Bloodporne: Why Bloodletting Ought to Mean More in Pop Videogames
When director Hidetaka Miyazaki changed the focus from souls to blood in From Software’s Bloodborne (i.e., Dark Souls III) he made, not a creative shift in theme, but a good business decision. One item description in Bloodborne reads “blood defines an organism.” To construct a more honest truism, blood defines a pornography—as illustrated when the shiny protagonist of Miyazaki’s pseudo-horror drivel gets drenched in red.
Since the early 1990s, blood has been videogames’ most reliable cheap thrill. Growing up I felt some of the initial excitement with this trend in 1994 when Mortal Kombat II arrived on the Super Nintendo Entertainment System and Sega Genesis. Although Mortal Kombat II wasn’t the first game with blood and gore, it was the biggest arcade game to date that featured such imaginative destruction of digitized human bodies. And unlike the SNES and Genesis translations of the original Mortal Kombat, the console versions of Mortal Kombat II were uncensored. My mother wasn’t thrilled about the game’s content, so playing it at a friend’s house was akin to finding smutty magazines in a basement.
The popularity of the Mortal Kombat series kickstarted a period of righteous juvenile expression. U.S. politicians like Joe Lieberman publicly decried videogame violence partly because of Mortal Kombat’s success, but there were many other offenders, like Time Killers, as well as obvious imitators like Way of the Warrior. This adolescent defiance reached its creative height in 1995’s Eternal Champions: Challenge from the Dark Side, which featured the possibility of a Lieberman-like character being impaled on the Washington Monument. As Eternal Champions producer Michael Latham told Retro Gamer, “I like the fact he [Lieberman] was not amused.”

Finding anything as politically resonant in the blood and gore of 21st-century pop videogames has been difficult. With few exceptions, the bloodiness of games often nods to or tries to top the brutality of the 1990s aesthetic, as shown in garbage such as Hotline Miami 2: Wrong Number. Like its predecessor, this arcade-game wannabe evokes the gloss and Cold-War hatred of the 1980s to distract from its indie facelift of 1995’s Loaded, which remains one of the most insensitive games ever made. Hotline Miami’s boneheaded surrealism also takes a page from Mortal Kombat with liberal squirting of blood no matter how you attack someone, though even the campy Kombat drew the line at certain moves like sweeps and punches to the chest.
Those who interpret Hotline Miami’s escape sequences as meaningful reflections on violence have failed to interrogate why various audiences line up for still more ridiculous depictions of obliterated anatomy in Mortal Kombat X. Mortal Kombat X’s story mode (an old fighting game gimmick) and pet characters don’t dispute that the game rivals Jason X in terms of artistic significance. The pornography of Mortal Kombat has moved from political incorrectness to a creative bankruptcy that is generally approved by players, developers and critics. Rather than noting the goofy mythology of Mortal Kombat X’s pandering, criticism should instead raise skeptical questions about the aesthetic/historical value of yet another rerun of the fatality show. The desperation of multi-angle body annihilation—like Street Fighter IV with gore—makes Dead or Alive 5’s sweaty and dirty skin fetishes seem comparatively progressive.

At this point, a Mortal Kombat entry would appear radical if it removed all or most of the blood while emphasizing the spectacle of death. Of all games, The Last of Us incorporates this very idea with its multiplayer executions, including a standout magnum-handgun display where the killer spins the cylinder of the gun before finishing the victim. Unfortunately, The Last of Us forgets that context matters, as these executions must be purchased as downloadable content. The requisite of extra transactions exposes these restrained fatalities as markers of spender-status rather than representing any worthwhile deviation from bloody videogame norms—not to mention that the melodrama of The Last of Us runs the risk of not being taken seriously anymore.