"Call of Chtulhu" is the most important and expected game about the Lovecraft universe since the time of "Dark Corners of the Earth", developed by the talented French studio Cyanide, the authors of Blood Bowl and Styx. I suggest focusing on the four facts that I learned about Call of Chtulhu, which will help you understand what to expect from the game.
Fact one: this is a full-fledged detective, not a simple "walking simulator"
Private investigator Edward Pierce receives an order to investigate the tragic death of the famous artist Sarah Hawkins. The girl died in mysterious circumstances, leaving behind a collection of creepy otherworldly paintings that you do not want to look at for more than two seconds. Pierce goes to Darkwater Island near Boston, where the Hawkins estate is located. From the first minutes, it becomes clear that some kind of hell is happening on the island. In addition, what will happen next does everyone know more or less, but it doesn’t get any less terrible.
"Call of Chtulhu" is inspired by "walking simulators" like "The Vanishing of Ethan Carter" and "What Remains of Edith Finch" but it feels like a full-fledged detective quest with non-linear dialogues (some plot points are limited by a timer, and the decision will be depend on the attitude of the characters to Edward) and a variety of options for passing.
Fact two: This is an adaptation of a board game created for fans.
The game has an RPG-system and a tree of "mental traumas", migrated from the board game of the same name (Call of Chtulhu as a whole is served as its adaptation, there is even a subtitle of The Official Video Game). As he progresses, Pierce can pump out eloquence, endurance, or, for example, an understanding of occult spells, and the amount of materials studied (for example, read "Necronomicon") will directly affect his sanity and the ending of the story.
When asked why there is almost no action in the game, like in Dark Corners of the Earth, the developers speak directly - Call of Chtulhu is done primarily for board game fans and hardcore connoisseurs of Lovecraft. Well, fine!
Fact three: everything is as it should be with the atmosphere
While retaining the uncomfortable atmosphere, the game focuses on communicating with the heroes and investigating, rather than running away from the crowds of crazy cultists. At least in the demo. "Call of Chtulhu" uses "Unreal Engine 4", and the developers managed to create a suitable scene for a nightmare - Darkwater envelops and charms, but at the same time you always want to get out of the island as soon as possible and as far as possible.
In addition to the walking simulators, the influence of the Amnesia horror is felt - the game clearly has the potential for stealth and exhausting wanderings in closed locations, where something is hunting for you.
Fact four: the game has a lot of rough edges, but this is nonsense
According to the developers, "Call of Chtulhu" has been in development for a very long time, and within a few years the game has undergone many changes. This is felt - facial animation in places is very lame, as well as the study of the environment. Some dialogues seem to have already been written after the fact, when the plot scene was ready, and she needed an additional context in the form of clichéd, naive and abrupt remarks.
However, these shortcomings do not spoil the overall impression - "Call of Chtulhu" does not try to be expensive AAA and does not flaunt the picture quality as the same "Ethan Carter". The game relies on the atmosphere and thoughtful history with a deep development system of the main character. Let's hope that happens.
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