So, what do I expect from a good Lovecraftian horror game?
In any good game based on the Cthulhu mythos, be it board game, Pen&Paper, Larp or CRPG/Adventure, there should be the feeling that I as the player am fighting against impossible odds. Even more so, I should feel that if I make even a small mistake, the consequences will be dire. For me, my comrades, the entire world. Most of theSo, what do I expect from a good Lovecraftian horror game?
In any good game based on the Cthulhu mythos, be it board game, Pen&Paper, Larp or CRPG/Adventure, there should be the feeling that I as the player am fighting against impossible odds. Even more so, I should feel that if I make even a small mistake, the consequences will be dire. For me, my comrades, the entire world. Most of the horror in the Lovecraftian world results from the story my own minds creates about those consequences and their seeming inevitability.
This feeling is extremely well represented in the board game, a game you will rarely win if you do not have a very forgiving game master. There is a constant clock ticking telling you as a player, that you have to be fast and efficient. You have to take risks all the time, or you will never make it. You also have to leave promising stuff behind, because you are racing against time. Difficult choices have to be made.
In the computer game, none of these pressures, nothing of the horror, exists. The player is running around, clicking on highligted objects and sometimes has to choose. If they are making a "bad" choice, the clock is ticking, if not, they might find another helpful object. The problem is, the choice is so incredible easy most of the time, that experienced players will rarely make any mistakes, resulting in the classical computergame approach: "the story is telling me the action is upstairs and I need to hurry? Lets check the basement first!" This kind of unimmersive action is strongly rewarded with extra items and gimmicks like ammunition, weapons or bandages which will help in later encounters. These encounters are turn based combat, but with boring, uninspired mechanisms and cannon-fodder opponents. Even if you did everything wrong (and I seriously doubt you will), the punishment for doing so is less severe than the bonus of the possibly found objects.
The only thing the game does right are optics and sounds, which are very fitting for a Lovecraftian game - very old-school - and the characters who are taken from the actual boardgame.
If the game would feel anything like playing and not just uninspiredly clicking to the next part of the story, there would be any kind of pressure and/or difficulty and lastly would have any replay value, i would give it an 8 out of 10. This way, ill give it a 4 - mostly because i love the board game.
If you like adventures, nice puzzles, Lovecraftian background and are okay with dark humour instead of horror, better buy Gibbous. I guarantee more actual game in the game.… Expand