What a great thread! Best of luck with your thesis.
I don't think anyone has mentioned Call of Cthulhu: The Wasted Land
This game makes interesting use of the Mythos, something along the lines of Call of Cthulhu in the trenches of WW1. The turn-based tactical gameplay works surprisingly well for horror - as in the original X-Com games you have ample time to imagine far worse things in the shadows than can be shown on screen. To proceed you must choose to commit irrevocably to decisions made with those fears in mind.
There are dream sequences in which you desperately (and usually hopelessly) defend yourself against eldritch abominations. These use the same engine and mechanisms as the regular gameplay, which definitely adds to the eeriness. Whether done to save development effort or by design, it works.
The game would benefit greatly from a bigger budget and better writing*, however the devs evidently have a deep admiration for Lovecraft that shines through. Cosmicism is hurt by the requirements of gameplay - not leaving the player character an unresisting gibbering wreck immediately and unconditionally - but the atmosphere of a doomed struggle against uncaring and alien powers is evoked very well.
* The same could be said for H.P. himself
I don't think anyone has mentioned Call of Cthulhu: The Wasted Land
This game makes interesting use of the Mythos, something along the lines of Call of Cthulhu in the trenches of WW1. The turn-based tactical gameplay works surprisingly well for horror - as in the original X-Com games you have ample time to imagine far worse things in the shadows than can be shown on screen. To proceed you must choose to commit irrevocably to decisions made with those fears in mind.
There are dream sequences in which you desperately (and usually hopelessly) defend yourself against eldritch abominations. These use the same engine and mechanisms as the regular gameplay, which definitely adds to the eeriness. Whether done to save development effort or by design, it works.
The game would benefit greatly from a bigger budget and better writing*, however the devs evidently have a deep admiration for Lovecraft that shines through. Cosmicism is hurt by the requirements of gameplay - not leaving the player character an unresisting gibbering wreck immediately and unconditionally - but the atmosphere of a doomed struggle against uncaring and alien powers is evoked very well.
* The same could be said for H.P. himself