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

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Sweet childlike girls have the most twisted, unhinged and decadent minds, didn't you know? She was just the best fit for the game, that's all.
 
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From Focus Home website.

Key features:
  • Investigative RPG set in the Lovecraft Universe, developed with Unreal Engine 4.
  • Play as Edward Pierce and shed light on Sarah Hawkins murder, while facing the horrors of a grim island filled with monstrosities lurking in the dark.
  • Doubt your own senses and experience true madness, thanks to the game’s unique sanity and psychosis crisis mechanics. Enhance your character’s abilities and use new skills to discover the truth.
  • Recruit and lead a small team of investigators, sending them across the island to solve various cases.
  • Experience rich, open exploration, full of deep dialogue with meaningful choices that impact the narrative and relationships with your companions.
 

Zombra

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Yeah. It's not squad-based or anything, but a long time ago they said that you'll have the "opportunity" to use different investigators on some levels. Probably set pieces so they can kill off player characters without stopping you from continuing the story.
 
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Xbox One Storytellers: Cyanide on Call of Cthulhu

It’s hard to match the narrative scope and immersive experience that a compelling story-driven game has over other storytelling mediums, allowing players not only to fall into the world of a well-crafted story but to experience it firsthand. These types of games can empower someone with a new perspective or let us live a double-life as a superhero. Narrative-driven games allow us to become someone we’re not, which is perhaps the biggest reason we enjoy these experiences. Now, with the power of Xbox One X, creators can bring us even closer to their vision. With our Xbox One Storytellers series, we’ll sit down with some of the industry’s greatest creators to talk about the strength of storytelling within games, their inspirations, and how they see the genre growing in the years ahead. Today, we’ll be talking to Call of Cthulhu Lead Game Designer, Jean-Marc Gueney.

Is there a secret to crafting a compelling single-player narrative?

I don’t know if it’s the secret to writing good stories but here is how I start writing a scenario. First, I create the main plot which I then fill with characters. Then I go deep into those characters’ motives, personalities, goals, and how they are linked together within the story. It helps to fill the blanks and reveal inconsistencies as well as for writing their dialogues.

Do you think single-player experiences create a better sense of immersion than multiplayer experiences?

While playing in a group of people, there will be interactions that cause disbelief and break immersion. Of course, multiplayer experiences can absolutely be just as rich as a single-player one but they do tend to lack the immersion that many developers focus on when creating games. In single-player games, everything is considered for the player to feel the character they play, from the voice, the actions, the scenario, the pace.

How do you balance your narrative goals with your gameplay goals?

We use the narration to lead to situations that require more gameplay. During those gameplay phases the advancement of the story slows down. To offer a good pace, we mix sequences of primarily story-telling and primarily gameplay episodes. During narration, the gameplay is there to provide information, clues and dialogue options for the player; it is the reward of the gameplay.

Have things like branching missions and multiple unique endings changed single-player game development?

Offering many options and possibilities for the player does enhance the gaming experience while complicating development. You have to think of multiple branches and consequences, which means creating as many possibilities for the player to explore as possible. It’s a meticulous development and writing process.

Are there any genres you think story doesn’t matter, or ones you think fit the goal of telling a story better than others?

Any genre can benefit from a little story or background, but for games in which gameplay focuses mainly on player reflexes, dexterity and fast thinking it’s not as important as fully narrative games. Games like Tetris go well without story, as well as titles like Stick Fight or Bomberman. It can be fun to have a comedy background here and there to set the mood, but those games don’t require it. Of course, you can also play games like FIFA or Civilization without the need of a story.

What sort of benefits do more powerful consoles and PCs offer to single-player storytellers?

There are many aspects of a video game that benefit from more power. We have all seen the advances in graphical rendering of environments and characters making them more realistic and believable. The animations, particularly facial animations, are near flawless in AAA games. There are also some elements that can bring disbelief, which can now be strongly mitigated, like frequent loading screens or framerate drops.

Were there any particular single-player experiences in your gaming life that inspired you to create or really struck a chord with you?

Although it’s not very recent, the possibilities offered by game editors like those in Neverwinter or Oblivion have inspired me to create stories. Simple at first, intended to be shared with a few friends. This echoes the desire to share a story from paper role-playing games. Even if a game is single-player oriented, it’s the same creation process: what is the story and what will the player be able to do inside it.

Is there a specific game’s single-player level or narrative moment you consider close to a perfect narrative experience?

