Thursday, August 20, 2026

Greedily Absorbing Whatever Lore I Can From a Duskbloods Preview Video

 No one really does worldbuilding like From Software.

Famously, the head of FromSoft, Hidetaka Miyazaki, has talked about how he used to read English-language fantasy novels as a kid, only sort of knowing the language, and thus only getting a vague sense of the worlds that they described and piecing together what clues he could as to what we going on. That sense of deep mystery - mystery almost in the ancient, religious sense - permeates the worlds of games like Dark Souls, Bloodborne, and Elden Ring. To this day, even in a game like Dark Souls, there are elements of the story that are left open for debate, entire plotlines in the backstory of the world that are only vaguely alluded to.

It's an approach that can turn some people off, but the loyal fans of the company's titles tend to be more fascinated and intrigued. There's an entire secondary "game" of finding a dozen different YouTube channels that explore elements of the games' lore.

What's exciting here is that we appear to have an entirely new world, the first since Elden Ring dropped in 2022 (to be fair, there's only been one new FromSoft game to come out between then and now, which was a sort of spin-off of Elden Ring).

What's frustrating, of course, is that Duskbloods is going to be a PvP, short match-focused game, in other words the kind of game whose structure does not appeal to me (I say structure because the moment-to-moment gameplay looks very cool). So, like Nightreign (which is similar in structure, though PvE-focused, and so at least more in line with my tastes) I'm expecting to experience this vicariously, to absorb the game through the videos people share.

But hey, let's see what we can glean.

First off, the overall setting of the game seems to be kind of Gothic in tone, though unlike Bloodborne, which skewed kind of early-to-mid 19th Century (tricornes might even push it back to the 18th century,) there are multiple characters who carry what appear to be early-20th-century firearms, and there's an event involving a zeppelin that makes it look almost World War One-like in time period.

In a way, this kind of fits: Dracula, the most famous vampire novel, came out in the 1890s, and there are elements of that story that seem to be sort of forgotten, like the fact that one of its heroes is a Texan cowboy. Interestingly, Lies of P, which owes a lot of its gameplay mechanics to the Souls-like games pioneered by FromSoft, has an belle epoch aesthetic, a period at the end of the 19th century in France, which has some real overlap.

Juxtaposed with this kind of Steampunk technological level, though, the environments of Duskblood seem to evoke the gothic. The hub, similar, I think, to the Nightreign version of Roundtable Hold (obviously the one in Elden Ring is also a hub, but for a very different kind of game,) is called the House of Dusk, and from what we can see in preview videos, it has a very "gothic manor" vibe, with elaborately carved wood panels on the walls.

It's interesting: while it of course transforms more into a kind of Lovecraftian tale of Great Ones and alien mutations, Bloodborne initially presents itself as a city taken over by its own take on Werewolves. This ranges from the hunters in the city streets who have more of a Lon Chaney-style "person with a lot of fur on their face" to more extremely lupine monsters (I can't recall if those are all considered Darkbeasts, but you know what I mean: the ones on the bridge near Cleric Beast and the guys who attack you in the Upper Cathedral Ward). Of course, keeping with a classic horror convention, they never come out and call the werewolves werewolves, and it's sort of fitting given that they're... like, yes, they're people who have taken on lupine aspects, but the rules are a bit different.

In Bloodborne, the one tip of the hat to the other most classic Gothic monster (well, I guess ghosts might also be in there,) the vampire, was primarily in the form of Castle Cainhurst, with its Vilebloods. Vilebloods who are basically all wiped out, unless we think that those gargoyle-like foes and maybe the blood tick foes are part of that "genus." Cainhurst is a fun optional side-dungeon with one of the tougher bosses in the game, but by that point you're probably going deep into the weird dream-logic of the full on cosmic horror and leaving the Gothic behind.

In The Duskbloods, the characters you play seem to all be coded as vampires, but I suspect that we'll never hear the word vampire uttered at any point within the game. Again, this is a common convention, such as in the excellent Mike Flanagan mini-series, Midnight Mass, though one of the things that this convention allows is for the creators to set their own rules as to how these things work. Fun fact, did you know that it wasn't until the 1922 film Nosferatu (an unauthorized adaptation of Dracula with the names all changed to avoid legal issues) that the convention that vampires burst into flames if exposed to sunlight was established? Dracula goes out in the day all the time in the novel and the Coppola movie.

Ok, let's talk about other elements at play.

In the preview, we see players fighting against robed figures who seem to be in some kind of religious attire. Notably, most are of human proportions, but there are giant ones who have the same gaunt, pallid faces as the Pthumerians from Bloodborne. I'm inclined to think this is probably a case of re-using assets, something FromSoft does all the time, but it's interesting. I wonder if there's a similar bit of lore here where some ancient civilization has connected with modern humans.

There is apparently a gameplay system called Sigils, which gives players special objectives to increase their Virtue (which Miyazaki describes as being inspired by Victory Points in various board games, and are what you need to maximize to avoid being Culled at the end of different rounds of the game - basically only the three players with the most Virtue get to the game's final phase). One of these has what appears to be a heraldic or religious symbol, and boy howdy does it sure look like it's the rough shape of a uterus.

This isn't surprising: FromSoft's games have often used anatomical themes, especially those related to childbirth and reproduction. Bloodborne is chock full of this stuff, but we also have things like the Formless Mother in Elden Ring (an Outer God referred to as a mother that's all about constant bleeding? That... that make you think of anything?)

I mean, once again, we have a kind of gothic-horror-looking game that literally has the word "blood" in the title. And indeed, since Dracula (actually, since at least Carmilla, the lesbian vampire novel that pre-dated Dracula by about twenty years and to which Stoker was kind of responding with more buttoned-up sexual mores,) vampires have been tied to ideas about sexuality. And FromSoft is the sort of game company I don't expect to shy away from such themes, even if they'll probably approach them from really oblique angles.

I'm actually curious to see if technology plays a major thematic role in this game. Bloodborne gave us the insane trick weapons and firearms (using guns in a way probably no other game has used them) but I think the technology felt largely incidental, with the manipulation of people through religious authority was the far bigger thematic focus.

But in this game, with all the guns and zeppelins and the player character Zork, who wears a giant metal Iron Man-like suit, I think this might be part of the ideas that the game intends to explore. I'm given to understand that the moment the game takes place in is sort of apocalyptic in vibe (which isn't, like, unprecedented in FromSoft games. Weirdly Elden Ring might be the exception as the one in which things have already fallen apart, and the world is desperately waiting for something to change) and I wonder to what degree that apocalypse was driven by technology (certainly World War One was this horrifying revelation to the world about the degree to which the mechanization of warfare had made killing so much more efficient. Interestingly, the US I think was less psychologically wounded by this because we had gone through our first really industrialized war with the Civil War).

The other curious question is what motivates our player characters. In Nightreign, the Nightfarers seem to be there basically to save the world, and even if their individual stories introduce some shades of grey, they're meant, I think, to basically be good guys. But especially with this more PvP-focused game, I wonder if that's quite different here.

The ending cutscene if you wind up winning a match seems to involve you bowing before a sun dripping with blood - a little like the symbolism of the sun at the end of Dark Souls III, actually. Is victory a... good thing in this game? Or are we to play as the monsters that are bringing about the end?

Regarding the individual characters. Naturally, I'm fascinated by the weird Steampunk Iron Man that is Zork. The other characters we've seen are Albert, a messy-haired... um, dude. Bloodhand Jan wears all white and a metallic helmet that covers his eyes. We see him smashing his head into what looks like a rock in order to bleed enough for his blood to form a trail for him to follow to his target, and I wonder if the white clothing is there to evoke a straightjacket, like poor Renfield from Dracula (who, I'll point out, is not complicit in Dracula's plans in the novel, and is basically just another victim who also happens to be mentally ill). Trang Lanh has an east-Asian (I want to say the name sounds southeast Asian, but I could be wrong) who fights with a big chakram that appears to be sort of pitted or rotten in the inner rim. Sniper Layla carries a giant rifle and wears a long duster, and is also bald and gaunt with skin that looks corpse-like. Senator Samir Patres is also gaunt and swarthy, but wears elegant cloths and glasses. And then there's Zork, whose massive bell-shaped helmet has bulbous eyes and a sharp beak that comes out the front, and fights with some kind of weird giant riveted pipe contraption.

Most of the details we've gotten are about gameplay systems, so we'll probably have to wait a fair bit before we learn more.

No comments:

Post a Comment