Editorials
‘Alone in the Dark’: A Brief History of Lovecraft in Gaming
It’s no big surprise that Lovecraft and video games have done a dance or two over the years. Lovecraft dabbling in the fear of the unknown and unknowable, the madness resulting from being unable to comprehend what it is we see, and of course, the go-to for many in the Cthulhu mythos, aka “The Thing That Should Not Be”. The latest taste of Lovecraftian mythos arrives on March 20th with THQ Nordic and Pieces Interactive’s long-awaited Alone in the Dark remake. The series has largely stuck with cosmic horror throughout its entries, and from the sounds of things, the upcoming remake will have fans once again jumping into the thick of it. But we didn’t get here overnight, obviously. There have been numerous titles that have used Lovecraft’s writings to get us here (Steam alone lists over 950 games tagged “Lovecraftian”), so let’s pare it down to some of the more significant ones that emphasize the aspects of Lovecraftian horror.
Lovecraftian horror made the jump to video games beginning with Infocom’s 1987 interactive fiction title The Lurking Horror. Designed by Dave Lebling, the game casts you as a student at G.U.E. Tech who travels to the school’s computer lab to work on his grad paper. However, you discover that the file containing your document has been partially overwritten by the Department of Alchemy’s files. At first your goal is to retrieve your document, but you soon realize that there’s something beyond evil in the depths of the building.
Seeing as The Lurking Horror is entirely text-based (it’s from the same folks behind the classic Zork series), the reliance on the descriptions of what you see nails the atmosphere and sense of foreboding that one would feel from Lovecraft’s writings. While you don’t outright experience madness yourself, a suicide note you find at the Great Dome of the university campus gives you a glimpse into the horrors that should have remained unseen. You can, however, get yourself sacrificed to a god from another dimension. Probably of the most disturbing parts of The Lurking Horror is finding out what happened to all of the urchins that were roaming around the campus.

Obviously, we can’t forget the original Alone in the Dark from 1992. We previously covered the granddaddy of Survival Horror for its 30th anniversary. Private investigator Edward Carnby is assigned to investigate the death of painter Jeremy Hartwood in a Louisiana mansion known as Derceto. Carnby is joined by Hartwood’s niece, Emily. Upon arriving at Derceto, you quickly discover there’s more to Hartwood’s disappearance than initially appeared.
Heavily inspired by Cthulhu mythos, there are plenty of nods and references to Lovecraft’s universe. Some of the creatures you encounter in Derceto are straight out of Cthulhu, even a mention of Cthulhu himself. There’s also the aspect of madness found in Hartwood’s note, talking about the mansion being “the prey of evil” with the “hellish forces” that lurk underneath. This was also at a time where developers would include physical pieces along with the game to further the atmosphere they were trying to convey. In this case, the faux newsletter “The Mystery Examiner” included a biography of Lovecraft, as well as a drawing of a Lovecraftian being that hits home the indescribable horror of a cosmic being.

Not long after Alone in the Dark hit the shelves, Infogrames released Shadow of the Comet, an adventure game that once again relied on Lovecraft’s Cthulhu mythos, borrowing elements from “The Dunwich Horror” and “The Shadow Over Innsmouth”. Taking place in 1910, young British reporter John T. Parker has travelled to the isolated New England town of Illsmouth to witness and photograph the passage of Halley’s Comet. In addition, Parker hopes to uncover the truth about Lord Boleskine, who in 1834, travelled to Illsmouth to observe the passing of Halley’s comet. What he observed that night, however, had turned him into a raving lunatic.
Officially licensed by Call of Cthulhu trademark holders Chaosium (the company behind the tabletop RPGs inspired by Lovecraft’s writings), Shadow of the Comet oozes the atmosphere you’d expect from a Lovecraft-inspired video game, helped by Philippe Vachey unsettling score and sound work. Along with Cthulhu, Parker will also confront other “Great Old Ones” of Lovecraft in Dagon, Nyarlathotep, and Yog Sothoth. Once again, along with the atmosphere, the story sucks players in with its mix of murder, mystery, madness, and the occult.

The concept of madness could be perceived as difficult to incorporate as a gameplay mechanic, but Silicon Knights certainly didn’t have a problem with their 2002 classic Eternal Darkness: Sanity’s Requiem. In fact, Nintendo obviously knew that the developer had a hit on their hands, and ended up trademarking Eternal Darkness‘ Sanity Effects. The story takes place over four fictional locations between different time periods. Alexandra Roivas gets a late night call from the police, informing her that the grandfather, Edward, has been brutally murdered. After searching his estate, she discovers a mysterious book bound in human flesh called The Tome of Eternal Darkness. The tome tells of the vast influence of sinister beings known as Ancients playing out their world-ending plans across time and space, and the people across time who seek to thwart them.
While not outright stating as much, Eternal Darkness clearly tapped into Lovecraft’s mythos with the Ancients functioning as the Elder Gods, the game’s creeping atmosphere, and of course, the Sanity Effects. Beginning with the game’s second chapter, players will need to watch their meter, which decreases every time the player is spotted by an enemy. The lower the meter, the more “surprises” happen. A lot of the effects are obviously meant to toy with the player, such as you entering the room and finding yourself on the ceiling, or heads of statues that will follow the player. Others are more intrusive, such as the game blue screening or the volume being fiddled. The thing is, these effects can happen at any time, and true to form, are designed to rattle the player.

