Lovecraft’s Cosmic Horror Applied on Video Game Narratives: the Example of Tomb Raider

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Universität Bayreuth Lehrstuhl für Medienwissenschaft Masterstudiengang Computerspielwissenschaften

Lovecraft’s Call of Cthulhu cosmic horror applied on video game narratives: the example of Tomb Raider Abstract Video games do often have a narrative or inspiration based on literature, such as novels, biographies, or general science-fiction. H.P. Lovecraft's Call of Cthulhu, in this context, hast been trans-mediated to products such as video games, board games, or cartoons and movies, where a clear reference is identifiable. Such references are the cosmic horror components inscribed in the protagonists, antagonists, and environments, sometimes expressed as demented and pessimistic characters, omnipotent, unknown forces, black magic explained from an anthropological approach, and mythical beliefs or legends. Based on literature on H.P. Lovecraft's work, trans-mediality in video games, and reflections on the horror and supernatural in both movies and video games, I postulate how H.P. Lovecraft's Call of Cthulhu is present in the Tomb Raider series, up to Shadow of the Tomb Raider.

Research submitted by Eduardo Augusto Esqueche Larrabure in partial fulfillment of the Seminar

Computerspiele im Kontext: Monster Dr. Felix Raczkowski

Summer Semester 2018


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Lovecraft’s Cosmic Horror Applied on Video Game Narratives: the Example of Tomb Raider by Eduardo Augusto Esqueche Larrabure, M.A. - Issuu