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‘Call of Cthulhu’ is Phantasmagorically Fantastic

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Cthulhu

Madness is everywhere in Focus Interactive and Cyanide Studio’s latest H.P. Lovecraft mythos-based Call of Cthulhu. The psychological, investigational, RPG steeps itself deeply in the world of Lovecraft, complete with Easter-eggs, winks and all the cosmic terror you can handle.

Much more based on the physical pen and paper RPG, Call of Cthulhu takes the bones of Lovecraft’s world and creates a choice-based and satisfying investigational.

The story follows Edward Pierce, a dude fighting some serious personal demons following the war. Pierce has set-up shop as a private eye in desperate need of work to save his business. It seems that Pierce’s livelihood is saved when he receives a case that involves the investigation into the death of the prominent Hawkins family on the island of Darkwater.

With the new case in tow, Pierce sets off to the ominous island to help clear the name of Sarah Hawkins, who allegedly initiated the fire that killed her husband and child.

The world is bursting with references to Lovecraft’s work. Simply glancing at books on shelves or hidden diaries reveal the rich tapestry of Easter eggs that cover the entire mythos.

The game is primarily built around conversational and stealth mechanics with the occasional puzzle thrown in to the mix. Walking around talking to the villagers of Darkwater to uncover information and looking in the nooks and crannies make up the brunt of this game. It never devolves into the familiar territory of any sort of hack-n-slash action or button mashing shooting.

Cthulhu

Choices in dialogue are subjective to their respective levels on your upgradable skill tree. For example, if you don’t have enough knowledge of the occult or enough expertise in psychology, certain talking points won’t be selectable, leaving you to choose other options that in some cases can lead to dead ends in conversations.

I appreciate that the game doesn’t pull punches in that respect. Early in the game I spoke to a bartender and because my eloquence was at a low level, I was unable to gain information or even drink in his bar. The designers, made that finality of opportunity feel very real-world inspired. You will not always get what you want, and you will have to press on and hope to make better decisions and inquiries in future conversations.

The upgradeable skill tree is built of strength, medicine, eloquence, psychology, occultism and ‘spot hidden.’ Occultism and medicine are strictly upgradeable only by finding hidden items strewn about Darkwater. The rest you are free to upgrade as the game progresses leading to an edge on certain situations that play themselves out throughout your time in Darkwater.

The game is reliant on choice and will lead to bumps and passes along your journey. These all culminate in the finale of the narrative. The choices seem slight for the most part but a flashing icon in the upper left hand corner will remind you when you made a world altering decision by informing you that the choice you made will have consequences.

Certain situations call for you to enter ‘reconstruction mode.’ In this mode, you are able to piece together hidden clues to uncover a certain chain of events. These are played out through still frame visions of what Pierce has deduced from his findings. These situations are particularly well-done, and add that extra bit of absorption into being a grizzled private eye.

Cthulhu

It wouldn’t be a Lovecraft mythos based game if it didn’t get into sanity and the loss thereof. As you progress through the game, Pierce suffers mind-fracturing hallucinations that may or not be real. The ‘sanity meter’ is introduced deep into the narrative and is something that you have to watch to insure you don’t completely lose your marbles. The on-screen effects come in the form of emerald green tunnel vision, and rising heartbeat. This is exacerbated by entering claustrophobic spaces like crawlspaces and hiding spots. If you don’t get out the dread induced situation in time, its game over and time to load from last checkpoint.

The game has a rich cast of characters that make up the Lovecraftian world. These characters act as both friend and foe. Choosing to side with you or be a thorn in your investigation. Siding with certain police officers or bootleggers further fleshes out the world, and makes the island of Darkwater feel even more lived in.

Uncovering, the truth is a special experience. Waking in fish intestine filled caves, lit with green flames and being able to connect the dots from the lexicon of Lovecraft, is singular in its effectiveness. The story already has your attention before it introduces the supernatural elements and that direction goes a long and lasting way.

Every once and while the game throws puzzles into your investigation. One of my favorite moments of the game featured a safe that I had to get the combination to. The way the game handles the clues to find the combo numbers was a great gaming experience. The puzzles aren’t difficult but they do require that added care to detail.

“an intensely Lovecraftian experience, pregnant with atmospheric dread”

A nice change from a lot of games that I play, is how Edward Pierce is not a very nice guy. A lot of his selectable dialogue options toss aside the generic hero and go for a protagonist who acts as his own antagonist. A lot of times, I was looking for a nicer way to say something, but Pierce only offered 3 ways to say it and none of them were nice. He is a bit rude, a bit brash and a bit of a drunk and I totally love that.

Cthlhu

My biggest issue with the game is that some parts of the investigation feel superfluous. For example, if you go through the trouble of finding hidden items and working things out in certain dialogue trees, it seems that even without that extra effort the following cut scene would have lead you to the same revelation regardless of your troubles. This is echoed a few times throughout the game in the form of having information laid out for you twice or by NPCs repeating the same information in a different way. It makes your hard work feel without reward.

The world is rich and fully Lovecraftian, popping at the seams with deep-cuts fans can really get lost in. The level design is painstakingly loyal to what you have read on the page. You can almost smell the confines of old bookstores, the odor of wood rot, and the pungent aroma of the sea. It’s an impressive amount of careful world building that greatly assists in the feeling of total immersion.

Call of Cthulhu is an intensely Lovecraftian experience, pregnant with atmospheric dread. It drags you in and holds your sanity for ransom. Lovecraft is not an easy thing to adapt but these creative minds got it right and give gamers something that the inhabitants of R’lyeh would be extremely delighted with.

