Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Cyanide's Call of Cthulhu - "RPG-Investigation" game based on tabletop ruleset

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,539
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
:| Not liking what I'm hearing about "Ehhh this isn't an investigation game". You have all these RPG skills like Forensics, Psychology, Investigation, but it sounds like after the first chapter you won't really be using them as you'll just be running from fish monsters. Is it just me or is this a wtf moment?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,653
Haha what

"RPG Investigation" is how they were selling this, it's right there in the thread title ffs. I guess their vision exceeded what they were capable of doing within this time frame and many cuts had to be made. :M
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
I don't know... erm... I have that vibe from their interview like they... uhh... don't know what they're doing and... uh... why they're doing it, but they just... need to, because they're getting paid for it.
 
Last edited:

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,539
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
They were clearly taught English by Nyarlathotep so I wouldn't read too much into their mad ramblings.
Obviously I'd like this to be good, but if "don't listen to the devs" is supposed to make me optimistic, it's not working.
JLkSLaK.png
pessimistic
 
Joined
May 8, 2018
Messages
3,535
It'll be fine, don't worry.

Cosmic horror, the unknown and intrigue aplenty await you in Call of Cthulhu. We had the opportunity to see a hands-off demonstration of the third chapter of the tabletop-turned-video game adaption, titled simply "Hawkins Mansion," and witnessed clues being found, puzzles being solved, and the unknown slowly creeping in.

Developed by Cyanide Studios and published by Focus Home Interactive, Call of Cthulhu has you follow the exploits of William Pierce, an investigator seeking to uncover the downfall of the Hawkins family and the circumstances that led them to ruin. In the preview shown to us, Pierce is accompanied by a man known as Officer Bradley, one of several characters that players can interact with, influencing both their views and their surroundings via various dialogue choices.

As the demo opens upon the interior of the Hawkins mansion, a pervasive sense of gloom permeates the environment. Rotted chairs straddle the floor, broken bookcases house dusty tomes, and the lighting emphasizes an absence. Officer Bradley inquires after the reality of the situation, displaying a sense of unease, and Pierce gets to work, wending through various hallways and rooms.

It's in these journeys that the player finds the bread and butter of what Call of Cthulhu has to offer in terms of gameplay. As Pierce makes his way through the environments in the game, an icon in the shape of a question mark occasionally appears, alerting us that objects of importance can be found within the nearby area. These objects serve as pieces of a puzzle that slowly connect various narrative threads, with Pierce commenting in-game on everything that he finds.

Bandages found with blood stained on them are linked to a clue in a previous chapter, unseen in our demo. A ledger denoting a mysterious painting given freely to the Hawkins family is hidden away from prying eyes inside a drawer. Toys scattered about a room, moulded and broken, speak of a child once living there. These objects, and many more, serve to push the player and Pierce to successfully recreate the circumstances in Call of Cthulhu's playtime, unveiling the answers to the mysteries within the game.

After winding his way through the rooms of the mansion, and finding a number of clues, the developer showcases one of Pierce's innate abilities as an investigator, that of recollection. Similar to the memory rewinding in Remember Me, players are able to use clues to create the past in their head, visually denoted by spectral forms superimposed on environments. When successfully completed, dynamic cutscenes show the uncovered truths of the circumstance. In this instance, Pierce replays a supper within the mansion, revealing a scene of brutality and bloodshed between a wife and husband, leading towards the room of a child — their son.

Personally, I believe the recollections add a sense of investigative intrigue, allowing players to put together the fragmented and corrupted pieces of a place gone beyond the pale. Cyanide Studios confirmed that as the story progresses, the mental corruption that Pierce faces as a result of his investigations will seep into these recollections, skewing events in unusual ways, such as audio playing from times past in the game or ominous images superimposed on otherwise normal paintings.

Pierce, now on the hunt for the son and motive, continues his way through the mansion, finding himself blocked from passing down another hallway. Cyanide Studios has promised that the experience players get for solving cases and wending their way through the environments within Call of Cthulhu will allow various dispositions to be upgraded, such as Forensics (to identify biological oddities), Investigation (to piece together clues into logic), Lockpicking (to find clues and pathways hidden behind locks), and Occultism (to deduce knowledge steeped in mystery). With the upgrades that Pierce possesses in our demo, he is able to unlock a side door with the Lockpicking skill and enter the child's room from another entrance, rather than being forced to find another way around and risk exposure to otherworldly roughness.