Sadly, as many fans know, they can’t all be winners. Headfirst Productions’ Call of Cthulhu: Dark Corners of the Earth in 2005 is one such example. Players take on the role of Jack Walters, a private investigator aiding police in the raid of an old house that is headquarter of a bizarre cult. During the raid, Jack experiences a disturbing encounter that subsequently leaves him mentally disturbed and locked in an asylum for six years. When he finally regains his sanity, he is asked to track down a missing person in the town of Innsmouth, Massachusetts. As soon as he arrives, however, he discovers that strangers are not at all welcomed in the isolated town, but more importantly, this case is somehow linked to the strange events from the old house years earlier.
While Call of Cthulhu: Dark Corners of the Earth mashes together inspirations from different works by Lovecraft and effectively mixes in action, adventure, and puzzle solving with a Survival Horror experience, the final game is undone by its numerous bugs. It’s a shame, because the gameplay is fascinatingly complex. There’s no HUD to speak of, and instead, you need to check your weapon to see how much ammo you have, and listen for sounds cues to determine your health condition. Once again, sanity plays a big part in the game, where looking directly at upsetting elements found in the game results in a hit to your sanity If your sanity becomes too low, it leads to audio/visual hallucinations, and increased control sensitivity. If you go too far, your grip on reality breaks, it’s game over. It’s all topped off with a grim, atmosphere that once again compliments the Lovecraftian ambience. It’s such a shame that the game was a flop.

While not explicitly stated, one could confidently state that Frictional Games’ Amnesia: The Dark Descent makes use of Lovecraft’s work. In fact, we said just as much and then some. The Dark Descent puts you in the role of Daniel, an amnesiac trapped in the mansion of a Prussian Baron named Alexander. The only clues to Daniel’s true identity are mementos and notes left behind by Daniel himself, who reminds himself to find and kill Alexander. You’ll need to solve the mystery of the mansion while running from a Shadow that is constantly chasing you throughout the game.
Nailing the fear of the unknown and unknowable, you can’t fight the Shadow in Amnesia: The Dark Descent, or even look at it. Doing so will cause you to go insane. The darkness is also your enemy, as remaining in it for too long will affect your sanity, as well. As with previously-mentioned titles, lower sanity causes hallucinations, and an increased chance of attracting monsters. You can thankfully use light sources to restore sanity, including the use of tinderboxes and your oil lamp. Amnesia also dips its toes into Lovecraft’s “Herbert West–Reanimator” short story, with allusions to extra-dimensional beings, bizarre human experimentation, and forbidden knowledge.

Which brings us back to 2024’s Alone in the Dark. While Pieces Interactive aren’t doing a 1-to-1 remake, there appears to be plenty of Lovecraft to go around here that will no doubt satisfy. You have the madness found in the residents of Derceto, the Cthulhu cult in the form of The Dark Man following Emily’s uncle, the otherworldly monster designs by Guy Davis (who teamed with Guillermo del Toro on creature designs for Crimson Peak and The Shape of Water), and the atmosphere crafted by Mikael Hedberg, who also happens to have written Amnesia: The Dark Descent. All of this points to Alone in the Dark having the goods to satisfy Lovecraft fans, while also giving gamers a scary good time later this month.
ALONE IN THE DARK, the highly anticipated re-imagination of the iconic survival horror game, is now available on PS5, Xbox Series X/S, and PC. https://bit.ly/3VrXSVk
Editorials
‘Bloodstone: Subspecies II’ Revisited: A Bigger, Bolder Follow-Up to Full Moon’s Vampire Cult Classic
Horror sequels are a peculiar thing. In most cases, follow-ups to scary movies tend to retread the same formula with different victims and more over-the-top scares. This is because audiences tend to be more interested in the antagonists of these pictures than anything else, with even main characters becoming disposable when the time comes to produce a sequel.
That’s why some of the most memorable horror sequels are the ones that actually manage to hold onto interesting survivors from previous films while also pushing the story forward instead of having the same thing happen again to a different group of people. From Scream 2 to Dream Warriors (and arguably even The Exorcist III: Legion), there are quite a few of these innovative sequels to go around.
However, if there’s one franchise that deserves more attention when discussing bigger and better continuations that make the most of episodic filmmaking, it has to be Ted Nicolaou’s Subspecies.
The Full Moon classic spawned an indie horror icon, but bizarre sequel Bloodstone: Subspecies II is even more beloved than its predecessor.
Building a Bigger Vampire Saga

