannot be seen). He’s later brought to the Azathoth’s Throne at
the centre of Chaos, “… he has read in the Necronomicon about the mindless entity Azathoth,
which rules all time and space from a curiously environed black throne at the centre of
child and when he wakes his feet and pyjamas are covered in mud. Things finally come to a
Keziah but Brown Jenkin bites through the child’s arm and completes the ritual. When Walter
wakes, he hears an immensely loud unnatural sound that deafens him completely. He tells his
neighbour Frank Elwood about the events in his dream, but the next night he is found dead,
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his chest having been eaten through by Brown Jenkin. Years later, when a workman is sent to
raze the house, he finds the bones of Keziah, Brown Jenkin, and the missing children. They
also find the knife and sacrificial bowl used in the ritual as well as the statue of the Elder
Thing. The house is left to demolished, left to rot, and no-one dares to go anywhere near it
ever again.
The way Walter interacts with the dreams that he experiences is quite a unique concept.
The dreams that Walter has leave a demonstrably real impact on his mind, body, and the
world around him. When he gets bitten by Brown Jenkin in one of his dreams the result is
visible in the waking world. He has dried blood on his arm and marks where the bites were.
Similarly, after being at the centre of Chaos and eventually becoming an accomplice in the
kidnapping of a child, his feet and pants are caked in mud despite there being no signs that he
ever left the room. His fellow tenants are able to hear him moving around at night and see a
violet light coming from the room but there’s never signs of his movement upon him waking
up. The remnants of bone and the statue being within the walls of the Witch House is one of
the more unsettling examples which contributes to the idea that these dreams are more
connected to reality than Walter would have initially thought. Lovecraft regards the way that
the Keziah travels in these dreams as a way for her to move between dimensions,
The hidden cult which these witches belonged often guarded and handed
down surprising secrets from elder, forgotten aeons; and it was by no means
impossible that Keziah had actually mastered the act of passing through
From this it is easy to extrapolate that Dreams in the Witch House is where Bloodborne
was inspired in their use of dreams in their own story. In both texts the word “dream” is not
used with its literal meaning, rather it is used as shorthand for the surreal concept of travelling
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between dimensions while you sleep. It has already been established that the dreams in
Bloodborne are pocket dimensions created by Great Ones, and Lovecraftian mythos treats
dreams in the same way. The dreams in Lovecraft novels are often used as ways for the Great
Old Ones to communicate with humans, as seen in Call of Cthulhu. The people of Arkham are
subjected to vivid dreams of the sunken city of R’lyeh where many of the Great Old Ones
reside, including Cthulhu himself. “Upon retiring, he had had an unprecedented dream of
great Cyclopean cities of Titan blocks and sky-flung monoliths, all dripping with green ooze
and sinister with latent horror.” (Lovecraft, 102) It seems that Dreams in the Witch House is a
further exploration of how dreams manifest in the Lovecraft mythos. The information it
reveals gives an insight into the purpose of the dreams and how they manifest in the waking
world. Anything experienced in the dreams of both Dreams in the Witch House and
Bloodborne have the ability to create physical results in the waking world, and sometimes in
other dreams. With this new information the Dreams in the Witch House provides it can be
further connected to how Bloodborne also treats its dreams worlds. If, in Bloodborne, you kill
the infant Great One Mergo and his wet nurse in the Nightmare of Mensis when you return to
the Hunter’s Dream it has been set ablaze, as if to signify that its purpose has been fulfilled.
Another similarity between both works is the architectural structure of the dreams. The
Nightmare Frontier and the Nightmare of Mensis are strong examples that come to mind. The
geometry and architecture in these areas are illogical and convoluted. They are filled with
stone monoliths that have no solid structure, walls seemingly made with human and inhuman
skeletons, bridges with mysterious glyphs and most importantly, Cyclopean masonry which is
a staple of R’lyeh. One area has a large circular structure with a building in the centre that
houses the only Amygdala (A Great One) that you can kill, albeit only because it’s a younger
and weaker version. In the Nightmare of Mensis there is a massive building resembling the
college Micolash and his students resided in. However, the buildings architecture in
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convoluted, filled with winding staircases that lead nowhere, mirrors that can be used to
teleport and holes that lead to an abyss. The Hunter’s Dream is the only place whose
geometry is sound and familiar as it is modelled perfectly after the Hunter Workshop in the
waking world, though the uncanny aspect is the fact that it seems to be floating in a seemingly
endless void, surrounded by elder trees that stretch until they are no longer visible to the
human eye. The Hunter’s Nightmare is also modelled after Yharnam; however, it is filled
with Cyclopean structures similar to Mensis and the Nightmare Frontier. I would even go as
far to say that unlike the Hunter’s Dream, this nightmare version of Yharnam can be
described as poorly remembered, given that it manifests from the damaged psyches of its
residents, who are taken there because of their insatiable bloodlust. It could be posited that the
Cyclopean structures in The Hunter’s Nightmare are placed wherever an area was not unique
Another major aspect that seems to be lifted from Dreams in the Witch House is how
the dreams interact with each other. Though they are pocket dimensions, the dreams still see
some overlap with each other and the waking world. In Bloodborne the dreams appear to be
stacked on top of each other, for example in the Fishing Hamlet found in the Hunter’s
Nightmare, below the water the player is able to see ship masts. These same ship masts were
seen earlier in the game in The Nightmare Frontier. When the player is traversing through the
nightmare version of Yharnam, a snail woman hybrid falls from the sky. These snail women
can be found once again in the Fishing Hamlet. Though this way of the dreams interacting
with each other seems unique to Bloodborne, it is likely inspired by how the dreams of the
Lovecraftian Mythos seem to be either above or below the real world. In both Call of Cthulhu
and The Shadow over Innsmouth humans dream of the sunken city of R’lyeh deep beneath the
ocean. These dreams, as previously established, are ways for Old Great Ones to communicate
with humanity. In Dreams in the Witch House Walter dreams of either a warped version of
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the waking world, or the cosmos themselves. Though not as literal as Bloodborne, dreams in
Lovecraftian mythos also seem to be stacked atop each other albeit in a less complex and
nonsensical manner.