Finding himself in the son's room, Pierce notices a bunch of papers on the floor, depicting thin, unnatural limbs and features placed together in random patterns. Using his recollection ability again, the papers shift from scattershot into a cutscene of the boy leaning over the now organized papers, revealing a figure with thin limbs, a body unnatural in bone structure, and a wide jaw depicted in rough pencil lines.

The demo continues forward, and Pierce enters another room featuring a painting depicting the husband in grand majesty. With a clattering of noise and a subsequent dramatic camera spin, we're face to face with an intruder, sporting a mask depicting chalk-white tentacles and holding a sizable tome. The developer controlling Pierce gives chase, and comments on the nature of Call of Cthulhu's gameplay loops, saying that players will not be able to fight conventionally through the environmental dangers and enemies they'll encounter throughout the game's playtime, creating a certain duality of paced investigation and frantic set-piece action.

As Pierce barreled through the mansion, hot on the heels of the intruder and the answers they might possess, I thought this duality was executed well, giving a frenetic sense of speed and pace to what had been an interesting, but fairly slow, experience.

The intruder outpaces Pierce, fleeing into a spacious room laden with various paraphernalia, and it's in this moment that the last pillar of Call of Cthulhu's design is revealed: that of puzzle solving. As Pierce makes his way through the room, ascertained to be a study by an investigation check, he notices various inconsistencies with the environment, namely centralized floor markings leading towards a bookcase in a jagged angle. Utilizing his skills, he determines that an innocuous globe found in the left-hand corner of the room possesses a broken mechanism linked to the bookcase. With a few more passes, he discovers a panel and pops it out, allowing the investigator to restart the mechanism and open whatever lay beyond it.

Cyanide Studios promised that there would be multiple solutions to the problems that Pierce and the player face, dependent on the skills upgraded and general investigative ability, and I felt that the puzzle shown was an adequate example of this design choice being put into practice. I'm keen to see what other puzzles might be in store, and what consequences they might provide as the game goes on.

After the panel is pried open, darkness and a ringed webbing outline a passage continuing forward, with Pierce cutting a fine figure before it. Confirming that the passage leads to another dimension, Cyanide Studios closes the demo with that promise and hook, leaving me wanting more.

All in all, I believe that Call of Cthulhu has the potential to be a successful adapted property in gaming and a fascinating RPG in its own right. Confirming four potential endings, twelve areas to explore, and more cosmic horror than you can shake some sanity at, Cyanide Studios promises that the game will be landing sometime in 2018 for PlayStation 4, Xbox One, and PC. I, for one, am excited to take that journey.

http://www.rpgfan.com/previews/Call_of_Cthulhu_The_Official_Video_Game/index.html
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,653
Not gonna watch that video but Diane Quenet's baby face makes her sooooooooo cute I just want to condescendingly pinch her cheeks while talking in a baby voice.
326083_w926.jpg


How serendipitous that she has a bit of the Innsmouth look as well. As an Amerimutt, I like it.

Edit: I watched just enough to hear her accent. :love:
 
Last edited:
Joined
May 8, 2018
Messages
3,535
During E3, RPGamer’s Charalampos Papdimitriou had the chance to chat with a pair of developers from Cyanide Studios regarding its upcoming horror RPG Call of Cthulhu. The developers provided plenty of insights about the game, including its focus on story and investigations, as well as various other gameplay aspects.

The game is based on the Call of Cthulhu tabletop RPG, with the developers stating that they were big fans of it. The game is geared towards those who like psychological, horror, and narrative-driven games as well as those who enjoy the detective and noir titles, plus fans of the tabletop game.

