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Call of Cthulhu

 
Vampyr, Wargroove, Call of Cthulhu and more are just £10/$12 in the latest Humble Choice bundleAug 10, 2020 - EurogamerA new month means a new Humble Choice offering - and this has to be one of the more tempting ones we've seen for some time. Members of Humble's gaming subscription service can get 12 games to keep forever this month, including Vampyr, Wargroove, Call of Cthulhu, Hello Neighbour and more for just £10/$12. Dontnod's Vampyr is quite a good draw here as it hasn't been discounted this low until now. You will find it for under £10 on its own on the PSN Store right now, though. Read more Get 66% off Call of Cthulhu!Mar 24, 2020 - Community AnnouncementsHi everyone, Spring Sale are now live on Steam - get 66% off Call of Cthulhu on Steam and plunge into a world of creeping madness and cosmic horror! And get up to 75% off on the Focus Home Interactive publisher page on a selection of top selling games in the coming days! Make sure to wishlist your favorite titles there not to miss any promotion! {STEAM_CLAN_IMAGE}/33091550/6a27b18e5ee5e5eb18aeb0aa7431be3928909372.jpgWhat Call Of Cthulhu and The Sinking City could learn from this interactive fiction classicJun 27, 2019 - Rock, Paper, Shotgun Picture Cthulhu and his tentacled cohorts, dark and dreaming beneath the waves. H.P. Lovecraft s crooked astral vistas – wrought out of cosmic despair, fear of the unknown, and his racism – have saturated games for better and worse. As hypnotic as his nightmare visions are, the same tropes regurgitated at face value have become dry and tired. It s been done, and it s steeped in its author’s bigotry. Which makes recently re-released text adventure Anchorhead a rare game: one that takes the mantle of Lovecraft and forms it into something more than the sum of its sticky, sprawling parts. (more…) Weekend Deal - Call of Cthulhu , 33% OffMar 21, 2019 - AnnouncementSave 33% on Call of Cthulhu® as part of this week's Weekend Deal*! 1924. Private Investigator Pierce is sent to look into the tragic death of the Hawkins family. Plunge into a world of creeping madness and cosmic horror. Cryptic clues, shadowy figures, and pure terror bar your way as you fight to retain your sanity and solve an otherworldly mystery. *Offer ends Monday at 10AM Pacific Time Patch 28/02/19Feb 28, 2019 - Community Announcementshttps://i.imgur.com/BsHB2NO.gif Greetings! We’d like to extend a huge thanks to those who continue to support Call of Cthulhu and give us feedback since the release. We’ve just rolled out a new patch that includes some new features and bug fixes. Please find the full change log below. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2827dc7a83dd6e9c809bdd729e44112a88bafe9a.jpg Change log Improvement Added the possibility to validate dialogue options with the interaction key Added the possibility to interact with puzzles with the arrow keys Removed the mention of "Character Points" when hovering over Medicine and Occult skills after chapter 1 Bug fixes All options are correctly shown in the Options menu Fixed some issues with 21:9 resolutions Adjusted some SFX throughout the game Chapter 8: Fixed an issue where Algernon doesn't aim at the player correctly Chapter 9: Fixed an issue where Sarah would be standing instead of lying down in a key dialogue Chapter 9: Fixed an issue where players could get stuck while interacting with the bust in Sarah's office Chapter 12: Fixed an issue where Mitchell's state would be changed after giving the medkit to Cat Localization Added Japanese and Korean support The Call of Cthulhu TeamFirst Update is now live!Nov 15, 2018 - Community Announcementshttps://i.imgur.com/ZxbhjES.gif Hello Investigators! Today, we’re very happy to release an update for Call of Cthulhu, addressing feedback that we have received since the release of the game on October 30th. This update is now live. Please find the changelog below: Changelog: Added options to modify FOV and Motion Blur Added a scroll bar in the graphics menu to include these new options Fixed an issue where players were unable to progress in Chapter 12, due to dying immediately upon respawn Fixed a number of cases where players would be unable to leave scene reconstructions Fixed an issue where mouse input was not registered during dialogue Fixed an issue where cutscenes wouldn’t trigger, preventing players from progressing Fixed display issues with 4:3 and 16:10 resolutions in the diary and during dialogue Various minor bug fixes In the future, we plan to produce another PC update which addresses performance drops, the frame rate limit and an issue with fullscreen implementation. As always, please let us know if you have any issues with this latest update, and we hope you continue to enjoy the game! The Call of Cthulhu TeamWatch the maddening Accolade Trailer!Nov 9, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/d724b5e6864eb7337de49301ad6bc989729408f6.jpg In celebration of Call of Cthulhu's launch last week, we invite you to walk further along the path of madness in today’s Accolade Trailer, which highlights the game’s strong reception from press. Call of Cthulhu celebrates its launch with maddening Accolade Trailer https://www.youtube.com/watch?v=JFvVy2Po-Ac In Call of Cthulhu, feel the influence of Lovecraftian Old Gods and other cosmic horrors, playing investigator Edward Pierce as he delves into the circumstances behind the tragic deaths of the Hawkins family. Helped and hindered by the mysterious locals of Darkwater Island, your journey cuts the line between sanity and madness as the hunt for truth brings Pierce ever closer to the Great Dreamer. