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Call of Cthulhu: Dark Corners of the Earth (XBOX)

November 10, 2005 By D. Riley

Way back when, some time in the 1980s, came a little game by that seminal animator Don Bluth known as Dragons Lair. It was a perilous quest of a knight for his lost love. The game was flashy, bouncy, and a good bit different than the pixels that were hopping around at the time. It was popular enough to spawn sequels both direct and spiritual, so it must've had something going for it.

Dragon's Lair was also relentlessly unforgiving. Its five button control scheme, four directions and a catch-all 'action', was simplistic enough. In any given scene, perfectly rendered with full animation, the action would pause for a (often all-too brief) moment and prompt the player to guide his avatar, Dirk the Daring. Guided by (often all-too weak) clues on the screen, the player would choose between one of his four direction buttons, or the action button. If he was successful the victor would be moved to the next random room, eventually reaching the goal of his quest, the princess.

But more than likely, considering the lack of detailed clues in most rooms and the 80% chance of choosing the wrong button, the player would fail and the arcade machine would immediately demand another quarter for the 'pleasure' of another expidient five second sequence that would almost assuredly end in another loss and another quarter.

Frankly, I don't know how them people back then dealt with it.

Just like mom used to make.

Call of Cthulhu: Dark Corners of the Earth, a sort of horror-adventure-FPS fusion (semantically similar to the cult classic System Shock 2, but in nowhere near the range of 'awesome') is a game that's been languishing in "development hell" for something to the tune of six years. That the game is playable out of the gate is a miracle in itself, but that's not enough to carry the average gamer's interest. The question is whether or not Dark Corners of the Earth superseded "playable" and was actually "good". This is an especially difficult task for a game so beleagured by the industry, especially when it's got an extremely detailed pedigree to keep faithful to.

I'm going to assume you know who H.P. Lovecraft is and, by association, that you know that big fella by the name of Cthulhu. If not, Lovecraft was a guy who wrote a whole bunch of pulp sci-fi/horror stories back in the 20s and 30s and Cthulhu is his most famous and well-known character. He's a big evil green fellow with a tentacled mouth who, as the legend goes, is trapped under the sea and directs his evil minions via telepathic methods. It's been enough to inspire dozens of roleplaying games, short stories, and B-Movies. The excellent Eternal Darkness that graced the Gamecube a few years back flaunted its Lovecraftian-style mythology.

The game, in actuality, has very little to do with Cthulhu, but Lovecraft built up such a storied history and mythos for these things that there's plenty of room to breath. Some (idiots) people have actually formed real live religions after them. It's insane, I know, but if there's enough there for someone to believe that Googamooga is gonna come down from the sky and torture them for all eternity then there's probably a god or two on the side that Headfirst Games can take advantage of.

Dark Corners of the Earth, which seems to be a first in a series, relates most closely to the Lovecraft story "A Shadow Over Innsmouth", a story about a mysterious town filled with people carrying a strange infection. The game takes a similar path. I'm not going to spoil the story for you, as it's the game's strongest point (which probably isn't saying much), but suffice it to say it's not an infection and they really ARE all out to get you. Dark Corners of the Earth fulfills its legacy to a tee... at times maybe a little to closely, as, aside from super-surprise appearances of J. Edgar Hoover (he's not a monster, despite allegations of crossdressing) there's a good chunk of this game that the reader could've have garnered from spending forty-five minutes with Shadow Over Innsmouth. It's fun to play it in videogame form, but for something that's SUPPOSED to be an original tale (occurring five years earlier than the short story) there sure were a whole lot of familiarities, and maybe a plot hole or two.

The gameplay, then, is what we've gotta put under the screws. Dark Corners of the Earth has its fair share of innovations, like a view completely unobscured by the dials and doo-dads of your standard FPS hub, and a moderately interesting system of first aid involving bleeding wounds and broken legs that actually impair your character. The "Sanity System", though not as robust as the excellent one in Eternal Darkness, heightens a sense of realism that loser-FPS Breakdown could never accomplish with its motion sickness inducing "full" first person perspective. The player might be surprised the first time he looks down at a long drop before a crucial jump and his view goes wavery to simulate Vertigo. Dark Corners of the Earth is a significantly different experience than many FPSes on the market. Heck, the first third of the game takes place with your character, a private investigator by the name of Jack Walters, completely sans-weapon. It's a unique way to make a player feel helpless, just like a guy might in a situation where you've got a hundred scabby townsfolk out for your hide, but after the initial novelty of it wears off it starts feeling a bit like a gaudy videogame trinket. Shiny, but of little value.

Were on-rails car chase sequences EVER fun? I mean, really...

