So the world of Bloodborne has the Hunter's Dream, and then several areas reffered to as nightmares. There's a world that serves as the game's "reality" as well, right?
Ah, so you're asking if areas like Yharnam are meant to be reality?
Well, that has some implications within the story.
Yharnam at night, with the Hunters and all, truly is a nightmare-like world,
but is it actually a nightmare? Or was it? That kind of thing.
I think different gamers will have different interpretations of that,
especially depending on which ending they reach.
[...]
In this game, the hero is motivated to set off following a hastily-written note telling you to "seek paleblood to transcend the hunt". The term "paleblood" is hardly used at all afterwards, though.
Right.
I had considered making that a little easier to understand...but we wound up going with that.
I think there are two different ways you could interpret "paleblood" here.
One is the color of the sky after you defeat the Vacuous Spider and the Mensis secret ritual is revealed.
The sky there is a very pale blue, like a body drained of blood.
I think there's also a message placed in Yahar'gul, Unseen Village that calls back to that.
This is before the ritual is revealed, so when you're kidnapped and go to yahar'gul,
you don't know what it could mean yet.
Then, after the ritual, you could look at it again and it'll dawn on you...
That was my intention, anyway, but I have to admit,
that's probably a bit tough to pick up on (laughs).
But either way, this leads to the interpretation that "seek paleblood" refers to
uncovering that ritual and putting a stop to it.
Was it not reffering to the blood of the Great Ones?
Right, that's another interpretation.
"Paleblood" is another name for the monster that comes from the moon under certain conditions.
I think there's another message in the lecture building that hints at this,
but I don't want to go into too much more detail here.
This is someplace where I want to leave room open for the imagination - both my own and the imagination of gamers.
The scene after you defeat Amelia also leaves a lot to the imagination...
That's meant to give you a look into the memory of Laurence,
who appears in the cut-scene as well.
His skull served as the start of the Healing Church itself,
but it's taken the form of a twisted beast.
There's a lot you can imagine from that.
But in the world of Bloodborne, babies that are treated as "special"
in one way or the other are offered as lures to the Great Ones.
The Great Ones have all lost their children because of their positions,
and as a result, they're attracted to these special babies.
The babies are one way of calling them.
This story setup was something I came up with pretty readily in my mind.
When it comes to living creatures, the stronger or more advanced you are,
the fewer offspring you produce in your life.
Even with human beings, the birth rates in more advanced countries are lower, right?
Looking back, I wonder if facts like that were at the root of the idea.
For this game, for example, one theme was the "inner clash"
going on within the beast-type foes.
The urge to transform into a beast is in conflict with the basic sensce of humanity we all have.
That humanity serves as a kind of shackle, keeping the transformation in its place.
The stronger the shackle keeping that urge to transform in place is,
the larger the recoil once that shackle is finally broken.
[...]
You see that pretty clearly with the beast characters designed early on - especially the Cleric Beast,
which serves as their icon of sorts.
That connects with the idea that the cleric is really the most fearsome beast of them all.
The health-regain system reminds us of the system you see in some fighting games where damage is permanent after the second hit. Were games like that in your mind when this system was conceived?
No, not exactly.
The regain system was something we came up with to encourage the sense
that you're fighting a life-and-death struggle,
one of the themes supporting this game's battle system.
It changes the concept of your defense to something more proactive,
encouraging that to-the-death feel.
That was both the inspiration for, and the aim of, the regain system.
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