This use of dreams as a narrative device also represents the original intention of
Lovecraft’s work, fear of the unknown and the dangers of unchecked curiosity. These dreams
symbolise the desperate search for higher consciousness. They are ways of communing with
Great Ones, but this communication is more harmful than good, as shown in the way this
knowledge effects the characters of the game as well as Lovecraft’s protagonists. It drives
them mad and/or turns them into beasts. The Healing Church and the college of Mensis
committed horrible atrocities in the name of progress. They tested on children to try and
create new Great Ones and gain a heightened perception. This is solidified in all three
possible endings of the game. In the first ending, when your mission is over you can choose to
let Gehrman kill you which then leads you to wake up in the real world having forgotten
everything you experienced while passing through the dream, “Good Hunter, you've done
well, the night is near its end. Now I will show you mercy. You will die, forget the dream, and
awake under the morning sun. You will be freed from this terrible Hunter's Dream.” In the
second ending, you fight for your life and defeat Gehrman, who upon being killed says this:
The night, and the dream, were long...” showing that he’s been trapped there for decades,
especially since he treats waking up as freedom as seen in his previous quote. His death seems
to beckon the Moon Presence who then absorbs the hunter, thus making them the new host of
the dream. In the third and “true” ending, the hunter has gained enough insight to be strong
enough to reject the Moon Presence. This leads to the hunter being reborn as a Great One
themselves.
None of these endings are “good”. They only serve to highlight how all along, the
hunter has only been a pawn of the Moon Presence who seemingly used them to kill another
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Great One. That is the purpose of the Hunter’s Dream after all, it’s a way for the Moon
Presence to use humanity to its tactical advantage. The first and second ending show this
bleak reality by either fulfilling your purpose and forgetting everything or remaining trapped
in the dream as Gehrman did, to be the Moon Presence’s pawn forever. Even the true ending
where you become a Great One has the grim implication that even after everything the player
went through, now that the hunter has ascended, they will now, and forever be ambivalent to
humanity as the other Great Ones are. By keeping these endings and their connection to the
dream bleak and hopeless, Bloodborne perfectly recaptured what makes Lovecraft’s works so
resonant even today. These endings remind the player how small and insignificant they were
all along as the cycle of hunters continues. Wild and insatiable curiosity can lead to
devastating results for humanity. Throughout Bloodborne we regularly hear the phrase “Fear
the Old Blood”, which in the context of the game very simply means, fear what you don’t
understand. But the Healing Church let their curiosity override their caution and it led to the
Yharnam being irrevocably changed for the worse, just as Lovecraft would have predicted,
“Success, Gilman added, might lead to dangerous and unthinkable situations; for who could
(Lovecraft, 64)
Artistic Similarities
It’s common knowledge for fans of Hidetaka Miyazaki that he draws heavily from
exterior influences when writing his games. Dark Souls, the game he is most renowned for is
heavily inspired by the dark fantasy manga (Japanese comic) Berserk (1989-present) by
Kentaro Miura. These influences are quite overt from mimicking poses for official artwork,
recreating monsters that appear in the manga and even modelling a weapon after the main
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A staple of Lovecraft’s work is his pantheon of cosmic entities known as the Great Old
Ones, god-like beings who reside on earth, to create his own monsters. The Great Old One’s
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There are numerous more, but these are the most relevant to Bloodborne. Similarly, to
his borrowing of visual references from Berserk, Miyazaki recreated these Lovecraftian
monsters that show up later in the game. As the game strays from its more gothic beginnings
the monsters start to become less beast-like and more closely resemble The Great Old Ones of
Lovecraft.