The game takes a slightly different approach to others that have used insanity mechanics, such as Amnesia. In Call of Cthulhu, getting close to or looking at creatures can influence the player’s sanity. If they look at some of them for too long they can even die. Rather than a shotgun (as in Amnesia), players investigate and research them, and with the right research they can try to counter the eldritch beings. Without the right information to counter them, you can try to avoid them or find a way around them. The developers declined to provide an example, however, preferring not to spoil any potential surprises for players.

Another big difference is how Call of Cthulhu is built as an RPG, including a skill system and skill specialisation, relationships with NPCs, and its focus on story. Madness is not just a game system, it also drives the story. The story is a big focus and was written by Mark Morrison, writer of many of the top-rated Call of Cthulhu RPG books and scenarios.

Players earn experience points throughout the game to develop their characters. Development and skills work just like a character sheet in the pen-and-paper RPG. For example, skills can be used in various ways to open the way. When players try to use a skill, there’s some chance it will fail the skill check. If it does, the way to that goal can be completely closed to future use of that skill, though other relevant skills may still be used to try and accomplish the goal. Skills can also be used in investigations to gather information that can then be used in choices made in the game. In addition to that, they can unlock new dialogue options.

Call of Cthulhu tries to a balance dealing with monsters and its narrative, and the balance varies by chapter. Some chapters are more focused on exploration, while others primarily involve surviving monsters and avoiding madness, with everything aimed at supporting the story. In addition to the protagonist, there are a handful of important NPCs with key roles in the story. Some of the NPCs will help players, while others may work against them. Players have the option to interact with them in different ways. For example, players can choose to be nice or sarcastic. Depending on their choices and actions they can gain or lose credibility with the NPC. These NPC relationships become important for progression, opening and closing different options available to the player. In addition to the actions taken in the game and the protagonist’s sanity, relationships with NPCs can affect which of the four different endings you get.

There are about ten to a dozen different environments in the game for players to investigate and explore. These include an asylum, caves, mansions, a jail, and various others. The game’s mechanics primarily revolve around investigation. Players find books, which they can use to get skills. There are about ten skills players can learn, allowing them to specialize on how they can approach different situations in the game. Players can also look for clues for information about the case they are investigating, and can learn about monsters and how to counter them.

In some ways, the video game is not as flexible as the pen-and-paper RPG, primarily because there isn’t a Game Master to make situational and customised decisions about how events unfold and their outcome, including killing the character with players then perhaps taking over a fresh character. In the video game, the developers wanted to keep players attached to the protagonist and NPCs, and so the game is instead focused on the madness mechanic. However, the goal is to have players of the pen-and-paper game feel right at home with the video game’s skill system, mechanics, and atmosphere.

https://rpgamer.com/2018/06/cyanide-studios-offers-some-call-of-cthulhu-insights/
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,653
with the developers stating that they were big fans of it.

Can you imagine if a studio said something like "Yeah, we're doing this thing but we don't care too much for it. Work's work though."
 
Joined
May 8, 2018
Messages
3,535
E3 2018 Preview: Call of Cthulhu’s Eldritch Horrors Test Your Sanity



We’ve previewed the fall from sanity a couple times in our Call of Cthulhu previews from E3 2017 and Focus Home’s Paris showcase of games earlier this year. E3 2018 gave us yet another look at the narrative investigative RPG, based on the pen-and-paper RPG of the same name. A first-person game, Call of Cthulhu will not feature any combat, unless you consider fighting with your own sanity to fall into that bucket. Private Investigator Edward Pierce will be searching for clues about a pair of murders that took place on a quiet little island. Of course, we know that the Eldritch horrors that lie in wait won’t result in an easy case for Pierce to look into.

The demo we saw this year was about four chapters in, showing Pierce investigating a burned out house. During this investigation he could paint mental pictures to rebuild scenes of the mystery that had taken place, allowing him to piece together what may have happened. While this was early in the game (and thus, fairly straightforward), Pierce’s loose grip on reality will soon cause this mental palace to erode and his mind not to be quite as reliable for solving these mysteries.

Choices can be made based on the information you uncover, so retaining your sanity is going to be key to making the best informed decisions. Again, this wasn’t something we saw in action quite yet, but the demo was dripping with tantalizing promises of madness throughout. At one point while investigating a little boy’s room, Pierce discovers he’d been heavily dosed with sleeping pills. What had the kid seen? Soon after, Pierce is sent on a chase through the house after a figure that may or may not even be real.

