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Official and genuine are synonyms. If Chaosium felt Cyanide were doing their product a disservice, they'd object like that prude Steve Jackson did.He said genuine."official"
Official and genuine are synonyms. If Chaosium felt Cyanide were doing their product a disservice, they'd object like that prude Steve Jackson did.He said genuine."official"
Nope. They just went through a phase where Sandy Petersen, Greg Stafford, and some old 80's Chaosium folks came back in to save the company after years of mismanagement by Charlie Krank (Things got pretty grim after Lynn WillisChaosium has probably been Biowarified at this point, so that doesn't mean much.
Also, Howard Philips Lovecraft is the only true "owner" of the Cthulhu mythos. Granted, Chaosium was bro-tier up to the 6th Ed. at least, but that was quite a while ago.
By that coin FO3 is a genuine Fallout game. Yeah right.Official and genuine are synonyms
By that coin FO3 is a genuine Fallout game. Yeah right.Official and genuine are synonyms
It's a game that contains a loose assortment of familiar Fallout concepts and names, which is why you start the game in a "Vault", get a "Pipboy" device, become buddies with the "Brotherhood of Steel", shoot some "Super Mutants", and stop the evil "Enclave" from doing bad things to good people in a post-apocalyptic "retro-future" America. The main plot revolves around water (Fallout 1 plot) and requires a G.E.C.K. (Fallout 2 plot), thus assuring you that you really are playing a 100% authentic, notary certified Fallout game. With, like, vaults and stuff.
Judging by the gameplay video, it looks kinda raw and underdeveloped.Supposed to be out this year but still doing hands-off demos, huh.
Uh ... why? This is your top priority? Because darkness is scary and Cthulhu is also scary I guess?The very first thing I did when I opened this thread was begin searching through available images and video to see if I could find some actual darkness in this game. Lack of darkness is totally inexcusable in a Call of Cthulhu game
Note I don't disagree here. Even when the guy drops his lighter in the water, it makes absolutely no difference to how well-lit the tunnel is. Just pathetic.The protagonist holding a lighter and pretending it's actually dark [sucks].
Uh ... why? This is your top priority?
Because darkness is scary and Cthulhu is also scary I guess? Darkness isn't a theme in the original story at all. There's the big portal of darkness Cthulhu comes out of at the end that has 3 seconds of camera time, and a couple of oblique mentions of darkness like "Cthulhu lives in a dark house somewhere" or "the aliens came from a dark star eons ago" and that is it. There's no stumbling around in dark caverns, no searching through creepy old mansions by fleeting candlelight.
The search for the cultists in the woods mention a "black morass", implying black swampy ground, but the entire sequence is filled with vivid visual descriptions of what everybody saw. The forest would have been dark except it was lit up by a red glare at all times. There are zero instances of any character described as having a hard time seeing anything. Except for the forest scene everything happens in broad daylight. There actually is way more talk about the color green.
Once would have been nice.There's no need to beat readers over the head telling them when it's dark every single time it happens to be dark in a story.
Sensible. In that light (ha ha), I agree with you.It was my top priority because tailoring one's game so that consoletards 1.) can always see and 2.) never get lost in your simplistic level designs is a key marker of the decline.
I think the existence of one Lovecraft story that isn't overwhelmed by visual darkness is sufficient to prove that it's OK to have a Lovecraft story that isn't overwhelmed by visual darkness.
Once would have been nice.There's no need to beat readers over the head telling them when it's dark every single time it happens to be dark in a story.
Sensible. In that light (ha ha), I agree with you.
I still say that The Call of Cthulhu doesn't have these pockets or sections. The forest is the only one that's close, and there's really no description of it being oppressively dark. "Every game must have crushing darkness" seems extreme.Furthermore, I never suggested that a game based in the Cthulhu mythos should be "overwhelmed" by visual darkness. It should certainly have pockets and sections of overwhelming darkness, though.
No, but if a game called The Colour Out of Space had a bright light in it, I wouldn't get all mad, just like I'm not all mad at a game called Call of Cthulhu because it's about as brightly lit as the environments in The Call of Cthulhu.But hey, sometimes there's eldritch luminescence. By your reckoning, every single Cthulhu computer game can and should be lit with neon, each one individually excused by the existence of The Colour Out of Space.
That's a good example - but. It's a series that was built on darkness and then moved away from it. There is no series here to break away from.The not-darkness decline has even touched the Dark Souls franchise.
I still say that The Call of Cthulhu doesn't have these pockets or sections. The forest is the only one that's close, and there's really no description of it being oppressively dark.
