Clod of Cthulhu: Checkout Time at the Baits Motel
I just want you guys to know that you stole all of my fish puns in the comment section to the last article. Cretins! This space is for ME to make the funny. You’re going to use up all my funny if you keep this sort of thing up! Just for that, this article is 100% free of any terrible, eye-gouging, tooth-gnashing puns involving aquatic life. Let this be a lesson for you! (In reality, this wasn’t so much because I couldn’t come up with any more, it’s really just that I didn’t want to encourage you guys to make even MORE puns. I thought I was capable of some truly brainbreaking punnage, but you guys kept pace. A mixture of respect, fear, and loathing is in order. Myself, I’m mostly gonna go with those last two.)
Moving on.
I’m not sure I can adequately summarize the mind-blowing stupidity of what Jack Walters just did in one paragraph. Even if I could, compressing that much moron into that small a space might actually damage my screen, and will most certainly damage my brain. Alright: because I love you guys, I’ll give it a shot.
Let’s see…you walk into a building in a town where everyone seems to want to kill you, overhear a conversation where a guy says that he wants to kill you, overhear another conversation where an innkeeper plans to kill you, find evidence that the innkeeper has killed lots of people, go to your room, have a vision of the innkeeper killing someone…then you go to bed. You go to sleep. You crawl under the covers with your blankie and just sort of knock off for the night.
I don’t even…where do you begin, here? Okay, let’s start off with: why would you go to sleep? And even if you wanted to, perhaps because you thought the overheard conversations, rooms full of organs, and skull-splitting visions were all part of the world’s most elaborate prank show, how could you go to sleep? When I think forebodings of ritualistic torture-murder in a filthy room, far from anyone who cares whether I live or die, I don’t think top-notch insomnia cure. This isn’t a quaint fish-smelling bed and breakfast, it’s the Bates Motel mixed with Wicker Man mixed with, if Jack’s behavior is any indication, The Ghost and Mr. Chicken.
Naturally, Jack doesn’t have pleasant dreams. He has visions of a strange room, filled with odd creatures that look a lot like the thing that menaced us from the portal. Also, he gets little dream-snippets of activity going on outside.
For example: oh, hey, look, it’s a bunch of swarthy Innsmouth types, here to come up to my hotel room and gut me with a hook. Ho, hum, looks like some of them have shotguns. I’d get up, but I’m in the middle of this really pleasant dream involving creatures man was never meant to comprehend.
Oh, and now they’re coming upstairs. On the one hand, maybe I should wake up before they burst in and kill me. On the other hand, I did hang up the Do Not Disturb sign, so maybe they’ll go away.
Hm, looks like they’re trying the lock. Good thing I remembered to bolt it, I suppose.
I wonder if I should get up now?
Looks like they’re about to break it down…
Yeah, okay, I’ll get up. Man, it’s gonna be one of those mornings, huh? I sure hope there’s a coffee shop somewhere in town that serves fugitives. Alternately: I hope there’s coffee in Hell.
A new chapter has begun: we’ve moved from the strictly noncombat poking around part to our first real taste of danger, a chapter called Attack of the Fishmen. Its first sequence is, frankly, amazing.
That’s not sarcasm, or even a syntactically correct (yet damning) indictment of the game’s storytelling or gameplay. The sequence that follows is an intense thrill-ride the likes of which is promised in every game or movie’s tagline, but is very rarely delivered. It’s pulse-pounding excitement of the highest caliber, some of the most intense moments I’ve actually had with a videogame.
Here’s how the scene goes down. They’re breaking down your door, so you have to run into the adjoining room—fast. They will break in and kill you if you don’t absolutely scramble, so you better get the lead out, fast. Then you have to shut the door behind you and bolt it. Now you’ve got bolted doors on either wall, which they’re about to start breaking down, and the door to the next room is blocked with a wardrobe. Got to move it…wardrobe’s scraping along the floor at an agonizing rate, the sound of breaking wood is growing louder…finally, you grope for the doorknob, stumbling into the next room. You throw the door behind you and lock it, just as you hear the doors behind you breaking. Someone shouts something like, “Get through the hall door! It won’t be locked!” S***, it isn’t! You run towards it, bolting it just in time. Man, these guys are chewing through doors like nobody’s business. Who pays for these? No time to think, got to keep focused…wow, maybe that’s how Jack feels all the time. That would explain a lot…dammit, move! You proceed…oh, crap, you’re trapped now. They’re coming in either door, and there’s nowhere to run to. No way out except…the window! Oh, damn, it’s blocked! You have to barricade the hall door first, then push away the obstruction at the window, slowly, slowly…you hear wood breaking behind you, and the door opens…you throw the window open, leading out onto a ledge. You can leap across…
You land on the other side as they begin firing at you. You have to flee through a door into a hallway, in which they start shooting through the windows…one shot hits me in the leg, and my vision goes blurry. No time to fix it here, got to keep moving! I hit a stairwell, but crap—there are more waiting for me on the stairwell! Bleary, vision getting so bad I could barely tell where I was going, I ran through rooms, one of which was occupied—their screams brought the mob after me. Oh god, oh god, which way am I going? Have I already gone that way? God dammit! I wish I could go back to provoking fishfaced constables and stealing rum!
