Showing results for tags 'lovecraft'. - Extra Life Community Hub Jump to content

Search the Community

Showing results for tags 'lovecraft'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Extra Life News
    • Extra Life Updates
    • Best Practices
    • Community Content
    • Why I Extra Life
    • Fundraising
    • Contests
  • Gaming News
  • Features
  • Podcast

Discussions

  • Extra Life Discussions
    • General Extra Life Discussion
    • Local Extra Lifers
    • Fundraising Ideas
    • Live Streaming Tips & Tricks
    • Official Extra Life Stream Team Discussion
    • Extra Life JSON Code Discussion & Sharing
    • Extra Life United
    • Extra Life Q & A
  • Articles & Extra Life Announcements
    • Announcements
  • Official Extra Life Guilds
    • Guild information and Discussion
    • Canada
    • Northeastern US
    • Southeastern US
    • Central US
    • Western US
  • Gaming Discussions
  • Other Stuff
  • Denver Extra Life Guild's Recent Posts

Calendars

  • Extra Life Community Calendar
  • Extra Life Stream Team
  • Akron Guild
  • Albany Guild
  • Albuquerque Guild
  • Anchorage Guild
  • Atlanta Guild
  • Austin Guild
  • Bakersfield Guild
  • Baltimore Guild
  • Birmingham Guild
  • Boston Guild
  • Burlington Guild
  • Buffalo Guild
  • Calgary, AB Guild
  • Morgantown Guild
  • Charlottesville Guild
  • Chicago Guild
  • Cincinnati Guild
  • Cleveland Guild
  • Columbia, MO Guild
  • Columbus, OH Guild
  • Dallas Guild
  • Dayton Guild
  • Denver Guild
  • Des Moines Guild
  • Detroit Guild
  • Edmonton, AB Guild
  • Fargo-Valley City Guild
  • Fresno Guild
  • Ft. Worth Guild
  • Gainesville-Tallahassee Guild
  • Grand Rapids Guild
  • Halifax, NS Guild
  • Hamilton, ON Guild
  • Hartford Guild
  • Hershey Guild
  • Hudson Valley Guild
  • Houston Guild
  • Indianapolis Guild
  • Jacksonville Guild
  • Kansas City Guild
  • Knoxville Guild
  • Lansing Guild
  • London, ON Guild
  • Los Angeles Guild
  • Milwaukee / Madison Guild
  • Minneapolis / Twin Cities Guild
  • Montreal / Quebec City Guild
  • Nashville Guild
  • Newark Guild
  • NYC & Long Island Guild
  • Oakland / San Francisco Guild
  • Omaha Guild
  • Orange County Guild
  • Orlando Guild
  • Ottawa, ON Guild
  • Philadelphia Guild
  • Phoenix Guild
  • Pittsburgh Guild
  • Portland, OR Guild
  • Portland, ME Guild
  • Raleigh-Durham Guild
  • Richmond Guild
  • Sacramento Guild
  • Salt Lake City Guild
  • San Antonio Guild
  • San Diego Guild
  • San Juan, PR Guild
  • Saskatchewan Guild
  • Seattle Guild
  • Spokane Guild
  • Springfield-Champaign, IL Guild
  • Springfield, MA Guild
  • St. Louis Guild
  • Syracuse Guild
  • Tampa / St. Petersburg Guild
  • Toronto, ON Guild
  • Vancouver, BC Guild
  • Washington DC Guild
  • Winnipeg, MB Guild
  • Denver Extra Life Guild's Events
  • Extra Life Akron's Events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Hospital


Location


Why I "Extra Life"


