![]() |
![]() |
|||||
![]() |
![]() |
|||||
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
" Fun but frustrating. "
  Title: Call of Cthulhu: Dark Corners of the Earth by Bethesda
  Format: Xbox Horror Roleplaying
  Reviewing Monkey: Mojo Jojo
  The Hype: One of the most popular horror franchises of all time finally comes to the videogame market. Plagued by design issues and delays, there has been as much hype about Dark Corners of the Earth (DCE) as there has been frustration over its delays. Now, Game Monkeys finally gets its paws on the subject of a 3-time E3 honor holder to see if it measures up.
  What This Monkey Thought...
  Graphics: The short version is that the graphics in DCE are a mixed bag. The models and animations are all really well done and add a lot to the depth and drama of the game. That said, there are a very limited number of them (so you'll see the same models over and over again as different characters) and the environments do leave a bit to be desired. Basically, that means that the game is more than passable but shows a bit of its age-having undergone numerous delays and a number of revampings before it hit the market. 3.75 out of 5
  Playability: Though it has been tried
a number of times, DCE is probably the first game that ever got the HUDless
display right. There is no health meter, no ammo counters, and no crosshairs.
Everything, then, is conveyed through story elements. When you take damage your
breathing gets harder, you move slower, and your screen goes dim. When you shoot
a gun you bring up its iron sights or else wing it from your hip. When there
are enemies to worry about it's all relayed through internal dialogue (your
character telling you stuff), positional audio, and dramatic music. It's all
designed around a core theme: that the game is to be experienced more than played.
Which, overall,
is pretty well accomplished. All of the interactions, combats, and information
gathering are done in-character and DCE manages to keep any of it from feeling
stale. In other words, every time you discover a clue the story has a reason
to put you there and have you discover it. Every time you need to find an object,
or solve a puzzle, there is some way that it helps advance the plot. It's a
nice feature, and is unquestionably the game's best quality.
Sadly, it's
also this biggest asset that ends up being it's most notable flaw. The game
plays as though it's been written by a frustrated novelist intent on forcing
the gamer to realize their unyielding vision for the game--forcing you to find
THE (as in "the one") intended course of action in a sea of unexplored possibilities.
It is easiest explained by simply referencing most of the first hour of play,
which has you exploring a town full of side streets and dozens of doors leading
to shops and various buildings, all of which are locked and inaccessible except
for the ONE door that leads to the next scripted moment. This leaves you running
back and forth endlessly within the town, past countless people and business
that you really can't explore because the script says "right now you must be
doing this and only this." Worse, the jumps between plot points are often long
and insufficiently explained leaps, periodically shattering any suspension of
disbelief the over-scripted game may have going for it and leaving you to simply
try opening all of those doors to find what you should be doing next.
But while
linear plotlines and single-solution puzzles have long sense been the staple
of video games, it often reaches a painful new low in Call of Cthulhu. Hyper-scripted
well past the point of frustration, it's honestly shocking to find this kind
of close-minded development in modern games. While the competition is adding
a seemingly infinite number of side quests and exploration possibilities, variable
puzzle solutions and multiple pathways through levels, DCE takes us back to
the days of side-scroller-esque rigidity. This is especially true in many of
the combats, which, reminiscent of the old Dragon's Lair games, are not about
skill or entertainment, but about Simon Says-esque performances of pre-determined
actions…often learned only through mind numbing and soul crushing repetition.
Do this right now, then do that and only that, then run down this hall, now
hide here and only here…and if you fail to do any of it exactly right you will
die and be reset to do it all again.
And while
later game encounters do allow for some variability in their solution, often
allowing you to decide between run and gun slag fests, stealthy Splinter Cell-esque
shadow crawling action, or a combination of both, enough of it is so over scripted
that I guarantee almost one controller hurl per session. 3 out of 5
  Story and Drama: Focusing on elements
pioneered in the Call of Cthulhu pen and paper roleplaying game, DCE focuses
on a 1920s world where a small Atlantic costal town has become dominated by
a mysterious cult that participates in some kind of demonic worship involving
human sacrifices. You play a private investigator who has been hired to find
a boy who has gone missing from that town and follow leads that take you not
only into the realm of the occult but also into the depths of insanity.
This all focuses
on the presence of a very plausible visceral, reaction from your straight and
narrow character to the world he becomes immersed in. Over the course of the
game he not only discovers dozens of dead bodies and some pretty heinous acts
of cruelty, but also bears witness to a number of creatures that he believes
to be demons.
It's all conveyed
through the game's insanity engine, which reacts dramatically to your witnessing
any of these horrors. Dizziness, graying out, swooning, decreased physical performance,
and even hallucinations are all forced upon you if you see too many things your
poor little Ward Cleaver brain can't handle. It adds a really interesting level
of depth to a story that is rich with intrigue and psychological horror. 5 out
of 5
  Multiplayer and Replayability: There is no multiplayer, and the game is long enough that I can't imagine anyone replaying it…but since it's got dozens of hours of gameplay I can't fault it for either of those. No Rating.
  The Verdict:
All in all, Call of Cthulhu: Dark Corners of the Earth is a fun foray into an innovative design, but just doesn't do enough to really make it appealing. The overly-scripted combats and puzzles and lackluster graphics will frustrate almost as much as the killer story and exciting design intrigue. |
  The Good: Great story, cool HUDless design, and neat insanity effects.
  The Bad: Too many overly-scripted events and dated graphics.
  The Overall Ugly: Fun but frustrating.
  What it's Worth: Buy it used.
![]() |
![]() |
|||||
![]() |
![]() |
|||||
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |