(Hal Hickman)
When I was a child, I read everything from H. P. Lovecraft I could get a hold of. So obviously I had to try out a game based on his work. But before we take a look at the actual game, let me put one thing straight: the sheer amount of bugs and glitches is utterly ridiculous! And I am talking about crucial bugs that literally prevent the player from proceeding with the game. Those problems should never have passed the quality assurance in the first place. But in this particular case things are a little different.
CoC:DCotE was developed by Headfirst Productions and published by Bethesda Softworks. Shortly after the release for the XBox in 2005, Headfirst ran into financial problems and eventually went bankrupt in 2006. While the company was in its final throes, the game was ported to the PC and released for this platform in 2006. According to rumors, the port was done single-handedly and free of charge by the lead programmer himself. So don't expect the usual quality standards and, even worse, don't expect a patch... ever. But despite all the problems – some of which were infuriating to say the least – I kept on playing. So obviously the game did something right. Let's take a look.
Absence of HUD
The first notable thing is the total lack of a
HUD, which promises some
immersive gameplay. The immersion actually works quite well in-game,
despite some minor flaws like the fact that you can't see Jack's
feet when looking to the ground or that he still holds his weapon
while climbing ladders. Also, you lose control over Jack during cut
scenes and conversations.
Half-Life,
for example, did a much better job in this regard. However, those
things are easy to get over. The missing
HUD raises one important
question, though: how is the player kept posted about Jack's status?
First of all, what information is there that could have been displayed? Due to the lack of armor, the vital status information basically narrows down to the amount of ammo as well as the player character's health. As for the ammo, well, scrupulously reload the weapons after each encounter and you should be fine. Seriously, there is no way of telling how much ammo is left in a given weapon unless you know its capacity and counted your shots. And since the story is set in the 1920s, there was no option to bypass this problem by simply placing displays on all the weapons.
Next up is the player character's health status. But before I describe how this information is conveyed in-game, I first have to explain the underlying system.
Health system
There are two separate health characteristics: physical and mental
health. For simplicity's sake, I will refer to the former simply as
"health" and to the latter as "sanity". The possible states of Jack's
health and sanity have a certain diversity that you won't find in
many other games.
The health system features several hit zones and a range of different injuries, each requiring a particular treatment. For example, lacerations can be treated with simple bandages, while deep cuts require immediate suturation before the blood loss becomes fatal. When suffering from venomed wounds, Jack needs to apply an antidote and in case of a broken limb you better have a splint ready. So forget about your average health pickup. Moreover, each treatment triggers a cut scene and thus should not be performed during battle.
In terms of sanity, the possible states range from fear over panic, delusion and schizophrenia up to the point where Jack develops a suicidal drive and kills himself. Sanity is compromised by scary and horrifying sights as well as the presence of cosmic entities from the Cthulhu mythos. Oh, did I mention that Jack suffers from acrophobia?
Still, the question is how does the game keep you informed about all this stuff? The answer is visual and auditory feedback. In terms of health, the feedback comprises
while the sanity feedback consists of
Overall, the health system is a nice touch and it delivers a clear statement: Jack is not the gun-wielding elite soldier eating bullets for breakfast. He is a both mentally and physically fragile human being and it doesn't need much abuse to take him down.
Graphics and sound
In terms of graphics,
CoC:DCotE
is far from being top notch, even compared to the standards at the
time of its release in 2006. It mainly suffers from blurry low
resolution textures which is a common problem in PC ports.
Nonetheless, the dark and worn visuals manage to transport a certain
sense of realism and subtle peril. Especially the townspeople of
Innsmouth have a convincingly creepy look. It's all about atmosphere.
Which brings us to the sound.
This is where the game excels. The music, the ambient sounds, the voice acting... it all fits and creates a dense and suspenseful atmosphere. Granted, the sound is rather minimalist at times, but in this case less is definitely more. The only weak point is the fact the Jack's dialogs do not adjust to his current sanity state. Don't get me wrong, for a private detective the voice acting is certainly convincing. But even when facing disturbing and unearthly horrors, Jack's voice remains remarkably calm and steady, which is even more puzzling with regard to the effort that was put into the sanity system.
Controls
The controls are nothing special, but they serve their purpose.
Thankfully the PC port allows a decent usage of the mouse-keyboard
combo. In this regard I still vividly remember the PC port of
"Metal Gear Solid 2: Substance" as a negative prime example. When
aiming in a first person perspective, you weren't able to use the
mouse. The game forced you to use the directional keys instead. At
least it had the courtesy to let you bind actions to the different
keys at will. But the labels of the actions had such illustrative
descriptions like "Joy1" or "ShoulderButtonLeft". Honestly, how am
I as a PC gamer supposed to know which action is bound to "Joy1"
in the console version of the game? But that's another story.