Amygdala
The most iconic and obvious example is that of the previously Amygdala, a large
spider-like Great One that resides in Yharnam, unseen to the citizens bellow, but are one of
the most commonly worshipped. There are many statues modelled after the amygdala
scattered throughout Cathedral Ward and Yahar'gul, Unseen Village (previous residence to
the students of Mensis), which is also where the Amygdala are found later in the game. It
makes sense for the statues and the Amygdala to reside in those areas, as that is where the
research into ascension through blood ministration occurred. As the members of the healing
church gained more knowledge it seems they were able to commune with these beings. The
player can only see them once they’ve reached a certain level of “insight”, the games
shorthand for madness. Though there is not one direct comparison, Amygdala represents the
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Brain of Mensis/Mother Brain
which, as the name suggests, is an enemy that resembles a brain with various beast like limbs
and multiple large eyes. The Great Old One this is most often compared to is the Shaggoth
due to its amorphous body covered in eyes, but I believe that it also closely resembles Yog
Whateley. Yog Whateley is described as: “it was an octopus, centipede, spider kind o’ thing,
but they was a half-shaped man’s face on top of it.” (200) There is no doubt that it was also
mechanically inspired by The Dunwich Horror as, when you first enter the Nightmare of
Mensis, the Brain cannot be seen but it is still able to hurt the player. Yog Whateley was an
invisible Old Great One that only showed its true appearance due to a ritual. When the player
finally reaches where the Brain is trapped, you release it into an abyss where you can confront
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Ebrietas is the left behind great one who seems to be modelled after Lovecraft’s
most iconic Great Old One, Cthulhu. Many of her features are identical to those
whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws
on hind and fore feet, and long, narrow wings behind. (Lovecraft, 108)
There are a few more examples that do not have as distinct visuals such as the college of
Byrgenwerth being modelled after Lovecraft’s own Miskatonic University or a great one
known as Formless Oedon who resembles Azathoth who is also a formless Great Old One. I
would now like to focus closely on the final and most elaborate example: The Fishing Hamlet
and its connection to The Shadow Over Innsmouth. The Fishing Hamlet resides in the
previously mentioned Hunter’s Nightmare and serves as a reminder of the horrible atrocities
committed by the Healing Church Hunters for the sake of discovery. The old hunters
discovered the Fishing Hamlet, whose residents seemed to be in communication with a Great
One named Kos. In an attempt to gain more insight and move closer to ascension, the Healing
Church Hunters committed brutal experiments of the residents of the Fishing Hamlet which
transformed them into fish-human hybrids. These fish people and the layout of the village as a
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whole bear a striking resemblance to The Shadow Over Innsmouth. What are known as The
Deep Ones are fish-human creatures that come to Innsmouth yearly to mate with the humans
so that their children will once day be able to live in the sunken city of R’lyeh. They are
described as such:
I think their predominant colour was a greyish green, though they had white
bellies. They were mostly shiny and slippery, but the ridges of their backs were
scaly. Their forms vaguely suggested the anthropoid, while their heads were the
heads of fish, with prodigious bulging eyes that never closed. At the side of their
necks were palpitating gills, and their long paws were webbed. They hopped
The fish people in Bloodborne are unambiguously inspired by The Deep Ones from the
greyish green skin to the fish like head. Some of them even walk on four legs as Lovecraft
described:
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From this there is no doubt of Lovecraft’s influence on the monster design of
Bloodborne. It manages to convey both the themes and aesthetic of the Lovecraftian mythos
through its design of its monsters and its use of uniquely Lovecraftian concept such as its use
work that manages to maintain its own identity, and through this, creates a new and individual
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Spec Ops: The Line and Heart of Darkness
Introduction
In an interview for the video game website Kill Screen entitled “Are Military Shooters
Finally Getting Their Apocalypse Now?” Lead Designer Cory Davis had this to say about the
setting. I think what the heart of darkness is, is an exploration of self. Part of this
is the battle that man goes through as he explores his inner workings, and the
Multimedia adaptations of classic literature more often than not boil down to an exact
retelling of the original story (Dracula, Carmilla, Sense and Sensibility, Memoirs of a Geisha,
Pride and Prejudice etc.), which is not necessarily a negative. Exact retellings have their
purpose and, using filmmaking techniques, have the ability to carry across the original tone of
these classic works with ease. But media that truly shines is media that can adapt the themes
and tone of those original work while applying them to the anxieties of more modern times,
recontextualising the original until it is an entirely new sand untold story. The major example
that comes to mind is Francis Ford Coppola’s Apocalypse Now. Released in 1979 it has since
been lauded as the pivotal retelling of Joseph Conrad’s Heart of Darkness. It has been praised
for masterfully reworking the themes of the original novel into a completely new and unique
story. It is hard to compete with and any other media with a similar idea that comes after it
German studio Yager Development had been known in the past for making standard
Military Shooters over the years, but after running into financial troubles, they decided to
make one final game. What could be considered the companies passion project, they created
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Spec Ops: The Line as a critique of the Military Shooters of the time (Call of Duty and Medal
of Honour). The game criticises the ambivalence that these shooters display in relation to their
subject matter. There is often a dissonance between the settings of these games and their tone.
Most military shooters almost exclusively take place in war-torn Islamic countries and
involve killed droves of racial minorities, paying no heed to the real-life atrocities that these
games are based on. Spec Ops: The Line does not just draw attention to this cognitive
dissonance, it forces the player to question the ways they justify their own decision. In this
section I want to explore how Spec Ops: The Line takes the themes of Heart of Darkness and
creates a narrative that explores both how all humans have the capacity to become cold
blooded killers in extreme circumstance, while also creating a commentary on the military
First, it is important to establish what exactly the concept of the Heart of Darkness
means. Simply put, when are put in extreme circumstances, humans are not only capable, but
willing to commit atrocities in order to survive. Not only that, but humans will do anything in
their power to justify their own actions, even if it means putting the blame on someone else.
In his essay “The Moral Conditions for Genocide in Joseph Conrad's Heart of Darkness”
For Conrad, the problem is not defining true morality; rather, the problem is
Put differently, Conrad rejects morality, not because it is an essential concept that
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that political powers can so easily exploit in order to justify some of the most
In essence, when a person is put into a life or death situation, they have the capability of
shunning their morality in order to survive by any means necessary, even if it means the
killing of other human beings. The vehicle for exploring this concept is based in close studies
of one specific character. In Heart of Darkness Kurtz is the character we see transformed by
his heart of darkness when faced with the “primitive” natives he discovers in the Congo.
