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[Best of 2018] What Lovecraft Adaptations Can Learn from Cyanide’s “Call of Cthulhu”

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There was once a time when knowledge of H.P. Lovecraft’s Cthulhu Mythos, much like the insane truths that inspired the Mad Arab’s Necronomicon, was a secretive burden carried by a small legion of nerdy horror literature fans and tabletop gaming enthusiasts. Sure, we’ve seen plenty of Lovecraft adaptations since as far back as the 1970s, but with the exception of Stuart Gordon’s ridiculously entertaining films, none of these really resonated with mainstream audiences.

Of course, since the rise of internet culture and a resurgence of interest in both tabletop role-playing games and Howard’s literary works, figures like Dagon, Cthulhu, and even Shoggoths have become household names. In gaming especially, it’s hard not to run into copious amounts of Lovecraft references when playing anything from Terraria to The Elder Scrolls series. Once an incomprehensively terrifying elder god, Cthulhu has now been immortalized and watered down in the form of plush toys and Funko Pops. Every day we’re treated to new trailers and images of Lovecraft-based/inspired media, and in some ways, it seems that the Mythos has never been so alive.

However, in a world so full of homages to H.P. Lovecraft, it seems ironic that the writer’s unique brand of existential cosmic horror still lies deathly dreaming at the bottom of the proverbial media ocean, with very few instances of media that managed to capture exactly why his work was so terrifying. That’s why I’d like to take a moment to talk about Cyanide Studio’s Call of Cthulhu, and what other Lovecraft adaptations can learn from how the game handled the Mythos. Neil already provided us with an in-depth review, so I’ll only be discussing the story here, but in case you haven’t played the game yet (which I think you definitely should), beware some minor spoilers!

An official adaptation of Chaosium’s homonymous tabletop RPG, Cyanide’s game puts players in the (gum)shoes of private investigator Edward Pierce, a traumatized World-War I veteran compelled to take on a new, mysterious case. Pierce’s investigation leads him to Darkwater Island, off the dreary coast of Massachusetts, where he must piece together the events that led to the fiery death of the infamous Hawkins family. Naturally, Lovecraftian shenanigans ensue, with unnamable creatures and ancient cults slowly pushing the unfortunate investigator towards the limits of what the human mind can handle.

This probably isn’t going to end well.

It’s a familiar setup for anyone who’s even remotely familiar with Lovecraftian tropes, but things change as the game goes on. What really sets it apart isn’t necessarily how it emulates specific story moments or ideas from the Mythos, but how it uses these same ingredients to prepare an all-new horrifying and unpredictable tale that would feel right at home in a 1920s weird fiction magazine.

Sure, there are a few characters and plot threads that don’t quite go anywhere (at least during my playthroughs), but the fascinating mythology behind Darkwater Island’s whaling history and the ominous associations with both real life and other works of fiction like Herman Melville’s classic Moby Dick make this story feel like much more than just another adaptation. While dimensional shamblers and tentacle-adorned cultists are well-trodden territory for Lovecraft enthusiasts, prohibition-era conspiracies and the terrifying effects of eldritch whale meat are wholly original story threads that help lead us to a truly apocalyptic finale.

Back in 2005, the now-defunct Headfirst Productions released their own take on the Mythos with Call of Cthulhu: Dark Corners of the Earth. While it remains one of my all-time favorite games (despite some frustrating segments and a huge list of technical issues), the developers approached the narrative like many filmmakers do, turning the story into a best-of compilation, stitching together several elements from the mythos into a smorgasbord of Lovecraftian insanity. This can work, as I believe it did in that game (although it mostly appeals to folks who are already familiar with the mythos), but most of the time this method leaves us with movies, comics, and games that adapt only the most superficial elements of Lovecraft’s literary universe. This kind of narrative almost always ends up ignoring the nuances that made silly creations like octopus-faced dragons scary in the first place.

