Clod of Cthulhu: Crash of the Day
Okay, I’m going to go through these bits quickly, because if this series is ever going to end I’m gonna have to get out of Innsmouth. To be honest, while Jack doesn’t get any smarter as the game progresses, his stoogesque gaffes do grow somewhat less dense. I’ll be able to skim the rest of the game within a few more posts, hopefully.
Where were we? Oh yes, the intensely annoying running gunbattle sequence, where Burnham wheels through town like a maniac and I have to trade shots with every cultist in the western hemisphere. It’s particularly frustrating because when you get shot—and you will ¬get shot, since you’d not have much in the way of cover—it’s hard to find a time to heal thyself. If you’re injured while healing, the process is terminated immediately; since you’re always moving on to a new set of opponents, it’s real tricky to find a five-second interval where you can plaster over your current set of flesh wounds without sustaining a fresh batch.
What really grates my cheese is how the fighting is staged. The order of events tends to go like this: Burnham drives a ways, some gunmen appear in my vision (standing by the road or, as frequently, in it), they start successfully shooting at me. If you think this makes total sense, consider the following:
a.) Burnham saw these guys standing around and didn’t think to run them over or warn me.
b.) For their part, the gunmen are entirely uninterested in shooting anything until I come into view. That’s right, no point in wasting ammunition on the driver, the engine block, or the tires. Now, the jackass sitting in the back, hiding and trying to gauze up his bullet wounds—that’s a worthy target.
c.) If they are shooting at Burnham, either they can’t penetrate the cab or they can’t get a clear shot off at him, because he ain’t even scratched. This would imply that the cab is totally safe from gunfire. Remind me why I couldn’t ride shotgun, using small words that I can comprehend in my 3.5-esque barbarian rage.
Our first stop—and only stop, presumably, between the town and the nearest Motel Six without a pool–is to go pick up Burnham’s girlfriend at the refinery. The refinery appears to be swarmed with hostiles, so getting her out won’t be easy. Since it’s his lover who is in peril, Burnham bravely volunteers to stay with the truck while I fight my way through hordes of fishmen trying to go get her. Okay, whatever, but FYI? This time, she gets to ride in the back. She’ll be okay, I’ll give her my crowbar.
I start fighting my way through more dudes, including a few blatant fish-human hybrids. Perhaps sensing that this schtick isn’t impressing me much anymore, the game is trying to up the ante on horrible abominations of god and man; perhaps sensing that these guys aren’t too impressive either, they give them submachine guns that I’m not allowed to pick up. There are a few rather large and hard-to-avoid battles—stealth becomes less and less viable an option as avenues of travel become more and more restricted. Then, halfway through this level, two significant events occur simultaneously:
1.) I fine a submachine of my own in a disused storeroom, and
2.) The game stops being remotely scary.
Protip, game developers: it’s hard to be terrified of my opponents if running at them guns blazing is a perfectly viable strategy. There’s one part in this level where control is wrested from me for a brief cutscene in which I walk behind a crate and see a half-dozen guys entering on the other side of the room. By giving me a room full of crates and making sure I’m aware of enemy locations, the game seems to be suggesting that I sneak past them. I reject this proposal, and elect instead to charge head-on while belching lead and screaming bloody murder. All of them die, I take a negligible and easily-negated level of damage, and I save five minutes of my life. Real scary, guys.
Let me make it clear that I am not playing on the Giant Wussy difficulty, the one that can be defeated by a sufficiently trained Doberman or a blind grandmother. I am playing on the hardest one that is initially available, before the obligatory Super Double Plus Nightmare South-of-the-Border Impossible difficulty is unlocked. Combat really just is that effective in this game, and the horror suffers for it. Sneaking around was way tenser than this was, but there’s no way I’m going to do it if I’ve got a gun like this. Giving players a massive arsenal in a horror or stealth game can be a detrimental move: If going postal is quicker, easier, and safer than sneaking around and hoping not to get caught, then expect the player to do so. If you want Sam Fisher, don’t make it easier to go Serious Sam.
Sam…Fisher…dammit! I totally could have made a Sam Fisher pun during those warehouse stealth segments. That would have been perfect. I am seriously ticked off that I missed that, I’m not even kidding. That’s going on my list of deathbed regrets.
Oh, yeah, back to the game. I manage to find his girlfriend—she’s hidden herself up on a ledge inside a warehouse, and the ledge looks like it’s about to collapse! She has no way of getting down! Oh no! She’s in great danger! She could fall at any second! I don’t care!
I glance around for a way to get her down, but none present themselves. I go outside to look around some more—it looks like Burnham’s already gotten here. Wait, why couldn’t I just ride with him instead of fighting my way here on foot? Was there a reason? I don’t care. I apprise him of the situation, and recommend that we leave her.
He refuses. He won’t accept that there’s no way to get her down—there has to be a way! Dammit, this is the love of his life we’re talking about. If there’s any chance we can save her, no matter how small, we have to take it. She is the only thing in his life that matters, and he would do anything for her.
Except, you know, get out of the truck and give me a hand.
Gamely, I get back to work, jumping around on crates in an attempt to find my way up to her. I find a few promising-looking paths, but nothing bears fruit, and thanks to the increasingly-dodgy-seeming injury system, I break my right leg three times in the space of about two minutes. I’m sure there has to be some way of getting her down, but nothing presents itself.