You get the picture. If I have a criticism of the whole affair, it’s that it requires a bit too much precision. I died a few too many times, which sent me back to the start of the sequence–that killed a bit of the tension for me, but luckily, the scene had some to spare. Once I cleared the window, I managed until the next checkpoint, but it took a little trial-and-error to figure out exactly what I was supposed to do to survive up to that point.
Still, this part was great, and almost worth putting up with the gross stupidity that necessitated such heroics in the first place. Actually, know what? This is a game, and that was good gameplay, so it actually was worth putting up with the gross stupidty that necessitated such heroics in the first place. Rarely do I say, “Wow, this story is competent!” when I’m frustrated or bored, but I’m happy to say a story sucks as long as I’m having fun. And for the rest of Innsmouth, I generally am.
The next chunk of gameplay is spent sneaking around. Stealth in this game is tense, and often more than a little bit terror-inducing, but I have one bone to pick with it: it’s hands-down the most unrealistic stealth system I’ve ever seen in a video game. Didn’t these guys do any research? Let me give a few actual game examples, contrasting what should happen in real life with what actually happens.
Situation: I am squatting in mild shadow. There are several bright lights behind me, but I’m kind of sort of in the dark. A guard is patrolling fifteen feet in front of me, and there are no objects between me and him.
Obviously, in real life, the guard wouldn’t notice me at all, and would go about his patrolling with a spring in his step and a song in his heart. I could then crawl across the well-lit area into another, similar patch of lukewarm shadow. In this game, the guard will instead immediately spot me and begin shooting at me. It’s obvious that the developers didn’t bother to check elementary treatises on stealth and infiltration, like Splinter Cell or Metal Gear Solid.
Situation: I am sneaking around behind some crates. At some point, I accidentally edge into the view of a guard. He says, “I thought I saw something!”
In real life, you’d expect the guard to wait exactly three seconds without moving, blinking, or consulting his comrades. Then he’d say something like, “I guess it was just the merry prank of a fairy queen,” and resume his business. In this game, the AI is just slipshod—the guard will instead run over to check the spot where he’d seen an enemy a second before, not returning until he’s found and killed the infiltrator he’d clearly seen from about fifteen feet away.
Situation: There’s a guard in a warehouse. I want to get past him.
In real life, you’d expect him to walk around in circles like an obsessive-compulsive, patrolling a five-foot square of floor space in lockstep without glancing to the sides or trying to keep his lines of sight open, simultaneously ensuring that a.) an infiltrator with any pattern recognition skills can rumble them and b.) they’ll be dog-tired if something actually does happen. In this game, they only do that like half of the time, tops. Otherwise, they’re just gonna stand there and look over the parts of the building you would logically be in.
Jerks.







I got this game a while ago, but its started to crash at random when I play it. I’ve kind of given up on it at the moment 🙁
Apologies for going off topic, but I noticed in your off the cuff section you say “The manual for Arcanum was worth six dollars”. By any chance are you referring to the pc game “Arcanum: Of Steamworks and Magick Obscura”? I love that game. Massive amount of freedom when creating your character,
In my last run I was a pyromaniac inventor specialising in explosives with a Tesla fixation on the side, topped off with a garnishing of serrated boomerang death for when I ran out of explosives. Which, admittedly, was rare 😀
You switched from second person to first person halfway through a sentence (“You have to flee through a door . . . one shot hits me in the leg”).
The stealth section sounds completely unrealistic.
Dirk: When I run, I always get worried about the Shift, which is what I call it when they stop talking in the first person (“I look into the room…”) and move to the third (“My character charges!”) because it means they’re not immersed anymore.
Maybe that’s what happened? Rutskarn got immersed in an exciting bit?