Marlow spends much of his time pondering about Kurtz, hearing about him, talking about
him. Marlow acts as a stand in for the reader, acting as a horrified onlooker to the breaking
down of Kurtz’ character, His transformation from a charismatic and seemingly virtuous man
to a monster, “Men looked up to him – his goodness shone in every act.” (Conrad, 71). The
narrative continuously raises the expectation of the reader and sets up Kurtz as an ideal human
being only to pull the rug out from under you. The reveal of Kurtz being a key example of the
concept of the Heart of Darkness that lies within all humans is devastating for both Marlow
Similarly, Spec Ops: The Line uses the narrative technique of a single close character
study; however, it executes it in a vastly different way. Video games are often described as
both interactive and reactive. The onus is put on the player to move the story forward, which
instils a sort of personal responsibility and sense of being in control of the narrative. Games
like Mass Effect and Fable have used choice as key mechanic in their games, changing the
outcomes of the story and how characters interact with the player. However, more often than
not this mechanic is quite surface level and does not leave room for introspection, or in some
cases does not affect the outcome of the game which has a set ending regardless of player
choice (Fable 2 and Life is Strange are key examples that come to mind). This is not an
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inherently negative trait of these games, rather, they can be used as examples to compare to
In Spec Ops: The Line, the player controls a character named Walker as he travels
through Dubai which has been ravaged by freak storms. His main objective was
reconnaissance. Him, and his two companions Lugo and Adams simply had to find out if
there were any survivors and leave. However, Walker chooses to continue into Dubai to find
out what happened to the 33rd, a rouge group of American Soldiers that went MIA before the
events of the game. And so too does the player, because it is a video game and by video game
logic, you must continue to find out the story. Eventually the game becomes what seems to be
a wild goose chase for a man named Konrad, captain of the 33rd (who is a reimagining of the
character of Kurtz) who Walker believes to be responsible for the kidnapping of innocent
civilians. Choices like this continue to ramp up and become more consequential as the game
progresses. The extreme circumstances the game faces you with forces you to explore not
only Walker’s Heart of Darkness, but also your own as it plays upon the idea of player
Spec Ops: The Line initially opens with a sequence where Walker and his companions
are in a helicopter, trying to shoot down other helicopters that are perusing them. At the end
of this scene an out of control helicopter crashing into them. It fades to black before showing
a screen with the text Earlier. This shows that everything we are about to experience is a
prelude to the helicopter scene. Later in the game when we finally get back to the said scene
the player is caught off guard by the following dialogue exchanged between Walker and his
companions:
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Lugo: Well, it's too late now!
Walker: Ah, fuck it! It's nothing! Just shake these fuckin' guys!
In an interview with Ars Technica lead writer Walt Williams goes into detail about the
meaning of this scene and how it recontextualises all of the evens that happen before it:
When you get to it the second time, Walker directly calls out that you've
done this before," Williams said. "It's specifically designed so you would maybe
read it as the prologue is the only part of the game where you're really alive, and
you die in that chopper crash, and everything after that is Walker kind of working
through his guilt and forcing him to go through with what he has done and face up
He then goes on to explain the significance of transitions in the story: “Every time the
fades to white.” This is immensely significant given that the first transition in the entire game
is a fade to white right before you first control walker. This is confirmation that every event
before the helicopter scene is a recollection of previous events from Walker’s unstable and
guilty mind.
of retrospect. The choice to have Marlow recounting the what transpired in the Congo gives
him the opportunity to reflect on his actions, his perceptions, and his biases. What Spec Ops:
The Line does is take that introspective narrator and seems pervert it in a way, by leaving the
majority of the introspection in the hands of the player, rather than with Walker himself.
24
Instead of following something more traditional, like Walker telling us the story from a
position of safety, he is forced to relive the horrific events that transpired as they warp and
become more surreal to reflect his inner struggle with his actions. The player must not only
bare witness to these events, but must actively take part in them, therefore stripping away any
depersonalisation that may come with hearing someone else tell a story.
Even without the explicit confirmation from Walt Williams that everything before the
helicopter scene is a hallucination, the game hints at it multiple times. The environment the
game places you in seems very unreal. For example, almost every chapter begins with Walker
descending in some way, regardless of how low-down Walker seems to be. This is usually
seen as a parallel for Walkers descent into his own personal struggle with guilt and PTSD. In
a video called “Spec Ops: The Line - Story Explanation and Analysis” video essayist Max
Derrat succinctly outlines many of the ways the game uses surreal imagery to hint at the
player that something is not quite right. One significant example is when passing through a
stairway there is a tree planted right in the centre that is sprouting leaves and generally seems
in good health. However, if the player walks up the stairs and turns back around the tree in the
centre has lost all of its leaves and appears to be dying. In this section of the video Derrat
muses about how this could signify Walker attempting to idealise his memories in order to
hide his shame, but that the real world always finds a way of seeping back in, “Maybe this is
Walker trying to project ideals into this hellish reality he finds himself in.” (Derrat) The game
also hints that this is all in Walker’s head is in chapter 9 of the game we come across a
memorial for fallen soldiers where Lugo and Adam’s names can be setting written down
despite them being right behind Walker. This suggests that they both died in the helicopter
A smaller example is a character known as the Radioman who speaks to Walker while
he is gunning down soldiers from the 33rd. He seems to be omnipotent and he ruthlessly
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mocks both Walker and the player for being complicit in the murder of dozens of people. In
some cases, it seems like he is directly addressing the player, which once again reminds them
that they are, in part, responsible for what is happening by choosing to engage with the game.
“Reports are pouring into the studio that everyone's favorite D-bags are down at the
mall. Rumor has it, they're trying to "rescue" even more people. You gotta love these guys.