It's got to be a secret developer plot to frustrate the hell out of you. Dark Corners of the Earth is maybe one of the most frustrating I've played in recent time. Dark Corners of the Earth will frequently, and without remorse, throw high speed, intense situations into your face and expect you to muddle your way through them five, ten, fifteen times until you find the exact series of movements that will get you through a five minute sequence intact. Bolt the door, run, bolt the next door, move the dresser, bolt the door, move the next dresser, move the NEXT dresser, open the window, jump across, duck down, run down the hall, climb the ladder. Here the player realizes he's trapped! There's no room for creativity or improvisation. In any given run on an action sequence the player will garner the next segment of the route he needs before suffering a brutal death and being forced to try again. And the time after that put your next quarter in and, if you're lucky, you'll get the NEXT clue. Repeat ad nauseam.

I bet you wondered where that Dragon's Lair connection was gonna come in. Don't ever say I did you wrong.

These high paced sequences don't comprise the whole game, but there's at least one or two of them in each of the game's five subdivisions and from surviving a tidal wave to ringing a gong they're all equally unintuitive. What's even more infuriating is that the shooting sequences in the game are often so pathetically easy as to be a joke. The game's AI (and hit detection) is barely a step above the laughable creatures in Quake II, with enemies staring you right in the face like you weren't even there while you line up your shot or blasting off a shotgun point blank and missing you entirely. One of my most favorite is shooting an unaware townsfolk in the back of the head, garnering exactly NO reaction from the braindead slob. Provided you aren't caught from behind by a cheap shot -- a pretty frequent occurrence, to be fair -- you'll breeze through the combat despite the cumbersome lack of a crosshair on your screen.

Look ma! No crosshair!
No accuracy either!

When you're not falling down bottomless pits or dodging bullets, you'll be solving puzzles, many of which are so abstruse and convoluted as to make the most hardened mid-80s Sierra game cry in horror. Some, like using a chisel on a sewer grate or fetching medkits for wounded Coast Guards, are your standard pathetic action game mismatch. Where Dark Corners of the Earth REALLY shines are the times when it dares you to remember the ONE green crystal you passed in a cavern two hours ago, that it wasn't just part of the background, that you're actually going to need it to power a device, and that the seemingly random item you just picked up is gonna let you get it.

For those infatuated with H.P. Lovecraft, and it is a pretty cool continuity to be "down with", the game offers scads in the way of fan-service. A myriad of races, people, and locales will be familiar to even the casual observer of the Cthulhu mythos, and they're integrated in such a way as to feel natural instead of forced trivia tidbits. Creatures such as the Yithians and the Polyps and (especially) the Deep Ones are rendered in great detail, and their actions are consistent with what you'd expect. In fact, if it wasn't for the fact that so much of the game is stripped right out of the events of A Shadow Over Innsmouth the story could accurately be described as good.

It's awesome to experience some of the things from Lovecraft's story come to life. Great to see them rendered in a medium that isn't a clumsily programmed MUD or a "Sci-Fi Pictures Original". But occult references and giant monsters, as cool as they are, aren't enough to bear the weight of something that just doesn't have enough genuinely exciting gameplay. The game starts out well enough, and there are a good amount of legitimately fun moments, but it's just not $40 worth of fun. Maybe a rental, but I can't see it as a purchase. Dark Corners of the Earth gets points for being a good try, but at the end of the day it's another flashy, bouncy, infuriating-beyond-belief experience, and it doesn't have Dragon's Lair's exquisite Don Bluth character designs to carry its weight. Dark Corners of Earth gets the atmosphere right, but, ironically, it's a long way from being the next Eternal Darkness.

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#1 Glenn Turner Nov 10, 2005 09:54pm

Eternal Darkness was the bee's knees.

Sad to hear Call of.. doesn't deserve to be in the same sentence with it.

#2 Hypatia Nov 18, 2005 12:57pm

It's terribly sad, really, that the author of the review doesn't seem to know much (if anything at all) about the writings of Howard Phillips Lovecraft. Call of Cthulhu: Dark Corners of the Earth is set in one of Lovecraft's most famous towns (apart from Arkham) during the prime era for his writings (the 1920s). Innsmouth and its residents are one of the most classic examples of his lore. The developers, including Chaosium*, did a fantastic job of being both true to his tales and retaining that same ambience that has given the English language and horror fiction so many words in his name. ("Lovecraftian" being a prime example.)

Yes, I enjoyed Eternal Darkness; actually, I'm one of the few who will admit as much. But it is a misnomer to consider it a work of Lovecraftian fiction. True, it uses the famous "Necronomicon" as THE gratuitous ancient tome as would be required in such a work; otherwise it has nothing to do with the master of horror.

In any case, I am shocked. Shocked and appalled to see a nebish like this review such an important and fine game; a game that was obviously worked on by those who loved HPL's works.

I'd go on, about this or other portions of the game, but frankly I'm at work (and I'm stuck -- at home -- in the Gilman Hotel). What's worse, is I have a new living arrangement and a bit of ADHD (not an excuse, a mere reason), but I'll get past it and finish it, because truly, I love this game. Nothing, in movies or gaming, has come this close to recreating the "feel" of Lovecraftian horror outside of his own work.