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/6b0d7c248f3debe1f4e79f13e19856dbc00cc9eb.jpg Pierce is but a mortal man, with few allies in a remote, unfriendly environment. Whether outnumbered by mortal adversaries or facing foes whose mere existence is beyond human comprehension, offering physical resistance is usually not an option. Making the most of Pierce’s extensive set of skills, along with subterfuge and stealth, is paramount… though escaping the gaze of the Great Dreamer may ultimately prove futile. Call of Cthulhu is out now for PlayStation 4, Xbox One and PC. https://store.steampowered.com/app/399810/Call_of_Cthulhu/Steam Charts: Aquatic Craniate EditionNov 5, 2018 - Rock, Paper, Shotgun There are weeks when the Steam Charts surprise us! There are weeks when interesting new and old games reappear, pushing out the dreary regulars! And then mostly there are weeks like this one, where it’s so depressingly bland that it starts raining outside the moment you glance at it. Not good rain, just bland drizzle. (more…) Several hours in, Call of Cthulhu doesn't seem that scaryNov 5, 2018 - EurogamerSo many books in the old Hawkins place! Oh man, whole walls of the things. Books on shelves, books opened on tables and stacked in chairs. And in the playroom - such a sad playroom! - there's a fortress made of books laid out on the floor, with little wooden soldiers standing guard. That's a nice moment, the fortress of books. I took a screenshot, I think. I certainly paused on my theoretically tense exploration of the theoretically creepy old mansion I was poking through. A nice breather ahead of the theoretically shocking jump-scare that waited ahead of me, and the theoretically heart-pounding mini-chase that followed. I am several hours into Call of Cthulhu by this point, and that fortress of books now lies far behind me. I am easily scared - by Netflix shows, by games, by real life with its strange shadows and sudden clattering sounds. And yet so far Call of Cthulhu has not scared me at all. Not even a little bit. I can't really imagine it becoming scary. And I think there are two reasons why. Let's get a couple of things out of the way first. Isn't it the case that I haven't played enough to get to the scary stuff? This is certainly possible - and I am willing to believe that the game might scare the heck out of me by the end. And yet Call of Cthulhu is theoretically scary from the very start. From the first sequence it's chucking stuff at you which feels like it's A-grade material. I don't think I'm simply trudging through the slow burn moments. I think the stuff it's trying to pull isn't working the way it should. Read more… Wot I Think: Call of CthulhuOct 29, 2018 - Rock, Paper, Shotgun I played the first three hours of Call of Cthulhu, and in my unconventional preview after the fact I said that I liked exploring the docks and talking to grizzled locals and detectoring my way through problems. At the end of the preview you reach the bit where you find the cult, and you totally know what s up, but your character Edward Pierce has no idea. He just gets chased out of a cave. And I said: The worry would be that, having discovered the Cult Of Cthulhu is a thing, the game becomes more scripted chases than it is grumbling around with the locals. Well, fate makes fools of us all. As Edward Pierce would tell you. (more…) Watch the Launch Trailer!Oct 26, 2018 - Community Announcementshttps://i.imgur.com/BsHB2NO.gif Call of Cthulhu is now out! What lies beyond the veil, scratching at our eyeballs but just out of vision, a terrifying nightmare we simply cannot see? Peer into clear dreams and the murky past in the Call of Cthulhu Launch Trailer. With music by Black Mirror, Utopia, and The Girl With All The Gifts composer Cristobal Tapia De Veer, the trailer is your last look into the void before release. https://www.youtube.com/watch?v=hjarh35CEYM An official adaptation of Chaosium’s pen & paper RPG, Call of Cthulhu combines investigation gameplay with the unparalleled narratives of Lovecraft’s renowned Cthulhu mythos. What mysteries will you, as private investigator Edward Pierce, uncover on the too-quiet island of Darkwater off the coast of Boston? https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2827dc7a83dd6e9c809bdd729e44112a88bafe9a.jpg Call of Cthulhu casts you in that role - a struggling alcoholic, tortured by the