In terms of video games, the influence of H.P. Lovecraft is very palpable. Many games, whether horror or not, lift elements and concepts from his fiction rather liberally. Despite this, there’s not ever been many amazing games based on the Call of Cthulhu, one of his most well-known works amongst fans. The last good game, Dark Corners of the Earth, released almost thirteen years ago, and since then publishers have been reluctant to touch the property. I won’t mince words here – this year’s game, simply titled Call of Cthulhu, is easily one of the best Lovecraftian horror games in years, though it’s almost certainly not for everyone.
In Call of Cthulhu, you play Edward Pierce, a private investigator who is suffering from an existential crisis. The year is 1924 and Pierce can’t find the cases that excite him anymore. He’s a grizzled war veteran, after all, and finds himself succumbing to his vices (namely alcohol and drugs) to cope with the lack of satisfaction in life. One night, a man brings a strange painting to his office and asks him to inspect it. The catch? The woman who painted it died, along with her family, in mysterious fire on Darkwater Island. Unsure, but oddly compelled, Pierce is drawn to investigate the strange goings-on and determine whether the fire was really an accident. As you’d expect, this small island town has some secrets to hide.
What’s a little bit less certain is the way the game plays. An admittedly brave choice, especially today, Call of Cthulhu plays like a modernised point and click adventure game with little to no combat. You’ll play as a variety of characters as they discover the secrets of Darkwater Island, viewed from the first-person perspective. You’ll investigate crime scenes, explore run down locales and evade enemies both cosmic and corporeal. While I usually detest games like this, Call of Cthulhu seems to get the pacing just right and I never got tired of the trial-and-error stealth sections or the investigations.
While not explicitly an open-world game, Call of Cthulhu does give players some freedom in deciding how Pierce carries out his investigation. Levels are linear, but the way in which you complete the chapters in the game are usually numerous. Pierce can interrogate some members of the island community and attempt to use a soft or hard approach to get what he wants. As he progresses further into the game, things get a bit more complicated and your choices can guide the story in multiple directions.
Other abilities, like knowledge of Medicine or the Occult, are only improved by finding items in the world relevant to those fields and improving these allows Pierce to comment with greater understanding on these topics. If you’re Occult knowledge is too low, you might not be able to identify a weird engraving or insignia at a crime scene, for example, and potentially lose a lead. This sounds frustrating, but the game does a good job at steering you back on course if you miss something, usually through some other means.
I use the term horror gently, however, as Call of Cthulhu has a bit of a bad habit, especially during it’s opening hours. Many times, would I be playing through a chapter, absolutely tense from the stellar sound design, only for the game to tear control away from me in lieu of a cutscene. I applaud the developers for not relying on jump scares to creep out players, but it conversely removes all tension from the game when a tense build-up is punctuated by a cutscene rather than just letting me play through the creepy moment the game has worked so hard to build up.
Perhaps the biggest surprise with Call of Cthulhu is how good it looks given the scope and scale of the whole production. It’s by no means as good looking as the latest and greatest AAA blockbusters, but the strong art direction certainly helps the game sell the mood and atmosphere that it’s going for. Despite the locales looking dark and moody, the models for the characters themselves can look rough at times.
Catch them under the wrong lighting, or delivering a long monologue, and they themselves can be unintentionally nightmarish as well. Still, this is a minor issue with the presentation that’s easily compensated by other visual strengths. Voicework is similarly strong, and Cristobal Tapia de Veer’s score is haunting, eerie and suspenseful.