With their take on Call of Cthulhu, Cyanide understood that Lovecraft isn’t just fish-people and tentacles (not that the game lacks these things), choosing to adapt the same creative spirit of the tabletop RPG it’s based on rather any specific story. In Chaosium’s original playing manuals, game masters would be handed the keys to a treasure trove of Lovecraftian nightmares and tasked with using the mythos as a jumping-off point to tell their own stories. These player-based narratives would usually select the best aspects of Lovecraft’s stories and expand them into something new. After all, you could only face the same few cultists and fish-monsters so many times before they became stale. Over time, by diluting the lore with their own original ideas, players would form unique narratives that still managed to stay true to Lovecraft’s original intentions.

Giant fish monsters are cool but not required!

These distinct tales could tap into intrinsically human fears and anxieties about our tiny place in a cold and uncaring universe without so much as mentioning the Great Old Ones, proving that some horrific entities are scarier when they’re felt rather than seen, and that there’s more to the mythos than the famous alien deities and fishy iconography. That’s not to say that direct and faithful adaptations of the Mythos are a bad idea (I mean, we’re all still waiting on a benevolent deity to deliver us Del Toro’s vision of At The Mountains of Madness), but writers would do well to remember that it’s more important to be faithful to the existential spirit behind these stories rather than the superficial details that most Lovecraftian media seems to go nuts over.

Some reviewers have rightly complained about Call of Cthulhu‘s false promises of an intricately tailored player-driven experience, where every minor action could have huge consequences, but no one can deny that this is one of the few adaptations that dares to look beneath the surface of Lovecraft’s tales, finding exactly what makes them tick instead of just lifting the tried-and-true aesthetics that are usually associated with the author. If anything, the illusion of choice here actually makes for a stronger and more disturbing narrative, with the oblivious investigator reluctantly setting the stage for the cultists’ endgame. Additionally, while some players might find the slow and text-heavy investigations tedious, they’re also strangely faithful to Lovecraft’s appreciation of epistolary storytelling, with the player picking up narrative pieces left behind by other characters.

Overall, the game might feel rather clunky, with several instances of stunted gameplay and outdated graphics, but much like its flawed-but-memorable 2005 predecessor, I feel that it’s destined to gain a cult following, remembered as one of the best Lovecraft adaptations to date, if not necessarily a ground-breaking video game. Hopefully, more filmmakers, game designers, and writers, in general, will take note of Cyanide’s novel approach to translating eldritch horror to modern gaming, and we’ll see some more spiritually faithful Lovecraftian media in the future, before the Great Old Ones finally awaken and decide to consume us all.

Born Brazilian, raised Canadian, Luiz is a writer and filmmaker that spends most of his time thinking about movies.

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Editorials

‘The Mandela Catalogue’ Explained: Inside Alex Kister’s Viral Analog Horror Phenomenon

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The Mandela Catalogue explained

I first heard about The Mandela Catalogue through a couple of nephews who were obsessed with the ARG’s sinister mythology. It was only after watching Wendigoon’s in-depth analysis of the series that I realized just how deep this rabbit hole goes.

In fact, I’d already been exposed to the nightmarish visuals of Alex Kister’s YouTube creation for years at that point without even realizing that it was the origin of several viral “cursed images” and spooky memes that had leaked into the wider internet – with this viral element actually being a part of the Catalogue’s overarching narrative.

Flash-forward to 2026 and the unprecedented success of Kane Parsons’ Backrooms has led to Hollywood betting on horrific internet properties with existing fanbases, which means that Kister’s unique hybrid of both religious and analog horror is finally headed to the big screen with a script written by Kister himself alongside Tyler Clifton.

While this news shouldn’t be too surprising if you’ve been keeping up with the ongoing success of The Mandela Catalogue (both myself and Wendigoon having previously predicted that the series would inevitably make the jump to theaters one day), plenty of horror fans are likely confused as to why so many folks are excited for what appears to be a Hollywood adaptation of a series of creepy .jpeg images under a VHS filter.

With that in mind, today I’d like to invite fellow readers to accompany me as I explore the origins of Alex Kister’s viral hit and attempt to explain exactly why we should all be excited about the Mandela Catalogue adaptation!

From High School Writing Project to Internet Horror Phenomenon

The first seeds of The Mandela Catalogue were sown when Kister was still in high school and developed a writing project subverting religious tropes in a world where biblical history had been altered by demonic forces. A little while later, Kister came across an analog horror contest on Reddit and decided to adapt his ideas into a standalone video where he would edit a religious kids’ cartoon –The Beginner’s Bible: The Nativity, to be specific- into something far creepier. This is how the iconic Overthrone video was born, with this viral short film taking on a life of its own as fans demanded more eerie content from Kister.