*Chaosium is a publishing house that's been around since the very early 80s. It has primarily published table-top rpgs designed around -- you guessed it -- HPL's works. Called Call of Cthulhu, I've got just about everything they put out, starting when they did. Yes, kiddies, that's right. I'm an oldster. 8)

#3 D. Riley Nov 18, 2005 01:27pm

Hypatia wrote:
It's terribly sad, really, that the author of the review doesn't seem to know much (if anything at all) about the writings of Howard Phillips Lovecraft. Call of Cthulhu: Dark Corners of the Earth is set in one of Lovecraft's most famous towns (apart from Arkham) during the prime era for his writings (the 1920s). Innsmouth and its residents are one of the most classic examples of his lore. The developers, including Chaosium*, did a fantastic job of being both true to his tales and retaining that same ambience that has given the English language and horror fiction so many words in his name. ("Lovecraftian" being a prime example.)

Did I not mention Innsmouth? Did I not make copious references to Lovecraft and his work?

I don't think you even READ the review, you whiny crybaby. If you had, you'd note that the setting and ambiance is basically the only thing I found worthwhile about the game.

Quote:
Yes, I enjoyed Eternal Darkness; actually, I'm one of the few who will admit as much. But it is a misnomer to consider it a work of Lovecraftian fiction. True, it uses the famous "Necronomicon" as THE gratuitous ancient tome as would be required in such a work; otherwise it has nothing to do with the master of horror.

Lovecraftian. i.e.: "relating to or similar to the works of Lovecraft". Is there a better way to describe the 'cosmic horror' genre?

Tell me, have you ever taken a course in English all your life? Obviously I'm aware that Chaturgah et al were not created by Lovecraft When I say things like this:

The Review wrote:
Dark Corners of Earth gets the atmosphere right, but, ironically, it's a long way from being the next Eternal Darkness.

Ironically, as in: Eternal Darkness, despite not being part of Lovecraft's mythos, makes a BETTER Lovecraft game.

Also, the Necronomicon is not in Eternal Darkness. The words are never even spoken. What you're thinking of is the "tome of eternal darkness".

Quote:
In any case, I am shocked. Shocked and appalled to see a nebish like this review such an important and fine game; a game that was obviously worked on by those who loved HPL's works.

Yes. They loved them so much that at least 25% of the game is copied directly from them. What isn't copied goes out of its way to either create paradoxes in Lovecraft's story or is just outright silly.

Frankly, basing a game on the Lovecraft mythos is pretty illogical anyway, consdering a good bit of the stuff therein makes the characters dead or insane JUST BY LOOKING AT THEM.

Quote:
I'd go on, about this or other portions of the game, but frankly I'm at work (and I'm stuck -- at home -- in the Gilman Hotel). What's worse, is I have a new living arrangement and a bit of ADHD (not an excuse, a mere reason), but I'll get past it and finish it, because truly, I love this game. Nothing, in movies or gaming, has come this close to recreating the "feel" of Lovecraftian horror outside of his own work.

So you're stuck at the Gilman Hotel. You're not even three hours into the game and now you're the expert?

Right.

Listen I have no problem with constructive criticism, but this baseless crap, this deritus you're spewing out onto the internet could never be adequately described as such. You clearly read snippets of my write-up and then got so agitated that there was someone in the universe that could have a differing opinion about the game that you just had to vomit your poorly informed, or worse outright fallacies, for the rest of the world to see. What, are you the hero now? Is everyone going to rush to your banner and give you honeyed cakes and untouched virgins?

The most astounding, again, is that you are commenting on this as if you are the sole definer of what makes this game suitable for the Lovecraftian mythos and you haven't even beaten it. Hell, you're not even a quarter of the way through!

Go back to GameFAQs, troll. You get no love here.

#4 The Joel Nov 18, 2005 08:46pm

Two words: Oh and Snap. That was all the way live.

#5 Hypatia Nov 21, 2005 08:36am

Oh yes, I'd completely forgotten about your childish retort until I got an email saying someone else had posted a response.

Well, there are /so/ many things I'd love to debate with you about your review, but because you were so adult in your initial response, I just won't. Obviously, no one on this site has ever critiqued your reviews before, or you are simply insecure and all around bad at taking criticism yourself.

So, whilte I won't go "back" to GameFAQS, I will go back to my usual haunting ground, and I'd appreciate the owner of this board taking my registration off this list, because you win, you silly boy.

I won't trouble you again, because I won't associate myself with such an infantile and innane place such as this again.

What an ambassador you are! You and your cohorts must be proud.

#6 D. Riley Nov 21, 2005 10:19am

Reap what you sow. If you hadn't come in here bandying about ad hominems like they were going out of style then maybe you would've gotten a more congenial response.

In the parlance of our times: you started it.

:(

#7 Benedict Nov 21, 2005 06:19pm

Yeah, well your face is dumb.

#8 D. Riley Nov 21, 2005 07:08pm

You smell like butt!!