Call of Cthulhu is out now on PS4, PC and Xbox One.

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Russell Crowe To Star in Another Exorcism Movie & It’s Not a Sequel

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Maybe it’s because The Exorcist just celebrated its 50th-anniversary last year, or maybe it’s because aging Academy Award-winning actors aren’t too proud to take on obscure roles, but Russell Crowe is visiting the Devil once again in yet another possession film. And it’s not related to his last one, The Pope’s Exorcist.

According to Collider, the film titled The Exorcism was originally going to be released under the name The Georgetown Project. Rights for its North American release were once in the hands of Miramax but then went to Vertical Entertainment. It will release on June 7 in theaters then head over to Shudder for subscribers.

Crowe will also star in this year’s upcoming Kraven the Hunter which is set to drop in theaters on August 30.

As for The Exorcism, Collider provides us with what it’s about:

“The film centers around actor Anthony Miller (Crowe), whose troubles come to the forefront as he shoots a supernatural horror movie. His estranged daughter (Ryan Simpkins) has to figure out whether he’s lapsing into his past addictions, or if something even more horrific is occurring. “

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New F-Bomb Laden ‘Deadpool & Wolverine’ Trailer: Bloody Buddy Movie

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Deadpool & Wolverine might be the buddy movie of the decade. The two heterodox superheroes are back in the latest trailer for the summer blockbuster, this time with more f-bombs than a gangster film.

‘Deadpool & Wolverine’ Movie Trailer

This time the focus is on Wolverine played by Hugh Jackman. The adamantium-infused X-Man is having a bit of a pity party when Deadpool (Ryan Reynolds) arrives on the scene who then tries to convince him to team up for selfish reasons. The result is a profanity-filled trailer with a Strange surprise at the end.

Deadpool & Wolverine is one of the most anticipated movies of the year. It comes out on July 26. Here is the latest trailer, and we suggest if you are at work and your space isn’t private, you might want to put in headphones.

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Original Blair Witch Cast Ask Lionsgate for Retroactive Residuals in Light of New Film

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The Blair Witch Project Cast

Jason Blum is planning to reboot The Blair Witch Project for the second time. That’s a fairly large task considering none of the reboots or sequels have managed to capture the magic of the 1999 film that brought found footage into the mainstream.

This idea has not been lost on the original Blair Witch cast, who has recently reached out to Lionsgate to ask for what they feel is fair compensation for their role in the pivotal film. Lionsgate gained access to The Blair Witch Project in 2003 when they purchased Artisan Entertainment.

Blair witch
The Blair Witch Project Cast

However, Artisan Entertainment was an independent studio before its purchase, meaning the actors were not part of SAG-AFTRA. As a result, the cast are not entitled to the same residuals from the project as actors in other major films. The cast doesn’t feel that the studio should be able to continue to profit off of their hard work and likenesses without fair compensation.

Their most recent request asks for “meaningful consultation on any future ‘Blair Witch’ reboot, sequel, prequel, toy, game, ride, escape room, etc., in which one could reasonably assume that Heather, Michael & Josh’s names and/or likenesses will be associated for promotional purposes in the public sphere.”

The blair witch project

At this time, Lionsgate has not offered any comment about this issue.

The full statement made by the cast can be found below.

OUR ASKS OF LIONSGATE (From Heather, Michael & Josh, stars of “The Blair Witch Project”):

1. Retroactive + future residual payments to Heather, Michael and Josh for acting services rendered in the original BWP, equivalent to the sum that would’ve been allotted through SAG-AFTRA, had we had proper union or legal representation when the film was made.

2. Meaningful consultation on any future Blair Witch reboot, sequel, prequel, toy, game, ride, escape room, etc…, in which one could reasonably assume that Heather, Michael & Josh’s names and/or likenesses will be associated for promotional purposes in the public sphere.

Note: Our film has now been rebooted twice, both times were a disappointment from a fan/box office/critical perspective. Neither of these films were made with significant creative input from the original team. As the insiders who created the Blair Witch and have been listening to what fans love & want for 25 years, we’re your single greatest, yet thus-far un-utilized secret-weapon!

3. “The Blair Witch Grant”: A 60k grant (the budget of our original movie), paid out yearly by Lionsgate, to an unknown/aspiring genre filmmaker to assist in making theirfirst feature film. This is a GRANT, not a development fund, hence Lionsgate will not own any of the underlying rights to the project.

A PUBLIC STATEMENT FROM THE DIRECTORS & PRODUCERS OF “THE BLAIR WITCH PROJECT”:

As we near the 25th anniversary of The Blair Witch Project, our pride in the storyworld we created and the film we produced is reaffirmed by the recent announcement of a reboot by horror icons Jason Blum and James Wan.

While we, the original filmmakers, respect Lionsgate’s right to monetize the intellectual property as it sees fit, we must highlight the significant contributions of the original cast — Heather Donahue, Joshua Leonard, and Mike Williams. As the literal faces of what has become a franchise, their likenesses, voices, and real names are inseparably tied to The Blair Witch Project. Their unique contributions not only defined the film’s authenticity but continue to resonate with audiences around the world.

We celebrate our film’s legacy, and equally, we believe the actors deserve to be celebrated for their enduring association with the franchise.

Sincerely, Eduardo Sanchez, Dan Myrick, Gregg Hale, Robin Cowie, and Michael Monello

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