World of Horror Combines H.P. Lovecraft and Junji Ito for a New Kind of Terror

World of Horror is one of those games that makes me wish I’d been there—“there” being the specific intersection of time and space that inspired World of Horror. Modeled after the ‘90s era of Japanese PC gaming, it’s a game that, like many of its peers in the genre, taps into our instinctive fear of the archaic and forbidden by evoking the fashions of a period long gone. The result is a blend of styles that melds the visual horror of ‘80s manga artist Junji Ito to the mythos of H.P. Lovecraft, with compelling results.
The game is set in 1980s Shiokawa, Japan, where the convergence of recent paranormal events and modern technology triggers the awakening of a dark pantheon of Eldritch gods. As a resident in the town, the player sets out to investigate a handful of local mysteries, looking into peculiar tales and disturbances that seem to be strangely interconnected. If they can survive the results of all five cases, they receive the keys to a nearby tower, where a final ritual awaits.
World of Horror is best described as a paranormal investigation game, with five available mysteries to be explored by the player during each individual playthrough. Evidence for each case is collected by searching a series of locations for clues, with a string of unique paranormal events guided by an RPG-like assortment of stats affecting the result of each story panel. As the characters look into disturbing local events, their health and sanity are threatened by unsettling encounters with citizens and the various ghosts, monsters and mutilated creatures that now haunt the town. Successful battles, stat checks and multiple-choice responses earn the player points, and upon leveling up, they can choose Traits, opening up new options and possible outcomes.
The player is also given a limited inventory for items and spells, which may or may not help them depending on the panels they are given. Weapons, trinkets (which provide passive bonuses) and other useful objects can be found, but not with any consistency. This, combined with the random assortment of cases assigned at the beginning of each playthrough, makes the trajectory of each case hard to predict. Combat encounters can be played out through its retro point-based attack system, or simply fled, while two key metrics, Stamina and Reason, reflect the player’s health. The former reflects their physical damage while the latter is dictated by their mental state, and both can be lost in a conflict or used to cast certain spells. Different status effects, inflicted by everything from nicotine withdrawal to blood loss and infected wounds, additionally complicate the player’s progress. And with each panel, the passage of time is marked by a rising DOOM percentage level, a countdown clock to the Old God’s return. Every step of the investigation must be leveraged carefully to survive all five cases and keep armageddon at bay.