Call of Cthulhu : Destiny`s End

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    • Call of Cthulhu : Destiny`s End

      HP:
      headfirst.co.uk/html/game_cocde.php
      Video:
      media.pc.ign.com/media/747/747874/vids_1.html


      Ich habe keine Ahnung ob es überhaupt erscheint oder wann , aber nach Dark Corners of the Earth (Habs nach Startschwierigkeiten doch durch..) bin ich richtig geil drauf.


      Cthulhu ARISE°.
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    • Da das Game ja von Bethesda Entwickelt wird denk ich mal die habens nur verschoben....wahrscheinlich weil sie alles in Oblivion stecken im Moment!!

      Is aber nur ein Verdacht!

      Hoffentlich bauen sie das Rumblefeature aus das war beim Vorgaenger einfach nur geil!!


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    • Entwickelt wird es von Headfirst genauso wie schon DCotE , Bethesda war nur Publisher.


      Für mich sieht das ganze aus wie nen Survival/Horror Actionadventure, in ner düsteren Menschenleeren Landschaft um und in Innsmouth.
      Imho sieht es 10mal geiler aus als DCotE.

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    • Es spielt laut angabe der Herstellert CA. 80 Jahre nachdem die Regierung in Innsmouth aufgeräumt hat , das war 1928 also 2000-2006 (bzw 2008 wenns ein bisschen inner Zukunft spielt).
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      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Traenenreich ()

    • Original von Traenenreich
      Entwickelt wird es von Headfirst genauso wie schon DCotE , Bethesda war nur Publisher.


      Für mich sieht das ganze aus wie nen Survival/Horror Actionadventure, in ner düsteren Menschenleeren Landschaft um und in Innsmouth.
      Imho sieht es 10mal geiler aus als DCotE.




      Stimmt schande ueber mich ! :klo:

      Trozdem solln die mal das Game rueberwachsen lassen ;)


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    • DCotE hab ich mir vor ein paar Tagen geholt, nettes Game, nur manchmal etwas unfair....

      Übrigens steht auf Gamefaqs in der CoC Liste auch noch "Beyond the Mountains of Madness" noch ein Spiel? Diesmal in der Arktis? :fear:
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    • Das wäre richtig geil , Berge des Wahnsinns ist mein lieblings Lovecraft Büchle.
      Fliegen , Schlitten fahrn , Rätsel in der alten Stadt lösen , Gegen Shogs kämpfen.

      Aber anscheinend finden die keine Publisher , Dcote hat sich wohl nicht sonderlich gut verkauft....
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    • Original von Traenenreich

      Aber anscheinend finden die keine Publisher , Dcote hat sich wohl nicht sonderlich gut verkauft....


      Leider, die Hauptkäuferschicht (von xx bis mitte 20) weiß ja meistens nicht mal, wer Lovecraft ist ("Lovercraft? Ist das von Blizzard"?) oder was der Mythos ist.
      Und selbst wenn, würden die meistens lieber ein hirnloses Spiel mit mehr Action wie GTA oder so zocken... :alt:
      Die gucken hinten auf die Packung von DCotE und denken: Sieht das lahm aus...

      Übrigens bin ich grade am lesen von "Berge des Wahnsinns" =D Gefällt mir aber nicht ganz so gut wie der Flüsterer...
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      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Howitzer ()

    • Hier noch ein Interview von IGN geklaut: :bj: (pwned)

      Ist aber wirklich fast schon ein Jahr alt, aber bitte:

      May 17, 2005 - Howard Phillips Lovecraft is a name that has achieved cult status in the field of horror fiction. Born in Providence, Rhode Island in 1890, he was a bright but sickly child fond of reading. When he was three, his father died, followed a decade later by the grandfather who had helped raised him. His family then suffered a financial decline that, along with other factors, contributed to a nervous breakdown in 1908. By then, he had already begun writing, although he would have to wait until around 1917 for his first published stories. Ultimately, his career as an author encompassed three phases. Until about 1920, his tales were primarily macabre. He then transitioned into a dream-cycle stage that lasted approximately seven years. The last two of these overlapped with the early Cthulhu mythos period for which he is best remembered.


