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Game Info
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| Platform(s) |
| Xbox |
| Publisher |
| 2k Games/Bethesda |
| Developer |
| Headfirst Productions |
| Genre |
| Horror/Adventure |
| Official
Website |
| ESRB
Rating |
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| Blood and Gore, Intense Violence,
Strong Language, Use of Drugs and Alcohol |
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Grade
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| The Good
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Lovecraft's mythos brought to life
No HUD provides immersive visuals
Sanity effects mess with your head
Great at delivering a sense of fear from the
events
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| The Bad
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Slow pacing at the beginning of the game
Graphics are a bit dated in places
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The fans of H.P. Lovecraft have toiled in anonymity for far
too long. The early 20th century horror writer has long gone
unheralded by the mainstream despite the influence his work
has had on the genre. Movies based on his works have been
poorly executed and lacked the resolve to capture the human
element to make the horror strike home. So, when word that
a videogame was in development not just based on his ideas
but completely taken from the Call of Cthulhu role
playing game series, fans had to be somewhat pleased. But,
then a long development period took over and there was doubt that the game
would even see the light of day. With a release that was almost
secretive, the Xbox version of the game has finally come out.
The game begins with the protagonist, detective Jack Walters,
arriving at a derelict house filled with cultists requesting
his presence. Once inside, he's witness to many grim sights
and finds his way into the basement, which is filled with
foreign technology. After a specific incident (don't want to ruin the event for you), Jack's thrown into a
lengthy psychotic state and institutionalized (fans
will immediately recognize this from one of his stories).
A few years later, he's released from the institution
and becomes a more reclusive and private man, until one day
he's asked to visit the small fishing town of Innsmouth to
investigate the disappearance of store manager. Once in Innsmouth,
he finds an inbred and secretive town, filled with dark streets
and few unfriendly people. It doesn't take long for the player
to feel a sense of unease as things in the town are obviously
not what they seem.
Except for the occasional cutscene, the whole of the game
is played out in the first person perspective, sans any head's-up
display (HUD). There is no health gauge, weapon ammo indicator
or cross-hairs for aiming. You're given clues to you condition
as you play, such as the beat of your heart felt in the controller
or the way you might limp if a leg is injured. When attacked,
blood can spray up into your eyes, blurring your vision for
a moment. Visual effects will be sure to take their toll on
you as the game plays out without any interference that would
detract from the immersion.
When the player is given the reins of the game, they'll be
presented a game that is far more horror/adventure than action.
To enjoy this game, players have to get over the idea that
this is not a first person shooter. It may play in the first
person perspective, but you'll be more concerned with solving
puzzles, gathering information and just trying to stay alive
than anything else. You won't receive your first weapon for
a few hours and the game takes a certain slow pace that requires
more adventure-like exploration and conversation than anything.
And, even when you do have Hot Lead Justice to dispense, your
ammo is so limited that you're best being conservative and
using your survival horror skills to their best.
While the game starts out slow and pulls you along into the
story, when the crap does hit the proverbial fan, you'll be
begging for the days when you could just talk to an NPC for
a clue or key to get into your next location. When the otherworldly
forces decide you need to die, you're going to have to deal
with an intense bit of action that severely puts you at a
disadvantage. You'll have to move fast and think on your feet
to get away. Because of the limited amount of ammo, you may
find yourself doing more sneaking around than anything. You
can crouch and even go into a sneaking mode, which become
essential in surviving efficiently later in the game. Fortunately,
players are given the option to barricade or dead-bolt doors
to serve as a temporary barrier.
Unlike the standard action/adventure game, DCOTE offers
a health/damage system for the main character that is based
on locations, meaning that you can take damage to the arms,
legs or head. The effect of said damage can make you move
slow or throw your aim off. It's strongly suggested that you
treat you wounds quickly or your health is sure to deteriorate
quickly. While you can go into the menu and administer health-oriented
items from the boxes you pick up, its sometime just easier
to hit the Quick Heal button during gameplay.
As stated before, the heart of this game proves to be more
of a puzzle-solving adventure where you must find clues scattered
about to progress. Fortunately, there are a lot of books and
notes to pick up and read which give you amply means to solve
puzzles. Since most puzzles tend to stop any and all progress
until completed, you're going to have to read everything you
find and even use your brains at times to keep progressing
through the game.
From a graphics standpoint, DCOTE does show some age
as the engine is obviously dated before the game's release.
Fortunately, this doesn't really hamper the game in any way.
The game world is dark and depressing, but true to the source
material in such a way that fans will be giddy at even the
more disturbing of sequences. Getting a visualization of monsters
described in the written word proves a pleasurable experience.
The world you're presented is modeled in such a way as to
be quite realistic, and despite a few blocky elements, you
can't help but feel grounded to the gameworld. Textures are
nicely done and the lighting works well enough without being
overdone (thank god they didn't try to do too many lighting
effects as it would have made the game too bright). Because
the game features no HUD, the immersion element is pretty
strong and is especially nice when sanity effects kick in,
blurring you screen or just messing with your head from vertigo
and the like. While it may not win on glossiness or pure visual
polish, the overall graphics engine delivers the experience
well.
The audio portion serves as a great augment to the visuals,
especially considering how badly you're going to need to pay
attention to survive. Effects are well done and help anchor
the game to the real world. The music is finely done and sets
a mood when needed. Voice-acting, for the most part, is pretty
solid and fits well into the theme and locales of the story.
While there are a few performances that stretch thin, others
tend to feel just right. The fine citizens of Innsmouth sound
as decadent as one might imagine and your lest sinister NPCs
tell the story with the right amount of passion and emotion
to carry the game's mood well.
Call of Cthulhu: Dark Corners of the Earth is the
Lovecraft game fans of the author have been waiting for. It throws out so many references to the source material and stories written by the author that fans can't help but feel the wait has been justified. Even
the lengthy development cycle has been worth it. For those
who are not fans of the author, if you enjoy a good horror-based
adventure, then be sure to pick this one up. If you're just
wanting to shoot everything in your path, you may need to
find your fix elsewhere, but for those who expect a Lovecraftian
tale, you'll be more than pleased with what Headfirst has
done.
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- Vane
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