I was really impressed by the introduction of Bioshock infinite. From the start there were many questions that arose and for the next 15 minutes, with minimal gameplay and player interactions, the scenes catch you and don’t let you go. You plunge in this incredible universe and want to know more. In Far cry 3, scenes with Vaas are also very immersive thanks to the acting. Until Dawn is also a masterpiece in terms of narration.

How have single-player/narrative games changed most over the last 10 years?

Capturing the essence of acting is one of the many challenges of today’s games. Thanks to motion capture, for body and faces, the results can be as good as in movies. Voices are also carefully taken care of, from the casting to the recording. If you go back in time further than 10 years, narrative games were generally text-based. Recent advances have also made it possible to develop the writing of rich characters and scenarios. Characters are defined in greater depth to determine their reactions, behavior and ways of expressing themselves.

How do you see single-player games evolving over the next 10 years?

The use of VR has the potential to be a huge step forward – playing games like Resident Evil 5 in VR is very different than “normal” play. Maybe voice recognition will also see dramatic improvement. If you talk to a NPC not by choosing from a series of answers but by really talking to it, it will be fantastic. Maybe not in the next 10 years though. The excellent Event[0] tries to simulate interaction with an AI, where the player is free to ask any questions they want. By adding a good voice recognition plug-in, you can have a glimpse of the future of single player narrative games.

https://news.xbox.com/en-us/2018/06/27/xbox-one-storytellers-call-of-cthulhu/
 
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Enter the Madness – Call of Cthulhu — an E3 2018 preview

top-5.jpg


As you might recall, we nominated Call of Cthulhu for a Best of E3 award in 2017 (you can read our preview from last year right here). It was time to get an update on what publisher Focus Home and Developer Cyanide Studios had in store for the Eldritch Horror tabletop tie-in title, Call of Cthulhu.

As you might recall, we nominated Call of Cthulhu for a Best of E3 award in 2017 (you can read our preview from last year right here). It was time to get an update on what publisher Focus Home and Developer Cyanide Studios had in store for the Eldritch Horror tabletop tie-in title, Call of Cthulhu.

Our demo, surprisingly, took place in the same chapter as last year. It kicked off in Chapter 3 — the investigation of the fire at the Hawkins Mansion. The loading screen for the area described it thusly:

“Pierce and Officer Bradley explored the gardens of the Hawkins mansion. The family lies in the graveyard of the property that is guarded by Silas Winchester. The old caretaker, still faithful to his employers, keeps watch on the place, armed with his ax. Pierce and Bradley managed to calm him down, and finally, get hold of the key to Hawkins mansion. They enter the building looking for the scene of the fire.”

The demo from last year focused more on mechanics that were featured in games like Sherlock Holmes. Here, they want to focus on a new system called “Reconstruction Mode” which allows the protagonist, Edward Pierce, to reconstruct what he believes might have happened in the various scenarios in the game. Marrying it with the pen and paper roots of the game, this mode will be heavily tied to the skills your character possesses. As a result, dice rolls in the background may determine that you “know” information that is, in fact, incorrect. This can cause you to draw incorrect conclusions, affect your relationships with other characters in the game, and ultimately cause you to head down the wrong path. It’ll be interesting to see if you can ultimately lose by failing these dice rolls.

Heading back into the Hawkins Family mansion to investigate the death of Charles, the son Simon, and his wife, Sarah, we get to see an entirely new approach to the same material, thanks to the last year’s worth of changes to the engine.

Entering the reconstruction mode, we begin to create a mental picture of where the fire originated. Finding clues means visualizing where a body might have fallen, causing a clue to drop and roll underneath an object. It means ducking and actually looking things, though your skills might help clue you in with visual or auditory clues to push you in a particular direction, if your invisible dice rolls land correctly.

Finding blood we know the lamp was thrown in a fight, causing the fire. We found burned hand marks on the entryway as a person who was on fire fled the room. As we also have uncovered a tin soldier, we turn to talk to Officer Bradley, getting a look at the revamped conversation system. We can choose from several dialogue options which affect our relationships with the people we work with, and ultimately the ending we receive. The dialogue choices (symbolized with a lock, naturally) are often opened to us by uncovering clues in the Reconstruction Mode, but it quickly became clear that we would never be able to pursue all options in a single playthrough.