They're just gonna keep on trying, even if it kills every last one of ya. Be sure to stop by and
“I don't know what it feels like to execute people you swore to protect. But Konrad sure
“Aw, jeez... where's all this violence coming from, man? Is it the video games? I bet it's
The first two quotes are clearly directed towards Walker, but the last quote seems to be
pointedly addressing the player themselves, reminding them that they are playing a video
game while simultaneously making them question their actions. In chapter 11 the player is
given a choice to shoot a man named Rigs or let him burn to death under a destroyed water
truck. Depending on the choice the player makes the environment changes to reflect that
decision. If the player decides to shoot Rigs, a pair of golden statues can be seen later on
where one statue is pointing a gun at the other. Derrat notes that “If the player acknowledges
the statues, the screen fades to white and the statues resume their original position.” (Derrat)
Similarly, if the player decides to let Rigs burn to death, the statues are seen to be made of
molten rock.
Later again, in chapter 11 there is a famous sequence where, while you are in a
darkened room inside a shopping centre fighting off “enemy” soldiers, they can be seen
turning into mannequins while the pre-existing mannequins move around the room. Derrat
26
once again posits that “This is obviously a commentary on the player’s mindless killing of
potential innocents.” (Derrat) This interpretation of the mannequin sequence is quite pertinent
in the discussion of what the concept of the Heart of Darkness means, as it puts the player into
a small room and, without thinking, the player continues with the killing out of desperation.
The flashing lights and illusions created in this scene instil fear into the player which causes
them to try and finish this section quickly. This involves the “mindless killing” that Derrat
mentions. Whether it be enemy soldiers or mannequins, the player will shoot whatever is in
front of them. This narrative structure seems to be a skewed and almost perverted version of
Heart of Darkness’. Marlow could already be considered an unreliable narrator, and Spec
Ops: The Line amplifies and transforms this concept to adapt to the storytelling medium of
Throughout this chapter I have been alluding to atrocities that Walker commits, and
there are any number of them but there is one that stands out above the rest. Even people who
are only marginally aware of this game know about the infamous white phosphorous scene,
which is a testament to both its cultural significance as well and its emotional impact. Clips of
this scene have been captured from the game and reuploaded onto YouTube, the most popular
one is currently sitting at 1.1 million views at the time of writing this. There are countless
videos of people reacting to this scene in real time which have garnered hundreds of
thousands of views. The impact of this scene on the gaming world cannot be understated as
every news article and essay and discussion about this game can be seen exploring the
meaning of this scene in great detail; it has left a lasting impression in the gaming world.
The scene begins with Walker, Adams and Lugo positioned at a lookout looking down
at approximately 47 people in the previously mentioned 33 rd. Walker spots a mortar atop the
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looking out and decides that they need to use it in order to get past the 33 rd. Lugo and Adams
immediately protest due to the cruel and horrific nature of what is inside it: white phosphorus.
Lugo: You've seen what this shit does. You know we can't use it.
White phosphorous is a pyrophoric compound (ignite when in contact with air) and has
been used in chemical warfare in the past. When in contact with skin white phosphorous
causes severe burns, which are often fatal, and can sometimes burn through clothing. The
thick smoke from this substance can also cause asphyxiation. The teammates reluctantly load
the mortar as Walker (i.e. the player) aims and launches the bombs of white phosphorous onto
the 33rd. Walkers hollow reflection can be seen in the screen of the computer used to aim the
mortar. Soon the yelling of the 33rd become screaming before all falls silent.
Once the team have descended from the lookout into the battlefield Adams says, “This
was too much.” Immediately regretting Walker’s decision. As you continue to walk through
the carnage, dying soldiers who are still burning and suffocating from the effects of the white
phosphorous can be seen crying in pain and even crawling and reaching towards Walker,
begging for help. Despite Lugo’s requests to stop and help them Walker continues onwards
insisting “There’s nothing we can do.” The scene comes to a climax when, at the end of the
camp you come across a severely burnt and dying man who asks why Walker did this. Walker
responds saying, “You brought this on yourself.” The man points off screen and says, “We
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were helping.” Before he finally collapses and passes away due to his injuries. Walker turns to
see what the man was pointing at: dozens of innocent civilians, completely disfigured and
burned to death. These were the civilians that Walker and his team set out to save. As they
walk through the rows of dead bodies the realisation finally sets in what they did. The camera
then closes in on the site of a woman cradling her child to her chest, both completely charred
and petrified from the white phosphorous. In the background and Adams and Lugo can be
All this time Walker, and by extension, the player, have been gunning down members
of the 33rd who they believed were rounding up civilians to execute them when the reality is,
they were innocent from the start. There are hints of this throughout the game such as a sign
saying “Free Water” early on, which implies the 33rd are trying to help the civilians of Dubai.
But the player continues with the ceaseless murdering. This scene exemplifies the theme of
Heart Of Darkness. When put in extreme circumstances, humans can become brutal and
sadistic killers. Because of video game conventions, the player is compelled to kill these
people because they are trained to believe that they are in the right. Walker’s the good guy,
right? But he is not. Walker is not a hero, he never was. He’s a cold-blooded killer with no
regard for human life. And the player has been pulling the string the entire time, pushing him
forward, killing innocent people, fellow Americans. The game has received criticism for
shaming the player for something they did not have a choice in. But you always had a choice
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to simply turn the game off and walk away. Walt Williams himself has stated in interviews
that the only true ending is the one where the player does what Walker was always meant to
do: once the original objective was complete, leave, turn off the game, and walk away. But
they did not because of that morbid curiosity and the cognitive dissonance that comes with
any sort of military shooters. Gamers generally want to see video games through to the end
for different reasons, be it completionism or the monetary value of games. Therefore, the
player really did have a choice, it is just not the fun one. In his essay “We Put Our Hand on
the Trigger with Him”: Guilt and Perpetration in Spec Ops: The Line” by Tobi Smethurst, he
very succinctly summaries why this scene is so effect from both a mechanical and storytelling
standpoint.
Just as our ethical triggers are activated, the player-subject disappears, and
we begin to assess our actions through our extra ludic morality, so Walker’s mask
slips: we see that the civilians’ deaths have affected him deeply, and he struggles
the player must go with him in order to see the story through to the end.
(Smethurst, 212)
This scene is the perfect example of humanities Heart of Darkness as it reflects every
person’s ability to commit atrocious and sadistic crimes when put in a circumstance where
By the end of the game it is very clear from the surreal imagery that Walker is in his
own personal hell. After the helicopter crash, he is surrounded by literal hellfire, alone. His
teammates presumably died in the Helicopter crash, as explained earlier. For the first time in
the game Walker finds himself moving upwards to finally meet Konrad. However, when he
30
finally reaches the top of his penthouse, he discovers Konrad’s dead body on the balcony. He
has been dead for months. The voice that he is been hearing over the radio was his projection
of his expectations for Konrad. This perfectly mimics the progression of Marlow’s perception
of Kurtz. He began the game idealising and admiring Konrad and gradually begins to hate
him in order to justify his actions. He shifts the blame for killing 47 innocent civilians onto
Konrad in order to cope with the guilt and trauma. But it was a farce. At this point we begin to
question is the player actually controlling Walker, or do we represent the last vestige of
Walker’s sanity in his increasingly damaged psyche? Our distrust and fear of him begins to
grow in parallel to his teammates as he tries to justify his actions to them and us until were
equally as disconnected from his as he is from reality. But we continue to follow him through
to the end. His idealisation of Konrad and eventual hatred it of him mimics the transformation
of Kurtz closely. Though not a literal recreation, finding Konrad as a literal empty husk
At this point in the game Walker begins to hallucinate Konrad taunting him from
beyond the grave for all the horrible thing he is done, and the player is given a choice. You
can either choose to make Walker kill himself, after which the game ends. Or you can choose
to kill Konrad, which triggers an ending where you can be “rescued” from Dubai. The
Falcon 1: You know, Captain, we drove through this whole city to find you. We... we
saw things. If you don't mind me asking, what was it like? How did you survive all this?
This further supports the theory that this is Walkers’ own personal Hell and he will be
forced to relive the events that transpired throughout the game, over and over again. There is
also a much bleaker ending where the player chooses to not be rescued, but instead gun down
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the soldiers trying to apprehend Walker. If the player succeeds in killing all of the soldiers,
Walker speaks into a walkie talkie stating, “Gentlemen, welcome to Dubai.” These are the
exact words spoken by Konrad to Walker at the beginning of the game and by the player
choosing to kill the soldiers they continue the cycle of endless killing.
As I mentioned earlier, this game is not just its own story, but also a commentary on the
flippant nature of military shooters, and a critique of how players interact with games. In the
final three chapters, if you die, the loading screen begins to mock you:
“The US military does not condone the killing of unarmed combatants. But this isn't
“Collateral damage can be justified, if the gain outweighs the cost. How much do you
ideas simultaneously.”
“To kill for yourself is murder. To kill for your government is heroic. To kill for
entertainment is harmless.”
Through these quotes the game is asking the player to consider their actions to this
point. Its mention of cognitive dissonance alongside statistics about real life war challenge the
player to consider their perception of video games as an entertainment medium. It asks the
player to consider the effect that it may have on their psyche as well as what they may be
ignorant or ambivalent to when it comes to the real-world consequences of what they are
simulating: war. Spec Ops: The line does share narrative parallels with Heart of Darkness in
the characters of Walker and Konrad. But it is not just a story about them. The function of this
32
game is to turn the lens around and onto the player, to make them consider the actions they
took throughout the game. The atrocities Walker committed would not be possible without the
input of the player. You chose to keep going, you chose to kill American soldiers, you chose
to kill 47 innocent people. The glorification of war should never go unchecked and Spec Ops:
The Line acts as a vehicle for introspection among game developers and players alike.
Walker, and by proxy, the player is put into an extreme circumstance, and in turn they enact
extreme and sadistic violence. The player is forced to explore their inner workings, their
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Medium Awareness
Video games provide a unique experience for the player as it makes them an active
participant in the action rather than a passive observer. When a person is reading a book or
watching a movie, they have no control in what happens to the characters or the story. And
with video games there is often a choice between performing actions for good or for evil.
More often than not player choses to be good for initial playthrough so they can see the
official and “cannon” endings before then taking the evil route out of morbid curiosity. This
kind of choice-based experience can only be provided by video games; thus, it invests the
player more deeply in the world they are exploring. Bloodborne and Spec Ops: The Line are
acutely aware of this concept and they play with narrative structures in order to subvert player
expectation. Both games take the idea of moral choice in video game narratives and flip it on
its head by making it so that every choice the player makes in an attempt to be good only lead
to worse outcomes for both the player character (PC) and non-player characters (NPC).