      This term refers to the world of Lovecraft's themes, characters and narrative elements. The general premise is that humanity is weak and insignificant beside the universe' truly powerful entities and forces. Other common threads are the search for knowledge leading to calamity, and psychological instability. This material is the basis for Chaosium's popular tabletop RPG, Call of Cthulhu, which has sold countless copies, won numerous accolades and been translated into several languages since it was published over 20 years ago. It's also the inspiration for Call of Cthulhu: Destiny's End, a multi-platform third-person survival horror title in development at UK-based Headfirst Productions. About the only information we've seen is that it will involve two co-dependent characters and that it takes place in Innsmouth, a ruined fishing community. So, we were happy for the chance to question Creative Director Simon Woodroffe.

      Interview Starts here! :sabber:

      Jonric: As an overview, what kind of game is Call of Cthulhu: Destiny's End, and what is its underlying premise?

      Simon Woodroffe: Destiny's End is a third person survival horror game based on the universe of cult novelist H.P. Lovecraft, and on two of his most famous short stories, Call of Cthulhu and Shadow over Innsmouth.

      Lovecraft is one of the most recognized horror novelists in the world and has inspired many writers to this day, including the best-selling novelist, Stephen King. The game will take the players on a voyage between health and insanity, through the mysterious streets of the abandoned fishing town of Innsmouth. With the possibility to play two characters, the brutal Jacob Armitage or the tender and smart Emily Carter, the game will pit the players against the fearsome creatures haunting the vicinities.

      the game will offer a variety of situations, with some that will be more action-focused and others that will require more thinking and interaction with NPCs.
      Jonric: At the high concept level, what are the key elements that will set your game apart from other horror and survival titles?

      Simon Woodroffe: The most innovative aspect of Destiny's End is the cooperative play mode. We have developed a cooperative mode that has never been seen before in a survival horror game. Even playing with just one player however, requires frequent switching between the two characters to get the most out of them, especially in combat situations where combo attack moves can be performed if both characters work together.

      Another neat feature is the Call of Cthulhu license, since Destiny's End is the very first survival horror game to use this license. This has allowed us to develop a game with Cthulhu Mythos and to use a lot of captivating material for inspiration, mainly the works of H.P. Lovecraft, but also the Call of Cthulhu role-playing games. Headfirst is now able to use the locations, some characters and plots in the game to make its universe extremely rich and enthralling.

      Jonric: What are you willing to say about the setting, how linear the game will be, and the extent to which it will tie in with the Cthulhu mythos?

      Simon Woodroffe: The game will take place in Innsmouth, a small fishing town deep in the heart of Connecticut. The town was completely destroyed and left abandoned after an FBI raid in the 1920s. But it isn't quite as abandoned as it seems. You will play Jacob Armitage and Emily Carter, two childhood friends who feel mysteriously attracted to Innsmouth.

      The game features some explorative elements and as it progresses becomes less and less linear. We believe gamers like to be led by the hand at least until they become familiar with the control system and rules of the gameworld. After that, it's acceptable to open up a bit and let them spend more time exploring.

      The backstory elements will be quite numerous and will allow players to discover even more the twisted and disturbing world of Call of Cthulhu

      Jonric: Regarding the type of gameworld you want players to experience, what kinds of locations and environments can we expect?






      Simon Woodroffe: The gameworld is fully based on the short stories from Lovecraft, and fans of the cult author will be able to explore some of his most famous creations. But we don't want to say more so as not to spoil the surprise. The locations will be extremely gloomy and scary and the atmosphere will keep the players on the edge of their seats until the final climax.

      Jonric: Will there be missions, and if so, about how many? To what extent will it be possible to wander off the critical path and explore?

      Simon Woodroffe: The game is not really divided into missions so we cannot tell you a number really. It is fair to say that the game will offer a variety of situations, with some that will be more action-focused and others that will require more thinking and interaction with NPCs. Some locations in the game will indeed offer the player to wander around and discover some even more disturbing secrets.

      Jonric: Would you care to describe the player characters a bit more? Will they get better items or improve in other ways as the game progresses?


      Simon Woodroffe: You'll be playing Jacob Armitage and Emily Carter. The player will be able to play both characters. Actually, they will have to play both of them, and switch from one to the other in order to survive. The cooperation between the two characters will also allow them to defeat enemies thanks to cooperative combos. As the players advance through the game, they will get new weapons and abilities in order to defeat ever stronger and impressive creatures.

