![]() But I've really enjoyed its atmosphere, and I think it communicates well a subtle, abstract part of why old HP's less hateful work was such good horror. How and why it saves games so haphazardly is beyond me. Its treatment of mental illness as traits you can spontaneously pick up while walking across a room is a bit unfortunate (although thematically it would be daft to not gradually wear your character's mental health to nothing, and it's somewhat refreshing that developing schizophrenia doesn't turn you into some kind of monster or tragic figure). Combat is slow, dull, and a bit too influenced by chance. ![]() Stygian is basically an RPG about doing that. It's about how fundamentally, all humany's ideals and beliefs and societies are inventions we cling to in order to shield us from that horror. Indeed, the defining feature of a Lovecraftian monster is its sheer indifference. ![]() It's that it just doesn't fit into the human mind without shattering it. It's not that the truth is gory or big or even scary. I'd call the core of Lovecraft a confrontation of reality. Stygian's intepretation of Lovecraftian horror is almost meta. "Lovecraftian" is a word that I wouldn't exactly called abused, but it's both easily recognised and a little open to interpretation.
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