You are listening to Vacation in the dungeon the podcast with your host(s) Muhammad Tahir and Charlton smit.
In this episode of Vacation in the dungeon the Podcast we discuss: Bloodborne and England.
Segment 1:England
So today we’re diving into England and not just the usual London tourist spots. I’m talking foggy streets, gothic cathedrals, and all those narrow alleyways that feel like they could be hiding a monster around every corner. Honestly, if you’ve ever played Bloodborne, you’ve basically walked through a version of Victorian London in your mind. The game’s Yharnam city draws so much from England’s architecture and atmosphere; the spires, the cobblestones, even the gas lamps give you that feeling like you’re walking through a dark, mysterious version of the 1800s.
And speaking of streets and alleys, did you know some of the oldest pubs in London date back to the 1500s? Walking through them, you kind of get why Gothic horror loves England's history is literally lurking in every corner. It’s almost like if Bloodborne had a real-world level, this is exactly where it would be set. You’d half expect a werewolf to jump out at you while you’re ordering your pint.
Also, England isn’t just about gloomy streets and castles. There’s the countryside too. Imagine taking a trip to the Yorkshire Moors or Whitby Abbey. Those rolling foggy hills and crumbling ruins? Totally something straight out of a Bloodborne lore cutscene. Honestly, it makes you want to plan a trip just to feel that mix of history, mystery, and a little bit of danger minus the actual monsters, of course.
Segment 2: crossover
- Muhammad. If you guys have ever played the DLC, then you know how hard it is personally. I enjoyed it, and it was crazy, but the part that was the hardest was Orphan of Co,s bro is bashing you with his hammer, and his back story brings tears to your eyes. Personally, Fighting Ludwing was the coolest. His area is so cool, and his sword is in every Souls game, but I think Bloodborne did the Moonlight Sword the best. A little flex before I go is that I got platinum, and bro that final trophy grind had me losing my mind. Between the chalice dungeons, farming materials, and dealing with those broken enemies, getting that last ending on NG+3 was so hard it wasn't even like that, i was on the same character, so it will be easier, no, oh it got a lot harder, and I barely even levelled up for all this. My stats are pretty mid. I felt like I ascended to the great ones.
Today we’re blending the gothic nightmare of Bloodborne with the foggy charm of England. Imagine Yharnam dropped right in the middle of London—yeah, chaos.
Picture this: you step off the Tube at midnight and the sky has that eerie Yharnam glow, the moon hanging way too low over Big Ben. The streets of Soho? Empty. The pubs? Boarded up. And somewhere out by the Thames, you hear something howling that is definitely not a fox. Suddenly, every corner of England takes on that Bloodborne energy: Victorian architecture, narrow streets, mist rolling in like it’s hiding something—and honestly, it probably is.
Even the landmarks get a makeover. The Tower of London becomes a boss arena. Buckingham Palace is crawling with hunters who’ve “ascended” a little too far. And don’t even get me started on what the London Underground turns into. If Yharnam had a subway system, it would feel exactly like that after midnight.
But the best part? The vibe fits weirdly perfectly. Foggy mornings, old brick buildings, whispers of old legends… England already has that gothic seed in its soil. Bloodborne just brings it to life—literally, sometimes too literally. So next time you’re wandering London and you feel a chill… just remember: if the moon looks a little too big tonight, you might want to keep your Saw Cleaver close.
Segment 3: Bloodborne
Today we’re heading into Yharnam, the sleepless, blood-soaked city of nightmares that FromSoftware unleashed on the world. Yeah… we’re talking Bloodborne.
There’s something special about this game. Something that gets under your skin—like the infection the Healing Church definitely told us not to worry about. From the moment you wake up in that clinic, stumbling out onto those cobblestone streets with nothing but a trick weapon and a hope you won’t die again in the next sixty seconds—you feel the atmosphere. It’s gothic horror cranked to eleven.
What makes Bloodborne unique isn’t just the difficulty; it’s the tone. Every corner is a story. Every grotesque enemy feels like the result of some experiment gone wrong—or maybe right, depending on how twisted the Choir was feeling that day. You walk through Central Yharnam and you can practically taste the fear in the air. The mobs don’t feel like mindless enemies—they feel like desperate, terrified villagers clinging to whatever humanity they have left while the Beast Plague eats them alive.
But it’s not all hopelessness. There’s this weird, indescribable beauty to the decay. The moon hanging low over the Great Bridge. The abandoned churches illuminated by flickering lanterns. The haunting, lonely tune of “Lullaby for Mergo.” Bloodborne has this way of making horror… gorgeous. You find yourself admiring things even as they try to rip your face off.
And speaking of that atmosphere—here’s a little tangent that always gets me. Bloodborne is one of the only games where sound feels like an enemy. Not the monsters, not the bosses—just the echoes. The way your footsteps bounce off empty hallways, or how a distant scream somehow sounds both miles away and right behind you. There’s this constant paranoia that the world is listening to you, judging your every move. Even the crows sound like they’re mocking you for dying again. It’s like Yharnam itself is another boss fight—an invisible one—always whispering, “Go on, Hunter… step a little deeper. See what’s waiting.”
And let’s talk gameplay—fast, aggressive, unapologetic. Bloodborne doesn’t want you hiding behind a shield. It wants you diving in, trading blows with a twelve-foot werewolf because fear isn’t allowed. It makes every fight feel like a desperate dance where you’re always one mistake away from waking up back at the lamp and questioning your life choices.
Then there’s the lore. Oh boy—the lore. Cosmic gods, old blood, ascension, rebirth, nightmares that bleed into reality. You start off thinking you’re playing a Victorian monster-hunting game and before you know it, you’re knee-deep in Lovecraftian horror, asking yourself why the sky suddenly looks… wrong. Bloodborne rewards curiosity, rewarding players who piece together item descriptions, NPC dialogue, and environmental details. It’s like unraveling a mystery with no guarantee you’ll like the answer.
But maybe that’s why we can’t stop thinking about it.
Bloodborne doesn’t just give you a story—it gives you a feeling. A lingering uneasiness that sticks with you after you put the controller down. It’s a world where eldritch truth is just barely out of reach, where every victory feels earned, and where every death teaches you something—aside from the fact that yes, the Cleric Beast can in fact one-shot you if you’re half asleep.
Even years later, people still talk about this game like it came out yesterday. The bosses, the weapons, the lore, the atmosphere… it made a mark no other game has quite replicated. And maybe, deep down, we like that it broke us a little. In a weird way, Yharnam starts to feel like home.
That’s the magic of Bloodborne. It scares you, frustrates you, fascinates you—sometimes all at once. And yet we keep coming back, lamp after lamp, boss after boss, secret after secret. Because in the end, we’re all hunters. And the hunt? Well… the hunt never ends.
Music Credits:
- Circuit Rush by The Mini Vandals