Interests


Twitter


Instagram


Twitch


Mixer


Discord


Blizzard Battletag


Nintendo ID


PSN ID


Steam


Origin


Xbox Gamertag

Found 6 results

  1. 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
  2. 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.
  3. If Victorian horror and old school adventure games (ala the original Alone in the Dark) sound pleasing, A Room Beyond might be up your alley -- even the dark and spooky one. Previously released as an episodic and early access title, developer Rene Buhlig is now packaging the final product together on steam. The five original episodes are collected into one package, featuring classic point-and-click style gameplay. The story is ripped right out of an old Lovecraftian short story, with the player character awaking in a ritually decorated cave just outside a mysterious village that’s being hunted by an unseen threat from the woods. Check out the trailer for the full release and let us know what the abyss says once you’re done staring. If we don't hear from you by June 13 when the game releases, we'll assume the abyss is staring back at you. View full article
  4. If Victorian horror and old school adventure games (ala the original Alone in the Dark) sound pleasing, A Room Beyond might be up your alley -- even the dark and spooky one. Previously released as an episodic and early access title, developer Rene Buhlig is now packaging the final product together on steam. The five original episodes are collected into one package, featuring classic point-and-click style gameplay. The story is ripped right out of an old Lovecraftian short story, with the player character awaking in a ritually decorated cave just outside a mysterious village that’s being hunted by an unseen threat from the woods. Check out the trailer for the full release and let us know what the abyss says once you’re done staring. If we don't hear from you by June 13 when the game releases, we'll assume the abyss is staring back at you.
  5. With Phoenix Point, the creator of the original X-COM, Julian Gollop, returns to the genre he helped create almost 25 years ago, but this time it has a twist of Lovecraftian horror. The upcoming tactics game takes place in the near future. Global warming has unleashed a horror from beneath the ice: The Pandoravirus. This virus wipes through the world and pushes humanity to the brink of destruction, collapsing society to a handful of havens held together by warlords who fight over the remains of the old world. The Phoenix Project is the last hope to turn the tide, a small group of soldiers and scientists that have assembled to stand against the relentless virus. The Pandoravirus merges DNA and evolves it at a rapid pace, resulting in large numbers of mutated animal-human hybrids. These Lovecraftian horrors roam under clouds of black mist in the areas outside of whatever safe zones humanity has managed to scrape together. They also possess intelligence, acting with goals and motives at which humans can only guess. Some creatures even use weapons and armor they've taken from the world's battlefields. However, the scariest feature of Pandora's children is their inherent ability to evolve to protect themselves from their enemies. As players progress through Phoenix Point, enemies will evolve to best counter the strategies used to defeat their kind previously. Much like XCOM, there will be two aspects to the gameplay: Turn-based tactics and global management. Humans still retain control of the skies, but the Pandoravirus holds dominion over the seas. Humans and horrors clash over who reigns over the land. Having control of areas and being able to scavenge them for supplies will be crucial for funding research into ways to counter the virus and evolve your own equipment. Players will also be able to tackle missions to achieve various objectives, like taking down massive behemoths that roam the continents. These monsters will take coordination, planning, and vehicle support to take down. Failing to defeat them could result in entire cities being wiped off the face of the earth. Unfortunately, not all of Earth is united behind the Phoenix Project. Numerous factions and warlords don't believe humanity can or should be saved. These attitudes sometimes put them at odds with the Phoenix Project's goals of stopping the Pandoravirus. While some might join the cause, others will not and their resources or locations might be crucial to the survival of the Project and, by extension, humanity. Players will have to negotiate with these factions, making promises, bartering, or even war to bring them around and save the planet. This type of negotiating with havens can take many forms, as Snapshot explains: Havens will frequently request assistance fighting off alien incursions, but sometimes you will be asked to intervene in a conflict between the human factions. You will get involved in kidnaps, rescues, assassinations, sabotage, infiltration, haven takeovers and base defense missions. You will need to find out what happened to the Phoenix organisation, which involves remote locations and some missions with an archaeological aspect. Then there are the assaults on alien bases and the giant alien land walkers. Missions will often have multiple objectives that can be accomplished in a variety of ways. Procedurally generated battlefields will have some degree of destructibility that can be used to think outside the box and defeat the enemy mutants. New weapons, technology, and more can be gained through