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Post Mortem: Call of Cthulhu: Dark Corners of the Earth

Call of Cthulhu: Dark Corners of the Earth

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As a preface for reading This post, please have this playing in the background.

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Published by: Bethesda Softworks / 2K Games
Developed by: Headfirst Productions
Genre: First-Person Adventure
Number of Players: 1
Release Date:
US: October 24, 2005
MSRP: $39.99
ESRB Content Descriptors: Blood and Gore, Intense Violence, Strong Language, Use of Drugs and Alcohol
Also Available On: PC

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Introduction

Call of Cthulhu -- Dark Corners of the Earth is a first-person horror game that combines intense action and adventure elements. You will draw upon your skills in exploration, investigation, and combat while faced with the seemingly impossible task of battling evil incarnate.

Other than fighting, you have the ability to interact freely with characters and the gaming environment. To increase the sense of immersion, there is no interface or 'HUD' on screen at any time during normal gameplay. Instead, more intuitive methods are available for you to assess your condition, ammunition levels, and other relevant information. The combat within the game is extremely realistic, with a detailed damage and healing system that breaks down the healing process into conditions and treatments - rather than having the typical FPS 'health packs' lying around everywhere.

The game also allows you to stamp your own style onto the proceedings via an advanced AI system that can react to your method of play. Cthulhu enemies can roam freely around the environment - opening doors and tracking you down single-handedly or in groups. To stay alive you won't just be able to outshoot them, you'll need to outthink them as well.

You will have to keep your mental health in check as you are exposed to the increasingly shocking images of the Cthulhu Mythos. You will need to combat enemies using the environment, powerful and evil artifacts, Alien technology, or by fighting with weapons that are completely authentic for the period.

Set during the 1920s, Call of Cthulhu is based on the Cthulhu Mythos of HP Lovecraft, an American writer of fantasy and horror. Lovecraft's stories tell of unthinkable evil, psychic possession, and mythical worlds and his work has profoundly influenced numerous fantasy and science fiction writers, including Stephen King and Anne Rice.

The technology powering Call of Cthulhu has provided Headfirst with the means to present an incredibly detailed and accurate depiction of the sights and sounds of this unique 1920's New England setting. A diverse range of cutting edge special effects is utilized to ensure both unprecedented levels of realism and an exact portrayal of your mental degredation.

Key Features:

Diverse array of levels from quaint towns to alien locations, including Deep One City

Dynamic Sanity system resulting in hallucinations, panic attacks, vertigo, paranoia, and more!

Incredibly detailed real-time graphics with atmospheric lighting and dynamic shadows

Intelligent gameplay involving puzzle solving as well as combat and exploration

1920s weaponry and vehicles as well as evil artifacts and alien technology

Lovecraft's famous monsters and locations

H.P. Lovecraft

Howard Phillips Lovecraft (August 20, 1890 – March 15, 1937), of Providence, Rhode Island, was an American author of fantasy, horror and science fiction.

Lovecraft's major inspiration and invention was cosmic horror: life is incomprehensible to human minds and the universe is fundamentally alien. Those who genuinely "reason", like his protagonists, gamble with sanity. Lovecraft has become a cult figure for his Cthulhu Mythos, a series of loosely interconnected fictions featuring a pantheon of human-invalidating entities, as well as the famed Necronomicon, a grimoire of magical rites and forbidden lore. His works were deeply pessimistic; myths directly assaulting Enlightenment, Romanticism and Christianity.

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H. P. Lovecraft’s name is synonymous with horror fiction; his writing, particularly the “Cthulhu Mythos”, has influenced fiction authors worldwide, and Lovecraftian elements may be found in novels, movies, music, comic books and cartoons. For example, the insane villains of Gotham City in the Batman stories are said to be incarcerated at Arkham Asylum - Arkham being an invention of Lovecraft’s. Many modern horror writers — such as Stephen King, Bentley Little, Joe R. Lansdale, to name just a few — have cited Lovecraft as one of their primary influences.
Lovecraft's fiction has been grouped into three categories by some critics. While Lovecraft did not refer to these categories himself, he did once write, "There are my 'Poe' pieces and my 'Dunsany pieces' — but alas — where are my Lovecraft pieces?"[5]

Macabre stories (approximately 1905–1920)
Dream Cycle stories (approximately 1920–1927)
Cthulhu Mythos/Lovecraft Mythos stories (approximately 1925–1935)

Some critics see little difference between the Dream Cycle and the Mythos, often pointing to the recurring Necronomicon and subsequent "gods". A frequently given explanation is that the Dream Cycle belongs more to the genre of fantasy, while the Mythos is science fiction. Also, much of the supernatural elements in the Dream Cycle takes place in its own sphere or mythological dimension separated from our own level of existence. The Mythos on the other hand, is placed within the same reality and cosmos as the humans live in.

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Much of Lovecraft's work was directly inspired by his nightmares, and it is perhaps this direct insight into the unconscious and its symbolism that helps to account for their continuing resonance and popularity.
All these interests naturally led to his deep affection for the works of Edgar Allan Poe, who heavily influenced his earliest macabre stories and writing style known for its creepy atmosphere and lurking fears.

Cthulhu Mythos

The Cthulhu Mythos encompasses the shared elements, characters, settings, and themes found in the works of H. P. Lovecraft and associated horror fiction writers. Together, they form the mythos that authors writing in the Lovecraftian milieu have used—and continue to use—to craft their stories. The term itself was coined by the writer August Derleth. Although this legendarium is also sometimes called the Lovecraft Mythos, most notably by the Lovecraft scholar S. T. Joshi it has long since moved beyond Lovecraft's original conception.

