I'm not really a fan of how any current games have carried out Lovecraftian themes. The very existence of a sanity meter takes away all of the uncertainty and unknowing that is a major part of Lovecraft.
Likewise, anything that you can physically fight and defeat is sufficiently comprehensible to not really be a Lovecraftian horror.
Fuzzy screens - not really Lovecraftian - Lovecraftian should be the horror of seeing clearly what is there, but not being able to understand it nor do anything about it.
Thematically, I did like the idea of Sunless Sea, but the combat / lack of a real penalty for dying let it down. Also, the sanity meter was largely irrelevant, because it was lack of food or fuel that usually killed you.
In my mind, for a Lovecraftian theme you want some concept of a greater story / set of objectives taking place beyond your realm of observation. Like the random things in the Elder Scrolls games that hint at something else happening, but never give you enough to figure out what it is (it's a while since I've played them, so I don't have many example to hand).
Likewise, anything that you can physically fight and defeat is sufficiently comprehensible to not really be a Lovecraftian horror.
Fuzzy screens - not really Lovecraftian - Lovecraftian should be the horror of seeing clearly what is there, but not being able to understand it nor do anything about it.
Thematically, I did like the idea of Sunless Sea, but the combat / lack of a real penalty for dying let it down. Also, the sanity meter was largely irrelevant, because it was lack of food or fuel that usually killed you.
In my mind, for a Lovecraftian theme you want some concept of a greater story / set of objectives taking place beyond your realm of observation. Like the random things in the Elder Scrolls games that hint at something else happening, but never give you enough to figure out what it is (it's a while since I've played them, so I don't have many example to hand).