Community Manager for Focus Home Interactive.
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.
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. http://callofcthulhu-game.com/shop
Replying to myself so I was kind of blind found the answer here. so maps can be shared across the platforms great job dev team!
Having a cross-platform map pool was the plan for a long time, sadly the team has been struggling with some unexpected issues for this specific feature and we had to remove it, at least for now.
It should have been removed from the blog about the map editor and we're sorry it's been forgotten in this version. The blog has been updated to reflect this change. Sorry for the wrong info.
Witness endless battle and the doom of a world in the Space Hulk: Tactics launch trailer!
Space Hulk: Tactics is a faithful turn-based tactics adaptation of the board game Space Hulk, set in the Warhammer 40,000 universe, bringing unique twists to the cult classic formula. Our new launch trailer will prepare you for release on PS4, Xbox One, and PC in just a few days, October 9. See the desperate battle between man and alien like never before!
On the side of humanity stand the Space Marine Terminators, genetically modified super soldiers clad in heavy armour and equipped with extraordinary firepower that turns them into effective walking tanks. Opposing them are the Genestealers, insidious inhabitants of the floating amalgamations of smashed-together starships called space hulks, hiding inside every pipe and duct, prepared to rend anything that comes close to pieces with glistening claws.
An innovative new card system gives players greater control over their forces, while two non-linear, narrative-driven campaigns tell a new, terrifying story in the Warhammer 40,000 universe. A full customisation system is available across four Space Marine chapters and four Genestealer Hive Fleets, letting you design your force down to the last shoulder plate or weapon hilt. A robust mission editor, inspired by the clip-together nature of building scenarios in the board game, means you can design, share, and play your own maps quickly and easily.
Space Hulk: Tactics comes to PS4, Xbox One, and PC on October 9. Pre-order Space Hulk: Tactics today on Steam and get special bonuses, including a 10% discount, immediate beta access, and unique second founding colour schemes for your Terminators. http://spacehulk-tactics.com/shop
Fear The Wolves Early Access has started a month and half ago and we'd like to give you an update about how we are doing so far and what's coming soon.
First we'd like to extend a huge thank you to all of you who have played and posted feedback over social media and the official forums - we read all of it and it is the grassroots of our future updates.
We're well aware that the amount of players right now isn't as high as we'd have liked, making it difficult to deliver on the 100-player battle royale experience we had in mind at launch. We've worked a lot in the last weeks to adapt the gameplay and bring you more fluid and intense battles, while also reducing the matchmaking time.
Treasure maps leading to hidden stashes - coming in next week update
In our first update, we introduced small shrinking scenarios adapting the gameplay for smaller pool of players, and update three added the option to queue while spectating. We’ve also worked closely with players to improve the server performance, by finding the best location for our servers in Asia for example. We'll continue to work on delivering a smooth experience to all of you!
Locked buildings that need to be broken open with an axe to uncover high tier loot - coming in next update
The team is carefully crafting new ways to improve the overall flow of the game and bring you a truly unique experience in a decaying Chernobyl. Meaningful changes and updates take time, but we have great expectations with our newest patch to improve mid-game through advanced looting mechanics.
This next update is planned for next week and is packed with content which we’re really happy to share a first glimpse of today:
- Rework of the shooting feeling based on your feedback
- A new weapon: DMR SOK-94 for mid to long range combat
- Locked buildings that need to be broken open with an axe to uncover high tier loot
- Hidden stashes around the map, accessible through the discovery of treasure maps
- Improved wolf behavior and rebalanced resistance
- Dozens of other smaller features and bug fixes
Points of interest have also been reworked in this update, here is a small glimpse at what you will encounter in the Zone moving forwards.
Thanks once again for your support and feedback - we hope to see you soon in game!
The Fear The Wolves Team
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 Artist Rémi Mennerat as he explores Call of Cthulhu’s artistic direction.
My name is Rémi Mennerat. I have classical art, architecture and interior design training and have been working in the video game industry for 25 years. I'm Lead Artist and Environment Art Director on Call of Cthulhu. This means I'm responsible for the overall visual aspect of the environments, in cooperation with the designers and story tellers, and in charge of a team of talented environment artists to create in-game sceneries, props, vehicles, buildings, and other architecture.
Call of Cthulhu is set in the 1920s on an isolated Island that has been cut off from the rest of the world for quite some time. We did a lot of research in order to be as accurate as we could and provide an exciting game experience. The player is immersed in a rich environment with a lot of new interesting things to discover.
Above all Lovecraft stories revolve around worlds that are beyond our own, worlds that cannot be understood by a human being, and are therefore beyond description. In his own words: "When we cross the line to the boundless and hideous unknown (...) we must remember to leave our humanity and terrestrialism at the threshold"
Fortunately for the artists who have to show Lovecraft's universe the glimpses of info are revealed in diluted form in his stories. The narrator's descriptions are always very evocative but often amorphous. The things witnessed are so horrible that the description is outrageous, making us doubt the reliability of the description itself.