Also, on-topic:
The escape sequence (especially the escape from the rooms) was my favorite part of The Shadow Over Innsmouth, too. One of the only times I’ve ever been on the edge of my seat while reading a book. I had to consciously slow my breathing.
Lovecraft stories always go like that for me, actually. Long, slow build-up with really obvious foreshadowing (be honest, TSOI had really blunt fishman foreshadowing too); then Shit Goes Down; then miscellaneous shenanigans. And the Down-Going of the Shit act is always the best, in my opinion.
The closest I’ve had to this intense-ness was probably the Antlion Guardian chase in Half Life 2: Episode 2.
There have been similar moments, but you realize all to quickly that you won’t actually die, it’s just a setpiece.
I agree with phase, cept Half Life 2 episode… nothing. The part where youre in the crumbling building with enemies and walkers everywhere? It’s amazing how fast you can intuit direction whilst constantly swinging a crowbar at whatever gets in your way. Though i honestly wouldnt try to stop a spectacled man with a crowbar who happens to be ON FIRE. Bad scene man.
Uh oh. Will Rutskarn come to love the game? Will this become a love story?!
(has he already been taken o_O)
1d30: I don’t mind the game, I just have troubles with the storyline.
It’s difficult not to love a game in which the guards respond to being shot by a shotgun at close range by shouting, “I heard something!”
This section, in my opinion is how you should do a Lovecraft game. The sense that you are massivly overpowered,that you can never hope to defeat the forces you meet, but only escape them, and the idea that something not quite right is going on, but you might never be able to comprehend it.
You make that desperate scramble sound like at least as much fun as it probably is to play.
Sounds like they did a good job with immersion in this sequence. A pity that the writing prevented the rest of the game from doing the same job. Imagine how elevated this scene would be if the lead up to it had been at this caliber?
“Dirk Mallard Says:
You switched from second person to first person halfway through a sentence (”You have to flee through a door . . . one shot hits me in the leg”).”
Reminds me of Shamus’ review of that Silent Hill game, where he did the same thing. Both games sound amazingly awesome and atmospheric in parts, but are somewhat ruined by a main character with the self preservation skills of a depressed lemming.
Did you combine chastising us/yourself for puns with a reference to Fear and Loathing in Las Vegas?
I had the exact same feeling when doing that section. It really was a very well done sequence.
@Druss: I too find Arcanum: Of Steamworks and Magick Obscura to be an amazing game. Especially it’s view on white and black necromancy which is always how I felt those sorts of things should work in any magical world. The ability to disintegrate bugged doors (or one’s you just didn’t feel like unlocking) was great. Not to mention actually being able to rob or kill shopkeepers and just take all their stuff (and they even gave you a long term reason why killing them was not a great plan).
Gotta admit, you captured the essence of that scene perfectly. It stands out as one of the top moments of all video gaming for me. The level of immersion it engendered was almost transcendental.
Yeah, that bit at the beginning of Attack of the Fishmen is awesome and puts in a mood that makes the a lot of the stealth stuff nerve racking. Especially when you have to crawl behind guards who actually do turn around and check behind them from time to time. That and the semi-realistic damage system with injuries that slow you which makes your death by angry mob not instant but not slow enough to avoid being really brutal. I learned a healthy respect for angry mobs in dark corners of the earth (for that matter even after you get your first couple weapons you do not want to be forced into engaging multiple opponents if you can avoid it).
Druss:
If you have a multi-core system, you have to disable the core sharing… now if only I remembered how to do that.
>on the stealth system
That’s actually not dissimilar from Splinter Cell’s. I have to question how a 200 lb. man carrying a large gun can squat in some shadows directly between a brightly lit area and a guard looking directly at said area and somehow become absolutely invisible.
This scene made me start to forgive the game writers for Jack’s stupidity somewhat – it’s lifted almost exactly from the movie Dagon:
https://www.youtube.com/watch?v=iln8CuEOmfk
The first time I saw Dagon I wanted to hate it for the sheer unlikeability of the main character, but it just oozed ASOI and won me over. The second time I expected to hate the main character, and loved the movie even more for it. It’s pretty dire still, but I do like a lot about it.
The problem with sequences like that chase is that if you kill the player too often (which can be as low as two or three times), they’re brought right out of it. And if you don’t let their pursuers catch them, there’s a very good chance they will realise this, and it will bring them right out of it. Actually pulling it off is awesome, yes, but it’s a pretty reckless move for a designer, especially a bad designer like the rest of this game suggests.