Hidetaka Miyazaki has always had an interesting perspective on player choice based on
how he treats the NPCs in his games. For example, in the Dark Souls series, when you
encounter an NPC the player is compelled to complete their “questline”, which basically
means seeing their stories to the end. In Dark Souls this usually manifests in the form of
killing enemies to help the NPCs stay alive or solving some sort of puzzle that leads to self-
realisation for said NPCs. However, in both the Dark Souls series and Bloodborne this very
rarely leads to a positive outcome. More often than not, interacting with NPCs and
progressing their questline leaves them worse for wear than if you had never spoken to them
at all. In Bloodborne there’s a specific quest that involves sending the residents of Yharnam to
Oedon Chapel, a safe hub for the characters in the game. However, though it is safe from the
beasts outside, this does not prevent the character’s suffering. In fact, this quest makes you
wonder if it would have been better if you had simply left them alone in their homes. In
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Oedon Chapel the characters either go crazy or worse. In the case of Arianna, the prostitute,
her presence in the chapel garners the attention of the formless Great Once Oedon who then
impregnates her with a surrogate child. Though she doesn’t initially feel the pregnancy, once
the blood moon rises, she can be found in the chapel writhing in pain. Later in the game we
find her below, within the basement of the chapel after giving birth to an abomination, and
infant Great One. This incident is so traumatic that it drives her mad, leaving her a mess who
One of the more brutal examples is from an NPC named Alfred who, throughout the
game, gives the player insight into the history of Yharnam and is generally a pleasant person.
He seems to be a very helpful and kind hunter, however, if you help him with his questline
you find out that he is far from it. At one point in the game the player travels to Forsaken
Castle Cainhurst, where the Vilebloods (a race of vampiric-like people live. Cainhurst is a
clear nod to Bram Stoker’s Dracula). It is a mysterious place that is disconnected from the rest
of the world. You find out that a raid on the castle was performed by a group of hunters
known as Executioners, who massacred the residents of the castle, believing them to be
abominations and dangerous to humanity. The castle is filled with the ghosts of the murder
victims who are heard crying and defend themselves with daggers. We find out that Alfred is
In his time, Master Logarius led his executioners into Cainhurst Castle to
cleanse it of the Vilebloods. But all did not go well and Master Logarius became a
should be abandoned in the accursed domain of the Vilebloods. I must free him,
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Once the player defeats Martyr Logarius, we meet the immortal Vileblood Queen.
Beside her is a table where an unopened invitation sits, which we give to Alfred so that he
may travel to Cainhurst as well. When we return to Cainhurst we find the Vileblood Queen
completely pulverised. She sits on her throne, completely reduced to a puddle of blood and
viscera. Alfred, in a maddened and unaware of the players presence says to himself:
Master, look! I've done it, I've done it! I smashed and pounded and
grounded this rotten siren into fleshy pink pulp! There, you filthy monstrosity!
What good's your immortality now! Try stirring up trouble in this sorry state! All
mangled and twisted, with every inside on the outside, for all the world to see! He
Probably the most tragic example is that of a little girl we meet inside a window in
Yharnam. She asks us to find her father who went out to join the hunt. Her mother has gone to
look for him, but she too has not returned. She gives us a music box and tells us that it “It
plays one of daddy's favourite songs. And when daddy forgets us, we play it for him, so he
remembers.” Already hinting that the father is in a mentally compromised state. And sure
enough when we find him he’s gone completely mad and transforms into a beast. One a
rooftop nearby we also find the body of the girls’ mother. When we return to her, we have to
option to tell her to go to a safe space, Oedon Chapel. She decides to travel through the sewer
thinking it’s safe, however, she encounters a man-eating boar and is subsequently killed. We
find this information by killing the boar upon which it drops a bloody ribbon. When we return
to the window, the story only becomes more tragic as we find out that she has a sister, who
upon hearing about her sister’s death goes mad. We can hear her muttering to herself after we
return her sister’s ribbon: "What a perfect ribbon, and now it's mine. I can't wait to try it on.
Oh, it's wonderful..." If we return to the window one more time, we find it has gone dark and
36
I bring these up as examples of the characters being worse off than if we had left them
alone to emphasise the hopeless nature of Bloodborne. The little girl would have never died if
we didn’t interact with her. Her sister would have returned home, and they would have lived
through the night. But instead we send the little girl to her death which subsequently drives
her sister to commit suicide. If we had left Arianna in her house, she would have likely lived,
but instead she is driven mad by the horror of giving birth to an eldritch monstrosity. Alfred
would have simply stayed in his spot and not begin his search for vengeance. He was not even
one of the Executioners initially involved in the massacre at Cainhurst. He was simply an
admirer of Martyr Logarius. By us sending him there, we drive him into a spiral of rage. And
eventually, because his purpose is complete, he too, kills himself. This relates back to
Lovecraft and the general tone and theme that pervades his work: hopelessness. Lovecraft’s
stories serve to show how small and insignificant his protagonists are. They are always faced
with incredible and surreal situations but in the end they either die or go insane from the
unearthly knowledge they have been made privy to; this hopelessness can be seen the very
The most merciful thing in the world, I think, is the inability of the human
mind to correlate all its contents. We live on a placid island of ignorance in the
midst of black seas of the infinity, and it was not meant that we should voyage far.