The challenge was to make 3D and 2D graphics showing these "almost impossible to describe" perceptions.
In Call of Cthulhu, you play as Edward Pierce. He’s a hard-boiled detective, alcoholic, and a loner. Do not expect a bright and shiny world. As the story unfurls don't expect things to improve either - get ready for some creepy discoveries!
As soon as Edward Pierce sets foot on the docks he is dwarfed by the peaks of Darkwater Island. The sharp rocks surrounding the bay make the place look like a trap. The buildings are falling apart - it is obvious that a lot of strange things are going on here.
Much more questions arise than what brought our private detective here in the first place. Just taking a look at the environment opens up new mysteries: the buildings look like it used to be a place teeming with life. What happened here? Why do people live in such an obviously unfriendly place? What is this dead orca lying on the docks? What are these green lights?
If you are making an immersive investigation game, you should not use props just because they "look great". Every good artist can make a cool prop. What you want to avoid is a mishmash of "cool looking" things that don’t end up saying anything.
Each time we created or used a prop in an environment we asked ourselves a lot of questions: What is it doing here? Who brought it here? How long has it been here? Does its state of decay tell something about it?
For example, the trees in the mansion garden are gnarled and twisted, they seem to have been there forever. They are leafless, but still seem to be firmly holding on. The creaking, menacing old mansion itself is crying out to be explored. It is uninhabited but really looks like it is hiding some dangerous secrets. In real life you would certainly would not want to visit such a place - in a game it's exciting to do so!
Lovecraft’s works are all about hidden details. As reality is always veiled in some places, what you see is not always what you think it is. When you build a Lovecraftian environment, you are always juggling between showing or hiding things.
Film Noir movies have a method that does this in order to convey mystery. It is a lighting technique called chiaroscuro: the use of strong contrasts between light and dark. It makes volumes stand out and creates dramatic moods. To add even more mystery, there is a lot of smoke and fog in Film Noirs - we use them a lot as well. It also served the gameplay because light and dark are a very important of the game design.
We used specific colours for each environment and the colour palettes are not random - they also tell stories. In an almost monochromatic picture a brightly-coloured object will stand out and be very dramatic.
When Edward Pierce arrives at the docks, the mood is very heavy. The sun is muffled, colours make everything look sick and it makes you feel uneasy. It is a harsh contrast with his warm daylight Boston office he just left.
If you want to make artists happy just ask them to produce crazy stuff! Creating crazy environments is the fun part and we sometimes had to remove some of them because they did not serve the story. A lot of crazy 3D work didn't find its way into the final game.
You can see glimpses of the turned down mad environments in some of the paintings you will come across. As a matter of fact, you will find several Easter eggs hidden in the paintings.
Depicting madness is also a challenge because it often requires coordination with all the different fields of work of the team: animation, post production, animatics, sound, special effects, programming etc...and all this for things that sometimes appear for just a few seconds on the screen!
Lovecraft's books are our base but his descriptions are literary and he did not have movies or video games in mind when he wrote them. For the lighting and the moods, a lot of movies with good photography and paintings have fed our work.
Orson Well's "Citizen Kane" and Riddley Scott's "Blade Runner" make good use of the chiaroscuro technique. Painters like George de La Tour, Rembrant are also good references for this technique.
The overall dramatic aspects of the island and landscapes are strongly inspired by 19th century romantic landscape painters, especially Caspar David Friedrich.
Alfred Hitchcock's "Psycho" was referenced for the idea of a menacing Victorian mansion on top of a hill. This setting was pure genius and it has since been used countless times in horror movies. Victorian mansions have almost become synonymous to haunted houses in movies (he was inspired by the Addams family House from the television series and an Edward Hopper painting for that setting).
Apart from the mansion, we have tried to avoid as much as possible any gothic inspiration. Partly because they are at risk of seeming corny, as we have seen them countless times in horror games and movies. Another artist that comes to my mind for his crazy stuff is Zdzisław Beksiński.
And last but not least: nature. The real world is of boundless inspiration for all artists and no human will ever match such creativity!
The most important thing about Call of Cthulhu is that we have managed to create our own stuff. The artists from the team often brought lot of inspiration to each other. It was very pleasant to always have fresh visions each week and we used each other's ideas for our own work.
What we have created has an identity of its own, it is something new and, who knows, it might inspire other people in the future!
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. http://callofcthulhu-game.com/shop
How do we access the DLC? I can't see it on the PS store.
It will arrive in a few hours in the PSN US (around 12PM EDT / 9AM PDT).