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Found 12 results

  1. After an unsettling encounter with the world-traveler Grimoire, the party ventures to the Halfway Inn. Hopefully its bed will provide the perfect place to get some much needed rest after a long day on the road. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Werq" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. After an unsettling encounter with the world-traveler Grimoire, the party ventures to the Halfway Inn. Hopefully its bed will provide the perfect place to get some much needed rest after a long day on the road. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Werq" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. At its best, the tabletop gaming community can be wonderful, coming together to discover new adventures, forge new alliances, and bring out the hero or heroine in all who come to play. Three years ago, the Extra Life Twin Cities Guild in Minnesota worked with the local non-profit tabletop gaming convention Con of the North to have a presence at their event. Over the years that relationship grew into something that brings figures from across the tabletop community in Minnesota together to raise money for the kids. The Extra Life Twin Cities Guild president, Troy Cleland, took point on organizing the event. As with past years, Con of the North graciously gave Extra Life table space to come and talk with curious con-goers about how they can help sick and injured kids in hospitals by playing games. This year, however, Troy was able to bring the convention deeper into the Extra Life fold. “[Because] they donate our table to us, it is no cost to us to be there,” Troy explained, “so we can focus on promotional items and materials.” Being freed from worrying about booth space allowed Troy to coordinate with Con of the North to launch additional fundraising endeavors across the wider convention. One of these fundraising attempts came courtesy of Gen Con, the largest tabletop convention in North America. Con of the North dubbed the event Cardhalla which has people building impressive structures out of playing cards and then donating money at the end of the convention to knock them down. Cardhalla made use of cards donated by the local company Prolific Games, which supplied around 600 decks of playing cards to serve as construction materials. This had never been done before at Con of the North and managed to raise about $150 for Extra Life. Con-goers enjoyed the event quite a bit and there’s little doubt as to whether it will be returning again next year. That wasn’t the only event that Troy was able to coordinate, however. One of the most interesting events occurred in Con of the North’s vendor hall. A group of artists called The Long and Short of It had decided to hold a miniature painting contest at the convention and then hit upon an idea to raise money for Extra Life by holding a competition between the organizers, the titular Long and Short. They engaged in a battle all throughout the convention weekend in a no-holds-barred match of skill. As they progressed, onlookers were able to donate money for which model they thought was the best and the model that raised the most money would be declared the victor. One of the artists chose to create the many-headed dragon Tiamat from Dungeons & Dragons, complete with lighting effects customized into the figurine, while the other tackled a Warhammer 40K mech that he constructed entirely out of household recycleables and garbage. Tiamat managed to clinch the victory, but the close rivalry between the two wound up raising over $460 for the Extra Life Twin Cities Guild hospital, Gillette Children’s Specialty Healthcare. The Long and Short of It had such a good time competing and raising money that they plan to bring the event back with some expanded features for Con of the North 2020. The main event benefiting Extra Life at this year’s Con of the North had to be the involvement of D&D Adventurers League for the second year running. They hosted a silent auction with items they provided themselves, a prize drawing, and more. However, the epic event they hosted on the Saturday of the con proved to be one of the most interesting initiatives they undertook. Players who were participating in the epic event could purchase in-game items and rolls by donating to Extra Life. Guild president Troy Cleland was on hand to MC the prize drawing and silent auction held before the epic event. All told, D&D Adventurers League was able to raise about $1600. “This is the second year they have done this for us,” said Cleland of the amazing effort the league had brought to raising money for Extra Life, “[D&D Adventurers League] didn’t disappoint at all.” Con of the North being a gaming convention, it seemed only natural for Extra Life to bring dice to the event. Working with the local children’s hospital, the Twin Cities Extra Life Guild was able to acquire over 150 six-sided and ten-sided die to use as a means of attracting curious con-goers and also raise a bit more money for Extra Life. A $1 donation conferred a d6 while a $2 donation got the donor a d10. The D&D room also made use of the dice for their in-game purchases to raise money. By the end of the weekend, the Twin Cities Extra Life Guild had managed to pull in over $140 with dice alone. Some people came by multiple times to donate more money for more dice, gushing about how much they loved using dice for a good cause, donating more than the suggested $1 or $2. In total, the Twin Cities Extra Life Guild was able to raise around $2,350 to support the sick and injured kids at Gillette Children’s Specialty Healthcare while also spreading awareness in the tabletop gaming community about how people can play and help kids at the same time. Troy Cleland played a huge part in bringing it all together and deserves so much credit for forming the ongoing relationship between Con of the North and the Twin Cities Extra Life Guild. Minnesota’s conventions don’t draw the large crowds of a PAX, a Gen Con, or an E3, but there’s a lot of heart and passion in these smaller cons that can really bolster the support local hospitals experience. All it takes is the effort necessary to expose these tight-knit communities to Extra Life’s core message of compassion and play. Here’s to another Con of the North… For The Kids. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  4. At its best, the tabletop gaming community can be wonderful, coming together to discover new adventures, forge new alliances, and bring out the hero or heroine in all who come to play. Three years ago, the Extra Life Twin Cities Guild in Minnesota worked with the local non-profit tabletop gaming convention Con of the North to have a presence at their event. Over the years that relationship grew into something that brings figures from across the tabletop community in Minnesota together to raise money for the kids. The Extra Life Twin Cities Guild president, Troy Cleland, took point on organizing the event. As with past years, Con of the North graciously gave Extra Life table space to come and talk with curious con-goers about how they can help sick and injured kids in hospitals by playing games. This year, however, Troy was able to bring the convention deeper into the Extra Life fold. “[Because] they donate our table to us, it is no cost to us to be there,” Troy explained, “so we can focus on promotional items and materials.” Being freed from worrying about booth space allowed Troy to coordinate with Con of the North to launch additional fundraising endeavors across the wider convention. One of these fundraising attempts came courtesy of Gen Con, the largest tabletop convention in North America. Con of the North dubbed the event Cardhalla which has people building impressive structures out of playing cards and then donating money at the end of the convention to knock them down. Cardhalla made use of cards donated by the local company Prolific Games, which supplied around 600 decks of playing cards to serve as construction materials. This had never been done before at Con of the North and managed to raise about $150 for Extra Life. Con-goers enjoyed the event quite a bit and there’s little doubt as to whether it will be returning again next year. That wasn’t the only event that Troy was able to coordinate, however. One of the most interesting events occurred in Con of the North’s vendor hall. A group of artists called The Long and Short of It had decided to hold a miniature painting contest at the convention and then hit upon an idea to raise money for Extra Life by holding a competition between the organizers, the titular Long and Short. They engaged in a battle all throughout the convention weekend in a no-holds-barred match of skill. As they progressed, onlookers were able to donate money for which model they thought was the best and the model that raised the most money would be declared the victor. One of the artists chose to create the many-headed dragon Tiamat from Dungeons & Dragons, complete with lighting effects customized into the figurine, while the other tackled a Warhammer 40K mech that he constructed entirely out of household recycleables and garbage. Tiamat managed to clinch the victory, but the close rivalry between the two wound up raising over $460 for the Extra Life Twin Cities Guild hospital, Gillette Children’s Specialty Healthcare. The Long and Short of It had such a good time competing and raising money that they plan to bring the event back with some expanded features for Con of the North 2020. The main event benefiting Extra Life at this year’s Con of the North had to be the involvement of D&D Adventurers League for the second year running. They hosted a silent auction with items they provided themselves, a prize drawing, and more. However, the epic event they hosted on the Saturday of the con proved to be one of the most interesting initiatives they undertook. Players who were participating in the epic event could purchase in-game items and rolls by donating to Extra Life. Guild president Troy Cleland was on hand to MC the prize drawing and silent auction held before the epic event. All told, D&D Adventurers League was able to raise about $1600. “This is the second year they have done this for us,” said Cleland of the amazing effort the league had brought to raising money for Extra Life, “[D&D Adventurers League] didn’t disappoint at all.” Con of the North being a gaming convention, it seemed only natural for Extra Life to bring dice to the event. Working with the local children’s hospital, the Twin Cities Extra Life Guild was able to acquire over 150 six-sided and ten-sided die to use as a means of attracting curious con-goers and also raise a bit more money for Extra Life. A $1 donation conferred a d6 while a $2 donation got the donor a d10. The D&D room also made use of the dice for their in-game purchases to raise money. By the end of the weekend, the Twin Cities Extra Life Guild had managed to pull in over $140 with dice alone. Some people came by multiple times to donate more money for more dice, gushing about how much they loved using dice for a good cause, donating more than the suggested $1 or $2. In total, the Twin Cities Extra Life Guild was able to raise around $2,350 to support the sick and injured kids at Gillette Children’s Specialty Healthcare while also spreading awareness in the tabletop gaming community about how people can play and help kids at the same time. Troy Cleland played a huge part in bringing it all together and deserves so much credit for forming the ongoing relationship between Con of the North and the Twin Cities Extra Life Guild. Minnesota’s conventions don’t draw the large crowds of a PAX, a Gen Con, or an E3, but there’s a lot of heart and passion in these smaller cons that can really bolster the support local hospitals experience. All it takes is the effort necessary to expose these tight-knit communities to Extra Life’s core message of compassion and play. Here’s to another Con of the North… For The Kids. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  5. Sean, Arakiel, and Pribi fight the unearthly monstrosity known as Infurion alongside McFisto, the greatest fighter who has ever lived (and the man whose house they robbed to get him into this mess in the first place). We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Werq" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  6. Sean, Arakiel, and Pribi fight the unearthly monstrosity known as Infurion alongside McFisto, the greatest fighter who has ever lived (and the man whose house they robbed to get him into this mess in the first place). We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Werq" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  7. The three rascals explore a portion of the vast vault of Nowhere and encounter the enigmatic creature known as Rune before deciding to embark on a shopping escapade to Sellingdales! We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Immersed", "Tenebrous Brothers Carnival - Mermaid" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  8. The three rascals explore a portion of the vast vault of Nowhere and encounter the enigmatic creature known as Rune before deciding to embark on a shopping escapade to Sellingdales! We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Immersed", "Tenebrous Brothers Carnival - Mermaid" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  9. Pribi, Sean, and Arakiel attempt to run through the imposing fortress of South Gate, one of the last barriers standing between them and completing their original mission for Kindell Witherthorn of the enigmatic Silver Key. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Furious Freak", "Jet Fueled Vixen", "The House of Leaves" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  10. Pribi, Sean, and Arakiel attempt to run through the imposing fortress of South Gate, one of the last barriers standing between them and completing their original mission for Kindell Witherthorn of the enigmatic Silver Key. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Furious Freak", "Jet Fueled Vixen", "The House of Leaves" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  11. For as long as there’s been a Cthulhu mythos, there have been authors, filmmakers and game developers attempting to harness that shadowy void for their own twisted tales. Chaosium’s Call of Cthulhu tabletop role-play game allowed players to create their own Lovecraftian fantasies in the vein of Dungeons & Dragons and became the defacto “official” Cthulhu game adaptation. Of course, that didn’t stop video game developers from attempting the same, like Headfirst Productions’ Call of Cthulhu: Dark Corners of the Earth, or Sherlock Holmes: The Awakened. Now, though, fans of the tabletop incarnation may have their chance to transition their love to the television with Cyanide Studios’ Call of Cthulhu, an adaptation of Chaosium’s work. Publisher Focus Home Interactive (makers of Vampyr, The Surge and the Styx series) and developer Cyanide Studios gave a hands-off demo of Call of Cthulhu to media at E3 this year. The first difference most players will notice between Chaosium’s game and Cyanide’s is that it’s not a pure RPG. Call of Cthulhu is a first-person narrative adventure game, similar to Amnesia: Dark Descent, SOMA or Layers of Fear, but with plenty of RPG elements to keep those kinds of players busy with growing their character. Players walk in the shoes of Edward Pierce, a private investigator and former war veteran in 1920s Boston. Pierce is tasked with determining the truth behind the tragic death of Sarah Hawkins, a famous artist who had recently moved with her husband and family to the mysterious Darkwater Island. The demo starts off with Pierce arriving on Darkwater Island and investigating along the way to the Hawkins’ mansion perched atop a large hill. The developers stressed that a keen eye for clues will dramatically impact how well you fare, both in conversations with other characters and while exploring. Pierce spies a series of gravestones for the Hawkins family, noting that all but one have flowers lying at their base. Once Pierce makes it up to the fire-damaged mansion, he’s confronted by the family groundskeeper, still tending to the property and scaring off visitors. It’s here that players are given the chance to use a dialogue wheel to advance the conversation and their investigation. You’ll have a traditional slew of options, including hostility, lies or cooperation, but as the developer puts it, “knowledge is a weapon,” and in more ways than one. Our previous research at the gravestones lets us convince the groundskeeper that we’re on his side and have the family’s best interests at heart, allowing us to continue exploring the grounds in peace. Later on, we’re able to explore the mansion’s interior. Each room has been scarred by the blaze, leaving tattered furniture strewn about and soot hanging in the air. Pierce is able to find clues, like the outline of a victim’s body or a clock, and corroborate them against the evidence already compiled by the police. Again, knowledge proves vital, as Pierce is able to put together that the clock doesn’t match the time that the fire supposedly began. After our investigation, the demo jumped ahead a few chapters to experience what the more visceral side of Lovecraftian horror felt like. Pierce found himself browsing through a room housing antiques and some storage containers, like drawers and closets. At the far end of the room sat a full-length mirror. When Pierce approaches, an otherworldly creature with unnaturally long limbs and a razor-filled mouth emerges from the glass, sniffing him out. Much like Alien: Isolation or Amnesia, Pierce is woefully outclassed by the sheer might of this predator. True to Lovecraftian lore, if you stare too long at the creature, you’ll do irreparable damage to your psyche. However, Cyanide Studios has put an additional twist on traditional horror gameplay with the addition of phobias. Make use of the nearby closets to hide one too