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The streets of Yharnam are paved with blood, echoes, and… less story than you might think? At least, that’s the opinion of one of gaming’s most celebrated storytellers.

Neil Druckmann, the creative mind behind narrative-driven juggernauts likeUnchartedandThe Last of Us, has some thoughts aboutBloodbornethat might make Hidetaka Miyazaki fans reach for their saw cleavers.
In a resurfaced interview from theUncharted 4era, Druckmann shared his perspective on FromSoftware’s gothic masterpiece, and his words are sure to spark debate among the blood-starved beasts of the gaming community.

Storytelling in Soulsborne: Less is More?
In the interview withRolling Stone, Druckmann expressed his admiration forBloodborne, calling it his favorite game of the previous year. However, his praise came with a caveat that might ruffle some feathers among Miyazaki devotees:
To me, those games are less about story and more about mood. It’s just about this constant tension that the world gives you, which is so unique to video games.

At first glance, this statement might seem dismissive of the rich lore and intricate storytelling thatBloodbornefans have come to cherish. After all, entire YouTube channels are dedicated to unraveling the game’s cryptic narrative threads. Butis Druckmann really off the mark, or is he tapping into something fundamental about the Soulsborne experience?
5 Reasons You Don’t Need a Bloodborne PC Release
The genius ofHidetaka Miyazaki‘s approach to storytelling lies in its ambiguity. WhileUnchartedandThe Last of Usguide players through carefully crafted narratives, Bloodborne drops them into a world of cosmic horror with only the barest hints of a plot. It’s up to the player to piece together the story from item descriptions, environmental details, and cryptic NPC dialogue.
The Tension Between Narrative and Gameplay
Druckmann‘s comments highlight an interesting tension in game design: the balance between explicit storytelling and “player-driven” experiences.
While Naughty Dog’s games are celebrated for their cinematic narratives, FromSoftware titles likeBloodborneand the more recent hit,Elden Ringprioritize gameplay and atmosphere, letting the story unfold organically through exploration and discovery.

This approach has its merits. By not force-feeding players a linear narrative,Bloodbornecreates a sense of mystery and dread that permeates every aspect of the game. The“constant tension”that Druckmann mentions is a direct result of this storytelling method, where every new area and enemy encounter could potentially reveal another piece of the puzzle.
Is Bloodborne 2 Coming? Latest FromSoftware Update Hints New Hidetaka Miyazaki Soulslike
As the debate rages on—with more and more players clamoring for aBloodbornePC port—one thing is clear: both Druckmann and Miyazaki are masters of their craft, each pushing the boundaries of video game storytelling in their own unique ways. Whether you prefer the overt narrative style ofUnchartedor the cryptic lore ofBloodborne, there’s no denying the impact both approaches have had on the gaming landscape.
What do you think? Is Druckmann right aboutBloodborne‘s focus on mood over story, or is he missing the bigger picture? Share your thoughts in the comments below!

Soumyajit Mukherjee
Gaming Writer
Articles Published :966
Soumyajit Mukherjee is a Gaming Writer at FandomWire, known for his deep dives into tactical shooters and co-op games. Since joining in June 2024, he’s focused on breakout multiplayer titles like Helldivers 2 and Marvel Rivals, bringing sharp analysis and veteran instincts to every story. His gaming journey began at a local café with the OG Modern Warfare 2, and from that very first frag, he’s been chasing the rush ever since.A former competitive Rainbow Six Siege team captain, Soumyajit has played and written about everything from CS:GO, Valorant, Overwatch, and Apex Legends to Rocket League, Call of Duty, and Battlefield. He’s proudly PC-first and has been since said LAN days… but with GTA 6 looming on the horizon, a long-overdue PS5 might finally sneak onto his setup.