While the film itself takes place almost immediately after the events of the first movie, Bloodstone only entered production a couple of years after the release of the original as both Charles Band and Nicolaou weighed the pros and cons of returning to Romania to continue the series. In an effort to maximize efficiency, the team decided to invest in a trilogy where parts II and III, now fully written by Nicolaou, would be filmed simultaneously over the course of a single grueling shoot.
Much like the first Subspecies, Bloodstone’s low budget meant that the filmmakers once again had to cut corners and re-use as many of their resources as possible. Thankfully, the process was much easier this time around as Nicolaou, with the help of Romanian cinematographer Vlad Paunescu and his wife Oana, became more acquainted with local customs and made new friends. Shooting abroad still came with its own unique set of challenges due to a lack of translators and the occasional safety concerns, but the crew managed to make things work by filming things guerrilla-style and setting up shop in abandoned caves and real medieval ruins.
The director’s newfound contacts, coupled with the relative success of the first movie, meant that he was basically given free rein over an assortment of shooting locations usually considered off-limits for indie horror. That’s why Bloodstone features insanely ambitious lighting and effects work even during scenes shot in the middle of a bustling Bucharest. The filmmakers went so far as to project Radu’s Nosferatu-like shadows over local monuments as if he were a Romanian boogeyman, an idea that was actually encouraged by local cinephiles.
In fact, many of the more elaborate scenes here had originally been planned for the first movie before being discarded due to the lack of available resources. It was only with the support of Romanian fans and filmmakers that Bloodstone was able to give Radu a chance to be even more menacing the second time around.
Michelle’s Transformation Takes Center Stage

However, when it came to the American part of the crew, not everyone was able or willing to return for another round of Romanian adventuring. That’s why Radu’s human-loving half-brother Stefan (Michael Watson) is unceremoniously killed off at the beginning of the film while the role of Michelle had to be recast. Denice Duff took over for Laura Mae Tate, with the character now being joined by her sister, Rebecca, played by Melanie Shatner (yes, that Shatner).
In the finished film, we follow Michelle as she awakens to her new life as a vampire and discovers that Radu has murdered her lover. Struggling with grief and her newfound bloodlust, Michelle contacts her sister overseas, with Rebecca soon travelling to Romania on an ill-advised rescue mission. Meanwhile, Radu (Anders Hove) reaches out to his undead Mummy (Pamela Gordon, underneath heavy layers of impressive makeup effects) and promises to deliver her the coveted Bloodstone artifact while also making Michelle his eternal consort.
Revisiting the movie, I was impressed with how introspective this story is when compared to the original. The sequel assumes that you’re already familiar with the previously established characters, so the story wastes no time in exploring the immediate aftermath of the previous film’s events. From Michelle’s reluctant transformation into a creature of the night to Radu’s obvious mommy issues, Nicolaou is way more interested in pushing these characters into new and uncharted territory rather than recycling existing plot points.
Practical Effects and Gothic Atmosphere Still Impress

Yet, much like the first film, it’s Romania itself that makes the movie worth watching. The ruins of Castle Vladislav are even more majestic now, and visiting the moody streets of Bucharest with its surprisingly punk-rock nightlife made for a nice change of pace when compared to the original film’s quiet village setting. Once again, the abundance of interesting locations makes the movie feel much more expensive than it really is, with the filmmakers surrounding our characters with a living, breathing environment that would be impossible to recreate in a studio.
The increased freedom also allowed Nicolaou to flex his filmmaking muscles and tackle more ambitious blocking/composition in the sequel. The low budget and tropey script mean that the visuals don’t always work, but it’s consistently clear that this neo-expressionist style could only come from a passionate team attempting to pay homage to the shadowy horror classics of yesteryear. If the retro atmosphere isn’t enough for you, there’s enough practical gore here to satisfy even the most demanding of horror hounds!
Radu himself is also far more interesting now that Hove is more comfortable working alongside an international crew, with the actor having gone on record explaining that, while he spent more time drinking vodka than working while shooting the first movie, the sequel was a much more creatively satisfying experience for everyone involved. The character’s relationship with his abusive Mummy is also a highlight of the expanded mythology, especially since the practical effects that bring her to life are just as freaky now as they were back in ’93.
My only real gripe with the horror elements of the picture comes from the glaring absence of the diminutive stop-motion minions from the first film, though I guess the surprisingly entertaining addition of Professor Popescu (Michael Denish) and his archeological antics mostly make up for that.
Bloodstone: Subspecies II is obviously the middle chapter of a trilogy, with the ending feeling a lot less definitive than its predecessor as several plot threads are left to dangle in the wind, but I appreciate how the flick explores new ground while remaining faithful to nearly all the ideas that made the original such a good time. While I don’t think it’s as big of an improvement over the first movie as some fans make it out to be, Bloodstone is definitely worth revisiting if you’re a fan of old-fashioned vampire yarns.
Tune in next time for the thrilling conclusion to this initial trilogy, Bloodlust: Subspecies III!
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