I assume we have a lot of Lovecraft-inspired but not exact Lovecraft stuff because endlessly shapeshifting, formless, multi-limbed tentacled eldritch horrors are hard to model and animate adequately for a real-time rendering environment.
[QUOTE=lonefirewarrior;52897755]I assume we have a lot of Lovecraft-inspired but not exact Lovecraft stuff because endlessly shapeshifting, formless, multi-limbed tentacled eldritch horrors are hard to model and animate adequately for a real-time rendering environment.[/QUOTE]
I also feel like some of the best qualities that make a lovecrsft story what it is are hard to execute in a game medium
[QUOTE=lonefirewarrior;52897755]I assume we have a lot of Lovecraft-inspired but not exact Lovecraft stuff because endlessly shapeshifting, formless, multi-limbed tentacled eldritch horrors are hard to model and animate adequately for a real-time rendering environment.[/QUOTE]
Also loose adaptation of ideas allows you to do whatever else you'd like with the rest of the game, rather than locking you into specifics.
I'm in the process of reading the commemorative edition of the Necronomicon right now, and it doesn't really feel like video game material. Call of Cthulhu: Dark Corners of the Earth was a decent attempt, but honestly I would leave this universe alone. Not everything needs to be a game.
Part of what makes reading the stories so great is that you get to imagine what the indescribable horrors look like. We're talking about monsters that are so horrifying the mere sight of them drives people into suicide.....well, maybe such a feat could be pulled off if Ubisoft and Bethesda combined their powers of bugged model creation.
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