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Review of Call of Cthulhu: The Official Video Game on Xbox One

by Chucky Chucky photo Oct 2018
Cover image of Call of Cthulhu: The Official Video Game on Xbox One
Gamefings Score: 6.6
Platform: Xbox One Xbox One logo
Released: 30 Oct 2018
Genre: Role-playing / Survival horror
Developer: Cyanide
Publisher: Focus Home Interactive

Introduction

Call of Cthulhu arrives like a polite funeral for your sanity: sombre, deliberate, and with awkward lighting. You play Edward Pierce, a war-shaken private investigator whose hobbies include nightmares, sleeping pills and aggressively poor life choices. Sent to Darkwater Island to investigate a mysterious fire and an even more mysterious painting, Pierce slowly discovers that the locals harbour secrets, cultists practise questionable hospitality and someone somewhere has clogged the plumbing between reality and eldritch madness. The game bills itself as a detective-driven, semi-open world RPG with survival horror and psychological shivers, and it mostly behaves like that description got stuck in a meeting and never left. Developed by Cyanide on Unreal Engine 4, it tries hard to be a Lovecraftian detective novel you can walk through and stab with a ritual dagger when things get dramatic. Sometimes it succeeds. Sometimes it sighs and hands you a confusing stat screen.

Gameplay

Gameplay is an uneasy truce between investigation, stealth and role-playing. You snoop through mansions, interrogate islanders whose favourite pastime is being unhelpful, and crawl through tunnels that smell faintly of bad decisions. Investigation is the heart of the experience: find clues, read notes, and assemble a narrative that typically makes more sense if you squint and ignore the occasional logic gap. The RPG trimmings are functional but undercooked. Pierce has stats - Investigation, Strength, Willpower and so on - that are supposed to change how you approach problems. In practice the difference between pumping Investigation or Strength often feels like choosing between two similar flavours of disappointment. Choices are present and sometimes meaningful: dialogue options, moral decisions and sanity-affecting moments lead to four distinct endings. The sanity system is a decent idea; hallucinations interrupt gameplay, voices comment on your life choices and the edge between what is 'real' and what is an obvious fever-dream wiggles more than it should. It creates atmosphere, and occasionally decisive gameplay consequences. Stealth and combat are where the game trips in well-meaning shoes. Stealth exists, as do sneaking routes and occasionally useful hiding places, but tutorials are stingy and the game expects you to intuit mechanics that could have used a friendly handshake. Combat is serviceable when unavoidable, but it rarely feels satisfying. Enemies shuffle with a polite lack of menace until they squirt tentacles at you, at which point the controls make you regret your life choices. Several reviewers noted that stealth and combat are poorly explained; they were not lying. Pacing is a mixed bag. Early investigative beats are strong: the island is well-written, and the mystery initially compels you through curiosity and dread. Later, the narrative runs out of steam in places, and the semi-open world can feel like an island of content with a few too many empty shores. The Riverside Institute arc delivers body horror and moral queasiness, and the endgame offers meaningful choices tied to your sanity and relationships. The presence of multiple endings is welcome, but the path to them is sometimes obscured by unclear progression and a tendency for the game to nudge you in a direction without explaining why. On the bright side, dialogue trees are a highlight. Voice acting and writing lean into the noir-detective vibe with just enough self-awareness to avoid melodrama. IGN praised the dialogue system for being unusually effective; they are right. Your interactions can meaningfully alter the story, relationships and, crucially, the ending you will see after the cult tries to summon whatever the ocean paid in bad karma.

Graphics

Graphically, Call of Cthulhu is a mixed-portfolio artist. It shines in atmosphere: fog-choked docks, gloomy mansions, rain-slick streets and the oppressive interiors of the Riverside Institute are all crafted to look like locations where you would misplace your confidence. Lighting, colour palette and environmental design do heavy lifting for the horror, creating scenes that linger in the skull after you put down the controller. Character models are the awkward cousin at a wedding. They do the job, but several reviewers and players found faces surprisingly similar and animations occasionally stiff. Close-ups can reveal texture work that feels a generation old, which jars with the otherwise strong environmental fidelity. The Unreal Engine 4 foundation is visible: set pieces and vistas work spectacularly, but smaller details - NPC variety, facial animation polish - are less consistent. Performance on console is acceptable; nothing catastrophic, but nothing flashy. The art direction often disguises technical rough edges, which is handy when you are trying to convince yourself that the protagonist's expressionless stare is actually an intentional mood choice rather than a budget constraint. Overall, the visuals do more to sell the mood of cosmic dread than to sell you on the technical chops of next-gen wizardry.

Conclusion

Call of Cthulhu is best described as atmosphere in a trench coat: moody, slightly damp, and occasionally forgetful of the details that make an experience tidy. If you want a game that nails Lovecraftian tone - creeping paranoia, forbidden books, cults with appalling dental plans - this will scratch that itch with a surprisingly literate script and some genuinely unnerving moments. If you want a tight RPG where stats are meaningful and combat or stealth are polished to a mirror shine, you will leave with a few unanswered questions and a lingering sense of missed potential. The critical consensus was mixed, and for good reason. Metacritic averages for the Xbox One version sit in the mid-60s: plenty of positives for atmosphere and writing balanced by frustrations with mechanics and polish. Personally, I recommend it to fans of investigative horror who prioritise mood, story choices and the delicious discomfort of a slow-burning mystery. Play it for the island, the mysteries and the moments where the game remembers it is about madness and not melee. Skip it, or at least temper expectations, if you demand mechanical precision and constantly rewarding gameplay loops. In short: a flawed but respectful adaptation of Lovecraftian dread. It won't make you immune to eldritch calamities, but it might make you feel clever for surviving a handful of them. Also, remember to put down the book when the voices start telling you to buy a boat.

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