From Pen and Paper

Getting its roots from a pen-and-paper RPG means that Call of Cthulhu has a lot of underlying systems it relies on as you move forward through the game. One room in the house had a secret bookcase that needed to be moved. There are multiple ways to solve this puzzle based on your skills and clues you’ve uncovered. Have a high enough skill in one area and you may easily discover the mechanism that makes the door work, but you’ll still need a crowbar–or high strength stat–to break it. You can also learn how to open the door the correct way by scouring the room. Each interaction changes depending on how you’ve built your character and how you progress the story.

Pen-and-paper mechanics also mean that some things will be left up to the roll of the dice. Even if you’ve got a high stat in one area, it’s still possible to fail certain skill checks, just like any good Dungeons and Dragons campaign. They were pretty clear that they didn’t want to explore sanity as an exploitable mechanic, so it will be unpredictable and offer a unique experience for everyone that plays.

When I asked about length, one of the developers told me that it will take about 10-12 hours to complete with multiple endings that you can get based on your stats and choices throughout the game. The branching paths will be impacted by your particular skills, relationships with people you meet throughout the game, and of course that pesky little thing called sanity that permeates every bit of Call of Cthulhu.

The investigative and slower-paced horror seems to really put Call of Cthulhu in a unique place as far as terrifying games go. Even watching the demo in a room full of people made me nervous. Mysteries that slowly unfold always grab my attention easily as they allow me to discover the mystery, and Call of Cthulhu looks like one that will have me both curious and afraid the entire time.

http://www.playstationlifestyle.net/2018/06/18/e3-2018-call-of-cthulhu-preview/#/slide/1
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
:| Not liking what I'm hearing about "Ehhh this isn't an investigation game". You have all these RPG skills like Forensics, Psychology, Investigation, but it sounds like after the first chapter you won't really be using them as you'll just be running from fish monsters. Is it just me or is this a wtf moment?
so what you're saying is that

this is like bloodlines post warehouse?

oh well, every game needs a sewer level - moreso one with fishmonsters
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,653
The typical "We couldn't rush it out before Christmas but it absolutely has to come out before the year's out" shovelware release date.

Maybe it'll turn out fine despite that and the lack of hands-on demos. :negative:
 
Joined
May 8, 2018
Messages
3,535
E3 2018: Call of Cthulhu Will be True to the Pen & Paper RPG

Call of Cthulhu is probably H.P. Lovecraft’s most famous work, playing fast and loose with the human concept of sanity and otherworldly beings capable of rending your mind in twain with but a glimpse of their form. Cyanide Studio’s Lovecraftian investigation game looks haunting and intriguing at every turn, exactly how it should be!

We were talked through an early demo build of the title and shown what’s in store for poor Private Investigator Edward Pierce.

Slated for a 2018 release, Call of Cthulhu looks absolutely magnificent running on the Unreal 4 engine. The setting is immaculately detailed and exceptionally eerie, dark lonely corridors encourage an itch between your shoulder blades as if to suggest there’s something watching you from the shadows.

Call of Cthulhu’s progression system is rooted heavily in the Pen and Paper RPG of the same name. Experience is used to purchase and upgrade new skills to improve Pierce’s skills, allowing him to delve deeper into the mystery around the Hawkins family murders. How exactly the skill systems work in the game is left unclear, apparently introducing random chance but not making the player aware of just how bad an idea certain actions may be. However this being said, they have promised that there’s more than one way to skin a Shoggoth, any failed skill checks just close off one possible route to face melting horrors beyond.

Reconstruction Mode looks to be a very interesting core mechanic of the game, where Pierce is able to utilise his mind’s eye to well… reconstruct the scene and investigate clues. Again this ability relies on certain skills being sufficiently proficient in order to highlight certain elements for investigation. Identifying these elements then allow for extra dialogue options when interacting with NPCs for information. These expanded dialogue options will also aid in influencing an NPC’s relationship, making it easier or more challenging to obtain information depending on how highly the person thinks of you.

