Ninjat_126 said:
Silent Hill (1) verges on that a bit from what I've seen, with puzzles that just draw poor Harry deeper into the town, endless numbers of purposeless monsters and random reality shifts. It kind of feels like you're only making ground because the town wants you to.
Silent Hill definitely has a Lovecraftian thing going for itself, but it would, I think, offer far more potential for a Freudian psychoanalytical reading. Hell, I might just do that (but I already intend to do a combination of Freudian psychoanalytical criticism and Marxist literary theory for another video game series in the possibly near future, but that's a secret for now~).
IamLEAM1983 said:
I wholly agree that there's a certain impossibility to the whole thing of creating the perfect video game (or any medium for that matter) with Yog-Sothothery. However, I somewhat disagree that
Amnesia: The Dark Descent hasn't been that particularly effective with portraying values in line with Cosmicism. The abandoned Gothic castle that the game is set is less Lovecraftian, I admit. In fact, I believe that the coldness and utterly merciless environment of the
Penumbra series is closer to that feeling of defencelessness, alienation and hostility found in
At the Mountains of Madness.
Anecdotally, that novella unintentionally inspired a resurgence of the ancient astronaut genre and is the prime cause behind the creation of such films as
The Thing from Another World and John Carpenter's remake,
The Thing (also a self-admitted Lovecraft fan). I'm still angry at Ridley Scott for filming the sequel-bait known as
Prometheus, now Guillermo del Toro (who would have been
perfect for the job) will probably never film it. Hell, he even hired S. T. Joshi to help create a film that would be faithful to Lovecraftian's writing.
But I am digressing.
Minus the more classical horror setting à la Edgar Allan Poe in
Amnesia: The Dark Descent, I think it actually accomplishes quite at establishing an effective environment and atmosphere close to Lovecraftian horror. However, I do admit that it might be because I coloured my perception in such a way when I was playing the game that it blinds me to major faults. What I did was use my imagination, and I believe that that was the main goal of the video game. You're not supposed to actually
look at the Gatherers. Actually, I didn't even know they were named the Gatherers for a very long while because I wanted them to remain nameless, or, rather, unnameable.
In terms of game mechanics, it is no coincidence that the camera and viewpoint of the player is blurred when looking in the direction of that hideous seemingly amorphous pile of flesh. You're only supposed to have a glimpse of the thing before fleeing in fear, most likely shrieking blasphemous words at the top of your lungs whilst you're doing so (as I know I surely did, and a good few octaves higher, too).
The primary cause of losing the element of incomprehensibility, in my opinion, is the availability of YouTube videos or images on Google perfectly showing a non-blurred vision of the Gatherers. Sure, they still are grotesque and might invoke a shudder or two, but having a clear image of the monster inevitably negates the element of unfathomable horror; the player no longer possesses the freedom to subject their own imagination upon the previously opaque perception of the entity as it is has become contaminated by an objective interpretation.
With "objective" I mean a clear image of the character model. The character model is incapable of shifting its shape or physical appearance or exhibiting such amorphousness as the shoggoth in
Call of Cthulhu: Dark Corners of the Earth. Thus, the hideous features of the Gatherers are clearly outlined instead of exaggerated by the hasty and nigh-imperceivable glance of a frightened player. All in all, the immersion is lost when you "contaminate" your perceptions.
Furthermore, throughout my wanderings in Brennenburg Castle I deliberately allowed myself to become frightened at every howl or shrieks that could not belong to a human being. My knowledge of Lovecraft's oeuvre fuelled my imagination to such a degree that I literally was too scared to look at the Gatherers (my best friend still shudders at the mortifying "death-cry," as he calls it, that I unleashed when he was enjoying my cowardly and inane chattering and I had a sudden chance encounter with a Gatherer).