The sciences, each straining in its own direction, have hitherto harmed us little;
but some day the piecing together of dissociated knowledge will open up such
terrifying vistas of reality, and of our frightful position therein, that we shall either
go mad from the revelation or flee from the deadly light into the peace and safety
Spec Ops: The Line has a similar approach to player choice only having negative
consequences. By choosing to go into the streets of Dubai and live out the horrors contained
37
within Walker’s mind, we are complicit in what he has done. And by continuing deeper into
Dubai the choices become less and less your own. The genius of the white phosphorous scene
is that up until this point you have had some form of choice, like choosing to save men that
are hung from their wrists. In the end those choices were meaningless as everything we see
has already played out in reality. It’s completely in Walker’s head and by choosing to
continue you are forcing him to relive the horrible things he’s done. And when the white
phosphorous scene comes around, it’s the only time where the game very literally forces the
players hand. Some may see this as a cheap way to guilt-trip the player, but this design is
meant to make players consider the collateral damage that comes with war. Walt Williams
himself stated in the previously mentioned interview that not allowing the player to choose in
These things happen in war, collateral damage, innocent lives are taken all
the time. Yeah, it'd be great if the soldier could reload the checkpoint and do it
differently now that he knows something's happening, but he can't. That's what I
think makes the story of Spec Ops so effective, walking into a game that's not
going to embrace you and completely bend to your will. It's a game that is in fact
going to be opposed to your will, and it's going to walk you through an experience
The concept of player choice and the subsequent subversion of it is something that can
only be pulled off in a video game. Other forms of media do not function in the same way as
video games. When you are reading a book or watching a movie, if you stop halfway through,
the story is not finished. The audience is headed toward a set conclusion and even if the
person doesn’t finish it, the ending remains constant. But in the case of Bloodborne and Spec
Ops: The Line, the only good ending is the ending where the player walks away. In the case of
Bloodborne the choice is either, selfishly leave the dream and put the responsibility on some
38
other poor soul, become part of the problem and continue the cycle of the hunters, or ascend
to become a Great One which, in turn, means that everything that once meant something to
the hunter is now considered insignificant and moot. The reason they came to Yharnam is lost
with their motivation; nothing really matters any more. The only good ending is where the
player puts down the controller, which simply means that the PC is just another hunter, lost to
the hunt. No one is hurt. It is the same in the case of Spec Ops: The Line, the best scenario
possible is where you walk away like Walker was meant to do in the first place. If you simply
do what the game told you to do in the first place and left when you were meant to, no one
would have been hurt. Walker would not have to keep reliving his guilt over and over again.
He would have been allowed to rest in peace. But by the player continuing forward, they only
exacerbate the problem. Outside of this the best ending you can get is to let Walker kill
himself. If not, he is simply doomed to either relive his pain, or continue the cycle of murder
and become the monster he hated so much. By playing the game to its conclusion the player
subjects themselves to witness the manifestation Walker’s heart of darkness. Marlow made
the choice to seek out Kurtz and through this bore witness to horrible things, but Spec Ops:
The Line uses the tools it has been given to make the player not only bare witness to it, but to
This notion of “gameplay” calls for a meaning of play that is based in the
the second half of the word to casual amusement and leisure (Zalot, 295)
In simple terms this means that character and immersion are key in order for narrative
based games to hold any significance to the player. A game must use the tools that it has been
given in order to create a uniquely video game-like experience that distinguishes itself from
other forms of media. And in the case of these games they take advantage of the medium they
39
choose to tell their stories. They are as aware of the medium they are working with as they are
about player expectation and what it means to be immersed in a game. They have taken
gaming conventions and clichés and flipped them on their head in order to provide an
experience that can exclusively be achieved in video games. It is what make these games
stand out in their respective genres as well as in the context of literary recreations.
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Conclusion
In this essay I have explored the way Bloodborne adapts the tone of Lovecraft’s body of
work and incorporats it into its own story. The narrative and mechanic methods Bloodborne
uses are unique to the medium of video games and help in exemplifying the themes that
pervade Lovecraft’s body of work. Through the use of choice-based mechanics Bloodborne
highlights the hopeless nature of its world and of its characters. Bloodborne incorporated the
concept of dreams, inspired by The Dreams in the Witch House and the horrible implications
that arise from dreams being a method of communing with eldritch horrors man should not
know. I also showed how Hidetaka Miyazaki’s artistic vision was able to re-create
Lovecraft’s iconic Great Old Ones while still retaining its own identity.
In this essay I also explored the way in which Spec Ops: The Line perfectly represented
the capability for evil contained within humanity from Joseph Conrad’s Heart of Darkness.
Spec Ops: The Line used the thematic elements of Heart of Darkness to create a compelling
story as well as a critique of the attitudes towards war in military shooters at the time.
Through choice-based mechanics and its subsequent subversion of them, it forces moments of
introspection onto the player. It makes the player think about their role in the story and just
how much of what they did was preventable by simply walking away. It provided an
emotional and personal experience that can only really be done in the medium of video
games.
games. The developers of these games have a distinct and interesting attitude towards player
choice. They flip the traditional model for choice-driven narratives by making the player
exclusively responsible for all of the horror they experience. It violates the safe space that
players are used to and confronts them with the grim reality of what they are experiencing.
41
They provide no solace or reprieve for the player, reminding them that sometimes inaction is
much less harmful than action in the case of their stories, which goes against everything
gamers are taught. Video games offer something that traditional media cannot, personal
responsibility for the outcome of the story as well of offering the player a new choice. Is it
better to see a game through to its end and be accountable for the worst-case scenario? Or is it
better to walk away and do no harm? Is seeing the “true” ending of the game worth all of the
actions needed to take in order to get there? How applicable are these philosophies to real
life? These games do not hold the players hand in this situation. It allows the player to
extrapolate their own meaning from their experience and answer the question for themselves,
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Bibliography
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2017, www.youtube.com/watch?v=tULRgsc362o.
Lackey, Michael. “The Moral Conditions for Genocide in Joseph Conrad’s Heart of
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Lovecraft, H.P. At The Mountains Of Madness (The Lost World Classic). e-Artnow, 2016.
Lovecraft, H.P. The Dreams in the Witch House. Strlebyskyy Multimedia Publishing, Ltd,
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Lovecraft, H.P. The Shadow Over Innsmouth. EPub ed., Harper Perennial Classics, 2013.
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Picucci, Marcello Arnaldo. “When Video Games Tell Stories: a Model of Video Game
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