Beyond just choosing between conversation trees, there is a whole slew of skills in Call of Cthulhu that power every aspect of the game. Psychology, forensics, eloquence, occultism, athleticism, strength, and more to help you find hidden objects, understanding mystic symbols, having the strength to force a lock, and more. We found a book on medicine that improved our forensic skills, which suggests that there’s a whole progression engine in the game, but a quick event in the game that didn’t go our way illustrated that failing a skill roll can sometimes lock out that path entirely. The way the team put it, you’ll have many ways to choose free will in Call of Cthulhu, but at every point you deviate from the pre-chosen path, there is always a cost.

call-of-cthulhu-skill-tree.jpg


Entering the room of Simon Hawkins, we find disturbing drawing of horrible creatures, and wooden soldiers set up in a defensive formation as if to protect him…but from what? Further inspection uncovered sleeping pills and a copy of Tom Sawyer – a little odd for an 11 year old boy. Of course, looking back at the drawings of what are clearly nightmare-fueled mythos creatures, it’s easy to understand.

Entering Sarah’s room, we use our lockpicking skill to break into an adjacent antichamber. On the floor is a shocking scene with candles, a pentagram, and a whole lot of blood. We use our Occultism skill which reveals that what we see on the ground is actually a “revocation” symbol. We look further and find claw marks along the walls, leading upstairs. We also hear some scuffling sounds coming from above. Thinking that it might be Officer Bradley, we head upstairs and find…a painting of us. Before we can do any investigating, a masked and robed person bashes us on the head and escapes with the painting. Bradley, of course, didn’t catch the guy, and he escaped.

Chasing this masked person down into a library (where they vanished), we find a bookcase that has been moved many times. Using a nearby globe to unlock a puzzle is a possibility, but instead we find the mechanism behind a panel. We decide to use a crowbar that we uncovered earlier instead to force the gear train. We could also use our strength check if we didn’t find the crowbar earlier. Options abound.

Visually, Call of Cthulhu has received a large overhaul. As you’ll see in the screenshots and video, it’s “the right kind of green”. The lighting engine dances across the landscape, it’s dark, dust motes dance across the burned landscapes, and gas lamps bathe the entire place in a very eerie glow. As our character descends into the bowels of the mansion, he also begins to descend into the depths of madness. As his sanity slips, his mental picture is more and more corrupted, and this madness begins to cause audio and visual corruption.

We didn’t get to see this in our demo, but the team even described one area where the character looks down a hallway and it stretches into infinity. They start to walk down the hall and look into the room, but find themselves already inside the room looking back at ourselves. Reaching for the door, suddenly the door is gone. Looking down, the floor is suddenly gone, and we begin to fall, further into madness. I cannot wait to go insane!

This quick look at Call of Cthulhu was a breath of fresh air, and clearly the team is working hard to ensure that they are adhering to the pen and paper roots of the game. While the game doesn’t yet have a release date, it is coming near the end of 2018 for Xbox One, PlayStation 4, and PC.

http://gamingtrend.com/feature/previews/enter-the-madness-call-of-cthulhu-an-e3-2018-preview/
 
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Call of Cthulhu: Ever Questioned Your Own Reality? How Cyanide's Investigation-RPG will Break You

We go deeper into Cyanide Studios' ambitious Investigation-RPG, Call of Cthulhu, and come out gasping for air...

What we learnt more deeply about Call of Cthulhu at this year’s E3 got me more excited than ever for the ambitious “Investigation-RPG” experience. *No combat. Multiple pathways and solutions. An ever-changing sense of inner self. Unkillable gods. Relationships. Dynamic conversations. Puzzles. Exploration. Occultism. Deductions. Dynamic investigations…

(*There are combat-like responses you can perform in a controlled sense, or during specific moments in the game, but you don’t have full combat freedom within the larger playspace.)

The investigation side of the game, we learnt, is deeply layered; designed to serve a curious player. However, the madness side of the game (or the “ever-changing sense of inner self”) is intrinsically tied to this, and nothing is hard and fast, nor black and white. Shades of grey permeate the experience, which is amplified by player-choice. It's wonderfully paced, at this point, and while you can stretch the experience out to 20 hours (as revealed to us by Cyanide), if you truly embrace all the disparate mechanics; the way in which it all plays out promises to lead to true Water-Cooler gaming -- where your outcome, path and overall experience will differ to everyone else's, hopefully promoting multiple playthroughs.

The way in which the team has handled this, is in the multiple pathways to completion front. And we’re not specifically talking about the pathways to the game’s handful of endings: everything here has a multiple pathway -- from conversations and the relationships that form from them, to the way in which you progress through the game-world; puzzles, exploration, discovery and more. The patient, observant player, as we mentioned before, might find an item that makes a puzzle impediment easier to overcome. Or they might pick up on a piece of information for deduction that pushes the story, or specific information forward, or even laterally. The dynamic nature of how this is being presented is anything but binary, and we can only hope each and every moment that capitalises on this in the game, doesn’t follow a like-for-like suit. Which so far it appears to avoid.