Much like the Pen & Paper, Pierce becomes influenced by his exposure to the Cthulhu mythos and as his sanity becomes more tenuous so do his interpretations of certain scenes and discoveries, sending him down a slippery slope into madness. These altered perceptions will begin to influence every aspect of gameplay and ultimately will decide which fate Pierce is faced with at the end of the game.

The Clue Indicator mechanic is a useful tool for helping players to realise if they have located everything a scene has to offer, bearing in mind that each discovery alters the game in untold ways. Each undiscovered clue may have huge repercussions, some may even be beneficial to Pierce’s mind state, but discoveries will alter subsequent cutscenes and interactions, allowing for a huge variety of different outcomes.

From the footage revealed to us it seems that Cyanide Studio are adhering to the lore and the core RPG system wherever possible, creating not only an interesting gameplay mechanic but a fascinating and deep narrative; The trials and tribulations associated with insane cultists, mentally unstable detectives and dark and mysterious manor houses that appear to have spent far too much on green lampshades and creepy paintings.

All in all, Call of Cthulhu looks to be exactly the kind of investigative Lovecraftian horror story any fan would love to explore.

https://www.n3rdabl3.com/2018/06/e3-2018-call-of-cthulhu-will-be-true-to-the-pen-paper-rpg/

Call of Cthulhu Preview - E3 2018

We get a second look at the upcoming Lovecraftian adventure game


At last year’s E3 I sat down with Cyanide Studio's investigation/RPG Call of Cthulhu and crept into the world of Lovecraftian psychological horror. This year, I answered the call once again, but all those tentacles on Cthulhu's face make him somewhat difficult to understand. Regardless, I soldiered on and dove back into madness with a gameplay preview.

Call of Cthulhu is based on Chaosium’s classic pen and paper RPG. The year is 1924, Private Investigator Edward Pierce is sent to tackle the case of a death in the Hawkins family. The family have seemingly been involved in a house fire, on the isolated Darkwater Island, just off the shores of Boston. To uncover the mystery, Edward must navigate unfriendly locals and dubious police reports. As you can image with Lovecraft, there’s going to be conspiracies, cultists, cosmic horrors, all wrapped up with a bow of insanity.

We begin in the Hawkins manor, a cold, creepy place that’s laden with dust and secrets ready to be uncovered. We are accompanied by a scarred policeman, who is skeptical of our ability to reveal more than meets the eye in a seemingly open-and-shut case. There was a fire and the family died. However, after Edward discovered a charred painting from the Hawkins wife somewhere else in the town, he wants to figure out why.

Edward checks out a room that has been ravaged by fire. He is able to trigger a mode, similar to detective mode in other games, where he can recollect what has happened. This can show people and places before an incident happened. It can help you discover what object used to be where, and if a person has passed through a location, to uncover clues. However, these mental pictures can degrade over time if you lose your sanity, as is common in Lovecraft-themed games. In turn, this may throw up false flags and impede your investigation. It will also affect your conversation options with other characters.

Graphically, Call of Cthulhu does conjure that sense of foreboding through its visual design. Dusty bookshelves, antique furniture, and other elements like costume design all seem to fit the setting very well. As you can imagine, it is a very “dark” game and while the lighting effects were acceptable, it is a not a game that will push current-gen systems to the max. Saying that, the exterior environments, such as the docks, do have a very American Horror Story sort of vibe to them.

Back in the mansion, Edward pieces together that the couple had a fight. He also has some questions about how the child had died in the fire. To remind you that there are clues to be discovered, there is a “?” symbol. Whether you choose to find them all is up to you, however.

Moving onwards, we plead our case to the officer. Dialogue choices come in the form of a wheel. The way in which we speak to characters not only affect their relationships with us, but the path the story takes, too. Because we had found evidence in the room, we were able to persuade the officer that murder is not what it seems. We have also determined that the fire was no accident and someone else was involved.