victory, but defeat could mean even worse horrors that use the same tools against you. Soldiers gain experience over time or can undergo special training away from the battlefield. Each class a soldier can become has its own skill tree to personalize and empower each character under the player's command. Snapshot Games says that these skill trees will be extensive, so that might mean more customization than what we have seen in the rebooted XCOM's systems. Overall, this game looks like something to keep on your radar if you're a strategy fan. While Snapshot Games currently only has Chaos Reborn under its belt, Julian Gollop is no slouch. Phoenix Point is almost guaranteed to be an interesting game with his involvement. After a year of solitary development, the project has been put on Fig to begin a round of crowdfunding which will last for the next 43 days. The actual PC release of Phoenix Point remains far off, Snapshot Games doesn't expect to ship it until late in 2018. View full article
  6. With Phoenix Point, the creator of the original X-COM, Julian Gollop, returns to the genre he helped create almost 25 years ago, but this time it has a twist of Lovecraftian horror. The upcoming tactics game takes place in the near future. Global warming has unleashed a horror from beneath the ice: The Pandoravirus. This virus wipes through the world and pushes humanity to the brink of destruction, collapsing society to a handful of havens held together by warlords who fight over the remains of the old world. The Phoenix Project is the last hope to turn the tide, a small group of soldiers and scientists that have assembled to stand against the relentless virus. The Pandoravirus merges DNA and evolves it at a rapid pace, resulting in large numbers of mutated animal-human hybrids. These Lovecraftian horrors roam under clouds of black mist in the areas outside of whatever safe zones humanity has managed to scrape together. They also possess intelligence, acting with goals and motives at which humans can only guess. Some creatures even use weapons and armor they've taken from the world's battlefields. However, the scariest feature of Pandora's children is their inherent ability to evolve to protect themselves from their enemies. As players progress through Phoenix Point, enemies will evolve to best counter the strategies used to defeat their kind previously. Much like XCOM, there will be two aspects to the gameplay: Turn-based tactics and global management. Humans still retain control of the skies, but the Pandoravirus holds dominion over the seas. Humans and horrors clash over who reigns over the land. Having control of areas and being able to scavenge them for supplies will be crucial for funding research into ways to counter the virus and evolve your own equipment. Players will also be able to tackle missions to achieve various objectives, like taking down massive behemoths that roam the continents. These monsters will take coordination, planning, and vehicle support to take down. Failing to defeat them could result in entire cities being wiped off the face of the earth. Unfortunately, not all of Earth is united behind the Phoenix Project. Numerous factions and warlords don't believe humanity can or should be saved. These attitudes sometimes put them at odds with the Phoenix Project's goals of stopping the Pandoravirus. While some might join the cause, others will not and their resources or locations might be crucial to the survival of the Project and, by extension, humanity. Players will have to negotiate with these factions, making promises, bartering, or even war to bring them around and save the planet. This type of negotiating with havens can take many forms, as Snapshot explains: Havens will frequently request assistance fighting off alien incursions, but sometimes you will be asked to intervene in a conflict between the human factions. You will get involved in kidnaps, rescues, assassinations, sabotage, infiltration, haven takeovers and base defense missions. You will need to find out what happened to the Phoenix organisation, which involves remote locations and some missions with an archaeological aspect. Then there are the assaults on alien bases and the giant alien land walkers. Missions will often have multiple objectives that can be accomplished in a variety of ways. Procedurally generated battlefields will have some degree of destructibility that can be used to think outside the box and defeat the enemy mutants. New weapons, technology, and more can be gained through victory, but defeat could mean even worse horrors that use the same tools against you. Soldiers gain experience over time or can undergo special training away from the battlefield. Each class a soldier can become has its own skill tree to personalize and empower each character under the player's command. Snapshot Games says that these skill trees will be extensive, so that might mean more customization than what we have seen in the rebooted XCOM's systems. Overall, this game looks like something to keep on your radar if you're a strategy fan. While Snapshot Games currently only has Chaos Reborn under its belt, Julian Gollop is no slouch. Phoenix Point is almost guaranteed to be an interesting game with his involvement. After a year of solitary development, the project has been put on Fig to begin a round of crowdfunding which will last for the next 43 days. The actual PC release of Phoenix Point remains far off, Snapshot Games doesn't expect to ship it until late in 2018.
×
×
  • Create New...