Robert M. Price, in his essay "H. P. Lovecraft and the Cthulhu Mythos", sees two stages in the development of the Cthulhu Mythos. The first stage, or "Cthulhu Mythos proper" as Price calls it, took shape during Lovecraft's lifetime and was subject to his guidance. The second stage occurred under August Derleth who attempted to categorize and expand the Mythos after Lovecraft's death.

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The essence in the Mythos is that the human world and our role in it are an illusion. Humanity is simply living in a fragile bubble, unaware of what lies behind the curtains or even of the curtains themselves, and our seeming dominance over the world is illusory and ephemeral. We are blessed in that we do not realize what lies dormant in the unknown lurking places on Earth and beyond. As Lovecraft famously begins his short story, The Call of Cthulhu, "The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents."

Now and then, individuals can, by accident or carelessness, catch a glimpse of, or even confront the ancient extraterrestrial entities which the mythology centres around, usually with fatal consequences. Other times, they are represented by their non-human worshippers, whose existence shatters the worldview of those who stumble across them. Human followers exist as well. Because of the limitations of the human mind, these deities appear as so overwhelming that they can often drive a person insane. They are portrayed as neither good or evil; within the Mythos these are concepts invented by our species as a way to explain inexplicable intentions and actions.

The Call of Cthulhu was the premiere story in which Lovecraft realized and made full use of these themes, which is why his mythology would later be named after the creature in this story, as it defined a new direction in both his authorship and in the horror fiction genre. This is also the first and only story by Lovecraft where humans and one of the cosmic entities called the Great Old Ones comes face to face.

Most of the elements of Lovecraft's Mythos were not a cross-pollination of the various story-cycles of the Lovecraft Circle, but were instead deliberately created by each writer to become part of the Mythos — the most notable example being the various arcane grimoires of forbidden lore. So, for example, Robert E. Howard has his character Friedrich Von Junzt reading Lovecraft's Necronomicon in "The Children of the Night" (1931), and Lovecraft in turn mentions Howard's Unaussprechlichen Kulten in both "Out of the Aeons" (1935) and "The Shadow Out of Time (1936). Howard frequently corresponded with H. P. Lovecraft, and the two would sometimes insert references or elements of each others' settings in their works. Later editors reworked many of the original Conan stories by Howard; thus, diluting this connection. Nevertheless, many of Howard's unedited Conan stories are arguably part of the Cthulhu Mythos.

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The Mythos usually takes place in fictional New England towns and is centered on the Great Old Ones, a fearsome assortment of ancient, powerful deities who came from outer space and once ruled the Earth. They are presently quiescent, having fallen into a death-like sleep at some time in the distant past. The most well-known of these beings is Cthulhu, who currently lies "dead [but] dreaming" in the submerged city of R'lyeh somewhere in the Southeast Pacific Ocean. One day, "when the stars are right", R'lyeh will rise from beneath the sea, and Cthulhu will awaken and wreak havoc on the earth.

Despite his notoriety, Cthulhu is not the most powerful of the deities, nor is he the theological center of the mythos. Instead, this position is held by the demon-god Azathoth, an Outer God, ruling from his cosmically centered court. Nonetheless, Nyarlathotep, who fulfills Azathoth's random urges, has intervened more frequently and more directly in human affairs than any other Outer god. He has also displayed more blatant contempt for humanity, especially his own worshippers, than almost any other Lovecraftian deity.

Gameplay

The game is notable for featuring no HUD - instead of an overlaid health meter, the character's condition is relayed through the sound cues of his heartbeat and breathing, which become more pronounced when wounded.

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The character loses sanity when he looks directly at upsetting aspects of the game world, such as mutilated bodies or precipitous drops. Sanity loss can lead to hallucinations and visions, which manifest as graphical anomalies, sound distortion and changes in control sensitivity. If the character is sufficiently disturbed, permanent insanity or suicide will result and the game will end. The game's health system is more realistic than other games of its genre, in that different forms of injury will require different remedies, such as a splint for a broken leg.

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Gameplay mostly comprises unarmed escape and evasion, together with investigative exploration, although weapons and combat are introduced later on. As with most survival horror action/adventure games, ammunition is limited and must be conserved carefully for situations when it will really be indispensable, occasionally requiring the player to avoid combat even when armed. The game as a whole is linear, with only one path through the chapters from start to finish, in contrast with some earlier survival horror games such as the original Alone in the Dark (which is also based on the Mythos).

Levels

Prologue
A Visit to the Old Town
Attack of the Fishmen
Jailbreak
Escape from Innsmouth
The Marsh Refinery
The Esoteric Order of Dagon
A Dangerous Voyage
Devil's Reef
The Air-Filled Tunnels

Innsmouth

The mysterious, poverty-stricken town of Innsmouth lies like a decaying shipwreck on the edge of the Atlantic Ocean. To the casual observer it appears to be nothing more than a derelict coastal town plagued by recession, but closer inspection reveals that something much more sinister casting a dark shadow over Innsmouth.

Founded in 1643, Innsmouth grew steadily into a prosperous fishing port through trade with the West Indies. However, the town's history has been plagued with calamity and now the image of its former past has almost wasted away. The town itself is a half deserted, crumbling assortment of dilapidated buildings, narrow shabby streets, and cracked, cobbled pavements. The town is separated into two different areas by the Manuxet River, which runs through the middle of the town to the old harbor -- the main focal point. From here, an unmistakable fishy stench constantly emanates, adding to the unpleasantness of the surroundings.

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The area around Innsmouth consists mainly of vast uninhabitable marshlands and steep hills, isolating the town from outside influences. It is partly this seclusion that has stunted the town's growth; meaning modern amenities such as electricity, gas, and automobiles are not available to many of its inhabitants.