As an Investigation-RPG, information gathering is one of the key tenets of the player’s overall experience. You’re on the island of Darkwater literally investigating what appears to be foul play at the Hawkins mansion, but the island itself also becomes a source for overall reasoning. The fire is just the first investigative step you take, and the more you utilise Pierce’s detective skills, the larger the world around you appears. You’ll start learning about occultism; the island’s mysterious past -- and present -- and all of this will begin to present you with a conundrum: because the more information you have, the more likely you are to trip up on the insanity side of the game. Though the devs do assure us it is possible to finish the game not completely insane and with free will intact, but they wouldn’t delve further into this for fear of spoiling the experience.

Still, there’s a telling nugget in there, in the form of “free will”. How will the madness component work and what will that do in the application of decisions you make based on “free will”, or will you essentially be puppeteered by the unkillable gods you’ll eventually summon, and face? We’re also told there will be hardfail scenarios with death, but that death will affect your sanity as well. There is a Checkpoint system, but with the inclusion of death being tied to your sanity progression degression, it’s not a binary reset of gameplay. Death is meaningful and largely unwanted, because it will fuck with you when you restart.

One of the key features that came out of our session with the game was the noir-esque reconstructions of investigation scenes and sequences. And this was a standout for mine, because even games like the Batman: Arkham series and The Witcher 3, for example, where you’re also playing detective roles, often the conclusion -- or deduction -- is really close to you and follows a pretty strict path of POIs that are required to solve the scene or sequence in front of you. There’s no real fluid system in play based on the player’s own deduction of information and investigation, so it’s all largely binary. However, in Call of Cthulhu, this isn’t the case. And the game’s reconstructions are heavily tied to the earlier-mentioned “shades of grey” investigation and progression. You might miss important pieces of information at a scene, for example, but missing them doesn’t stop you from moving forward, and potentially now with an incomplete outcome.

And this could have longer-lasting ramifications down the track, or even with the game’s myriad NPCs and through the relationships you’ll form with them. How rigid all of this is remains to be seen, but the team appear confident they have a dynamic and systemic gameplay experience that is served first and foremost by player-choice.

Reconstructions play out as mental pictures Pierce pieces together on-the-fly and dynamically. But adding to this is the ever-present “ever-changing sense of inner self”, because the deeper your psychosis, the more corrupted your mental reconstructions become. This is likely going to bleed into the “free will” aspect of the game -- what can you trust, and is your base alcoholism and PTSD from your experience in the Great War a gateway for the insanity, occultism and unkillable gods to manifest in a controlling state? And if so, for what purpose?

What we saw was still in beta, and as with all my other experiences with the game, it’s still only really challenged in visuals, which are still a bit of a mixed bag. Lighting, for example is amazing while the overall art-direction is incredible. Character animations and expressions aren’t entirely amazing (alongside some cheesy voice-acting and dialogue), but they also add some charm to the game. The game-world outside of the mansion also looks like it might need some more detailed texturing and architecture tightening, but we are looking at a game in beta. The good news is Cyanide has confirmed the game is definitely out this year, though that’s not likely until December, but for those of us who’ve been champing at the bit for what is definitely going to be a unique experience, it’ll be worth the wait.

https://www.ausgamers.com/features/read/3597739
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.gamebanshee.com/news/120999-call-of-cthulhu-previews.html

AusGamers:

As an Investigation-RPG, information gathering is one of the key tenets of the player’s overall experience. You’re on the island of Darkwater literally investigating what appears to be foul play at the Hawkins mansion, but the island itself also becomes a source for overall reasoning. The fire is just the first investigative step you take, and the more you utilise Pierce’s detective skills, the larger the world around you appears. You’ll start learning about occultism; the island’s mysterious past -- and present -- and all of this will begin to present you with a conundrum: because the more information you have, the more likely you are to trip up on the insanity side of the game. Though the devs do assure us it is possible to finish the game not completely insane and with free will intact, but they wouldn’t delve further into this for fear of spoiling the experience.

RPGFan:

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.

