Hello, and welcome to the zone of infinite stories. In this blog I will be exploring some of my, and hopefully your, favourite stories in the entirety of their depth, from video games to literature.

You can find a link to my own short story portfolio to the right of the page along with my contact details. Enjoy.

New posts every Wednesday and Sunday.

Sunday, 12 March 2017

Why the world will know the name Isadore (Isadore by Incubus)

     The lyricist and singer of the band Incubus, Brandon Boyd, tends to keep many of the meanings of his songs somewhat close to his chest. This isn't a specific thing he does to be confusing, but rather a thing about his art. Many of Boyd's lyrics are poetic enough to leave interpretation up to the listener, and this is especially true of many of the songs from the If Not Now, When? Album. When looking up song meanings, one can find a wide array of different stories read into these songs, so we're going to take a look today at the song 'Isadore' from that same album. As I won't be embedding the song, here, I recommend giving it a YouTube search and having a listen before continuing - I think it is a fantastic song to listen to anyway.

     "Erica and her Isadore, climb aboard a balloon...
I want more than this kite will soar, I set our sights on the moon."

     .....Welcome back. Now, allow me to cover two different interpretations of this song. A simple one and a more complicated one. You can make your own mind up as to which one makes the most sense to you, or neither if you have another interpretation.


The First Interpretation - The Complex Narrative

     The first story of this song involves three people. That is Erica, Isadore and the unnamed man from who's perspective the song is sung. The story involving these three is a particularly sad one and is about loss, more specifically the loss of Erica after she gives birth to Isadore and the song is about the narrator coming to terms with the death of his lover. This is where the speculation comes into play - but let's explore this idea.

"It's not who you were, it's who you are, and we've come this far, lover. 
No, I won't rest 'til the world knows the name Isadore."

     The song from the start mentions a metaphor of a balloon, of which we can think of a hot air balloon and reaching an elevated state because of it. So, if Erica, heavily pregnant with Isadore (note the 'her' Isadore and not 'our' Isadore - interesting choice of words, I think.) board a balloon, or engage in some activities that get get 'high up'. However, the narrator is not satisfied with a simple balloon ride and wanted more, even if it was dangerous. This is emphasised by the later line 'blinded by their unbridled height, our lovers turn dissolute.'

     To clarify, Erica, being heavily pregnant, and the narrator have sex and get a little bit carried away. 'Dissolute' explaining the overindulgence factor and 'unbridled' being the uncontrolled factor. With the two protagonists being so deeply in love, they take it 'too far' and are not careful of the baby. Or at least the narrator takes something too far and Erica gets in to a very bad way due to her weakened state.

     'There's just one parachute...' This line is suggesting that with the mother in critical condition, the doctors may only be able to save one of Erica or Isadore. The narrator wanted Erica to survive, but Erica chose Isadore.  The loss of Erica is apparent in the bridge which says '...you can't just leave, you've taken everything.' showing how much Erica meant to the narrator. So we get to the point of the chorus - "...it's not who you were, it's who you are." suggesting the narrator's coming to terms with Erica's death and accepting that she lives on through Isadore. The narrator then vows to do his best to bring Isadore up to be amazing - and won't rest 'til the world knows the name.

The Second Interpretation - The Simpler Narrative

     The story starts with two lovers, who are on their journey together. They both are elevated by the experience, however, one appears to be significantly more ambitious than the other one. The wording of 'her' Isadore as well as 'I set our sights on the Moon' suggests that Erica is more controlling in the relationship, yet Isadore is particularly ambitious and wants more than what they currently have. The reaching for the Moon puts a strain on the relationship.

     "You can't just leave, I've given everything. 
You can't just leave, you're taking everything..."

     The chorus sums up their fighting and desire to keep the relationship together due to having put so much into it. It also reinforces the narrator, Isadore's, ambition to continue on a success path. With the next verse however, they stay together and recklessly ride their high - the success reinforces their relationship for a little while before it gets worse. The quick juggling of lines between the chorus of Isadore's fears of being alone verses the 'lovers becoming dissolute' are reminiscent of continued arguments in an unhealthy relationship.

     Then the song suggests that they've gone so high, but only one can make it. "There's just one parachute. Goodbye Erica, now I see, that all my fears were in tune." This line is stating that now they have reached a high up spot, Isadore realises he can make it further without Erica holding him back and while previously he was terrified of losing her, he now learns that that loss was exactly in tune with his goals - success. Therefore it's not about the past, but who you are now that matters. Overall, he won't rest until the world knows the name Isadore.



     So, there you go. These two are my favourite interpretations of the story. Personally, I think the second one makes a lot more sense as a narrative, but the first one is a lot more emotion evoking as it becomes a really sad song. Whatever you decide as your value to the words - I hope at the very least you enjoyed the song. Of course, thanks for reading.