Which is why, after a few minutes, she falls and breaks her neck..
So…yeah, that’s mildly unexpected. You know, I really do suspect that I was doing something wrong, and that to get the rumored “good” ending you need to get her down, but damned if I can suss it out. Looks like she just gets to fall to her death, then.
Of course, this raises a moral dilemma of some significance. To wit: do I add this to Jack’s kill count? On the one hand, hiding here was kind of her idea. On the other hand, I did fail to get her down again, and possible could have saved her. But if that’s the case, it’s technically my stupidity that damned her, not Jack’s. Hm. Eh, I’ll just assume the fishmen activity that caused her to pick that particular hiding spot is Jack’s fault, which is pretty reasonable.
Innocent People Jack’s Gotten Killed: Six
I break the news to Burnham, and he’s understandably broken up about it. Hey, uh, sorry for your loss, guess she’s not coming. Just you and me. So…
Shotgun!
No shotgun?
I get back into the flatbed. A few minutes down the road, Burnham mucks up somehow and flips the truck onto its side. I hit the street, and as my vision fades, the last thing I see is him running away unscathed. Funny how that works. You’d almost think he had a seatbelt and dashboard to keep him from hitting the road like a sack of potatoes, while all I have is happy thoughts, thrice-fragmented bones, and a head as soft as goat cheese.
Thus ends Innsmouth. Wasn’t that fun?







The internet tells me that Burnham’s girlfriend (‘Ruth’) is indeed savable, by some convoluted platforming sequence involving backtracking half that level. I honestly can’t remember if I tried to save her back when I played. Probably not, I had elder gods and horrible fishmen to fight. Can’t make a reality-saving omelette without breaking a few uninteresting NPC’s, I guess.
Hrm. My curiosity got the better of me and I looked the game up on Gamefaqs. Turns out there IS a way to save her, but it’s difficult and convoluted (Gee, from this game? What a shock!). The author of the FAQ said that it ultimately doesn’t matter if you save her or not, though he neglected to say why.
Hal:
As far as I know saving/not saving counts towards your ongoing tally of insanity, and through that towardst the ending. Again, as far as I remember the less you lost of your sanity, the more of the ending you get to see.
I can’t remember saving Ruth being overly complicated. I did it by accident while trying to be stealthy. The way to her is the only stealthy way out of the situation, if I remember correctly. The biggest problem in this part is that she’s on a time limit. You can’t wander around for long, or she’ll fall right before you get to her, if not before.
How did she get on the ledge?
I would hazard a guess that saving her doesn’t matter because you’re trying to stop an evil cult of fishmen from bringing their horrible monster gods into this world, and she’s the nondescript girlfriend of the man with the personality of a cheese grater and enough functioning brain cells to fill maybe half a thimble.
Who knows.
Once the tally hits ten, take a shot.
You can go back and edit it, you know. It’s not like the post was chiseled in stone.
…unless that was sarcasm, and you did edit it. Now I have to go back and check.
Odd, this part was rather different when I played. I managed to rescue the girl on my first try, I played the same way Icyn did, so I’ve always assumed you had to save her to progress any further: but don’t she and Burnham both die in the crash? Or am I confusing this with a different part? This is when Hoover and the Feds show up and “rescue” Jack so he can be an obstinate ass for no reason, correct?
You know, Jack’s not the only investigator who lacks brains:
In the Call of Cthulhu campaign I took part in, my 63-year-old librarian and a 72-year-old bag lady commandeered an airship and descended by ropes on to the steeply-sloping roof of the cult’s headquarters, which they promptly slid off and plummeted 3 floors from.
Of course their actual HQ was in the cellar, which to gain access to we merely had to walk up the street and use a side door (well, we had to do it somewhat sneakily, but it didn’t involve any grand theft airship or death-defying circus acts).
Audacity: If I remember correctly, if you DO rescue her, she and Burnham die in the crash. I guess it´s the developer´s way to say: “Haha! And you tought you had done something right for once!”, which is something Bethesda likes to do.
I actually cannot remember if I saved her or not.
I have to agree with you about the guns. What I eventually became most scared of was that an enemy would pop up around a corner I wasn’t looking at and hose me down with bullets before I could do the same to them. And really that’s just what I’m normally afraid of in a shooter so nothing new.
Well I suppose I was also constantly afraid that any minute my guns would get taken away by the game or that they’d introduce a new bullet immune monster.
re: guns.
I never had much problem with the guns removing horror… probably because I tried to do it stealthy anyway. That and I was way too curious all through the game and looked at all the sanity eroding bits. Thus by the time I got to the ship it didn’t matter much if I had big guns or not, because I couldn’t look at the Deep Ones without getting hallucinations. That didn’t improve my marksmanship and did a good job at keeping you worried about the monsters.
The ease of gunplay is just ridiculous. What’s next? Is this going to turn into a prohibition era Painkiller? Will Jack join the FBI? Will J. Edgar Hoover show up? It doesn’t fit the Lovecraft setting!
I seem to remember back in January when you started this series, there was some optimistic talk of discussing the parts of the game you liked, and now, this far along, you’ve adopted a pissed off let’s-just-get-this-over-with attitude. This is one of my favorite things on this site, and I love the mounting levels of rage in each post.
Oh God. I just realized the pun.
Damn you.
Did it catch you off guard, Phase? (I’m sorry, couldn’t resist.)