past, haunted by PTSD and strange visions, Pierce is a dogged investigator with a desire to find the truth. Contracted by the father of the late Sarah Hawkins to look into the mysterious fire that engulfed her mansion and killed her family, Pierce is immediately surrounded by distrustful locals and dead ends on Darkwater. Pressing on, his world begins to unravel as reality breaks down, and dreams become reality... All the while, the Great Dreamer prepares its awakening. Call of Cthulhu is now available. https://store.steampowered.com/app/399810/Call_of_Cthulhu/Devblog #5 - Level DesignOct 24, 2018 - Community Announcementshttps://i.imgur.com/ZxbhjES.gif As we near the October 30th release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Level Designer Romain Wiart as he tells us more about Call of Cthulhu’s environments and investigation mechanics. Hi everyone! My name is Romain Wiart, and I'm Lead Level Designer on Call of Cthulhu. Level design is about using the rules and scenarios written by the Game Designer and the Narrative Designer to create the user experience. We work on the pace and challenge of the game to make you experience various flavors and tempos through the game. With the investigation mechanics in Call of Cthulhu, we tried to offer various options for players to explore, depending on the way you develop your character and the choices you make throughout the story. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/6b0d7c248f3debe1f4e79f13e19856dbc00cc9eb.jpg When developing the story, we laid out a series of scenes usable for the Narrative Designers and easy to read and navigate for the players. Our main focus was on player perception. What you will see and hear, how we can subtly drive your attention to the things we want you to notice, and how we help mental awareness by building the levels in ways that facilitate navigation, thanks to landmarks and signals for example. And finally, we built the environments to offer challenges, as players shouldn't die countless times but still feel on edge, even when there is only an illusion of challenge. https://www.youtube.com/watch?v=4hx75ZGiGZk Call of Cthulhu's investigation mechanics feature three major aspects: exploration, dialogue and skills - we tried to link them together as much as possible. Player will gather clues and tools through exploration. These will help to resolve the mysteries that fill the story, and open new topics and lines in dialogue. By speaking with the Darkwater locals, you will collect information about the island and its inhabitants. You'll also develop relationships with some of them, opening new paths and closing others depending on your decisions. The team really wanted each player to create their own experience, be it for impactful choices or not. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2827dc7a83dd6e9c809bdd729e44112a88bafe9a.jpg Our biggest challenge in the development of the game has been to stay as true as possible to the key ideas of Call of Cthulhu. Lovecraft has to be gloomy and oppressive, but not outwardly horrific in an on the nose manner. It has to be fantastic but not fantasy. It has to instill fear through unease, expectation and the feeling of helplessness, not through jump scares, direct confrontation and violence. The biggest challenge was to translate this vision of cosmic horror specific to Lovecraft into a game experience. Call of Cthulhu releases for P...Devblog #4 - CinematicOct 19, 2018 - Community Announcementshttps://i.imgur.com/8DlZfPj.gif I’m Yoann Drulhe, cinematic artist at Cyanide. I previously worked on the cinematics of Styx: Shards of Darkness, Blood Bowl 2 and I’m currently working on Call of Cthulhu and Space Hulk Tactics. On Call of Cthulhu, I worked on every aspect of the cinematic creation process, from the first draft to the final cinematic. Therefore, my job included storyboarding, layout, actor direction (we used motion capture to animate our characters), integrating the animations into the Unreal Engine and finally, lighting. The main challenge during development came from the variety and number of cinematics shown throughout the game. There’s a lot of different sequences, from the creepy ones to story-driven drama scenes developing the characters’ backstories, more action-filled scenes with multiple characters, as well as many variations in between. Every cinematic had its own mood and challenges to face, and this was one of the things that made this production so interesting for me. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/da6667977491b41cd7028d94229ae5008360e9fb.jpg One of our key missions in creating the game’s cinematics was to be able to express distinctly Lovecraftian, unspeakable elements, and convey the idea of madness. The ambiguity in Lovecraft’s novels is that he never precisely describes what his characters see, leaving his readers free to imagine the most disturbing horrors! It’s not really the same in a video game, because at some point you simply have to see these things - but we tried to make every appearance of a creature from the mythos a special moment. We had to show these creatures, but we wanted to keep it both scary and mysterious in some way. There are many ways to do that in a cinematic. We can choose to not show it completely until the end, play with the editing and lighting to not see it in its entirety, or keep it out of frame so they don’t see it when they want to see it most! To achieve that, it made sense to take horror movies as references - which was easy for me as horror is one of my favorite genres for cinematography! To take a specific example, it seemed obvious to me to watch Alien again before thinking about a sequence showing the Dimensional Shambler. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2b384e1ead97ecef50faa2f265492c74a58d64a2.png It was a very different challenge to show the inner madness of the main character, Edward Pierce, as it escalates gradually throughout. At the beginning of the game, Pierce’s strange mental state is revealed during visions he has, which are dreamlike and ask more questions than they bring answers. In fact, the issue is the same as in fantastical literature: the player must always wonder about what they have seen, and if what they have seen is real or not. To succeed in doing this, we used a variety of specific techniques: very tight editing, intentional editing glitches, camera focal length vari...Call of Cthulhu has gone gold!Oct 18, 2018 - Community Announcementshttps://i.imgur.com/ZxbhjES.gif Call of Cthulhu, the official videogame adaptation of Chaosium’s tabletop RPG, has gone gold in preparation for its release on October 30 for PlayStation 4, XBOX One and PC. Dive into the Preview to Madness Trailer for a taste of the press’ first impressions, joined by a dose of Lovecraftian madness. https://www.youtube.com/watch?v=dKxgwIiPK64 With Call of Cthulhu releasing in under two weeks, members of the press have already gotten their hands on the early hours of Detective Pierce’s haunting investigation across Darkwater Island. Today’s Preview to Madness Trailer explores praise for the game’s distinctly Lovecraftian atmosphere, mesmerizing audio and visual design, as well as the RPG-investigation mechanics that allow players to discover clues, draw conclusions, question locals and survive the island’s cosmic horrors. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2827dc7a83dd6e9c809bdd729e44112a88bafe9a.jpg In Call of Cthulhu, nothing is as it seems. Terrible creatures, conspiracies and cults await on Darkwater Island, lining the path to the horrifying truth behind the island. Pierce’s mind will suffer – solving the case will bring him to brink of insanity, to a place where death may appear the most favorable outcome. Your senses will be challenged to the point of questioning whether everything and everyone is real or illusory. Creeping shadows hide lurking figures… and all the while, the Great Dreamer prepares for his awakening. Call of Cthulhu releases for PlayStation 4, Xbox One and PC on October 30. Digital and retail preorders are available on PC and consoles. https://store.steampowered.com/app/399810/Call_of_Cthulhu/Devblog #3 - Sound DesignOct 11, 2018 - Community Announcementshttps://i.imgur.com/WRllueN.gif As we near the October 30 release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Sound Designer Swann Ménage as he tells us more about Call of Cthulhu’s sounds. Hello! I'm Swann, Lead Sound Designer on Call of Cthulhu. I work for a company called G4F, which is specialized in sound design for video games. I'm in charge of the audio identity of the game: sounds, music and voices. What we wanted to do with Call of Cthulhu is to creep you out with sound. One of the key ways to achieve that is to primarily keep things realistic, so you feel safe - until we add an unnerving sound that frightens you! However, we’ve tried to avoid ‘horror movie scary spooky’ sound design and jumpscares. We aimed at an oppressive atmosphere. Some parts of the game are really diegetic-based, meaning that everything you hear comes from what you see. We also tried to mess a bit with how music and diegetic sounds blend together. Sometimes, you won't really be able to tell if what you're hearing is something from the environment, a music, or a hallucination. We hope that players will sometimes ask themselves "did I really just hear that?" Here is an extract of what we created for the Hawkins mansion with regards to sound design. Some of what you hear is really happening - thunder, wood creaking, rain, etc. - while others are there to freak you out a bit. https://www.youtube.com/watch?v=h1xVaA5IJvU This entire soundscape is randomly generated: wood creaks from within the manor, weird unknown sounds spinning around you, lightning strikes with the sounds of thunder following on a random delay, and more. We tried a lot fun stuff, especially when Pierce is dreaming or gets hallucinations. During one sequence, you'll hear something I named the "Dream Generator". A lot of dream-like sounds