Wednesday, 8 March 2017

Tales From The Sunless Sea - The Sixth Zee-Captain

 First Zee-Captain --- Previous Zee-Captain --- Next Zee-Captain

     The next two captains come as somewhat of a pair, though they could not have been more different. The child of the two previous captains was the first. The orphan boy Yorren. He had a great head-start when he came of age to go out to Zee. The first thing he did was take ownership of his parent's town-house. Then, he raided their rooms for tips and hints of how to be a successful Zee-Captain. He inherited a small fortune which kick-started the equipment of his ship and he was gifted with the same powerful deck weapon that his mother had used on her ship. This was the curious part.

     Yorren was set to be a good and honest zailor. Of course he had his goal of reclaiming all knowledge of his parents and finding their resting places, but he also knew he had to get some experience at a zailor first. He turned down most help and instead, went to gain as much money as he could, in similar ways his parents had. He fulfilled deliveries back and forth and took on some really risky missions of strategic information for the Fallen London admiralty. It was his fourth trip back to fallen London where he was approached by a Shady Sort.

     The Shady Sort was notably an elderly gentlemen, and under the employment of a Cheery Man. He was the same Shady Sort, I am to believe, as they who approached the great Ylvanna as well as others in the same line I have been chronicling. Of course, many years had past and this man was clearly in his late fifties at this stage of his life. He approached Yorren, who immediately had no interest in the man's offer. This caused the Shady Sort to resort to shadier tactics.

     “I have something that you might be interested in, though, if you re-consider.” Said the Shady Sort.
     “And I have no need for extra fuel or supplies, sir. So I shall bid you good day.” Yorren said.
     “Ah, but it is not this that I offer, young Yorren. It is a weapon you may be interested in. Specifically, one that has been generously gifted by the Cheery man and the very same that once belonged to a Zee-Captain named Miss Thistle. I believe you may have particular interest in that name.” The Shady Sort knew this would garner the desired interest.
     “...I see. Take me to the weapon, now,” Yorren replied. So, the Shady Sort did. The weapon was mildly rusted, so had been used, and also was of the same model that his mother had written about acquiring. Of course, it could not have been hers, though it seemed too odd not to follow it up. Besides, he was unsure how the Shady Sort would have known what weapon his mother was carrying upon her ship. “...Where did you get this? I must know the details.”
     “Your interest is noted. Well, you can have both this weapon and that information, only should you take my the offer of patronage from my humble host.” The Shady Sort held a smug sort of grin.
     “I must know!” Yorren said.
     “Okay, okay. You're to take this crate of human souls up to the northern town of Mt. Palmerston. Only then will I give you the information you require. For now, I shall have this gun brought down to the docks so that you may have it mounted on your humble ship.”
     “I shaln't be humble for long, sir. Give me three days, I plan to purchase a grander vessel than that which caused the demise of both of my old folks.”

     Yorren's next step over the next few days was handing over the money to have his ship traded in for a large cruiser-ship. He had all of his old weapons mounted upon his new ship. Then he set sail for the northern town of Mt. Palmerston. When he returned successful he gained the information from the Shady Sort that his father was not to be sought, as his journey would take him through pirate isles. Yorren didn't take kindly to the suggestion that he father was not a noble and honourable zailor. So he then learned that the quest for his mother might be an easier one to follow. She got lost deep within the tombs of Godfall, so the Shady sort claimed. Of course, you and I know this not to be true, but Yorren wasn't to know. He took this information and sailed with it.

     With his cruiser, he took one more money making voyage to stock up on candles for a dark trip and then took directions on how to get to Godfall. Then he left. It took days to find the place in the mid-Zee, but when he did, he felt a significant unease. It was not a comfortable place to set eyes upon, let alone feet. He disembarked, took inventory of his ship and of the island, then he descended into the tunnelled abyss. This was the last that was ever seen of Yorren. Hours went by and his crew grew worried. Half a day went by and some of his crew left for other shores, certain of Yorren's demise. By three days there was only one main waiting on the cruiser for Yorren's return.

     The Shady Sort was a veteran of the war of '68. He knew his fighting. He had also lived nearly seventeen years as a cronie for the Cheery Man, though now – he wanted his freedom. Three days after Yorren arrived at Godfall, the Shady Sort arrived, also, though out of sight of the cruiser. The Shady Sort was named Zeraphya, and he wanted a life away from doing powerful men's bidding. He had been in Fallen London dealing with Zee-Captains for long enough that he wanted his own adventure and knew exactly what to do about that. So when he sailed, he sailed quickly, leaving word of his departure for the Cheery Man to hear of. For his years of service, he was not pursued, but he would be expected to carry cargo for the underhanded fellow.

     The one loyal crew member upon the cruiser had no chance. Zeraphya crept up behind the man, leaving a bloody grin across his neck. He whistled, and ten of his own crew-members jumped up on the Cruiser and sailed away. If Yorren ever did emerge, he would emerge to nothing – so probably for the best he did die. Most of Yorren's money that hadn't been looted by the crewmen was on board, as well as all weaponry and such. A perfect vessel that Zeraphya needed not even raise the money for. A perfect voyage.


     To be continued...
---Howard Sterling, Chronicler of the Fallen London University

Sunday, 5 March 2017

Monkey Puncher - The Story Behind the Retro Hidden Gem

     Firstly, I am fairly certain I am one very few people to have actually played Monkey Puncher here in the western world. Of those who did play it, I am probably one of significantly fewer who thoroughly enjoyed the game. I imagine so, anyway – I have been incapable of tracking down anyone else who has played it. Nevertheless, it was a game I picked at random from a shop as a child and recently re-discovered; so I thought I would cover it here on The Explorator.
     Monkey Puncher is a GameBoy Color game that, surprisingly, isn't about punching monkeys; 'monkey punching' in game is a poor translation of 'monkey boxing'. Released in the year 2000 and developed by Taito Corporation, it is the kind of game that the translation and shipping to a western audience may have been an after thought, as the translation is horrible and basically nobody has heard of it. Nevertheless, it exists here and I'm so glad it does.

What is Monkey Puncher?
    As a child I understood the premise of the game: train a monkey (they're actually apes, but we'll continue to call them monkeys because game 'cannon') and watch them box each other, before continuing to make stronger monkeys. However, I didn't understand much of what was going on other than that, partly because I was a child and didn't care so much about the story, partly because most of what it says in the game doesn't make sense. Being older and playing it however, has allowed me to piece the parts of the game together enough to understand the story and beat the game, getting way further than I ever did as a kid.
     The game is essentially a training game. You get a monkey, you train that monkey in individual stats, such as 'power' by using a punching bag or 'speed' by skipping (this mostly involves pressing 'A' a bunch but not too fast or slow), and then climb up the 'Japan monkey boxing circuit ladder'. Every few days you will be asked to challenge another money up to two ranks above your monkey's rank. Then, when you go to the ring, you can give them a strategy of how to fight before sitting back and watching them go ape-shit (hehe) on each other.
     You have no input to the fighting, you just have to cheer your monkey on as they punch another monkey in the face for three rounds of thirty seconds. Then, you either win or lose, but go back to training either way. There are also special books you can pick up to teach your monkey special punches – but I digress. That is the game.

     Some of my favourite parts of the game include the name of the food you can feed your monkey, such entire curries, or just jam. As one of the activities you can ask it to go to the shops and laugh as it comes back having completely ignored your order and randomly bought a Toaster and a CD (both of which are useless in game).
     Of course though, you're not just watching animals fight each other for the fun of it. Rather, there is an intense story behind the whole thing which is dramatic, amusing, and (again) terribly translated. So, if you wish to train your own monkey and don't want to know the game's amazing twist, stop reading here. Otherwise: behold, the wonderful world of Monkey Puncher.

The Story
     You start the game as either Kenta (male) or Sumire (female), the child of an ex-monkey punching champion. The player character's (whom I shall call Kenta, as I played as him) mother died when Kenta and Sumire were very young and their father retired as a Monkey Puncher trainer in order to raise his children. Kenta's father was taught as a Monkey Puncher trainer by a man named Fred, who later on became your father's rival. One day, Sumire and your father get kidnapped by the evil underground monkey ring and criminal syndicate called the Saru. The Saru is lead by a man named 'The Master' who plans to mind control your father and make him and his monkey punch for them.
     Kenta then decides that the only way to get them back would be to join the monkey puncher circuit and train until he can beat The Master's monkey in order to get his father and sibling back. Upon deciding this, Kenta gets a visit from a wizened old man named Fred, who explains that he was his father's rival but wishes not for him to be used in such ways the Saru would have him used, so aids Kenta on his goal by giving him his first monkey named Freddy. Kenta then also gets a visit from another friend of his father's named Bill. Bill then books Kenta and Freddy's test punching match; he also goes on to book each of Kenta's ranked matches every three days.
     Kenta and Freddy train hard and work their way up to around rank 10, before Freddy's abilities reach a maximum. So Kenta breeds Freddy with another powerful monkey to make a new baby monkey puncher and begins to train that monkey instead. Kenta does this a few more times, reaching a higher rank each time, but not without problems. Around rank 10, the Saru send one of their cronies to have a monkey punching match with Kenta. Upon beating the cronie and continuing to rank 5, Kenta is challenged by a scientist known as 'The Professor' from the Saru who uses a robot monkey to fight your monkey. Somehow, Kenta also wins that fight and each victory gets Kenta closer to his goal. Eventually Kenta reaches rank 1 and Fred arrives, explaining that his monkey holds the rank 1 placement in the Japan league and that he is proud of Kenta for reaching this far.
     When Kenta beats him, Fred congratulates him. Kenta then received a mysterious letter from the Saru offering him a place in their monkey puncher tournament on an island off the coast of Japan. So Kenta trains a little further and accepts the invitation, taking a boat to the island where it is explained that Kenta's monkey will need to win five fights in a row in order to make The Master want to challenge him. Kenta's monkey successfully beats the first and second monkey (who is the same monkey owned by the cronie he fought at rank 10). The third monkey is an upgraded robot monkey with The Professor. The fourth monkey is owned by – Sumire herself! Kenta battles his half-mind-controlled sister in a monkey puncher match and when he wins, Sumire becomes free of her mind-control and joins Kenta in saving their father.
     The last monkey puncher match in the tournament is then called and Kenta's opponent is his own father! Kenta must battle his fully mind-controlled father and his monkey puncher: 'Beast'. When Kenta wins, his father begins to regain consciousness and Fred returns to see the end of the event. Fred explains that Kenta became more powerful than he expected much quicker than he expected and that Kenta was the goal the whole time. Fred throws off his gown to reveal that he is The Master of the Saru and claims that he only kidknapped Kenta's father so that Kenta would train and become the strongest trainer in Japan. All Fred needed to do then was have his monkey, Shadow, throw a mind-controlling punch and Kenta would then be under Fred's control.
     Kenta's monkey fights Shadow, in an epic final showdown. When Kenta's monkey wins, Fred claims that he cannot understand there being anyone stronger than him, so decides that if he cannot be the best, then nobody can. He throws himself into the volcano on the island and the islands starts shaking. Kenta, his father and Sumire panic. Just in time, Bill arrives in a helicopter in order to take them all home safely. With the Saru defeated and living at home with his family again, Kenta decided that he wants to go full time in the monkey puncher world, so signs up for the world leagues and begins to rise the ranks there instead.