Gaming Trend:

Beyond just choosing between conversation trees, there is a whole slew of skills in Call of Cthulhu that power every aspect of the game. Psychology, forensics, eloquence, occultism, athleticism, strength, and more to help you find hidden objects, understanding mystic symbols, having the strength to force a lock, and more. We found a book on medicine that improved our forensic skills, which suggests that there’s a whole progression engine in the game, but a quick event in the game that didn’t go our way illustrated that failing a skill roll can sometimes lock out that path entirely. The way the team put it, you’ll have many ways to choose free will in Call of Cthulhu, but at every point you deviate from the pre-chosen path, there is always a cost.

WorthPlaying:

Regardless of Pierce's specializations, his detective skills are represented in-game through his ability to visualize the events in a scene by studying a crime scene, which gives you the ability, called Reconstitution Mode, to dig through a re-creation of past events for clues. This can be as subtle as smudges of blood on the floor, leading Pierce to determine the direction in which a wounded man was running. As Pierce's sanity diminishes through continued contact with the horrific entities of the Cthulhu Mythos and the cultists that serve them, his ability to visualize scenes will become "corrupted," leading to more horrific flashbacks.

New Game Network:

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.

And PlayStation LifeStyle:

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.
 
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Call of Cthulhu will begin the spread of madness on October 30 this year – just in time for Halloween.

Lock the doors, turn off the lights, and uncover the chilling mysteries of this Narrative RPG game, descending deep into a world of inevitable insanity and shrouded Old Gods within Lovecraft’s iconic universe.



Four new screenshots give you a glimpse of what’s to come across the deep, single-player story following private investigator Edward Pierce’s as he scours the island of Darkwater for answers regarding the mysterious deaths of the Hawkins family.

Lead him along the razor’s edge of madness, as he’s confronted with a terrifying web of conspiracies, cultists, and cosmic horrors…



Nothing is as it seems. Sanity is an irregular bedfellow, all too often replaced by whisperings in the dark. Strange creatures, weird science, and shadowy cults dominate the Cthulhu Mythos, intent on realizing their mad schemes to bring about the end of all.



Your mind will suffer - balancing a razor-thin line between sanity and madness, your senses will be disrupted until you question the reality of everything around you. Trust no one. 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.

http://callofcthulhu-game.com

Digital preorders are available on STEAM. Retail preorders are available for PC and consoles.

https://forums.focus-home.com/topic/25789/call-of-cthulhu-release-date-reveal
 
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We're excited to announce our Gamescom 2018 lineup! Between hands-on gameplay, closed-door demos and exclusive interviews, there’s lots to look forward to for press and players alike.

To prepare for the big week of Gamescom, here’s the full list of what will be showcased August 21st to August 25th - expect tons of previews and info about these games!

At the Focus Home Business Booth (Hall 4.1, Booth C-029G), journalists will have the opportunity to explore some of the most hotly-anticipated games through exclusive presentations, interviews and hands-on sessions:

  • Call of Cthulhu (Cyanide Studio): With the release planned for the end of October, journalists will be free to investigate on Darkwater Island for the first time with 90 minutes of hands-on gameplay.

  • Battlefleet Gothic: Armada 2 (Tindalos Interactive): Journalists can enjoy hands-on gameplay with Tindalos’ epic take on glorious, large-scale space battles set in the Warhammer 40,000 universe.

  • The Surge 2 (Deck13): Deck 13 will unveil more gameplay with a 20-minute developer walkthrough showcasing the sequel’s tightened mechanics, expanded environments and brutal combat.

  • Space Hulk: Tactics (Cyanide Studio): The board game adaption set in Warhammer 40,000 universe will be playable for journalists eager to engage in bloody, tactical battles in gigantic Space Hulk!

  • Fear The Wolves (Vostok Games): Exclusive developer interviews on what’s planned for this intense Battle Royale FPS title, created by S.T.A.L.K.E.R. veterans.
Players will also have the opportunity to get their hands on two of this year’s biggest releases:

  • Farming Simulator 19 (Giants Software) Hall 8.1, Booth B-021: Players will be free to harvest their way through this latest entry – including access to some of the hotly anticipated John Deere vehicles! Play for the first time at the “Farming” booth!

  • Insurgency: Sandstorm (New World Interactive) Hall 9, Deep Silver Booth B011-C011: up to 16 players can fight and experience modern combat in the hardcore FPS sequel to Insurgency!
More information about the games featured on the Focus Home Interactive booth will be available on the Gamescom 2018 official website.

https://forums.focus-home.com/topic/28018/focus-home-gamescom-2018-line-up
 

Roguey

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Blaine should be delighted to know that there actually is genuine darkness.

That framerate was pretty bad though. :\ Optimized this isn't. UE4 is a disappointment.
 

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