Little is known of Innsmouth's past, or what caused it to fall into such economical decline. Back in the 1820's there was a sudden unprecedented increase in the town's affluence through the export of gold from a newly established refinery. Rumors as to source of the gold indicate it originated from dealings with natives from an island south of the Pacific Ocean. However, this period of wealth seemed to lead to a much darker stage in the town's history, during which is was struck by a plague seemingly brought by one of the trade ships. Soon afterwards it is believed that a new religious cult became the prominent source of control in Innsmouth, ruling with a rod of iron and striking fear into the town's inhabitants.

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Since then, the town has become a foreboding place, desolate and unwelcoming to visitors. The few residents seen outside their homes appear to be cursed with some peculiar condition described in various stories as "The Innsmouth Look." There are unsavory rumors of inbreeding or a resurgence of the former plague, but there is no mistaking that there is something abnormal about the people of Innsmouth. They shuffle about clumsily with an arched posture, their eyes appearing large and unblinking, and their skin seems to exhibit a curious appearance -- a repulsive, pale-greenish scaly taint.

The people are notoriously inhospitable to outsiders, either ignoring them or questioning them aggressively. This attitude -- in combination with its dark past and disturbing atmosphere -- has resulted in Innsmouth having very few visitors. If anyone does come to stay, they very rarely stop overnight.

Other Locations

Strange House

A decrepit manor house located in Boston, Massachusetts first visited on September 6th, 1915. The manor was inhabited by a cult called the Fellowship of the Yith which numbered about 20, and was led by one Victor Holt. While a mess on its own, the areas directly underneath were revealed to bear a morgue, related medical facilities, and incredibly enough, functioning Yithian technology. On the same night Mr. Walters is sent to investigate Victor Holt's constant screaming and insane actions, the house is assaulted by police forces and the barrier is entered by Jack. It is on this same night that something so twisted and so very disturbing occurs to Jack that he is driven insane and is committed to the Arkham Asylum.

Arkham Asylum

The infamous psychiatric hospital from the Mythos. First visited after the aforementioned manor investigation, owing to a significant and sudden change in the protagonist's personality and mental features. A notable number of surreal flashback sequences involving the Sanitarium are experienced throughout the game, and a few actual revisits take place.

Marsh Refinery

A gold refinery owned by the Marsh family in Innsmouth, which was watched carefully as its high gold bar output did not match up with its low ore input. The refinery was raided by the FBI on February 8th, which uncovered a Cthulhu shrine and evidence of efforts to sell a deadly contagion to enemies of the state. Subsequently demolished with explosives.

Esoteric Order of Dagon

The entire town came under a combined land-and-sea siege on the 9th following the refinery raid. The only thing that proved problematic was the main Order building, which was spared from heavy weapons due to the wanted arrest of a man still inside, and showed itself to be nigh-impossible to breach by US Marines.

Urania

A United States Coast Guard cutter with modest armament, visited on the 10th. Aiding the raid effort, the ship was part of a group heading to Devil's Reef, following up on a lead provided by the FBI. Unfortunately, its close proximity to the Reef brought it the unwanted attention of the Deep Ones and Father Dagon himself, which resulted in the eventual sinking of the ship and possibly the loss of all hands. In the early stages of the battle, the Deep Ones boarded the vessel and began to raid it, killing all on deck. Dark wizards cast spells on the sea to create rogue waves, which caused all hands on deck at the time to be lost to the sea. With the damage done by Father Dagon, the vessel slipped beneath the waves, yielding only Mr. Walters alive. Most went down with the ship or were taken by the Deep Ones. Later, we find that at least one sailor survived only to be killed by an unseen monster.

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Devil's Reef

A tumultuous and unsafe reef that lies about half a mile from Innsmouth harbour, just off the coast of Massachusetts. While authorities know that Devil's Reef has old smuggling tunnels that lead all the way beneath the seabed, only a few know that the area is also home to a great underwater city.

Y'ha-nthlei

A large underwater city located a significant distance below Devil's Reef, well out of the sight of most people. A USN submarine part of the raid initially had difficulty in trying to torpedo it, due to the presence of a protective magic barrier that was being maintained by Mother Hydra. In fact, Jack learns on board the Urania that the submarine sank.

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Pnakotus

The great library city of the Yith. Only seen formally if one gets the highest-ranking possible at the end of the story, although parts of it are seen in earlier, intermittent sequences. Even then, the formal viewing is brief as it starts just a few moments before a Flying polyp assault. However, the true vision is revealed when having an A rating, indicating that the Librarian Yith also swapped minds with Jack Walter's father in the past, and just when his father was about to go back in time, The Librarian Yith had used his body to impregnate Jack's mother shortly before swapping back. In flesh, Jack Walters is human, but in mind, his father is a Yithian, and that was the source of his psychic powers.

Weapons

Activating the secondary function on most ranged weapons will switch them to aimed mode, which allows for better accuracy. The game is unusual in that it does not have an artificial on-screen targeting reticle - instead, the player must more realistically use the iron sights on the weapon models themselves.

Crowbar

The first of two mêlée weapons available in the game. Rather underwhelming and only really useful for situations where one wishes to conserve ammunition, such as against a helpless target.

Stag Knife

A fixed-blade, clip-point stag knife. There is dried blood on it, and can be used to perform a quick one-handed strike or two-handed stabbing thrust. The thrust attack will quickly and silently drop an enemy if he is unaware of the protagonist.

Colt M1911

The well-known semi-automatic self-loading pistol designed by John Browning. It fires the proven .45 ACP cartridge, and a few shots into the torso will take care of most targets. Has simple, low recoil enabling the protagonist to fire approximately 4 rounds in the quick succession of one second.

