Devil May Cry Creator Adi Shankar Shares Advice for Bloodborne Adaptation

For decades, the “video game movie” was a punchline—a graveyard of mismatched tones and narrative collapses. But the tide has shifted. Between the prestige success of The Last of Us and the stylized audacity of Arcane, the industry has finally moved past the era of mere translation and into an era of reimagination. At the center of this shift is Adi Shankar, a producer who has carved out a niche as the primary architect of adult-oriented game adaptations.

Shankar’s recent collaboration with Capcom on Netflix’s Devil May Cry has further solidified this trajectory. After a first season that resonated with fans for its high-octane energy and fidelity to the source material, the series is moving into a second season that promises to be even more ambitious. As the show delves deeper into the fraternal rivalry between Dante and Vergil, Shankar is navigating the delicate balance of honoring a legacy while taking creative risks—including the integration of Devil May Cry 2, a chapter of the game series historically viewed as its most divisive.

This success has made Shankar a natural touchstone for other studios facing the daunting task of adapting complex gaming IPs. Most notably, Sony is currently navigating the early stages of bringing FromSoftware’s gothic masterpiece, Bloodborne, to the screen. Given the fragmented, atmospheric nature of Bloodborne, the project is one of the most anticipated—and feared—adaptations in the pipeline. When asked about the path forward, Shankar’s advice to the Bloodborne team is clear: avoid the temptation to over-explain.

The Architecture of the ‘Shankar Method’

To understand why Shankar’s perspective carries weight, one has to look at his track record. He didn’t start by trying to make “movie versions” of games; he started by treating games as mythologies. His work on Castlevania for Netflix proved that animation could capture the gothic scale and visceral violence of a game in a way that live-action often struggles to achieve without feeling like a costume party.

With Devil May Cry, Shankar has applied a similar philosophy. Rather than a linear retelling, the series focuses on the emotional core—the divergent paths of two brothers shaped by a singular family tragedy. By prioritizing the psychological weight of the characters over a checklist of game levels, the show manages to feel like a cohesive narrative rather than a series of boss fights. This approach is exactly what he suggests for the Bloodborne team.

Celebrating AAPI heritage with 'Devil May Cry' Netflix series creator Adi Shankar | FOX 11 LA

The challenge with Bloodborne is that its plot is not delivered via traditional exposition. In the game, the story is hidden in item descriptions, environmental clues, and cryptic NPC dialogue. It is a puzzle the player must solve. Shankar argues that the biggest mistake a film team could make is “solving” that puzzle for the audience. By turning the mystery into a standard three-act plot with a clear explanation of the world’s lore, the filmmakers risk stripping away the very thing that makes the IP special: the feeling of being lost in a nightmare.

Navigating the ‘Lore Trap’

The tension in game adaptations often lies between the “purists” and the “general audience.” Studios frequently worry that a general viewer won’t understand the world without a heavy hand of exposition. However, Shankar’s work suggests that audiences are more capable of navigating ambiguity than executives often believe.

In the case of Bloodborne, the “Lore Trap” is particularly dangerous. The game’s world—Yharnam—is a character in itself. Its oppressive architecture and shifting reality provide a sense of dread that is more important than any specific plot point. Shankar’s advice implies a “vibe-first” approach, suggesting that the movie should prioritize the sensory experience of the hunt over a literal translation of the game’s hidden history.

This philosophy is mirrored in how Shankar is handling the inclusion of Devil May Cry 2 in the show’s second season. Rather than ignoring the game’s flaws, he is embracing the controversial elements to add texture to the story. It is a lesson in confidence: trust the material, and trust the audience to keep up.

Comparative Approaches to Game Adaptation

The current landscape of adaptations shows a clear divide between those attempting “literalism” and those attempting “essence.”

Comparison of Adaptation Philosophies
Approach Primary Goal Risk Factor Example/Strategy
Literalism Recreate game plots/scenes Can feel robotic or disjointed Linear quest-based narratives
Essence (Shankar) Capture mood and themes May alienate some hardcore fans Atmospheric, character-driven
Reimagining Use IP as a springboard Risk of losing the original identity Alternate timelines/universes

What’s at Stake for Sony and FromSoftware

The stakes for Bloodborne are higher than a typical movie deal. FromSoftware, the developers behind Bloodborne and the Elden Ring phenomenon, are known for a very specific, uncompromising design philosophy. A failed adaptation wouldn’t just be a box-office disappointment; it could potentially tarnish the prestige of one of the most respected brands in gaming.

For Sony, the movie represents a chance to expand the Bloodborne universe beyond the PlayStation 4. With a dedicated cult following that has spent a decade begging for a PC port or a sequel, the appetite for more content is immense. However, that appetite comes with a high level of scrutiny. The community doesn’t just want a “Bloodborne movie”—they want a film that feels like it was birthed from the same dark, cosmic horror sensibilities as the game.

By following the logic of the “Shankar Method,” the production team can avoid the pitfalls of the “blockbuster formula.” If they lean into the surrealism and leave the audience with more questions than answers, they may achieve the same critical darling status that Castlevania and Devil May Cry have enjoyed.

As production details for the Bloodborne project remain closely guarded, the industry will be watching to see if the team adopts this leaner, more atmospheric approach or opts for a more traditional cinematic structure. The next major milestone for fans will be the official casting announcements and the release of a first-look teaser, which will likely reveal whether the project is leaning toward live-action realism or the stylized animation that has become Shankar’s signature.

Do you think Bloodborne should be a live-action epic or a stylized animated series? Let us know in the comments and share this story with your fellow hunters.

You may also like

Leave a Comment