Conclusion
     Okay, so the graphics are simple, the gameplay is simpler. However, I adore this game and I think that story pretty much speaks for itself! I don't know anyone who played this game, so if you did - please get in touch! That's all.

Wednesday, 1 March 2017

Tales from the Sunless Sea - The Fifth Zee Captain

First Zee-Captain --- Previous Zee-Captain --- Next Zee-Captain


     Thistle, is not the last in the line of Zee-Captains, as successful as she was, curiosity was the downfall of her. Just like the previous philosopher in her line, Ylvanna. See, it happened very late into her Zee-faring life she heard too many tales of the Elder Continent not to seek it out. She was not prepared, however. The water and the air when zailing towards the Elder Continet was too much for her boat to handle. The boat was seen sinking by someone at Adam's Way and she was never heard from again. Three years later, back in Fallen London, the son of Garrid and Thistle was of age, and as previously decided, took to the Zee.

     Thistly, however, before she died had quite an adventure. Two very notable ztories of hers were tales from the curious isle of Visage and an odd encounter surrounding the Empire of Hands.

     Thistle made most of her money by shipping things back and forth to Fallen London. She would sail east and pick up some Sphinx Stones from the Salt Lions and then some Clay Men from Polythreme and ship them back to Fallen London for a large profit. It was because of this she was able to complete the map she desired of the Unterzee, though some places were still recommended to be avoided.

     One of the strangest places she visited was that of Visage. An island where strange rituals happen and everyone is identified by what mask they wear. Upon disembarking on the island she was asked if she wanted to wear a frog, bat or locust mask. The frog was a visitor who was clumsy but wanted to learn of the local ways, the Locust was a visitor searching for profit and the Bat was not to be worn by anyone in their right mind as they were spies and the like.

     On this island, Thistle wore the Frog and hopped her way clumsily around the town fitting in greatly. At one point she tells of a strange ritual she observed where people flocked to the right ear of the giant head adorning the island. She could not fully understand what happened but it was then that she knew the Gods existed.

     After successfully gaining knowledge at Visage, she explains that she gained a more powerful mask and out of respect for the locals, refused to exclaim what it was. Though I suspect she refused to mention it because Visage was now a part of her and her higher status deems her to not need to explain such things to us lowly Frogs. Her sanity was never quite the same after her initial trip out at Zee.

     The other tales she tells is a strange one that after visiting the Empire of Hands, she surveyed all of the surrounding islands for a complicated port report and then went to see the inhabitants of the main island. She tells that all of the inhabitants were apes. She also tells that the high chief of the island offered to buy her souls. She knew there was more to the town, though considered it not at the top of her priority to find out.

     Upon returning to Fallen London she was summoned to this very university to attend a lecture on the Empire of Hands by a 'delightful adventuress'. After the lecture, the adventuress enquired if she might use Thistle's ship to get back to the Empire of Hands with her companion as she had heard that Thistle knew the way. Thistle agreed.

     When they reached the Empire of Hands, the delightful adventurer disembarked and payed for the voyage as well as her companion offering a thank you and revealing that they were a rogue clay-man. A dangerous sort that would never have been allowed on the ship had Thistle known. Thistle spent some time then on an island and leaves a journal entry of a strange occurrence thereafter of visiting one of the hot springs and relaxing for an afternoon.

     Thistle heard some giggling, assuming it was to her naked form she covered herself and looked around to find a small child, hunched over like one of the chimpanzees on the island. She had clearly grown up here and thought it would be funny to steal Thistle's clothes. She ran into the forest and Thistle gave chase. After some altercation and yelling, Thistle tells that she was only able to retrieve a single sock from the child before they escaped through the trees. She returned to the boat wearing only the one sock, and laughter roared from her ship-deck. At least she had raised their spirits. It was not too long after this that Thistle met her demise.