Smith & Wesson Model 1917 Police revolver

A double action revolver that fires the .45 Long Colt cartridge. The weapon has high recoil, and firepower slightly higher than the M1911A1.

12 Gauge elephant gun

A break-action shotgun that chambers two 12-gauge buckshot shells side-by-side. Effectiveness decreases considerably with distance, and it is among the first weapons the player will get in the game.

Springfield 1903 rifle

A bolt-action rifle that loads .30-06 Springfield rounds from a stripper clip. It is the most damaging ranged weapon on a per-shot basis, but the act of cycling the action after every shot makes it less than suitable for close-range engagements, and the very slow reload makes it a risky choice when engaging multiple enemies.

Thompson Machine Gun

The infamous fully automatic Tommy-gun, fed from a 50-round drum magazine carrying .45 ACP in an ammunition pool separate from the M1911's. The weapon's high rate of fire, large capacity magazine and hard-hitting power make it unmatched for handling multiple enemies, but its tendency to jump about makes it very difficult to aim during sustained firing or over long ranges.

Energy weapon

A powerful Yithian directed-energy weapon that can be fired in quick taps or charged for more power, but too much charging causes a shut down. The white energy beam produces fantastic electrical effects, especially when used on water. The weapon has no sights, but the energy bolts it fires can be used much like tracer ammunition to "walk" the gun onto the target. Has unlimited ammunition but there is a delay between shots. This may correspond to the "curious weapons of molecular and atomic disturbances" wielded by the Elder Things in the Lovecraft's "At the Mountains of Madness."
 
Jack Walters

Jack was born in Boston, Massachusetts in 1890 - the youngest of three children. His father was an alcoholic and a gambler, rarely at home, committing suicide when Jack was only 10 years old. Jack’s mother worked long hours to support the family, dying just a few years after Jack’s father. The young Jack was taken into care and joined the police force a few years later. It was at work he excelled, quickly becoming a much-admired figure both in the neighbourhood and amongst his fellow peers. By his early 20’s he had already risen to the rank of police detective, demonstrating an unusual instinct for solving cases, even where the evidence was virtually non-existent.

It was on a rainy night on the 6th September 1915 when he was called out to investigate reports of gunshots at a large suburban residence that his life changed dramatically. Although Jack was unfamiliar with the strange occupants of the house, who seemed to be part of some sort of weird witch-cult, they were demanding he handled the negotiations and refused to talk to anyone else. Whilst investigating a hidden basement Jack had his first encounter with the Mythos. But when discovered on the floor of the library several hours later he had no recollection of either the incident or where he had been. Most peculiar of all, the look in his eyes and his turn of expression brought about a fear and repulsion in his colleagues. Jack was committed to Arkham Asylum, a short time later being diagnosed with severe amnesia and schizophrenia.

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It wasn’t until late in 1921 that Jacks rightful faculties returned. Unable to recall anything of the last 6 years, he was once more diagnosed with amnesia and committed to the asylum. On being discharged he set himself up as a private detective in cheaply rented offices. He only takes cases that have a Mythos connection, fuelled by a burning desire to discover more about the dark secrets of the universe and the mysteries of his own past.

Jack suffers from terrible nightmares, and now remembers things from that day, more than six years ago, that he has told no other. But, he keeps it all secret to avoid the possibility of future incarceration in mental institutions. He is a chain smoker and an alcoholic, and aside from a few friends at the nearby Miskatonic University he is a loner.

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Jack is in a downward spiral and desperate for answers, and this is where the main story of Dark Corners of the Earth begins. The date is 6th February 1922, just a few months after Jack’s release from the asylums care. He receives a phone call from Arthur Anderson, the regional manager of a national grocery store chain, who wishes to hire him to look into a missing person case in the town of Innsmouth. Initially Jack is dismissive, but something about the town of Innsmouth as described by Mr. Anderson piques his interest. Stories of strange creatures and unholy rituals, of the town’s unexplained prosperity, and the recent disappearances of several people in the area.

Reviews

IGN 11/4/2005 8.2 out of 10 82.0%
GameSpy 11/1/2005 4 out of 5 80.0%
GameSpot 10/31/2005 8.3 out of 10 83.0%
Game Informer 1/1/2006 6 out of 10 60.0%
Official Xbox Magazine 1/1/2006 6.5 out of 10 65.0%
Thunderbolt 11/10/2005 7 out of 10 70.0%
Eurogamer 10/25/2005 8 out of 10 80.0%
TeamXbox 10/27/2005 8.1 out of 10 81.0%
Game Chronicles 4/2/2006 8.4 out of 10 84.0%
Worth Playing 12/27/2005 7.9 out of 10 79.0%

Sequels

Since the bankruptcy of Headfirst, all three sequels to the game that were in production — Call of Cthulhu: Destiny's End (Xbox/Windows), Call of Cthulhu: Beyond the Mountains of Madness (Xbox/Windows), and Call of Cthulhu: Tainted Legacy (Playstation 2) — are assumed canceled.

Cthulhu

Cthulhu Mythos scholar Robert M. Price, in his introduction to The Cthulhu Cycle, points to Alfred Lord Tennyson's poem "The Kraken" as a major inspiration for Lovecraft's story. The poem depicts the Kraken—elsewhere described as a giant octopus or squid—sleeping "Far, far beneath in the abysmal sea/His ancient, dreamless, uninvaded sleep":

There hath he lain for ages and will lie,
Battening on huge seaworms in his sleep;
Until the latter fire shall heat the deep;
Then once by man and angels to be seen,
In roaring he shall rise and on the surface die.