spawn randomly all around the player, creating a weird threnody. During the first dream of Pierce, in the introduction, we tried to play with the boundaries between his dream and reality. If you listen closely, you'll be able to hear a distorted, dreamy, stretched version of what's playing on his radio when he wakes up. https://www.youtube.com/watch?v=Ni0x9ySUEAM Of course, this has all involved teamwork! Markus Schmidt did the music, G4F helped me, and Renaud was our Foley artist. SIDE, a London-based recording studio, was in charge of recording all voices. Call of Cthulhu is narrative-driven, meaning pretty big recording sessions as you can imagine. Everything occurs near Boston, and recreating the 1920's Boston accent wasn't easy. We focused on the acting of our characters and how the fall into madness affects their tones (panic, anger, confusion, etc...) We also recorded a SoundBank (that we call the "ScreamBank") just for this game: mad wails, sick people, weird women, running madmen, locked prisoners... we recorded all...Devblog #2 - Artistic DirectionOct 4, 2018 - Community Announcementshttps://i.imgur.com/wJ1LnVD.gif As we near the October 30 release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Artist Rémi Mennerat as he explores Call of Cthulhu’s artistic direction. My name is Rémi Mennerat. I have classical art, architecture and interior design training and have been working in the video game industry for 25 years. I'm Lead Artist and Environment Art Director on Call of Cthulhu. This means I'm responsible for the overall visual aspect of the environments, in cooperation with the designers and story tellers, and in charge of a team of talented environment artists to create in-game sceneries, props, vehicles, buildings, and other architecture. Call of Cthulhu is set in the 1920s on an isolated Island that has been cut off from the rest of the world for quite some time. We did a lot of research in order to be as accurate as we could and provide an exciting game experience. The player is immersed in a rich environment with a lot of new interesting things to discover. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/50ff191e9f098f9fbe6093317f77cfc8f53559e6.jpg Above all Lovecraft stories revolve around worlds that are beyond our own, worlds that cannot be understood by a human being, and are therefore beyond description. In his own words: "When we cross the line to the boundless and hideous unknown (...) we must remember to leave our humanity and terrestrialism at the threshold" Fortunately for the artists who have to show Lovecraft's universe the glimpses of info are revealed in diluted form in his stories. The narrator's descriptions are always very evocative but often amorphous. The things witnessed are so horrible that the description is outrageous, making us doubt the reliability of the description itself. The challenge was to make 3D and 2D graphics showing these "almost impossible to describe" perceptions. In Call of Cthulhu, you play as Edward Pierce. He’s a hard-boiled detective, alcoholic, and a loner. Do not expect a bright and shiny world. As the story unfurls don't expect things to improve either - get ready for some creepy discoveries! As soon as Edward Pierce sets foot on the docks he is dwarfed by the peaks of Darkwater Island. The sharp rocks surrounding the bay make the place look like a trap. The buildings are falling apart - it is obvious that a lot of strange things are going on here. https://www.youtube.com/watch?v=C-dQdQkT3Vs Much more questions arise than what brought our private detective here in the first place. Just taking a look at the environment opens up new mysteries: the buildings look like it used to be a place teeming with life. What happened here? Why do people live in such an obviously unfriendly place? What is this dead orca lying on the docks? What are these green lights? If you are making an immersive investigation game, ...The Thursday Matinee: Highlights from the RPS video departmentOct 4, 2018 - Rock, Paper, ShotgunWhew, Thursday already? How did we get here? For those of you who enjoy our video matinees, or for those who didn t even know we had a YouTube channel (you can subscribe here, by the way), here s this week’s. Yeah it s a bit late, but we ve been pretty busy — you ll see why on Friday — and Matthew s off trying not to get killed in the Scottish highlands. If we’re ever super late with an update or matinee, you can always check out our video corner on the site, which is updated every time we post a new video to YouTube, especially useful if YouTube isn t your thing, but Rock Paper Shotgun is. (more…) Devblog #1 - Narrative and StorytellingSep 26, 2018 - Community Announcementshttps://i.imgur.com/WRllueN.gif As we near the October 30 release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Narrative Designer Pia Jacqmart as she dives into Call of Cthulhu’s narrative and storytelling. My name is Pia Jacqmart and I am the lead narrative designer on Call of Cthulhu. This means I’m in charge of