Kind of the thing here
That's a good example - but. It's a series that was built on darkness and then moved away from it. There is no series here to break away from.
Nevertheless, the existence of one story that isn't about physical darkness proves the existence of one story that isn't about physical darkness. To proclaim that every story must heavily feature physical darkness is to proclaim that you know Lovecraft better than Lovecraft.That's one story out of many dozens. You're fixating on something that you shouldn't be fixated on, simply because of the name. The mythos is named after Cthulhu, and the tabletop RPG is named after the story, but that particular story is by no means the be-all, end-all of the mythos. Cthulhu is simply the high priest of the Great Old Ones and the modern poster boy of Lovecraft's fiction, in the same way that dragons are the poster boys of medieval fantasy.
To say that "no LOTR stories can involve dragons because many LOTR stories did not involve dragons" would be silly, and calling you out on it would be valid. Yo man, there was a dragon in one of those stories.What you're doing here is similar to fixating only on scenes in The Lord of the Rings that directly involve Sauron, or perhaps Smaug, i.e. missing the point.
So my ability to continue providing valid arguments is itself evidence that my arguments must be invalid? How convenient.Like I said: There's always an excuse.
Nevertheless, the existence of one story that isn't about physical darkness proves the existence of one story that isn't about physical darkness.
To proclaim that every story must heavily feature physical darkness is to proclaim that you know Lovecraft better than Lovecraft.
To say that "no LOTR stories can involve dragons because many LOTR stories did not involve dragons" would be silly...
So my ability to continue providing valid arguments....
Yes, there was. A fine game, although not a RPG.wasnt there a first person Call of Cthulhu game already made years ago that was this same thing i remember Innsmouth hotel room escape was the first big setpiece
Indeed, and I personally don't know the "Codexwasnt there a first person Call of Cthulhu game already made years ago that was this same thing i remember Innsmouth hotel room escape was the first big setpiece
Also unavailable for me on GOG.Indeed, and I personally don't know the "Codexwasnt there a first person Call of Cthulhu game already made years ago that was this same thing i remember Innsmouth hotel room escape was the first big setpieceHivemind" consensus on it, but, imo, Call of Cthulhu: Dark Corners of the Earth is a flawed, buggy gem of the horror genre. It's overly relying on shooting in the second half of the game, has stupid AI, is frustrating (final boss) and anoying (sanity system kicking in when you look down from great height and Jack, the protagonist, starts mumbling nonsense about dying for no reason in the context) at times, but it was immersive, generally creepy and, more importantly, less keen on jumpscares. Cutscenes are from first person perspective, there are no heads-up display, but there is object highlighting (as in pickable objects) which is not that important, considering you still have to find, where in the environment (non-highlighted) you have to use the item (yeah, an excuse, but sometimes you can roam for a long time without progressing).
As in where to find it, there is steamand GOGand it is not available for me on GOG. Steam version is bugged and unfixed, the GOG version, as the legend tells us, is stable.
It's a good thing I've never proclaimed either, then, isn't it?To proclaim that every story must heavily feature physical darkness is to proclaim that you know Lovecraft better than Lovecraft.
I mean, there it is.Lack of darkness is totally inexcusable in a Call of Cthulhu game
Now who's being intellectually dishonest? I've never denied that the lighter scene is stupid, or that bad level design or consolization are bad. My argument has nothing to do with that. It has to do with your insistence that every Lovecraft story has to be about stumbling in the dark, because many of them are. If you don't insist that, then drop the "Lovecraft authority" pose and argue strictly on the basis of game design, which would be valid. You're continually mixing the two up and it's weakening your point.Your series of "arguments" revolves around the idea that darkness doesn't play a large role in every Lovecraft story, or in every part of Lovecraft stories that do feature it. While this is true in and of itself, using this to defend not-darkness in declined popamole is nevertheless intellectually dishonest and little more than a convenient excuse. If this studio goes on to produce nineteen more Cthulhu mythos games, then every single one of them will lack true darkness and feature the same brand of green-smeared not-darkness that also just so happens to be used by numerous other studios in games like Thiaf, most of which have absolutely no excuse for not implementing actual darkness. The motivation behind the not-darkness in this game is the very same motivation behind the not-darkness featured in every other pile of declined shovelware this side of the 20th century. The lighter scene is ample proof of that.
I mean, there it is.
Buddies, homies, dudes... do we really want this game to have lots of all consuming darkness? Maybe this was less a thematic decision on Cyanide's part than a practical one. After all, video games are primarily a visual medium. Kinda hard to play if you can't see anything.
cthullu without horrorWhy not just say it's a bad horror game rather than a bad Cthulhu game, because of the lack of darkness?