      The game will keep the players on the edge of their seats for hours and hours to explore parts of the game they had missed or to try the multiplayer game out.
      Jonric: About the selection of weapons, will many different kinds be available, and will any be unique?

      Simon Woodroffe: The player will find different weapons as they progress through the game. Some of these weapons will be familiar to players of the horror genre, but some will be unique to Destiny's End.

      Jonric: What kind of combat system have you designed for Destiny's End, and what are its main features?






      Simon Woodroffe: The action will be fast-paced, and will fully use the cooperative system that we have developed for the game. The really neat part is the way the two characters must work together in order to be at maximum efficiency in combat situations. By careful positioning and cooperation, the two are able to perform highly damaging and visually pleasing combination attacks where they both damage an opponent together.

      Jonric: What are your key goals and the main challenges in designing both the enemy and friendly NPC characters?

      Simon Woodroffe: The main goal in designing our enemy NPCs was to recreate monsters from the Cthulhu mythos. Each enemy type is given entirely customized AI rather than being just another monster with similar behaviour to the others. There will be many friendly NPCs that will be able to help the players along the way.

      The details of both enemy and friendly NPCs will have to remain secret for now - more may be revealed later in the project.

      Jonric: With respect to multiplayer, are there other important features you're willing to talk about at this time?

      Simon Woodroffe: As co-op is important, we have worked on developing a strong multiplayer mode. Players will be able to play via the Internet or via split-screen, both Emily and Jacob. Some multiplayer options and extra stories will also be unlockable.

      Jonric: What technology are you using, and which elements are especially important considering the nature of the game and your development needs?

      Simon Woodroffe: During pre-production, Headfirst created several tools to make development as easy and efficient as possible, having learned from past experience where the bottlenecks are likely to be in the tool chain.

      In particular, we are pleased with the editor that allows the animators to create an entire cutscene to their own satisfaction (including the animation, audio, camera angles), which can then be dropped into the game and played from a script trigger. The level editor allows real-time editing for scripting, special effects, animation, sound, camera angles and other game elements, which means that there is no delay between the developer creating an asset or a feature, and being able to see it working in the game, with minimal programmer intervention. This is a great time-saver.

      The 3D engine is based around Renderware, and has been customized to fit Headfirst's needs. The majority of major enhancements are to do with special effects and animation. We have some really impressive effects available on demand to the design team now, including a vast array of camera effects, refractive water, soft shadows, depth of field and character instancing that enables us to place hundreds of enemies on screen at the same time leading to some truly epic encounters. The core of the tool chain is the wantED real-time scripting system that enables all the designers to get at the game whilst it's running on the target platform, and alter their work without delay or the involvement of more technical staff members.

      Jonric: Can you tell us anything about your plans for the music and sound elements yet, or is it too soon?

      Simon Woodroffe: Music and sound effects are essential aspects in survival horror games to create tense and frightening atmospheres. We will be putting much effort on developing a sound environment and atmosphere that will complete the visual ambiance perfectly.

      Jonric: How did the project get started, and when do you thing Destiny's End is likely be ready for release?

      Simon Woodroffe: Members of the team at Headfirst are big fans of H.P. Lovecraft and have been for many years. So, they've been wanting to create a game based on his universe for quite some time. The game is planned to be launched during spring 2006.

      Jonric: How much gameplay and what degree of replayability do you anticipate? And what kind of gamer do you see as your primary target audience?

      Simon Woodroffe: The game will keep the players on the edge of their seats for hours and hours to explore parts of the game they had missed or to try the multiplayer game out. Gamers will be able to play the adventure again with another friend via our multiplayer mode, and will have the opportunity to discover new abilities and environments.

      Our core target will be male players between 18 and 30 years of age, and players who are fans of survival horror games and/or of H. P. Lovecraft. The game will provide the same excitement and fear that most survival horror games provide, with a unique disturbing environment thanks to the use of the Call of Cthulhu universe.

      Jonric: What experience does the Destiny's End team at Headfirst have in game development, and with Lovecraft? Have any other parties been involved?