Though the video was originally meant to be a one-and-done sort of affair, with Kister actually regretting some of its primitive visuals and considering the editing amateurish and “YouTube-Poop-like” when compared to his current standards, fan reaction and free time during the COVID-19 pandemic encouraged the (then) seventeen-year-old filmmaker to continue producing content set in this same world. The Mandela Catalogue name was inspired by the Mandela Effect conspiracy theory, as the series would slowly begin to explore the subtle horror of alternate histories.

Inspired by existential dread brought on by extended periods of quarantine as well as a personal crisis of faith, Kister continued to expand his alternate timeline where the rise of Christianity had been prevented by what was presumably the Devil disguised as the Archangel Gabriel. This alternate course of fictional events led to the existence of certain paranormal anomalies that had come to be accepted as “normal” by the 1990s, which is why most of the series’ supernatural horror is presented in such a matter-of-fact manner.

Most of this background information and religious lore is delivered by increasingly cryptic broadcasts and in-universe PSAs, as well as the occasional found footage video, that often have to be decoded by clever viewers. Of course, it’s the consistently disturbing imagery that made the series so popular – much of which was originally created by Kister on a smartphone!

The Alternates: Horror’s Most Unsettling Modern Monsters

The show’s early episodes mostly take place within the fictional Mandela County in Wisconsin and depict life in a world where demonic entities are capable of using media to enter our reality. This process usually involves scaring victims into killing themselves and then repurposing their bodies as horrific doppelgangers referred to as “Alternates”. This terrifying phenomenon has become so common that local police already have specialized procedures in place to deal with the issue, though this usually consists of simply ignoring calls for help so as to avoid spreading so-called “Metaphysical Awareness Disorder” any further.

Over time, Kister would expand this mythology and incorporate different kinds of Alternates into the mix, though the story never stopped deconstructing religious concepts. The series’ second volume exponentially increased both video quality and the overall narrative scope as we began to follow the lives of characters who had already grown up in this dystopian hellscape where the government is forced to prohibit religion, television, and even mirrors in the hopes of mitigating the damage done by the ongoing invasion of otherworldly entities.

The really interesting part comes into play when you realize exactly how the Alternates make use of scary media in order to spread their demonic influence, with the analog horror of it all being a diegetic part of the story and something of a memetic trap orchestrated by the false Gabriel.

I particularly appreciate how some characters begin to suspect that there’s something wrong with their version of reality and that things weren’t meant to play out this way, especially when Mark utters the haunting line “who have I been praying to all this time?” That’s why I think The Mandela Catalogue is an effective piece of religious horror even if you don’t subscribe to the Christian worldview, as the mere idea of a world where evil has already won is a universally terrifying concept in and of itself. Not only that, but the series’ uncanny analog imagery alone is already worth the price of admission, as you’ve likely already noticed by looking at the pictures accompanying this article.

Why The Feature Adaptation Could Be Horror’s Next Big Success

It’s actually been a whole year since Kister first announced that he had been working on a feature-length screenplay for a Mandela Catalogue movie since 2022, with his proposed story following an ensemble of high-school graduates who uncover a supernatural conspiracy after the mysterious disappearance of a fellow student. This premise sounds similar to narrative elements present in the series’ second volume, but I’m pretty sure that Kister is going to go the Kane Parsons route and make the movie more of a spin-off than a re-imagining of its source material.

While notable Hollywood producers like Aaron B. Koontz, Scott Stuber, and Steven Spielberg himself are backing the upcoming project, I feel like there’s no one better to adapt this deeply personal exploration of faith and the dark side of communication than the person who first came up with it. That’s why I can’t wait to see Kister’s work on the big screen, as I have a feeling that this young filmmaker is the next one on the list about to make cinematic history – especially since this is clearly a passion project that has been in the works for years at this point!

That being said, there’s always a chance that the film could end up unleashing a fresh wave of Alternate incursions, but I guess that’s just a risk we’ll have to take.

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