Call of Cthulhu Review

Saiba Khan

As I walk down an endless corridor, a spotlight popping into life as approach them and then I spy a shadow through a white padded call’s window. After that, I press my face to the glass and discover myself starting back, and then I’m not sure what camera trick developer used to pull off and I’m alone in the white room. As I make effort to turn around, the door and window disappear and a green-colored gas clawing at the front of my eye as I scream. When the window and door come back, it leads not onto the massive corridor but into the room of the doctor, where I encounter a man in a white coat who leans over the mad patient.

When the game embraces just how bizarre its story of awakened old gods, cults, and mad fragility is, it looks like a surreal horror triumph. But, unfortunately, that only appears for about 5-minute at a time, and between those scenarios, it’s an average adventure video game which is full of stealth and puzzle-solving segments.
The game starts on a remote island called Darkwater, with popular painter known as Sarah Hawkins and her beloved family who die strangely in a house fire. During the investigation, the police blame Sara, claiming she was mentally unbalanced, but her father things something else. The environment of the game is an unsettling place, and I feel it’s cruelly atmosphere. Soon, I find myself involved in unearthing the dark secret as I head to the crime scene. To find clues, I need to walk across the environment searching for dots, pressing E to examine whatever image, book, or blood stain I have come across.

In the game, you can recreate the past in specific situations, installing clues one by one to create a silhouetted version of the scenes. These elements made me feel like a detective, and the events are detailed enough that I could easily guess what happens before pierce worked it out. The moments of deduction were rare, however, most of the in-game clues feel like window dressing for the room you are in, rather than the story’s part. Puzzles in the game are boring too, and some repeat in several scenarios like on three occasions, you need to follow the cable or pipe’s trail between rooms to locate the source of water, electricity, or gas.
Throughout the game, I really enjoyed its surreal moments, and one of the four possible endings is a real aspect of the game.

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