     It is nice that we can look upon Thistle's journey and know her as a character and personality. She existed and became far more real for this than some of the other stoic entries of the other Zee-Captains. Zerred, for example, Thistle's child and the next Zee Captain only wrote stunted journal entries and did not last long at Zee. His ztory, in fact, was quite a terrible one.

To Be Continued...
---Howard Sterling, Chronicler of the Fallen London University

Sunday, 26 February 2017

Bloodborne - The Lovecraft Loveletter

Warning: Spoilers of the ending and some of the bosses throughout.

Ah Kos, or some say Kosm... Do you hear our prayers? ...As you once did for the Vaccuous Rom, grant us eyes... Plant eyes in our brains, to cleanse our beastly idiocy.” - Micolash, Host of the Nightmare.

     Bloodborne's development takes a lot of its influence from Victorian, Gothic, Japanese myths, and eldritch literary horror fiction, which is notable for a few major reasons. Firstly is because Bloodborne being a 'Souls game' lends itself greatly to this genre. This is because much of the horror style is based on confusion and second-hand storytelling, which is often seen throughout the Souls series having a rich lore but never being properly explored on the surface of the game or observed directly. All of the information we get of what has happened is from unreliable narrators or small snippets of text alongside items, or even just events that lead us to make assumptions of connections [1]. More on this below.
     Secondly, it adds to the genre as a whole; a game that is interesting and enjoyable as well as quite scary in ways that avoid the modern tropes of jump-scares and solitary murderers. This is because it focuses on story, situation and particular events happening within the world, rather than a simple meta-desire to terrify the player. Thirdly, is the transition between general Gothic horror and uncovering the deeper cosmic terrors underlying everything. This is done well in Bloodborne as it is reminiscent of Lovecraft's transition between writing Gothic horror and his eldritch mythos, as well as the transition of many of his characters. Going from sane human investigating some odd phenomenon to developing an understanding of something so unfathomably beyond them that they lose grasp of that sanity. More on this below, also.

     With that in mind, let us look at some of what makes Bloodborne such a great example of eldritch lore done correctly, with a slight focus on The Old Hunters DLC as main examples.

The Works of Lovecraft
     Howard Phillips Lovecraft was born in 1890, toward the end of the peek popularity of Gothic Horror, particularly in Victorian London, and had an interest in horror from an early age. Apparently his father read him Gothic Horror stories as a child and thus Lovecraft himself began writing in this genre when he took up the pen. While maintaining many of the core Gothic Horror tropes, his direction, over time took on a slightly differing form to his predecessors - that of eldritch. His major influences with regard to Gothic Horror was Edgar Allen Poe [2] while his most notable influence to the eldritch influence was a book by the name of The King in Yellow by Robert Chambers in 1895.
     Some of the stories of Lovecraft can be seen within Bloodborne, such as The Shadows Over Innsmouth notably being about cult figures worshipping bizarre Gods and creatures that come from the sea. This can be seen in the early parts of the game when you first uncover the strange statues showing what kinds of beings of worship there are in Yarnham, but can particularly be seen in The Fishing Hamlet segment of The Old Hunters DLC, which can almost directly be seen as a kind of aftermath of an Innsmouth type village.[3]
     Other examples of translation from Lovecraft are beings such as the Amygdalla and the Brain of Mensis being full of eyes and tentacles; they appear to be directly something out of the unfathomable Cthulhu mythos - of things that if you knew about them it would ruin everything you thought you knew about the world. While there are many examples of particular things that seem like they could have come from the pages, it is the themes of the style that persist through the whole game.

Existential Crisis
     As mentioned in the introduction, there is a heavy importance on the style of storytelling being through things like letters and unreliable narrators. This works particularly well with influence from Lovecraft's Cthulhu mythos as one of the major themes of this is of forbidden knowledge; things that could be easily missed or ignored by any sane person not specifically seeking it out. This leads our character (and us) into a situation where we are specifically looking further into the forbidden depths of the 'Great Ones' for both intrigue and to reach our goal.
     How this is approached in Bloodborne is similar to how it is approached in tabletop RPGs of Cthulhu lore, and is also something that many games or adaptations get wrong. The transition towards the ever-expanding ever-confusing scale of things needs to be a slow transition, but a permanent one. Rather than hiding the subtlety throughout the story and having the character forget his knowledge to progress as is done in many insanity based mechanics, Bloodborne tackles it differently. Once the character knows of things that they ought not know, they need to find a way to deal with that knowledge or use it to their advantage without being overwhelmed by it. Often, you need to keep your sanity lowered in certain ways or risk death. Bloodborne, however, treats it as a necessary mechanic that really ties in well to the approach. The whole point of forbidden knowledge is that it is both incredibly important as it holds truths and keys to the universe, but also carries with it understanding of things that we are not capable of understanding, as well as deep existential understanding of exactly how pointless and tiny we are. This is a very important part of the Lovecraft lore as a lot of the fear comes from the sheer extent of how unimportant humans are.
     Our character in Bloodborne uses this to their advantage, by carrying a balancing act of knowing enough to keep them aware and powerful, but not having so much that it harms us greatly. The more 'insight' we have in the game, the more danger we are in from certain things like Frenzy, as with more insight comes a weak mind susceptible to insanity. This allows our character to have a necessary way of handling the knowledge that ought to kill them as a way of increasing their power as well as making it threaten them at the very core.
     In Bloodborne, we start out as a newcomer to a town (like many investigators in stories before us, typical of a Lovecraft story) on the night of the hunt where the story is simply focused on seeking a certain kind of blood to cure a disease; there are a few supernatural elements and scientific experiments gone wrong also, as is typical of Gothic horror stories. [4] Then, it transitions at an increasing rate towards the power of cosmic entities and existential disturbance. The only reason we don't immediately die of insanity when gaining 'madman's knowledge' is that slower transition of only finding out little bit at a time as the insight trickles in and we are capable of using it as it comes. Also it can be said that there is so much that we do not know. Our character gains insight only enough to deal with the threats in front of them, just like the player, the character is still clouded in speculation and confusion rather than fully understanding any of what is going on. They are simply dealing with only what is necessary. There is also suggestion of a higher power guiding us as the character, too, which would help with that and it brings us to the next point.