telling the story through dialogue, cinematics, and also environments. My goal is to make you believe in the world of the game for as long as you’re playing it. In Call of Cthulhu, you play as Edward Pierce. He’s a detective, hard-boiled, alcoholic, a loner. One day, a man comes into his office and asks him to investigate on the circumstances behind his daughter’s death. The dead woman was a well-known painter named Sarah Hawkins. Years ago, she moved to an island called Darkwater after marrying Charles Hawkins. No one has heard from her since. https://www.youtube.com/watch?v=jqTI6TDNsrc Pierce takes the case, ships off to Darkwater, and begins asking questions. He soon finds himself embroiled in a conspiracy filled with cultists, lies, strange paintings and dreams of ancient beings. Playing as Pierce, you will meet the inhabitants and discover their personal stories. We wanted to create a world you could believe in, while staying true to Lovecraft’s style. We worked a lot on the story and characters to make them strange and mysterious, but still plausible. Of course, that doesn’t mean everything has to be realistic. For example, some characters may have a particular affinity with the occult, meaning they might even be able to summon what appears to be “magic”. What makes you believe in them is their agenda: what they want, and why they want it. It’s that simple, and that difficult! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33091550/2827dc7a83dd6e9c809bdd729e44112a88bafe9a.jpg We took inspiration mostly from the Lovecraft stories The Shadow over Innsmouth and The Call of Cthulhu, but our game tells its own original tale (the title comes from Chaosium’s iconic tabletop game, this isn’t a direct adaptation of the Lovecraft story). Of course, members of the team each have their favorites. For example, our lead environment artist really likes Herbert West-Reanimator, and you cannot miss it in the game! Call of Cthulhu doesn’t rely on jump scares to scare you. Instead, we worked a lot on the atmosphere, via the lights, sounds, dialogues, characters. It works so well that one level keeps scaring me even though I played it hundreds of times. We believe that the interactive dialogues are a large part of the game and as such, they must create situations, and deliver information worthy of reaction. They say something about the story and its themes: the inevitability of fate, the dilemma between learning the truth at the cost of madness, or staying safe in ignorance. You will se...Discover Gameplay Trailer #2!Sep 20, 2018 - Community Announcementshttps://i.imgur.com/wBmaNlH.gif Walk the path of madness in Call of Cthulhu’s latest gameplay trailer! https://www.youtube.com/watch?v=H9wIkTs8z-k Call of Cthulhu, the official videogame adaptation of Chaosium’s tabletop RPG, will release October 30 on PlayStation 4, XBOX One and PC. Today, we invite players to tread further down the path of madness in this new Gameplay Trailer, as the Darkwater investigation begins to spiral out of control in the midst of unsettling conspiracies, bizarre cults and even the Old Ones themselves. In Private Investigator Edward Pierce's quest to unveil the truth, players will need to rely on a variety of upgradeable Skills to escape the clutches of madness and death. The Spot Hidden and Investigation skill paths let players uncover more clues and draw more meaningful conclusions, unlocking more topics to question in dialogues. Convincing the distrustful locals of Darkwater to reveal what they know will require proficiency in Eloquence and Psychology. Pierce's Strength skill may also come in handy for when brute force is necessary, or to intimidate impressionable people into offering whatever they’re hiding. Expertise in Medicine and Occultism, improved only through discovering unique books and artifacts throughout the investigation, may grant additional insight – but knowledge can be a curse in Call of Cthulhu. The more aware Pierce is made of the horrors that dwell beyond the fabrics of reality, the more he will fall to insanity, impeding his ability to draw logical conclusions. Pierce is but a mortal man, with few allies in a remote, unfriendly environment. Whether outnumbered by mortal adversaries or facing foes whose mere existence is beyond human comprehension, offering physical resistance is usually not an option. Making the most of Pierce’s extensive set of skills, along with subterfuge and stealth, is paramount… though escaping the gaze of the Great Dreamer may ultimately prove futile. Call of Cthulhu releases for PlayStation 4, Xbox One and PC on October 30. Digital and retail preorders are available on PC and consoles.Call of Cthulhu summons up an hour of gameplaySep 10, 2018 - Rock, Paper, Shotgun“95% of the game is characters talking to each other and solving problems”, says Call Of Cthulhu pressman Ben Barrett in this stream of its first hour. I didn’t expect to kick off Monday by wishing the real world was more like a Lovecraftian horror detective RPG, but here we are. (more…)