Price points to the parallels with Lovecraft's creature: a huge, octopoid sea monster, sleeping for ages at the bottom of the ocean (either "dreaming" or "dreamless"), and destined to emerge from his slumber in an apocalyptic age.

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Price also considers the work of Lord Dunsany to be a major source for Lovecraft's dreaming god. Lovecraft himself noted that he read some Dunsany, an author he greatly admired, on the day that he conceived the plot of "Call of Cthulhu"; Price points in particular to "A Shop in Go-by Street", which talks of "the heaven of the gods who sleep", and notes that "unhappy are they that hear some old god speak while he sleeps being still deep in slumber". Another Dunsany work cited by Price is The Gods of Pegana, which depicts a god who is constantly lulled to sleep, because if he should awaken "there will be worlds nor gods no more."

S. T. Joshi and David E. Schultz point to a different set of literary inspirations: Guy de Maupassant's "The Horla", which Lovecraft described in "Supernatural Horror in Literature" as concerning "an invisible being who...sways the minds of others, and seems to be the vanguard of a horde of extra-terrestrial organisms arrived on earth to subjugate and overwhelm mankind"; and Arthur Machen's "The Novel of the Black Seal" (1895), which uses the same "piecing together of disassociated knowledge" (including a random newspaper clipping) to reveal a horrific ancient survival.

Other inspirations for Lovecraft's story are referenced in the story itself--for example, James Frazer's The Golden Bough, Margaret Murray's Witch-Cult in Western Europe, and W. Scott-Elliot's Atlantis and the Lost Lemuria, a work based on theosophy.

"About the pronunciation of the Outside word roughly given as CthuIhu in our alphabet --- authorities seem to differ." So said Lovecraft in a letter to Willis Conover (Selected Letters V, p. 302). The worst part about it is that the ultimate authority, Lovecraft himself, "differed" on the question. He seems to have had at least two distinct pronunciations in mind at different times.

The actual sound --- as nearly as human organs could imitate it or human letters record it --- may be taken as something like Khlul'hloo, with the first syllable pronounced gutterally and very thickly. The u is about like that in full; and the first syllable is not unlike klul in sound, since the h represents the gutteral thickness. The second syllable is not very well rendered --- the l being unrepresented. (Selected Letters V, pp. 10-11.)

To begin with, we are at a notable disadvantage since "the word is supposed to represent a fumbling human attempt to catch the phonetics of an absolutely non-human word. . . . The syllables were determined by a physiological equipment wholly unlike ours, hence could never be uttered perfectly by human throats. . . ." Great. But HPL was not daunted, and neither should we be.

The Shadow Over Innsmouth (Novella)

The Shadow Over Innsmouth" is a novella by H.P. Lovecraft. Written November-December 1931, the story was first published in April 1936 as a small book — this was the only piece of Lovecraft's fiction to appear outside of a periodical during Lovecraft's lifetime.

The story tells of a strange hybrid race, half-human and half-fish, that dwells in the seaside village of Innsmouth (formerly a large town, but lately fallen into disrepair). The townspeople worship Dagon, a Philistine deity incorporated into the Cthulhu Mythos.

Here is a snippet of the novella:

Re-crossing the gorge on the Main Street bridge, I struck a region of utter desertion which somehow made me shudder. Collapsing huddles of gambrel roofs formed a jagged and fantastic skyline, above which rose the ghoulish, decapitated steeple of an ancient church. Some houses along Main Street were tenanted, but most were tightly boarded up. Down unpaved side streets I saw the black, gaping windows of deserted hovels, many of which leaned at perilous and incredible angles through the sinking of part of the foundations.

Those windows stared so spectrally that it took courage to turn eastward toward the waterfront. Certainly, the terror of a deserted house swells in geometrical rather than arithmetical progression as houses multiply to form a city of stark desolation. The sight of such endless avenues of fishy-eyed vacancy and death, and the thought of such linked infinities of black, brooding compartments given over to cob-webs and memories and the conqueror worm, start up vestigial fears and aversions that not even the stoutest philosophy can disperse.

Fantastically, almost all of H.P. Lovecraft's novella's and short stories' can be found online and are public domain. Although Wikipedia provides shakey factual knowledge, WikiSource has the collected works of the Cthulhu Mythos.

In playing this game, the two most important works one should consider reading are The Call of Cthulhu and The Shadow over Innsmouth

Post Mortem

So you liked Eternal Darkness eh? Thought there was something missing did you? Well you're search is over. Call of Cthulhu is the game you are looking for. Despite mediocore reception by the gaming press (shock huh?), this game is one of the greatest gaming experiences one can have. It did have its downfalls here and there, but in the end, the overall package far exceeds any individual issue.

Conclusion

In all these streets no living thing was visible, and I wondered at the complete absence of cats and dogs from Innsmouth. Another thing which puzzled and disturbed me, even in some of the best-preserved mansions, was the tightly shuttered condition of many third-story and attic windows. Furtiveness and secretiveness seemed universal in this hushed city of alienage and death, and I could not escape the sensation of being watched from ambush on every hand by sly, staring eyes that never shut.

I shivered as the cracked stroke of three sounded from a belfry on my left. Too well did I recall the squat church from which those notes came. Following Washington street toward the river, I now faced a new zone of former industry and commerce; noting the ruins of a factory ahead, and seeing others, with the traces of an old railway station and covered railway bridge beyond, up the gorge on my right.

The uncertain bridge now before me was posted with a warning sign, but I took the risk and crossed again to the south bank where traces of life reappeared. Furtive, shambling creatures stared cryptically in my direction, and more normal faces eyed me coldly and curiously. Innsmouth was rapidly becoming intolerable, and I turned down Paine Street toward the Square in the hope of getting some vehicle to take me to Arkham before the still-distant starting-time of that sinister bus.