Fighting Elder Things
     It only seems natural, with the Great Ones and those touched by unknowable entities beyond our comprehension, that we ought not be able to fight these things. This should be the weakest link between any progressable combat-based game in an eldritch mythos. However, Bloodborne tackles this well, in my opinion, and it even leads to one of the most Lovecraft-y things in the whole game.
     The Great Ones that are bosses in Bloodborne are closer in reminiscence to 'Elder Things' in Lovecraftian lore, as they are seen entities that generally have no care for humans unless they can be used for something more important. An example of this is Ebrietas, Daughter of the Cosmos, who completely ignores the player until they actually attack her. In Lovecraft's lore, Cthulhu itself is an Elder thing, for a similar example. Cthulhu is thought to be the 'high priest' of the Great Ones in the lore – so is connected to them in a similar way the Pope might be to God, to give you an idea of the scale being discussed. That being said, while incredibly powerful and ancient, they are still essentially mortal and potentially killable under the right circumstances.
     The playable character in Bloodborne is certainly strong. They are strong because they have help and are augmented by blood and have influence from powerful things. It is also worthy of note that the character dips in an out of dreams such as the Nightmare Frontier which is where they fight the Amygdala. This includes The Hunter's Dream where the character is influenced by some important figures on the main game. This takes the edge off of the potential for the character to fight Great Ones, as they are not actually fighting them, they are fighting an aspect of them as an aspect of themselves (within the dream / nightmare). This, of course still has an impact outside of the dream, but it still takes some of the edge off of the possibility of killing a Great One.
     Furthermore, there are some other fights with huge creatures that can be considered not on par with a natural Great One, as they were people who have turned into something greater (Such as Rom, Ludwig, or many of the Chalice Dungeon bosses) – so not as powerful as a Great One could be. [6] Then there are Great Ones that are experienced outside of dreams and are very powerful. This circumstance that aid us in those fights (Ebrietas being the most powerful) possibly being that we have access and influence from a Great One ourself – the Moon Presence.[7] I say possibly, here, because we don't fully understand the intentions of the Moon Presence and probably never could. It does, however, give us some possibility of justification for our actions. It is also of consideration that while powerful, the Great Ones we fight are potentially some of the least powerful possible Great Ones. That being said, for the game to be the game it is and not actually within the Lovecraft lore, I'll admit that it is acceptable that killing some of these things is to be accepted for purposes of epicness and gameplay.

The Orphan of Kos
     With the relative power of our main character, one thing is worthy of note. None of the Great Ones we kill are unkillable and they certainly put up an incredible fight, but this it true of the Orphan of Kos more than any other. Generally accepted to be the most difficult fight in the game – this is probably the most powerful 'thing' our character ever fights and it isn't even that powerful, in a twist that leaves practically the last thing our character does in the game to leave us with the most Lovecraftian feeling of all.
     When we approach the Orphan of Kos, there is a deflated dead thing on the floor that is being worshipped from the cave we exit. This dead thing could be Kos, though is more likely to be the surrogate of Kos's child as Kos is suggested to be a being of much higher power than the Great Ones. Then, the Orphan of Kos climbs out of the thing on the floor and immediately takes a disliking to you. While most Great Ones do not care for you at all until you threaten them, the Orphan does care. The Orphan is a being of anger, showing it's naive state as far as Great Ones go – as like the others it is of something higher than humans, so probably shouldn't care about them.This newborn proceeds to aggressively attack the character in a fight to the death. As previously mentioned, this is likely to be the most powerful thing in the game and, once we finally do beat it, nothing in particular happens. It just dies and we are left staring out into the infinitely expanding abyss. We just fought possibly the toughest thing we could fight and though that makes us feel good about our power – it also emphasises what infinitely higher powers are out there.
     The empty abyss that extends from that fight is essentially the last message of the game. An existential belittlement directly after we overcome the toughest challenge we have faced. That, in my opinion, is why Bloodborne is the most successful homage to Lovecraft found in a video game.

