I have yet to hear the videogame equivalent of that.It was a godless sound, one of those low-keyed, insidious outrages of Nature which are not meant to be. To call it a dull wail, a doom-dragged whine or a hopeless howl of chorused anguish and stricken flesh without mind would be to miss its quintessential loathsomeness and soul-sickening overtones.
Okay, you wanna know how to do a Lovecraftian game while still keeping the requisite action and player involvement? Motherfucking Delta Green. It was a sort of side-setting released in the mid-'90s that ran on the standard Call of Cthulhu/modern D20 system, and to the best of my knowledge it never went really huge like it should have. Short version of the plot is that the PCs are agents of a highly secretive ex-government group dedicated to securing the US (and the world) against Lovecraft mythos threats. Lots of political intrigue, horrors from beyond reality, SAN loss, combat, everything. It's got Nazi remnants, Mi-go meat puppets, Majestic-12...the image below about covers it.Johnny Novgorod said:Hmyeah, the problem with these comparisons is that there is little to no "action" in Lovecraft stories, while narrators themselves take a backseat approach to the plot, which is a very un-PC thing to do in a game. In true Lovecraftian fashion, monsters would never take the center stage, you'd never get a very good look at them, nor would you get to fight them. In fact most of the story would probably take place within a another story gleaned second-hand from diaries and letters.
I'm talking about a kind of poetic process that is exclusive to literature. I think there is a genius behind a single sentence like "a hopeless howl of chorused anguish and stricken flesh without mind" that, as a thought, holds no parallel in gaming, because there is no gaming equivalent for words, and thought tends to be rigurously streamlined in terms of patterns and objectives. Poetry is given very little elbow room.GrimlockStrangest said:You're talking about effects that rely on your imagination, versus ones that are put directly in front of you.Johnny Novgorod said:Hmyeah, the problem with these comparisons is that there is little to no "action" in Lovecraft stories, while narrators themselves take a backseat approach to the plot, which is a very un-PC thing to do in a game. In true Lovecraftian fashion, monsters would never take the center stage, you'd never get a very good look at them, nor would you get to fight them. In fact most of the story would probably take place within a another story gleaned second-hand from diaries and letters.
Another thing that people tend to downplay (unfairly) when discussing "Lovecraftian" works are sensations other than the visual ones. All five senses were given equal attention by HP in working an atmosphere. Like this lovely passage from The Case of Charles Dexter Ward, which centers in sound alone:
I have yet to hear the videogame equivalent of that.It was a godless sound, one of those low-keyed, insidious outrages of Nature which are not meant to be. To call it a dull wail, a doom-dragged whine or a hopeless howl of chorused anguish and stricken flesh without mind would be to miss its quintessential loathsomeness and soul-sickening overtones.
I guess you could talk about similarities, but it would be extremely superficial ones.
The two are pretty much incomparable.
This is a statement fueled by personal opinion. But I meant poetry as in "writing that formulates a concentrated imaginative awareness of experience in language chosen and arranged to create a specific emotional response through meaning, sound, and rhythm", not in the terms of metric verse, which I think is what you took my mention of "poetry" for.GrimlockStrangest said:Yeah... And Lovecraft wasn't much of a poet.Johnny Novgorod said:I'm talking about a kind of poetic process that is exclusive to literature. I think there is a genius behind a single sentence like "a hopeless howl of chorused anguish and stricken flesh without mind" that, as a thought, holds no parallel in gaming, because there is no gaming equivalent for words, and thought tends to be rigurously streamlined in terms of patterns and objectives. Poetry is given very little elbow room.
I agree, which is why any sentiment of "cosmic horror" is lost the minute you confront the player with a creature that clearly sports a bright red lifebar that measures its durability in points, and whom I can farm for XP much like I would jerk off a cow's teat for milk.Lovecraftian isn't in reference to incomprehensible poetry that tells the reader nothing. It's in reference to something that can't be understood, can't be fought off, can't be comprehended, sometimes can't even be seen, but you are now confronting it.
I have the impression they DO have an explanation for the mechanic, but like most of the other narrative elements, it's going to be something for the player base to piece together. xDThe_Darkness said:So - is the undeath mechanic in Bloodborne ever explained? I mean, in Dark Souls and Demon Souls it was made clear that you were dying, you just didn't necessarily stay dead. Is there a similar explanation in Bloodborne, or do they just use a similar mechanic (the Blood Echoes) but without justification?