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Note: This might have been the wrong week to do this >.<
 

bryehn

Member
Awesome post as usual. I absolutely loved this game. Believe it or not, It was the first Xbox game I played. Still bitter about the second one getting canned.
 

joelseph

Member
epic. I have had to repeat the song a bunch allready and I am still not half way though the thread. =)

Good work
 
Awesome post, this could have been one of the best horror games ever. Instead it's one colossal fuck up, they had to turn it into a mediocre shooter didn't they?
I still think the sewers are freaky as hell.
 
Great retrospective. You'd probably have sold me on the game if I didn't already own it on the PC. Excellent game. I felt like it shone a bit more in the beginning when you were doing the investigation. Also there was too much trial and error stuff, but even with that, I would claim it as one of my better games.
 

Kosma

Banned
I almost bought this one during the summer, but it was the Polish language version, and while I speak Polish and would do fine, I refuse to play localized versions. I almost brought back the Dutch (speak dutch too) version of Viva Pinata back to the store too because the Dutch voices were killing me.

I promise to buy it when I see the English version though.
 
Thanks for the positive comments :D

I cannot stress enough how anyone who even remotely liked the game read some of H.P. Lovecraft's short stories...

oo Kosma oo said:
I almost bought this one during the summer, but it was the Polish language version, and while I speak Polish and would do fine, I refuse to play localized versions. I almost brought back the Dutch (speak dutch too) version of Viva Pinata back to the store too because the Dutch voices were killing me.

The VA in the game wasn't...well it was decent, around the same par as ED. When the remake gets into production, that will indeed be fixed lol
 
I beginning to get the sense that you're a fan of horror games.

Disappeared said:
More games need to use those 40's and 50's tunes to set the mood. God those songs are great.

Bioshock did this wonderfully.
 

Ledsen

Member
Oh shit. This may be THE greatest post ever. I bow to you, good sir. Also, the game is fantastic (sadly I never made it past the sneaking around in tunnels near the end -_-).
I suppose it helped that I was a fan of Lovecraft before even hearing about the game.
 

Kosma

Banned
By the way Hito, you're doing an awesome job on these threads every (few) days, I don't always post in them but always take a look at least. What's your motivation?
 
This type of thread is a service to the gaming community, and I hope you're planning some method by which your hard work is rewarded - you would make a good scenario or design planner, for example. Not just saying that because I've read the post, but because I've played the game.

Now, I actually really didn't like the game.

Yet I now know a lot more about it, and gained a new appreciation of the depth of the Lovecraft links.
 

3rdman

Member
Nice post and nice game...for me though, it devolved rather quickly after the opening atmospheric hours. At some point it simply stopped being scary and became just another shooter. All in all, I'd give a 7 but the first few hours its definitely a 9.
 
Wolves Evolve said:
This type of thread is a service to the gaming community, and I hope you're planning some method by which your hard work is rewarded - you would make a good scenario or design planner, for example. Not just saying that because I've read the post, but because I've played the game.

Now, I actually really didn't like the game.

Yet I now know a lot more about it, and gained a new appreciation of the depth of the Lovecraft links.

Well I appreciate that lol

As it stands now, development of the next...project I'm working on is going steadily. There are certain gems that I feel must really be brought into the light and this seems to be the easiest way to do it.

Writing these Post Mortem's and Great Games You Never Played allow me to develop my technique as well as give my own knowledge of games to the community as a whole.
 
Yet another thread title misusing the term post mortem. A post mortem in the general sense is a discussion of an event after it happens, discussing what went right and wrong. Thus a post mortem on a game's development, as done by Gamasutra, makes sense. There are many appropriate terms to describe what this thread is, but post mortem is not one of them. If one insists on using the metaphor of a game as a dead body, obituary is much more fitting than post mortem to describe what this thread is.

When I see such a thread title, I expect to see insight about a game's development or marketing, but these recent threads have not satisfied.


I don't want to be entirely negative here, so I offer a link to many of Lovecraft's short stories on Project Gutenberg Australia. It may be illegal to read the stories if you don't live in Australia, although it seems that they are all actually in the public domain everywhere despite Arkham House's claims.
 
leroy hacker said:
Yet another thread title misusing the term post mortem. A post mortem in the general sense is a discussion of an event after it happens, discussing what went right and wrong. Thus a post mortem on a game's development, as done by Gamasutra, makes sense. There are many appropriate terms to describe what this thread is, but post mortem is not one of them. If one insists on using the metaphor of a game as a dead body, obituary is much more fitting than post mortem.

When I see such a thread title, I expect to see insight about a game's development or marketing, but these recent threads have not satisfied.


I don't want to be entirely negative here, so I offer a link to many of Lovecraft's short stories on Project Gutenberg Australia. It may be illegal to read the stories if you don't live in Australia, although it seems that they are all actually in the public domain everywhere despite Arkham House's claims.

I appreciate your feedback!

Your curtness aside, the post itself is not a post mortem, I agree. Your definition is a beautiful description of the term and is one I agree with as well! On a side note, if you had read the actual post you would have seen your providing links is quite unnecessary.

The Thread ITSELF is the post mortem, not the OP. The OP provides basic information on the game under discussion.

Should you have any other questions, please feel free to post them! I would think, frankly, since you do sound quite intelligent, that you'd reserve any comments on my style to PM's.