  1. One of my favourites of this style of storytelling is that when you use the Tiny Music Box - that you get from a little girl who wants to locate her mother - against Father Gascoigne and it stuns him. Then you find evidence for the little girl's mother having died nearby the area after the fight, leading you to believe that Gascoigne himself is the father and you can put the story of what happened together. With the disease changing the Hunter and him probably having killed her - and without any dialogue to explain as such.
  2. A notable link to this is Poe's belief that all stories should be readable in one session, so had a disposition toward short stories. While Lovecraft dabbles in some longer works, all of them can be read in a rather short time overall. Edger Allen Poe writes the reasons for his doing this in an essay called 'Philosophy of Composition' which I thoroughly recommend for anyone interested in general fiction.
  3. While there is no obvious evidence that the inhabitants of the village 'fornicated' with the fish people... let's not kid ourselves, it definitely happened!
  4. Van Helsing the hunter from Bram Stoker's Dracula was originally just a doctor who had a bit more knowledge of supernatural things rather than just his medical profession, as he was a man of science who did not ignore the world's stranger occurrences. Thus he does what he does because of his scientific knowledge.
  5. It could be suggested that the Brain of Mensis is the form of a Great One, though it becomes somewhat apparent according to the method by which we bathe it in darkness where it loses it's main power, and then we are capable of killing of it, or at least this form of it.
  6. The Celestial Emissary is essentially just a powerful alien, so reasonably killable and Mergo's Wet Nurse is a relatively weak Great One with only one purpose, to protect Mergo. This basically leaves Ebrietas and the Moon Presence itself. The Moon Presence is also inside of a dream and most endings have you not fighting it at all.
  7. There is a theory that there is rivalry between the Moon Presence and Ebrietas, owing to Ebrietas influencing the worship of the Healing Church who are some of the people undoing the Moon Presence's work of creating Beasts in a Blood Moon. If this is true, then it explains why it would aid us in doing some of the things we do from The Hunter's Dream. However, there is another theory of the Moon Presence being created by the Healing Church, which would ruin this idea, so the possibility is tenuous at best.

Wednesday, 22 February 2017

Meta-Post Exploratoring This Blog - (Feel Free To Ask Me Questions or Make Suggestions of Topics)

     Hi, folks! Just wanted to say hi and update a few things.

     Firstly I want to say there will basically never be update posts like this, it is simply that time constraints have caused me to change up how I approach the blog, so I have had to post-bone today's post to Sunday.

     That is to say that from now on, the blog posts will be posted weekly every Sunday. These will be the main posts, the exploratoring posts, the good and researched ones. Wednesday will still be my other posting day, but it might not be every Wednesday that something is up. When something does appear on Wednesday it will either be ongoing journal posts such as Tales From the Sunless Sea, or real-world exploratoring that might also be ongoing. These posts are to keep up content but are less important and targeted at my main audience.

     On Sunday will be the follow up to my Bloodborne post about the Lovecraft ties, so keep up with that. Other than that I wanted to say thank you for joining me for a successful launch of this blog. While I have had very few comments on the actual blog, the feedback I have been getting elsewhere has been really great and I've had a few posts hit over 1000 views, so that is fantastic.

     My only hopes are that you will anyone seeing one of my posts might stick around to check out more of them, and perhaps get a feel that they like my blog. Once I have 4-5 months of startup time I will open up a Pateron and perhaps put a few adverts in the side bars, but not so much that it will overwhelm - because if I could make some money from this, that would be amazing and I could spend more time focusing on making the best possible content!

     Now, I also know that so far almost all of my content has been about video games, but it won't always be. I have a few books, TV shows and films in the pipeline to discuss, including a potential segment looking at adaptations and why one is better than the other. So if you've been checking out some of my stuff but aren't massively into video games - please stick around!

     The other thing I wished to say is as it says in the title - please do make suggestions. Anything you think is interesting enough for a deeper analysis is something I could add to my list and if it is recommended, then I am happy to prioritise it for you. So if there is a game, film, book, etc. that you really like, feel free to throw a suggestion my way and I'll see what I can do. Alternatively if you wish to as me any questions about pretty much literally anything, I will always reply - and if my reply is good enough or I get a bunch of questions at once, I could always use that to fill in a Wednesday post where I would otherwise have no content. So don't be shy!

     Also, I am available for hire fairly cheap if you would like my help on any work, either proofreading or want something written for you. I know my current posts are not in the most exemplary form with regard to proofreading (which is one reason I'm focusing on one a week rather than two a week from now on - higher quality) but if you check out my short story portfolio to the right hand side of the page, they are a better example. All you have to do is ask, and I look forward to working with you.

     Thank you so much for reading and remember: some may explore, but I explorator!

