Call of Cthulhu® - chaton


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 Team
Call of Cthulhu® - chaton


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.



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/
Grand Theft Auto V - contact@rockpapershotgun.com (John Walker)

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…)

Call of Cthulhu®

So 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…

Call of Cthulhu® - contact@rockpapershotgun.com (Alice Bell)

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…)

Call of Cthulhu® - chaton


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?



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/
Call of Cthulhu® - chaton


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.



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.



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 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/
Call of Cthulhu® - chaton


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.



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.



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 variations, expressionist lighting, and more. Once again: I was strongly inspired by many movies to get these ideas. I don’t want to list them all, but I can’t avoid talking about the dream sequences in Shutter Island, and the movie Jacob’s Ladder by Adrian Lyne. The sound is also really important during these sequences, and they would not work anywhere near as well without the work of our sound designer.


The dream sequence from Shutter Island


The Hospital scene from Jacob's Ladder

We used these same things to show the moments when Pierce goes really crazy, but we were also helped by the work of the actors who made the motion capture, who really understood the intentions of the scenes while shooting and helped to make the sequences what they are now.

I also want to point out something about how we show madness in the game. Apart from Pierce, many of the characters are mad in their own way, and different parts of the game represent madness in many ways. One character evokes the archetype of the mad scientist, while another is an interesting variation of the Frankenstein story - a disgusting but tragic monster, betrayed by those around them and still in love with one that hates them.

https://www.youtube.com/watch?v=jqTI6TDNsrc
One of the important points of the game is that you’re not playing any random character: you’re playing Edward Pierce, a man with his own distinct personality, past and fears. During the gameplay, you’re in a first-person view to maximize the immersion of the player, but during cinematics we’re showing you the character you’re playing and the way he evolves during the events of the scenario.

Many interesting things happened during the motion capture shooting! For example, there is a cinematic in the game that involves a child character. Because this character appears only for a really short amount of time, we chose not to hire a child actor and they were instead hand animated by our team.

The problem was, while shooting, the actors had to interact briefly with this character. Because of that, one of us had to stand in and play as the child. It was not that funny in the moment because we were all focused on the scene, but when we looked at the rushes afterward, it was a very strange sight!

Stay tuned for more Devblogs soon! 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/
Call of Cthulhu® - chaton


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.



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/
Call of Cthulhu® - chaton


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 of them.

On my side, I had to integrate all these voices and occasionally modify them. As an example, here is how I did the voice that follows your journey into madness.

https://www.youtube.com/watch?v=LzYKWaEn2d4&feature=youtu.be
We hope you'll enjoy Call of Cthulhu as much as we did developing (and sound designing!) it. 🐙

Stay tuned for more Devblogs soon! 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/
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