many times and Pierce will develop a fear of tight spaces, forcing players to think on their toes. It’s unclear how many of these phobias will be in the final game, but it makes sense to think of them as gameplay modifiers for commonly occurring elements, like closets, darkness or perhaps water. A sanity gauge (think Eternal Darkness) keeps track of your overall mental stability, and considering the horrors that lie in wait, it might be too tempting to stare into that dark void. Call of Cthulhu certainly looks enticing, but it remains to be seen if the experience will translate to meaningful role-playing and survival horror loop. While the mystery solving seems comprehensive enough, running away from Lovecraft’s finest over and over again might get old, especially if the mechanics never push beyond your typical “run and hide” strategies. Here’s hoping we get to see some different creatures than rent-a-Slenderman, and that the writing holds up throughout. Call of Cthulhu is scheduled for release on PC, PS4 and Xbox One later this year. View full article
  12. For as long as there’s been a Cthulhu mythos, there have been authors, filmmakers and game developers attempting to harness that shadowy void for their own twisted tales. Chaosium’s Call of Cthulhu tabletop role-play game allowed players to create their own Lovecraftian fantasies in the vein of Dungeons & Dragons and became the defacto “official” Cthulhu game adaptation. Of course, that didn’t stop video game developers from attempting the same, like Headfirst Productions’ Call of Cthulhu: Dark Corners of the Earth, or Sherlock Holmes: The Awakened. Now, though, fans of the tabletop incarnation may have their chance to transition their love to the television with Cyanide Studios’ Call of Cthulhu, an adaptation of Chaosium’s work. Publisher Focus Home Interactive (makers of Vampyr, The Surge and the Styx series) and developer Cyanide Studios gave a hands-off demo of Call of Cthulhu to media at E3 this year. The first difference most players will notice between Chaosium’s game and Cyanide’s is that it’s not a pure RPG. Call of Cthulhu is a first-person narrative adventure game, similar to Amnesia: Dark Descent, SOMA or Layers of Fear, but with plenty of RPG elements to keep those kinds of players busy with growing their character. Players walk in the shoes of Edward Pierce, a private investigator and former war veteran in 1920s Boston. Pierce is tasked with determining the truth behind the tragic death of Sarah Hawkins, a famous artist who had recently moved with her husband and family to the mysterious Darkwater Island. The demo starts off with Pierce arriving on Darkwater Island and investigating along the way to the Hawkins’ mansion perched atop a large hill. The developers stressed that a keen eye for clues will dramatically impact how well you fare, both in conversations with other characters and while exploring. Pierce spies a series of gravestones for the Hawkins family, noting that all but one have flowers lying at their base. Once Pierce makes it up to the fire-damaged mansion, he’s confronted by the family groundskeeper, still tending to the property and scaring off visitors. It’s here that players are given the chance to use a dialogue wheel to advance the conversation and their investigation. You’ll have a traditional slew of options, including hostility, lies or cooperation, but as the developer puts it, “knowledge is a weapon,” and in more ways than one. Our previous research at the gravestones lets us convince the groundskeeper that we’re on his side and have the family’s best interests at heart, allowing us to continue exploring the grounds in peace. Later on, we’re able to explore the mansion’s interior. Each room has been scarred by the blaze, leaving tattered furniture strewn about and soot hanging in the air. Pierce is able to find clues, like the outline of a victim’s body or a clock, and corroborate them against the evidence already compiled by the police. Again, knowledge proves vital, as Pierce is able to put together that the clock doesn’t match the time that the fire supposedly began. After our investigation, the demo jumped ahead a few chapters to experience what the more visceral side of Lovecraftian horror felt like. Pierce found himself browsing through a room housing antiques and some storage containers, like drawers and closets. At the far end of the room sat a full-length mirror. When Pierce approaches, an otherworldly creature with unnaturally long limbs and a razor-filled mouth emerges from the glass, sniffing him out. Much like Alien: Isolation or Amnesia, Pierce is woefully outclassed by the sheer might of this predator. True to Lovecraftian lore, if you stare too long at the creature, you’ll do irreparable damage to your psyche. However, Cyanide Studios has put an additional twist on traditional horror gameplay with the addition of phobias. Make use of the nearby closets to hide one too many times and Pierce will develop a fear of tight spaces, forcing players to think on their toes. It’s unclear how many of these phobias will be in the final game, but it makes sense to think of them as gameplay modifiers for commonly occurring elements, like closets, darkness or perhaps water. A sanity gauge (think Eternal Darkness) keeps track of your overall mental stability, and considering the horrors that lie in wait, it might be too tempting to stare into that dark void. Call of Cthulhu certainly looks enticing, but it remains to be seen if the experience will translate to meaningful role-playing and survival horror loop. While the mystery solving seems comprehensive enough, running away from Lovecraft’s finest over and over again might get old, especially if the mechanics never push beyond your typical “run and hide” strategies. Here’s hoping we get to see some different creatures than rent-a-Slenderman, and that the writing holds up throughout. Call of Cthulhu is scheduled for release on PC, PS4 and Xbox One later this year.
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