Alas, this was a mistaken assumption.
 
as much as i wanted to love DCOTE, and as much as i enjoyed parts of it, the stealth sections were overly punishing and unfun (espescially the later one in the
caverns after you get caught and put in prison
) and i hit one of the show stopping bugs.

i didn't finish it, but i had to play through the first 2/3rds over. there was a glitch on the xbox version that caused a lock up during the section on the boat, and if you got it the only fix? erase your save file and start over.

i did, begrudgingly, slogged my way back past that point and ended up quitting during that stealth section i mentioned earlier.
 

Draft

Member
But it's not a port mortem, in any sense of the word.

Anyway, goddamn, was Cthulhu a crappy game. The first two hours are pretty sweet, when you're exploring Innsmouth and solving puzzles. But then you do the hotel escape sequence, and it gets frustrating, and then you have to sneak past a bunch of eagle eye fish men, and it gets frustrating, then you get a gun and just start slaughtering gibbering horrors by the bushel full, then you get a lightning gun and kill a giant fish. Then you turn the game off and never speak of it again.
 
Draft said:
But it's not a port mortem, in any sense of the word.

Anyway, goddamn, was Cthulhu a crappy game. The first two hours are pretty sweet, when you're exploring Innsmouth and solving puzzles. But then you do the hotel escape sequence, and it gets frustrating, and then you have to sneak past a bunch of eagle eye fish men, and it gets frustrating, then you get a gun and just start slaughtering gibbering horrors by the bushel full, then you get a lightning gun and kill a giant fish. Then you turn the game off and never speak of it again.

The OP isn't but the thread is. If you disagree I apologize, however you did not draft the OP nor were you forced to read it. Thanks for your impressions though.

EDIT: I am adding a specific post mortem portion to the OP, This is something I've done in previous Post Mortems and seem to have failed to do here. Apologies.
 

The Hermit

Member
I have not played or even heard about the game before (the first time I've heard about Cthulhu was in a thread discussing that J.J. Abrams movie)...

But you're now my favorite poster XHitoshuraX.

Gaf should learn from you how to appreciate games, instead of criticizing them.
 

Chiggs

Gold Member
Excellent post. I enjoyed that game tremendously, despite its glaring flaws.

Now, for an incendiary statement: Robert Bloch wrote better Lovecraft stories than Lovecraft did.
 

Akala

Member
I found the game kind of ran out of steam and stopped playing about 3/4 of the way through.

That said, the in-game recreation of the escape scene from "Shadow over Innsmouth" was fanfuckingtastic. :D
 
Chiggs said:
Excellent post. I enjoyed that game tremendously, despite its glaring flaws.

Now, for an incendiary statement: Robert Bloch wrote better Lovecraft stories than Lovecraft did.

You're a brave one Junior...A brave one indeed.
 
Baiano19 said:
I have not played or even heard about the game before (the first time I've heard about Cthulhu was in a thread discussing that J.J. Abrams movie)...

But you're now my favorite poster XHitoshuraX.

Gaf should learn from you how to appreciate games, instead of criticizing them.
i'm glad i played it, but you couldn't make me go back to finish the game. it was so close to brilliant that i truly envy those that could over look it's faults.

at it's best the game was as scary and atmospheric as anything else i've ever played.

the parts in the sewers made me deathly afraid to even enter into the sewers at a later point in the game.

if only the stealth could have been handled better... if only it could have shipped without game killing glitches (even if they only effect a minority of us).

it was hugely amibitious and a lot of potential was realised... i just couldn't be bother to go through another large unfun overly hard stealth section in order to finish it... and saying i had been prepared to play the entire first 2/3rds of the game over again to finish it, that's saying something.
 
plagiarize said:
i'm glad i played it, but you couldn't make me go back to finish the game. it was so close to brilliant that i truly envy those that could over look it's faults.

at it's best the game was as scary and atmospheric as anything else i've ever played.

the parts in the sewers made me deathly afraid to even enter into the sewers at a later point in the game.

if only the stealth could have been handled better... if only it could have shipped without game killing glitches (even if they only effect a minority of us).

it was hugely amibitious and a lot of potential was realised... i just couldn't be bother to go through another large unfun overly hard stealth section in order to finish it... and saying i had been prepared to play the entire first 2/3rds of the game over again to finish it, that's saying something.

I can't stand PC gaming in general, but this was one game I had to play since I refused to look at my Xbox after it destroyed my KOTOR save. To me? In all honesty, I was able to overlook (mostly) everything...except the writting and dialouge...

"Shut your trap mackie"

/sigh

For those that do not have the capacity (read: balls, patience etc :lol ) there is a WONDERFUL video walkthrough of the entire game on youtube. If requested I can provide the link
 
XHitoshuraX said:
I can't stand PC gaming in general, but this was one game I had to play since I refused to look at my Xbox after it destroyed my KOTOR save. To me? In all honesty, I was able to overlook (mostly) everything...except the writting and dialouge...

"Shut your trap mackie"

/sigh
i played it on xbox because it came out much sooner on the system, and because of the analogue leaning/crouching... which just worked so well.
 
XHitoshuraX said:
Your curtness aside, the post itself is not a post mortem, I agree. Your definition is a beautiful description of the term and is one I agree with as well! On a side note, if you had read the actual post you would have seen your providing links is quite unnecessary.

The Thread ITSELF is the post mortem, not the OP. The OP provides basic information on the game under discussion.

I skimmed your post to see if you included links to the source texts but I guess I missed it. My apologies.


I wrote a public comment because you're not the only poster who has made a post mortem thread recently. I didn't write my post just to act smart. I want the misuse of the term to stop since it has a well-defined usage in the context of software that will have nothing to do with this thread unless Headfirst, Bethesda, or Take2 employees post here.


Anyway, overall I support this thread. I started to read Lovecraft's Cthulu stories, including The Shadow over Innsmouth, last weekend, so I certainly appreciate all the information you're providing about the game.

