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Greetings! 
Hello Investigators!
In celebration of Call of Cthulhu's launch last week, we invite you to walk further along the path of madness in today’s Accolade Trailer, which highlights the game’s strong reception from press.
Pierce is but a mortal man, with few allies in a remote, unfriendly environment. Whether outnumbered by mortal adversaries or facing foes whose mere existence is beyond human comprehension, offering physical resistance is usually not an option. Making the most of Pierce’s extensive set of skills, along with subterfuge and stealth, is paramount… though escaping the gaze of the Great Dreamer may ultimately prove futile.
I’m Yoann Drulhe, cinematic artist at Cyanide. I previously worked on the cinematics of Styx: Shards of Darkness, Blood Bowl 2 and I’m currently working on Call of Cthulhu and Space Hulk Tactics.
One of our key missions in creating the game’s cinematics was to be able to express distinctly Lovecraftian, unspeakable elements, and convey the idea of madness. The ambiguity in Lovecraft’s novels is that he never precisely describes what his characters see, leaving his readers free to imagine the most disturbing horrors! It’s not really the same in a video game, because at some point you simply have to see these things - but we tried to make every appearance of a creature from the mythos a special moment.
It was a very different challenge to show the inner madness of the main character, Edward Pierce, as it escalates gradually throughout. At the beginning of the game, Pierce’s strange mental state is revealed during visions he has, which are dreamlike and ask more questions than they bring answers. In fact, the issue is the same as in fantastical literature: the player must always wonder about what they have seen, and if what they have seen is real or not. To succeed in doing this, we used a variety of specific techniques: very tight editing, intentional editing glitches, camera focal length variations, expressionist lighting, and more. Once again: I was strongly inspired by many movies to get these ideas. I don’t want to list them all, but I can’t avoid talking about the dream sequences in Shutter Island, and the movie Jacob’s Ladder by Adrian Lyne. The sound is also really important during these sequences, and they would not work anywhere near as well without the work of our sound designer.
The dream sequence from Shutter Island
The Hospital scene from Jacob's Ladder
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 Sound Designer Swann Ménage as he tells us more about Call of Cthulhu’s sounds.
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.
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"
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?
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.
Zdzisław Beksiński
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