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Five
years is a long time to wait for something. Take for
instance the five year wait to get a PlayStation,
or the five years to get an Xbox 360. Which brings
me to Call of Cthulhu, a game that has been five years
in the making, or at least three years and two years
of delays. It is a joyous occasion when patience (and
much impatience) is rewarded. This is by far the scariest
game to be released since Doom 3 and Fatal Frame before
it. The mythos of Great Cthulhu comes from the short
stories by early twentieth century author H.P. Lovecraft
and this game stays true to its source material. The
story opens with the main character, Detective Jack
Walters sitting in an asylum (Arkham Asylum for us
Lovecraft enthusiasts) scribbling frantically on the
floor with his blood. The story then unfolds by telling
the player how the intrepid detective came to be in
such a dismal surrounding. I will not give any specific
information on the story so as not to spoil it for
players, but the storyline ranges the gamut of Lovecraftian
locales. It would almost seam that the creators of
this game placed certain scenes and locations as homage
to other creators who also enjoy the Cthulhu mythos.
For instance, the opening movie would remind one of
the opening sequences of John Carpenters "In
the Mouth of Madness"; and during the formative
stages of the game, which takes place in the town
of Innsmouth, giving a nod to the movie "Dagon".
The story is accessible for all players to grasp,
though the true Lovecraft enthusiast will get the
most enjoyment.
Graphically,
this game is top-notch, while not quite perfect, it
is one of the best looking games to be released on
the Xbox. Character sprites are rendered smoothly,
with no jagged edges to the silhouettes. Cracked and
peeling paint looks molded, cockroaches skitter across
frayed carpets, and spider webs ebb and flow gracefully
in the breeze, and cut scenes are displayed with a
"grainy" effect that would remind one of
certain other survival horror games. The game is played
in first person perspective, and perhaps one of the
most innovative approaches to the genre is the exclusion
of HUD (heads-up display) clutter. There is no life
bar, no ammunition counter, no inventory reminder,
just the environment. To access the players
health rating or to check ammunition remaining, the
player must enter a menu screen which shows a full
view of the character and any inventory items. Another
inclusion to the game is the method of healing. Should
the character get wounded, the player must keep check
on him via the status screen. Scrapes and cuts, and
even ribs and broken bones will be shown on the character
model. The player must then tend to the wounds using
various first aid implements, much like Metal Gear
Solid 3: Snake Eater.
While
these things are standard for games now and are not
very innovative, the greatest innovation to this game
is the mental health of the character. The Cthulhu
mythos involves the insignificance of man, and the
game reflects that by making the character as true-to-life
as possible. For instance, the first time the main
character spies a dead body, the controller will begin
to vibrate rhythmically with Jacks heart. He
may begin labored breathing, he might begin to ramble
incessantly, even hear the voices of demons speaking
to him; or perhaps his vision becomes blurry, even
shaking, all the while the player must continue to
play the game, contending with the gaming environments
and making sure their character does not lose his
marbles and take his own life in a fit of insanity.
Other psychological effect will take place, depending
on the situation in the game, like a fear of heights,
or tense gunfights, with blurring vision due to the
high level of stress. This style of game play enhances
the experience of Call of Cthulhu, where in this game
it is not what is on the other side of the door, it
is what might be on the other side, and whether a
human mind can comprehend its horrors.
The
controls are very intuitive, with the standard dual
analog stick style of movement, the right trigger
being the firing button for the gun, and standard
"action", "crouch", and "aiming"
allocated accordingly. The controls can be adjusted
for sensitivity, and the only grievance would be that
in certain "tense" moments of frantic running,
the controls can have a tendency to not be quite precise,
but a small glitch in the overall spectrum. The music
is haunting, and the sound effects are awesome, evoking
the maritime feel of underwater demons and gargantuan
horrors.
This
game is not a shooter, and the player should enter
it knowing this. It is a first person survival horror
game, even comparable to old school point-and-click
computer games, with the player needing to search
everywhere for valuable story clues and items. Your
character will spend much of the game without a gun,
having to run for his life more than standing his
ground. I will not mislead, either, this game is difficult,
seeming nearly impossible at times, and the player
should be prepared to die... a lot. Many checkpoints
will be reloaded numerous times, but thankfully the
saving points are given generously, so no serious
backtracking will be required.
While
this game will more than likely not appeal to the
masses, the Lovecraft fans will adore it, as I did.
There are things that could have been done differently,
but for my money, this game satisfies, and will continue
as it can be replayed for extra content. It is one
of the scariest, most intense games available today,
so if anyone is looking for a terrifying adventure,
this game will deliver. Ia! Ia! Cthulhu fhtagn!
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