Through interacting with the world and progressing in the investigation, you gain XP and level up. You can learn new skills, which come in a variety of flavours. They can help you get past persuasion checks and see things in a locale, which can open up alternate pathways. You have speech-related skills, as well as more physical skills, like lockpicking. There are also books in the world that can level up your skills, too. The abilities you choose to invest in will affect your playthrough and let you define the type of detective you want to be.

You eventually explore the boy’s room to learn about him. Using your recollection, we see that he was obviously scared about something because of his child’s fort, as well as reading books to escape this reality, and taking sleeping pills. With this in mind, you visit the mother’s room. Here we find a locked room. To get inside, Edward must pick the lock. We stumble up an occult circle - not good. Seems mother liked painting on more than just canvases. Was she trying invoke or revoke something?

cthulhue3_04.jpg


Along with the occult circle, we discover a ledger that details who she sold paintings to. But the last one was given away for free. With a name in hand, Edward explores a room full of her artwork. Just as we are having a nosey around, a cultist member dashes past us. We try to give chase, but lose him. When we speak to the detective, he claims to have not seen anyone.

Close to the end, we enter a study where there appears to be a moveable bookcase. You can tackle it in various ways. If you picked up the crowbar earlier, you can open a side panel and bust open the mechanism. Failing that, you can solve a puzzle to do with a globe. We chose the former, forcing the cogs and revealing a deep, dark staircase into the bowels of the mansion. Edwards descends into the dark unknown.

With any kind of game that puts both its narrative and investigative elements into focus, the story has to be one of its strongest points. The inclusion of the sanity mechanics are quite common in Lovecraftian games, as is the dialogue wheel and branching decisions. What I would say Call of Cthulhu is banking on is its mystery and plot twists, which we were assured there were a bevy of. And it does do a good job of creating an atmosphere that will please Lovecraft and detective game fans alike.

Call of Cthulhu promises 12-18 hours per playthrough, with four endings available. It is currently scheduled to release on PlayStation 4, Xbox One, and PC in 2018.

https://www.newgamenetwork.com/article/1962/call-of-cthulhu-preview-e3-2018/

E3 2018: Call of Cthulhu is Creeping Closer to Release

To be entirely honest, this one feels like a long time coming. Cyanide Studio’s official adaption of the classic Chaosium pen and paper RPG, Call of Cthulhu, is one that has been on my radar for quite a while. Honestly, research shows that this title was originally announced in 2014, so it’s been some time, but not to the level that I would have said if asked without being checked. (I was thinking it was closer to eight to nine years). Must be some of that famed madness creeping in.

No matter the length of development, the wait appears to be worth it. Billing itself as an “investigative horror” title, players will take the role of Edward Pierce, a private dick who’s brought in to review the mysterious deaths of the entire Hawkins family. The Darkwater Island police department believes that the incident was tragic, but innocent and has closed the case. There are enough doubts from a select few to merit a second opinion. This is where the gameplay the developer showed off began.

Taking place in the first-person view, Cyanide wasn’t kidding about the “investigative” portion. Players explore the mansion, the scene of the incident, and piece together clues. A smear on a doorjamb, the location where the child’s body was found, some broken glass. Using a system similar to Arkham Knight’s crime scene reconstruction, though based more in the detective’s head than with the wiz-bang of modern technology, Pierce soon begins to piece together a theory.

What’s cool about this is that not everything depends on the player’s observation. This is based on a pen and paper RPG, and there are skill rolls going on behind the scenes that affect what the player immediately sees and can do. An example of this was when Pierce noticed a crowbar on the floor, behind a tablecloth. This comes in useful later when the player stumbles across an elevator that was mechanically locked, with the key being a globe. Because he had a the crowbar, Pierce was basically able to say “nope”, pry open a panel, and open the door with ease. If the skill check failed and the crowbar wasn’t found, players would need to solve the puzzle, which involved setting the globe so that the bronze ring was over a certain city.

Of course, this being a game based on Lovecraft mythos, Edward will soon discover a conspiracy involving cultists and other-dimensional horrors that will threaten his sanity. This will manifest onscreen in ways that will have players questioning what is actually happening and what is only perceived. The way Cyanide described it, it seems safe to expect some Eternal Darkness style tomfoolery over the course of this game, which is welcome.

