The relationship between books and video games is… complicated. For every Witcher 3 that redefines storytelling in the medium, there’s a Call of Cthulhu that stumbles under the weight of its own lore. But when it works, adapting a book into a game can breathe new life into beloved narratives—turning prose into playable worlds.
Today, we’re digging into three book-to-game adaptations that nailed it, and two that missed the mark, with a focus on narrative translation, worldbuilding, and emotional fidelity.
Got It Right
1. The Witcher 3: Wild Hunt

Based on: The Witcher Saga by Andrzej Sapkowski
Developer: CD Projekt Red
Why it works:
Instead of simply recreating Sapkowski’s books, The Witcher 3 extends them. It honors Geralt’s complex moral compass, the political entanglements of the Continent, and the dry humor of the original novels, all while offering player agency that feels narratively earned. The game captures the heart of the series: blurred lines between good and evil, intimate relationships, and a world on the brink.
Best moment:
The “Bloody Baron” questline mirrors the books’ emotional nuance, presenting a tragically human antagonist in a way that wouldn’t feel out of place in literary fiction.
2. Metro 2033

Based on: Metro 2033 by Dmitry Glukhovsky
Developer: 4A Games
Why it works:
Metro 2033 is a masterclass in environmental storytelling. The game adapts Glukhovsky’s post-apocalyptic Moscow subway system with claustrophobic precision, while preserving the book’s themes of isolation, ideological decay, and survivalist paranoia. Its slower pace and eerie quiet reflect the novel’s psychological tension.
Bonus:
The author was involved in the game’s development, which shows in its narrative fidelity and attention to philosophical depth.
3. Dune: Spice Wars (Early Access)

Based on: Dune by Frank Herbert
Developer: Shiro Games
Why it (mostly) works:
While Dune adaptations often get lost in the sand, Spice Wars takes a fresh approach by focusing on the strategic tension of the source material. Rather than a hero’s journey, it lets you play political chess in the harsh desert of Arrakis. It’s less about story beats and more about systemic storytelling, which is exactly what Herbert’s books did under the surface.
Got It Wrong
1. Call of Cthulhu (2018)

Based on: Works by H.P. Lovecraft
Developer: Cyanide Studio
Where it stumbles:
While it captures the moody atmosphere of Lovecraft’s work, the actual narrative is clunky, overly linear, and lacks the existential dread and unknowable terror that define the Mythos. What could’ve been a psychological descent into madness often feels like a checklist of horror clichés. Worse: Lovecraftian horror relies on suggestion and incompleteness—elements hard to pull off in a structured video game.
What could’ve saved it:
A more fragmented narrative structure, unreliable mechanics, or fourth-wall-breaking design choices to reflect madness would’ve been truer to the source.
2. I, Robot: The Game (2004, Mobile)

Based on: I, Robot by Isaac Asimov
Developer: Visiware
Where it stumbles:
This forgotten mobile tie-in did little to honor the philosophical core of Asimov’s work. Instead of leaning into the ethical dilemmas of robotics, it delivered a generic action game. It missed the chance to create a gameplay loop based on the Three Laws of Robotics, which could’ve been an incredible mechanical storytelling device.
What we needed:
A logic-driven puzzle narrative or moral decision system around AI would’ve been a much better fit, and a more innovative game.
The Takeaway
A great adaptation doesn’t just copy the story—it translates the soul of the book into a new language: gameplay. When done right, games can deepen our connection to beloved novels, inviting us to live within their pages. When done wrong… well, it’s a reminder that not every great book makes a great game.