Gameplay mostly comprises unarmed escape and evasion, together with investigative exploration, although weapons and combat are introduced later on.

Since the game appears to be a first person shooter, I was going to ask if it was true to the stealth based nature of Shadow over Innsmouth, but it seems you've answered this question(and most others) already in the OP. It's a good thing if the game really is balanced in that way-Lovecraft's creatures are meant to be feared, not shot at.
 
leroy hacker said:
I skimmed your post to see if you included links to the source texts but I guess I missed it. My apologies.


I wrote a public comment because you're not the only poster who has made a post mortem thread recently. I didn't write my post just to act smart. I want the misuse of the term to stop since it has a well-defined usage in the context of software that will have nothing to do with this thread unless Headfirst, Bethesda, or Take2 employees post here.


Anyway, overall I support this thread. I started to read Lovecraft's Cthulu stories, including The Shadow over Innsmouth, last weekend, so I certainly appreciate all the information you're providing about the game.



Since the game appears to be a first person shooter, I was going to ask if it was true to the stealth based nature of Shadow over Innsmouth, but it seems you've answered this question(and most others) already in the OP. It's a good thing if the game really is balanced is that way-Lovecraft's creatures are meant to be feared, not shot at.
if you haven't seen Dagon, YOU MUST.

don't let the name fool you. it's an adaptation of Shadow over Innsmouth that i thought was brilliant.

many enemies can only be run from. you don't get any guns for HOURS. don't worry about it being first person... just worry about whether or not you can tolerate the way it does stealth.
 
leroy hacker said:
I skimmed your post to see if you included links to the source texts but I guess I missed it. My apologies.


I wrote a public comment because you're not the only poster who has made a post mortem thread recently. I didn't write my post just to act smart. I want the misuse of the term to stop since it has a well-defined usage in the context of software that will have nothing to do with this thread unless Headfirst, Bethesda, or Take2 employees post here.


Anyway, overall I support this thread. I started to read Lovecraft's Cthulu stories, including The Shadow over Innsmouth, last weekend, so I certainly appreciate all the information you're providing about the game.



Since the game appears to be a first person shooter, I was going to ask if it was true to the stealth based nature of Shadow over Innsmouth, but it seems you've answered this question(and most others) already in the OP. It's a good thing if the game really is balanced is that way-Lovecraft's creatures are meant to be feared, not shot at.

I apologize if I seemed overly critical. This took a nice amount of time to complete so my first instinct was to bite, then ask.
 

Chiggs

Gold Member
I think one of the things that I appreciated most about this game was the ending. So perfectly downbeat and depressing.
 
Chiggs said:
I think one of the things that I appreciated most about this game was the ending. So perfectly downbeat and depressing.
Doh de oh, doh de oh, doh de oh doh

I love the way you smile at me baby...

so baby won't you smile for me...
 
Thank you. This is a game I have been deeply curious about. I wanted to get it when it came out, but it slipped under my radar and I'd been wondering if I should track it down.
 

Hesemonni

Banned
Every thread containing the name Cthulhu gets a huge thumbs up from me. That being said the game had its problems, but it also had a great atmosphere. I really enjoyed playing thought it.

E: Also awesome OP. I salute thee.
 
plagiarize said:
Doh de oh, doh de oh, doh de oh doh

I love the way you smile at me baby...

so baby won't you smile for me...

The ending of the book is better IMHO...

But Leroy makes a good point, the characters of Lovecraft's tales are even more useless than those of Silent Hill. In useless I mean to say that they can do nothing but recant their experience.

Guns?

FTL
 

Victrix

*beard*
I love these threads, but after working on one of my own, and seeing how others fare, I'm starting to think GAF is a crappy place to spend the time on them.

They vanish too quickly, and many of them are full of interesting or useful information. I think they belong on a more permanent webpage - or GAF should have an archival type forum where suitable threads of this nature are placed, outside the flow of general conversation. Either that, or they should be pulled out and stuck on a blog or personal website somewhere.
 
leroy hacker said:
Since the game appears to be a first person shooter, I was going to ask if it was true to the stealth based nature of Shadow over Innsmouth, but it seems you've answered this question(and most others) already in the OP. It's a good thing if the game really is balanced in that way-Lovecraft's creatures are meant to be feared, not shot at.
Not quite, the game after the first hour or two becomes a very tipical shooter and the stealth bits really annoying because it's too based around trial and error.
 
Prime crotch said:
Not quite, the game after the first hour or two becomes a very tipical shooter and the stealth bits really annoying because it's too based around trial and error.
it was never a typical shooter. some parts have much more shooting than others, but it was never a typical shooter imho.

you probably think bioshock or deus ex are a typical shooters?
 
Victrix said:
I love these threads, but after working on one of my own, and seeing how others fare, I'm starting to think GAF is a crappy place to spend the time on them.

They vanish too quickly, and many of them are full of interesting or useful information. I think they belong on a more permanent webpage - or GAF should have an archival type forum where suitable threads of this nature are placed, outside the flow of general conversation. Either that, or they should be pulled out and stuck on a blog or personal website somewhere.

I agree! lol

Unfortunately these threads don't seem too popular with the mods as none of them have ever commented on one....hmmm

I just dont have the time to set up a website now..../sigh

In the end though I just hope people read the threads I post :lol
 
plagiarize said:
it was never a typical shooter. some parts have much more shooting than others, but it was never a typical shooter imho.

you probably think bioshock or deus ex are a typical shooters?
What does Bioshock of Deus Ex have anything to do with Cthullu? The only thing that stood out was the lack of HUD and the detioration of your healt but the shooting bits were by the book as they come.
 
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