Sunday, 19 February 2017

Tales from the Sunless Sea - The Fourth Zee Captain

First Zee-Captain --- Previous Zee-Captain --- Next Zee-Captain

     Garrid lasted quite some time at Zee. He lasted so long, in fact, he was able to use his riches to set up a family. Whilst stopping by in Fallen London he returned to spend nights with his sweetheart multiple times until one day she cried out to him just as he was leaving. Leaning over the barrier of his vessel he was left with the information that she, Thistle, was pregnant.

     Of course, this news was taken in two minds, firstly, he was overjoyed at the idea of being a father, secondly he realised what an awful life it would be to bring up a child in a small hotel room mostly with only one parent. What if he died at Zee? So his next trip out was a short one. He doubled the money that the urchin boy was to give to his lady upon news of his death, and purchased a nice town house for them all to live in. When Garrid was back in Fallen London, all he did was spend time with his partner and child. He was successful and happy.

     That is not to say this his life went entirely smoothly. Plentiful times he met danger whilst out at Zee and his dealings had turned less and less civil as time went on. Running small errands of smuggling back and forth and spending a lot of time in some of the outlying pirate isles for some extra parts of underhanded cash, Garrid was not exactly legal. In order to keep the suspicion off of himself, however, he made sure to keep up the sinking of pirate vessels. This was messy work in itself. The slaughter and ruthless strategic fighting he learned at Zee earned him somewhat of a reputation. His family knew nothing of his life at Zee.

     Though that is not to say he was entirely a pirate himself. He also took Zee Ztories back home to his children, enough for his child to decide to wish to be a Zee Captain when he grew up. Garrid allowed this, but only after he was of age. Garrid even wrote a will so that his family could keep his home if he never returned.

     One of the stories of curious nature that intrigued Thistle the most was the strange story of Nuncio, the isle of post. For some strange reason, the post at Zee was drawn to the island and washed up there constantly. The Postmen there also seemed unhappy and drawn to the island for reasons beyond their knowing. There was also something in the heart of the island that was unspoken of, something of nightmarish origin so fr down that must have been the cause of all the disturbance, though Garrid was never to find out what it was.

     Thistle also learned of some of Garrid's more profitable legal dealings, such as sphinxes from the Salt Lions, and delivering Clay Men from Polythreme. Of course, this is the kind of tale that made Thistle believe she was capable of becoming a Zee Captain herself. One day, when Garrid was out at Zee for a particularly long time, all the returned was news of his having got into one fight too many and was unable to make it back, though there was claim that his last words were of love for his sweetheart in Fallen London.

     A day later, a large package of money arrived at Thistle's doorstep and he barely hesitated before raiding Garrid's study for any information she could. She got herself a cheap vessel, she put her growing boy into care with the nanny who helped raise him, and she left for the wide and open Zee.

     Thistle's journey was safer and more successful than any who had come before her, because she was prepared and had a lot of strategic information from her partner. She also had a fairly accurate and open chart of Garrid's travels. Thistle, you see, was an old thinker. A Philosopher who had been kicked out of the university fairly quickly for her refusal to work in the way they wanted. She was a wise and clever woman, but also a curious one. Her journey started with exploration. She travelled north and then east and then south, visiting every possible port on the way and staying at Zee for a lengthy time using her spare funds for fuel and supplies to continue her journey.

     This was a problem, however, as while money can get her so far, as she travelled she fully begane to realise what Garrid was putting himself through and how terrifying the Zee could be. As she travelled, she could feel her and her crew's sanity slipping away. This was not aided by finding out stories of Garrid and the horrible tales she heard of his brutality. As she went, things got worse until eventually she found Nuncio. She needed to know what it was about that place, so she asked questions and tried to go down the whatever was below the island in the darkness and all she got was more fear in the very pit of her.

     She needed to return to Fallen London urgently, but it was a long trip and without being able to justify stopping off many places for fuel, it would be a risky trip. On the way, one of her crewmates went fully mad and tried bludgeoning some of the other folk aboard. They tried to restrain him, though he was fulled with insanity and managed to kill two people before he was taken out. This did not help to calm the crew, everyone now suspicious of everyone. A few leagues more and it is said that everyone watched the attack.

     An enormous tentacle rose up from the Zee, wrapped around one crew member and took him below. It is said that the taken crew member was not scared, but she simply accepted death. Though when people looked overboard, there was no sign of the beast. Had there even been an attack? Nobody was certain of anything anymore. What started off as a curiosity voyage became awash of stories of terror and unreliable accounts of incredible luck. With scarcely any crew, fuel, supplies, sanity and the ship itself having taken much in the way of damage it is a miracle any of them survived to see Fallen London. Though they did.

     The stay in Fallen London was a long one. The two remaining non-officers retired and Thistle brought on an entirely new crew - for she was not done. After spending two weeks with her child and preparations, she knew she could do this. She travelled South this time and filled in more of the map that Garrid hadn't. She bought and sold information, she spent time at Polythreme to trade Claymen and at the Salt Lions to trade Sphinxes. She spent less time at Zee, picked her battles carefully and visited many places of wonder along the way amassing riches and respect. Needless to say, she was successful.

    It was then that the strangest of her stories began...

To Be Continued...
---Howard Sterling, Chronicler of the Fallen London University