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It was with fearful fingers that I gently unwrapped the eldritch
green box, its fearful contents only hinted at from the brooding
image of an unearthly denizen on its front. Trembling slightly,
knowing there was great horror to come, I eased myself into my armchair
and prepared to enter the mind of a man whose dark attachments to
this Earth could turn even those of the most steely disposition
to madness. After all, we live on a placid island of ignorance in
the midst of black seas of infinity, and it was not meant that we
should travel far.
Although
I have never read any works by H P Lovecraft, as a spotty, bespectacled
teenager I encountered his Cthulhu Mythos through the superb role-playing
game Call of Cthulhu. Strewn with quotes from Lovecraft's
gothic works, the tales we explored through this medium were dark
and brooding insanity-laden trips through parts of the world where
things older than time reside. These creatures, denizens of the
blackness of space, were infinitely superior to mankind in every
way, and had in fact created mankind purely by accident and turned
us into their playthings. So as soon the opening credits to the
game rolled, I was flung back into the 1920s as a private investigator,
and once again the clammy fingers of fear contorted my spine and
made the hackles rise.
This
particular tale tells of an investigator sent to Innsmouth, to investigate
the disappearance of an up and coming store manager. Right from
the outset it is clear that he is not welcome; the citizens refuse
to talk to him, brutal looking policemen block his way into areas
he needs to investigate and even the local hostel keeper and bus
driver are in deep cahoots about something sinister. It isn't long
before these foreboding proceedings start a series of flashbacks
to a similar time six years ago, previously submerged in the investigator's
subconscious, and powers of insight and intuition make him realise
that he's a lot more involved in the murky goings-on than he had
originally thought.
So
how have the game developers deigned to immerse us in this sublimely
creepy gothic horror? To start with, it is done in a first person
perspective, and I initially thought I'd be bringing out the 1920s
style armaments and gunning down bizarre creatures from dark depths.
However, this definitely wasn't to be the case; guns aren't introduced
until quite far into the game. Also, you are up against humans with
a secret for the first third of the game, and while there are grisly
encounters of the murderous kind, the eldritch creatures are only
hinted at until you're well past some superb set pieces. Instead
of the game being a run and gun, it's a cleverly crafted adventure
game in which you explore Innsmouth, speaking to as many people
as you can, gathering information through newspaper clippings, journals
found, and even bribing the town drunk with rum.
What
is immediately different about this game is that there is no on-screen
interface. There's no health bar, no ammo counter, no inventory
option - nothing; only what you can see right in front of you. Objects
can be manipulated by getting close to them and pressing the A button;
books can be picked up, bolts moved in doors, keys stolen and so
on, but there is nothing onscreen to indicate where you should be
looking; no crosshairs, no flashing directional indicators, no compass.
However, that doesn't mean you're not affected by your surroundings;
you are, and the indicators are far more dramatic and involving
than your bog-standard health counter in the corner of your screen
from other titles. Instead, if you are hit by an axe, or are shot,
you get a blood splatter across the screen. Take too much damage
and your movements will slow, your sight will grey out through lack
of blood and unless you apply bandages, splints and even a shot
of morphine, you will die. Also, you suffer various visual effects
through such things as vertigo and sanity loss, after seeing something
grisly or supernatural. It is incredibly disconcerting when this
happens and the perspective warping visual effects made me feel
a little queasy.
Thankfully,
the game eases you into the basics and at first you accomplish more
by sneaking around and looking at every object you come across.
For example, the aforementioned rum can be picked up from the locked
store where the manager went missing, but to do so you have to sneak
past a rather ugly policeman. If found you are ejected onto the
streets sans rum and have to try again. It took me ages to realise
that I had to block a door with a bookshelf to buy time before the
copper got into the store and then find a trapdoor into the cellar
to hide. Once certain tasks have been achieved, the game will present
the next course of action, usually through the voiceover. For example,
there was nothing further to accomplish, so the investigator announced
he was tired and should crash at the local hostel.
This
led to a grisly discovery in the landlord's back rooms and then
a horrendous dash through the rooms of the hotel chased by mad axemen!
This section of the game, while cleverly crafted and absolutely
terrifying, was incredibly hard and made for quite a few frustrating
moments, which is one of the flaws of the game; the suspense and
horror is broken up too much by periods where you're just getting
cut down, gunned down or completely stuck as to what to do next.
This frustration made me lose interest at one point, until I chanced
upon an online forum discussing various stages of the game and how
best to approach them. I defy anyone to complete Call of Cthulhu
without doing the same!
You're
not going to realise the true horror of the game until at least
a third of the way in, when suddenly you have many elements coming
together; bloody stealth and stabbing sequences; eerie ghostly children
testing your sanity; sightings of monsters locked in cellars, pulling
bodies through broken sewer grills by gruesome tentacles, and a
remarkable set piece aboard a ship when one of the larger and much
nastier Elder Gods rises from the depths. Graphically you're dragged
deeper and deeper into insanity as you progress throughout the game.
From the outset the sight of mutilated bodies in cramped and dirty
houses, suicide victims in empty stores and piles of bodies being
dropped down the sewer for goodness knows what to eat are enough
to well and truly set the scene, but when this is coupled with the
incredibly creepy looking possessed folk of Innsmouth and an air
of darkness and decay pervading all, you're going to be well and
truly creeped out. This is all before you're hit by the sheer scale
of these Elder Gods, and it's a great visual build up to these points.
While
many of the effects of insanity and bad health are presented visually,
many of the cues are taken from the sound as well; the vertigo effect
you see when looking down from a great height is coupled with a
dull thudding echoey sound; the sign you're close to death, besides
the ragged breathing and blood splatters on the screen, is depicted
by ragged breathing and desperate mutters; the twisting, blurring
effects of oncoming mental derangement are tied together nicely
with your character muttering about being watched, chased, or otherwise
stalked by goodness knows what. This last is particularly effective,
and some sounds even had me looking over my own shoulder to make
sure it was purely an in-game audio effect. The music is mostly
incidental, playing nicely on twisted violins strings and tortured
pianos, but during some of the darker or more exciting set-pieces
it picks up the pace nicely and adds to the tension and terror.
Yikes, I'm actually getting a shiver remembering all this!
Unfortunately,
the game has one major drawback - replayability. It has four difficulty
settings but the latter ones can only be unlocked by completing
the two former ones. However, unless you're particularly bloody-minded
and really want a deadly challenge, once you've played through the
very linear storyline once it's unlikely you're going to want to
do it again. Even though the story is very well told, the frustration
involved means that there would probably be too much more hair pulling
in later difficulty settings to really enjoy another romp through
it. There's no online or multiplayer aspect to it either, which
loses it a few points; co-operative play in some levels would have
been simply be amazing.
I
have to congratulate Headfirst Productions for not only taking on
Silent Hill, Resident Evil and Eternal Darkness for the top dog
survival horror title, but also presenting the atmosphere engendered
by the works of Lovecraft in a remarkably faithful fashion. It's
definitely something different and while it's not going to be the
average gamer's best Christmas title, puzzle fanatics, horror fans
and thrill seekers are really going to love this one. However, before
you delve into the dark mind-bending world of the creators of this
game I must leave you with words of warning from the master himself:
"Men of broader intellect know that there is no sharp distinction
betwixt the real and the unreal..." You have been warned.
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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