      Simon Woodroffe: The team at Headfirst has been developing games for quite some time now. The team has been fans of Lovecraft for a long time. The lead designer well remembers reading a copy of The Colour Out of Space in, of all things, a children's compendium of horror stories when he was only seven, and it scared the hell out of him.

      The team has been working closely with Chaosium, the owners of the H.P. Lovecraft license and publishers of the Call of Cthulhu role-playing game. These guys know almost more about the universe than Howard Phillips himself. They have been in contact with Headfirst from the beginning of the development to make sure that the universe has been respected.

      Jonric: And as a final question to wrap up, are there any other things you'd like to tell our readers at this time?

      Simon Woodroffe: What we would like to tell them is that we are really hardcore fans of H.P. Lovecraft and of the universe he has created. Therefore, they can expect us to deliver a game that pays great respect to this property. We also would like them to know that we want to hear from the fans of Cthlhu; once our site is up please post or post on the RPG Vault. We will ready, and we will take your feedback into account.

      The prospect of a survival horror game both set in and respecting the uniquely compelling universe created by Lovecraft is definitely one with the potential to interest a great many players. Since we count ourselves among that number, we are very pleased to have had the chance to query Simon Woodroffe about Headfirst's project. We look forward to seeing Call of Cthulhu: Destiny's End when it debuts at this week's E3 trade show, and to watching its progress over the coming months.
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    • Sehr interessant!

      Mein H.P.L Hitliste der "grösseren" Geschichten sieht so aus:
      1: Berge des Wahnsinns
      2: Der Fall Charles Dexter Ward
      3: Die Traumsuche nach dem unbekannten Kadath
      4: Der Flüsterer im Dunkeln
      5: Der Schatten über Innsmouth
      6: Der Schatten aus der Zeit
      -==(UDIC)==-
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    • Original von Traenenreich
      Sehr interessant!

      Mein H.P.L Hitliste der "grösseren" Geschichten sieht so aus:
      1: Berge des Wahnsinns
      2: Der Fall Charles Dexter Ward
      3: Die Traumsuche nach dem unbekannten Kadath
      4: Der Flüsterer im Dunkeln
      5: Der Schatten über Innsmouth
      6: Der Schatten aus der Zeit


      1: Berge des Wahnsinns - bin dabei, schon über die Hälfte durch :)
      2: Der Fall Charles Dexter Ward - kommt noch, ist im "Best of H.P" Buch drin

      3: Die Traumsuche nach dem unbekannten Kadath - kenn ich nicht :(
      4: Der Flüsterer im Dunkeln - war Super :top:
      5: Der Schatten über Innsmouth - kommt nach den Bergen :D
      6: Der Schatten aus der Zeit - ist auch im Best of drin

      Das Buch ist Lovecraft ist ja, das die Bücher alle relativ kurz sind, so das man in nem Monat oder so um die 6-7 Bücher schafft :D

      Irgendwann fang ich dann auch mal mit Cthulhus Ruf an, war ja eines der ersten von ihm :love:
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      [I][SIZE=20]My dream: Get David Hayter to sing the Oompa-Loompa songs from Willy Wonka and the Chocolate Factory."[/SIZE][/I]
    • Seine erste echte Horrorgeschichte war Dagon, ist urkurz. Generell muss man Lovecraft mögen oder nicht, sein Stil passt nicht wirklich in die heutige Zeit.
      Obwohl die Geschichten oft kurz sind, sind sie langsam im aufbau. Außerdem waren die Leute damals empfänglicher für Grusel, trozdem Lovecraft ist Gott (zumindest für mich).


      Nebenbei:

      Headfirst Studios sind kaputt , keins der Games wird mehr erscheinen. Keine Publisher, keine Käufer.

      Bin echt traurig....
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      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Traenenreich ()

    • Tja, das ist nun wirklich traurig... :(

      "Obwohl die Geschichten oft kurz sind, sind sie langsam im aufbau. Außerdem waren die Leute damals empfänglicher für Grusel, trozdem Lovecraft ist Gott (zumindest für mich)."

      - Genau das gleiche wie bei Poe, hauptsache einem selber gefällts :unschuld:
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      [I][SIZE=20]My dream: Get David Hayter to sing the Oompa-Loompa songs from Willy Wonka and the Chocolate Factory."[/SIZE][/I]