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This week I take a break from video games and swap console for textbook, controller for pen, and screen for imagination. Table top RPG’s, or pen and paper role playing games, have recently felt a resurgence in their popularity due to modern celebration of nerd culture and the success of Stranger Things that featured the genre’s most well known iteration, Dungeons and Dragons. This genre of gaming is the ultimate progenitor to modern day video games, serving as the inspiration for what an interactive gaming experience should be like, and how things like player statistics and damage are designed and calculated. Having been introduced to the world of table top RPG’s first by Dungeons and Dragons, I sought out other versions of the similar formula and came across what many experts consider to be the pinnacle of pen and paper games, the 1920s set Call of Cthulhu

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Prepare to die, and use pens, and paper

This review will be geared a little more to those unfamiliar with the genre and its tropes, so it’s necessary to go over the basics of gameplay first. Without bogging down too much in the game’s intricacies, players are first required to build their own character. There is the usual opportunity for player’s to flesh out their characters background as freely and as thoroughly as they would like, some basic stats are rolled for (like luck, naturally), but most have set values that are able to be personally allocated by the player. Here is where the differences in gameplay between the conventional Dungeons and Dragons starts to show – rather than skills and abilities being pre-determined by the player’s race or class, all players are able to personalise their skillset (things like driving a car, analysing textbooks, spotting hidden objects, conducting week-long anthropological research) however they want. This offers players just that much more control over how they want their character to play, increasing enjoyment a little bit more. Following this, characters are dropped into a pre-written campaign guided by a ‘Keeper’ (‘Dungeon Master’) who takes the role of reading action lines, embodying the denizens of the world, calculating damages, and maintaining an overall sense of flow for the group of players. And thus the game really begins…

Players coming from action-oriented video games, or even Dungeons and Dragons may feel the game to be lacking in substance at first due to Call of Cthulhu‘s strong focus on detective work in comparison to combat encounters. As all player characters in game are human, the nature of the gameplay encourages detective work by piecing clues together, sweet-talking, and utilising non-violent paths to avoid danger altogether. There is combat involved occasionally, but since your character is likely a banker or something who has been roped into all this and armed only with a plank of wood against a village full of bloodthirsty cultists, it is unlikely you will survive anything more than a punch to the face. While this may seem like the game is unfairly difficult (and it’s designed to be if you don’t use your head), it certainly makes the game all that more exhilirating knowing that your character is always on the verge of death – something that enhances the horror experience to be had in game.

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A world lovingly crafted

Call of Cthulhu takes direct inspiration from its namesake, and often simply recreates the narratives of H.P. Lovecraft in its various pre-written campaigns to be played through. The game also takes a 1920s setting, as is the era of H.P. Lovecraft and his tales, and some figures straight from his books (the city of Arkham, loyal cultists, the big boy Cthulhu himself) that truly makes it feel as though each game you play feels like a brand new, and original Lovecraftian work. This game unequivocally understands its origins, and every aspect of its story and gameplay work on Lovecraft’s key themes in his writing; the ordinary against the extraordinary, madness, and hopelessness.

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In one of the beginning campaigns played through, the sentiment of the ordinary against the extraordinary was set up fantastically from the get-go. Player characters were thrust from their ordinary backstories and into the extraordinary at the summon of an old benefactor who informs them that he is the only person able to destory an ancient and vengeful genie, before he dies suddenly via an explosion of blood from his mouth. The ghastly occurence immediately besaddles the players with sanity damage (an adjacent gameplay mechanic to health) that continues to take hits as they fall deeper and deeper into the mystery. The most exciting element in a Call of Cthulhu game is the unlikelihood that the player’s will even ‘win’ the campaign. By the time that players reach the spectre they’ve been teased by all game, many characters will have their sanity metres so low that they won’t be able to even face the big bad without going completely mad – a fate equal to death. Those that do survive the ordeal will find their characters in the next campaign burdened with permanent physical and mental scarring, like phobias and anxieties. By even engaging in the game’s design, you are agreeing to play by Lovecraft’s rules, and that is that humans can never hope to win when they are up against all-knowing cosmic deities.

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Make your own little cult!

Usually this is where I’d talk about the elements that enhance the horror’s atmosphere, like graphics, aesthetics, soundtrack, etc. But as this is a pen and paper roleplaying game, it features barely any of those elements. And here is where the cleverest part of the Call of Cthulhu experience comes in – you are completely responsible for those things! While the game’s various textbooks will offer some beautiful illustrations of various beasts and settings, much of the atmosphere is completely dependent on the players involved. The game certainly gives you what you put into it. My first playthrough with friends saw us donning some flapper feathers, beads, suits and ties to drum up the 1920s setting. Think about the lighting situation, will you draw the curtains and light some candles? Or play in the dark with torches? Decorate! Add cobwebs around the house! Put together a playlist to accompany you each step of the way and fill it with some spooky jazz! Also, get animated, it’s a lot more fun when everyone puts on a voice and acts out what they’re doing.

Critical hit!

For all the positives of Call of Cthulhu, the only things that I can ding it for is its slight inaccessibility (though that is certainly a trait of table top RPG’s) due to the density of its rules for unfamiliar beginners. I’d also say that it may become plodding at times if you’re looking for an action-oriented experience, but that comes down to personal taste. But, as long as you have three to four friends, and one of them is willing to take on the workload of learning the game, and you’re keen to test your survival skills and not your tactical skills, then you’re in for an exhilirating and chilling time. I give Call of Cthulhu five out of five Cthulhus. 5 out of 5 stars (5 / 5)

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1 Comment

1 Comment

  1. David Davis

    April 18, 2020 at 5:23 am

    I really want to play a game of Call of Cthulhu. I never have and that is incredibly scary to me.

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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