The one thing that bothered me about the controls in CoC:DCotE is the jumping. Normally, you would walk towards an obstacle to gain some momentum and then jump. But if you do it that way, you often get stuck at the edge and fall down. Instead you have to stand still in front of the obstacle, then jump straight up and start walking while in mid-air. This doesn't make too much sense, but then again it's just a game. There is also a stealth mode, but it's pointless to further delve into this topic since the stealth system is so heavily messed up that it basically comes down to trial-and-error. The following quote sums it up perfectly:
Death is frequent and repetition likely.
Save mechanism
CoC:DCotE
uses a console-style savepoint system. The checkpoints
take the form of signs painted to the walls in a lucid white color
and come in two varieties. The basic version is shaped like an eye
and simply allows to save the current progress. The enhanced version
features a much smaller eye shape surrounded by a pentagram. In
addition to the saving function it also serves as a safe haven by
repelling enemies in immediate vicinity.
The checkpoint system appears to be a reasonable choice since the possibility to save at will would definitely destroy the anxious suspense that is a key element of this game. But the checkpoints are spaced so far apart that you are often forced to replay the same five to ten-minute segment again and again before making any kind of progress. These segments frequently contain cut scenes and dialogs which make the repetitions even more tedious. On top of that, there are only six save slots which forces you to constantly overwrite old savegames. So, if you goofed up in a level and need a fresh start, you better have a sufficiently old savegame somewhere or you're done for. Backing up your progress is highly recommended anyway since CoC:DCotE is notorious for savegame corruption.
A perfect example of a frustrating sequence is definitely Jack's escape from a cave system near the end of the game. You have to make a dash for the exit before the whole place collapses and you have to meet a strict time limit in doing so. And believe me, your accuracy has to be perfect. If you strafe only once, you're dead since this already cost you too much time. If you get stuck, even if it's only for a split second, you're dead. If you don't follow the shortest possible path, you're dead. At the end of the run you have to operate a panel in order to open the exit. But if you head straight towards the panel and activate it, you're dead. Why? Because in order for the game to acknowledge that you reached the goal, you have to cross a certain invisible border that lies past the panel. That's some wicked game design, isn't it? Even worse, your vision is constantly blurring and billowing like crazy since Jack is understandably terrified by the whole situation. This makes it even harder to avoid falling rocks and master some of the necessary jumps. Taking into account the facts that
this example clearly shows how painful the checkpoint system can be. I am utterly incapable of completing the final two minutes of the game. Although it wouldn't come as a suprise to find out that this is yet another glitch, I honestly don't care anymore.
In conclusion, while managing to keep the player vigilant, the save mechanism is a constant source of frustration and definitely could have used some improvement.
Artificial stupidity
Let's talk about the so-called artificial intelligence. Oh boy, when
witnessing the behavior of the
NPCs in this game,
a lot of terms come to your mind, though "intelligence" certainly
isn't one of them. The game manual states that
[...] the special AI enables your enemies to track you down and pursue you, either alone or in groups.
The term "special" is clearly a euphemism. It's like when your little son tells you that the other kids at school call him dumb and you answer: "No. You're not dumb. You're special." Seriously, there was this particular incident where I ran into a guard while ascending a stairway. I bumped right into him, standing with my forehead to his chin and he didn't notice me at all. "Could be poor visual detection." you might say. But let me tell you this: at times the senses of the townspeople of Innsmouth have an almost uncanny quality. More than once I was "seen" through obstacles and solid walls while crouch-stealthing in shadows so dark that I couldn't even see were I was heading.
To put it bluntly: the NPCs are basically retards with occasional X-ray and night vision. Other than that, there is little more to say. The guards are easily alarmed, but quickly return to normal duty, unless you encounter the infamous glitch that keeps them highly alerted for an infinite time span. However, while patrolling, they follow their predefined routes to the letter. No noticeable variation or pseudo-randomization of any kind.
Bug-o-rama
As I already stated in the beginning, the amount of serious bugs and
glitches in
CoC:DCotE
is unparalleled in my personal library of games. A
walkthrough
I found on the internet starts with the section "Bugs - The Basics Of
All Bethesda/Headfirst Games". And as far as my experience
goes, this is no mere exaggeration. I myself encountered three critical
bugs that almost prevented me from proceeding with the game:
The above problems were by far the most serious I encountered. But there are tons of annoying bugs in this game. Here is an assortment of the most memorable:
Bottom line
Despite its aged graphics,
CoC:DCotE
could have been a good game. The approach of using visual and
auditory feedback instead of a HUD
as well as the diverse health system clearly stand out.
Moreover, the game features excellent sound, an interesting
storyline as well as a varied set of unique environments. But what
ruins it all are the atrocious bugs and glitches, some of which may
even make the completion of the game impossible. Depending on the
amount and severity of the bugs encountered during gameplay, even
die-hard fans of H. P. Lovecraft may find it increasingly hard to
muster the necessary patience and persistence to keep on playing.
But if you see the game in a store as a bargain and happen to be into
the survival horror genre and/or H. P. Lovecraft, I would recommend
giving it a try.