“…In her analysis of the Ravenhearst video game series by Big Fish Studios she asserts that the structure of the gameplay revolving around locating hidden objects "in a space of never-ending mess seems fitting for the Gothic-a genre built on excess" (395). There have been various recent studies, analyzing the manifestations of the Gothic in video games-from Gothic configurations of the ludic and formalist elements such as the in-game avatar (Kirkland, 2009) and game soundtrack (van Elferen, 2012); analyzes of monstrosity (Gardner, 2015;Piitinen, 2018), doppelgangers (Hancock, 2016), and memory (Novitz, 2021); Lovecraftian elements and the narrative structure of the "weird tale" (Corstorphine & Crofts 2022;Krzywinska 2020); and extensive studies of the intrinsic Gothic tendencies of the survival-horror genre of video games (Fuchs, 2013;Kirkland, 2012;Krzywinska, 2002Krzywinska, , 2015. My analysis of Bloodborne at a foundational level employs Krzywinska's "coordinating nodes of the Gothic" (2015, 59) to locate the Gothic elements in the ludic and the narrative layers of the game.…”