Without giving too much spoilers, let’s just say that after facing the shame of his life, the Outsider gets lost while desperately trying to return to his ancient sanctuary of black towers, and finds himself in a grotesque, alien land which is actually our Arkham. Oral: All of the companions in Stygian have their own background stories and motivations to follow you in your accursed journey. A good dose of Lovecraft, history and our imaginative potentials are shaping Stygian right now.” Lovecraft’s works and do not study later authors’ works which added new material to the Mythos. This can be viewed similar to the multiversal structures of Planescape and Michael Moorcock’s Eternal Champions universe. With this approach, by making our interdimensionally lost city of Arkham the stage, we are able to integrate 1920’s New England with Lovecraft’s various other work which takes place in weirder and vaguer places and times. In terms of the implementation of Lovecraft’s pantheon and interpreting the mythos, we’re taking an integrative approach which binds different eras and dimensions of Lovecraft’s work by the help of a multiversal structure thus allowing ourselves to use material from a much varied palette of stories, characters and themes. It would be appropriate to emphasize that the horror side of Stygian does not come from jump scares or lack of proper lighting but from how it handles its themes and how the game interacts with the player to create its slow but constant sense of dread and desperation. “We can describe Stygian as a narrative heavy horror RPG which aims to create a Lovecraftian nightmare dystopia, depicting the last days of humanity following the wake of the Old Ones. When asked about Stygian in its relation to its Lovecraftian influences, Oral said that:
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