The developers were absolutely playing things close to the vest in order to avoid any real spoilers. What they have shown off feels like a grim, first-person take on LA Noire with a more open dialogue system and a lingering, existential dread. Call of Cthulhu is also the product of hard work and dedication to the mythology, an obvious labor of some twisted love. The end result looks like it’ll stick with the player long after the game is over, like some toothy suction cup on a goo covered tentacle. With a PC, PlayStation 4 and Xbox One release date of fourth quarter 2018, the wait will be over before we know it.

https://www.hardcoregamer.com/2018/...cthulhu-is-creeping-closer-to-release/303934/
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,028


Diane Quenet. I'm triggered.

The level designer guy is speaking over her so that we cannot hear her bright insight.

She is repeating herself with the identity of the game. Literally repeating herself.

She seems absent and cannot articulate shit. Too young to be a PM.

3 times she mentioned that she is the project manager :)

It looks like she is groomed for higher management but the bitch is too retarded/bored to act competent. What a shit show.

http://www.mobygames.com/developer/sheet/view/developerId,665785/

Production
Styx: Shards of Darkness (2017) (Associate Producer)

Writers
Styx: Shards of Darkness (2017) (Additional Writers)

Video/Cinematics
Styx: Shards of Darkness (2017) (Cutscene Manager)
Quality Assurance
Tom Clancy's The Division (2016) (Associate User Researchers)
Assassin's Creed: Unity (2014) (Games User Researchers Assistant)

Marketing
Assassin's Creed: Unity - Dead Kings (2015) (Games User Researchers Assistant)

Sorry to say it but she is unqualified to lead this project. It's not about misogyny but I honestly don't see how you can go from QA to PM in 2 years (!?) unless:
(1) she is a yes-woman without any personality,
(2) her blowjobs are legendary.


In the end her skills are Cyanide's problem but if this game will be good then it will not be thanks to her.
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,228
Not gonna watch that video but Diane Quenet's baby face makes her sooooooooo cute I just want to condescendingly pinch her cheeks while talking in a baby voice.

awww
 
Last edited:

Doktor Best

Arcane
Joined
Feb 2, 2015
Messages
2,849


Diane Quenet. I'm triggered.

The level designer guy is speaking over her so that we cannot hear her bright insight.

She is repeating herself with the identity of the game. Literally repeating herself.

She seems absent and cannot articulate shit. Too young to be a PM.

3 times she mentioned that she is the project manager :)

It looks like she is groomed for higher management but the bitch is too retarded/bored to act competent. What a shit show.

http://www.mobygames.com/developer/sheet/view/developerId,665785/

Production
Styx: Shards of Darkness (2017) (Associate Producer)

Writers
Styx: Shards of Darkness (2017) (Additional Writers)

Video/Cinematics
Styx: Shards of Darkness (2017) (Cutscene Manager)
Quality Assurance
Tom Clancy's The Division (2016) (Associate User Researchers)
Assassin's Creed: Unity (2014) (Games User Researchers Assistant)

Marketing
Assassin's Creed: Unity - Dead Kings (2015) (Games User Researchers Assistant)

Sorry to say it but she is unqualified to lead this project. It's not about misogyny but I honestly don't see how you can go from QA to PM in 2 years (!?) unless:
(1) she is a yes-woman without any personality,
(2) her blowjobs are legendary.


In the end her skills are Cyanide's problem but if this game will be good then it will not be thanks to her.


She seemed nervous and yes she is a bit young, but i honestly cant tell if youre trying to be serious analizing someones entire work on said position behind closed doors based on a few incoherent sentences someone spouted in an interview.

Also, from the 3 times she mentioned she was project manager, 2 times she was asked what her position was, so....

Ah and FFS she has to train her english speaking skills.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,028
... snip ...

Of course my analysis is not serious but I don't think I'm completely wrong. Maybe she had a bad day. Or maybe she has a bad day everyday.

(1) she is a yes-woman without any personality,
(2) her blowjobs are legendary.
(3) nepotism
(4) she's actually competent

Have you ever encountered a person which started in Marketing and QA and is actually competent? :) Statistically it is possible but ...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom