Be
notified of site updates. Sign-up for the Newsletter sent out
twice weekly.
Enter
E-Mail Address Below:
Call of
Cthulhu: Dark Corners of the Earth
Score: 7.9 / 10
I know who H.P. Lovecraft is but I think I
can honestly say I’ve never read any of his creepy stories. (I may have
read something of his in a thick collection of short stories from Weird
Tales.) I only know of his work indirectly so I can’t comment on how
well Call of Cthulhu: Dark Corners of the Earth sticks to the Cthulhu
mythology but the game itself is a great mix of fear-inducing
situations, adventure game elements, and an invisible heads-up display.
It actually reminded me a little of the original System Shock, though
with far less emphasis on role-playing elements.
You play as Jack Walters – a not entirely mentally stable private
investigator from the 1920s. After living through six years that Jack
can’t quite remember he’s hired
to find a missing person in the ultra
creepy port town of Innsmouth. Right away you know something is very,
very wrong – the game conveys a foreboding sense of evil and malevolence
all the way through with some very decrepit locales and plenty of dark
corners. (And crazy-ass cultists shooting it out with police in the
opening scene also help a bit.) This feeling is somewhat heightened
thanks to the
Advertisement
fact he goes without a weapon for a very long time. I’m not talking
about Gordon Freeman finding a crowbar length – I was quite a few hours
in before even being able to equip a gun! It’s a nice break from
convention and it’s only one of a few areas where Call of Cthulhu tries
to stretch the boundaries of the first-person shooter genre.
You can expect to spend a good amount of time not shooting things. After
all as a P.I. Jack spends a great deal of time just sleuthing, but he’s
no slouch when it comes to killing unholy terrors with a variety of
authentic-looking period guns or the always deadly knife in the neck.
Unfortunately Jack can fall victim to bouts of insanity and if his
sanity drops too low – by witnessing horrific acts, etc. – he’ll
actually decide to eat one of his bullets.
Jack’s sanity “meter” isn’t displayed onscreen at any time as Call of
Cthulhu has no on-screen heads-up display to show you how much health
you have left or how many bullets you have in your gun. Jack’s health is
often indicated by red clouding that happens around the screen, the
controller vibrating in tune with Jack’s heartbeat to indicate that
Jack’s taking damage. It also throws off Jack’s aim making it a
necessity to find a safe place to heal up. Again, it’s not as easy as
walking over a health pack – you’ll actually have to use band-aids
and/or splints to help with broken limbs. (Listening to Jack hobble on a
broken leg… oh man, the first few times I heard it made me wince.) Jack
can also inject shots of morphine to handle the pain. But if you do
things right, sneaking whenever possible, some of the physical injury
can be avoided.
Call of Cthulhu seems to be getting a bad rap when it comes to the
graphics department. Though they do appear somewhat “quaint” as they’re
admittedly a few years behind the curve they don’t detract from the
horror/suspense story that the developers were shooting for. They wisely
avoid the whiz-bang effects and stick to the drab, dark tone of the
story, which is actually pretty good. (And they said a first-person
shooter with a dense story couldn’t be done!)
As good as the story is – this coming from an ignorant reviewer that
knows spit-all about H.P. Lovecraft’s writing – there are some
downsides. The first is that no matter how crazy Jack might get, his
monotone descriptions of things around him don’t really convey the kind
of madness that’s creeping around the periphery threatening to take over
his mind. My other real gripe is some really annoying throwbacks to
adventure games of fifteen years ago. Any old school adventurer will
know what I’m talking about when I describe going through a somewhat
complicated series of movements only to screw up at the end then get
shoved back to the beginning without so much as a hint as to what you’re
doing wrong. This happens early on in Call of Cthulhu when Jack has to
infiltrate the offices of the missing man. It took me ages to figure out
why the watchman always found me even if I was crouching in a dark
corner. (Damn you Splinter Cell for making me think all dark corners are
viable hiding places!) But the friggin’ intense chase sequences mostly
make up for this, plus the closing level is one of the best I can
remember.
There is a well-reported bug toward the end of the game that turns the
audio all scratchy. At first you’ll think it’s an insanity effect but
it’s not. It’s hardly a game killer though.
Unfortunately for Call of Cthulhu: Dark Corners of the Earth it will
likely fall into the 4th Quarter Quagmire and not be seen by many
people, which totally sucks, because Call of Cthulhu offers a great
(mature) story, some heart-stopping moments, and some great evolution of
the first-person shooter genre, even if it does have some warts. This is
sure to be one of those cult titles that “serious” gamers will refer to
in the coming years as an underappreciated game, much like Alien Hominid
or Psychonauts.