Its The Little Things...

Post » Fri May 27, 2011 10:55 am

Yeah well, I'm playing it through again and rediscovering a whole bunch of little elements which are just really nifty. We've all ranted about the wonderfully oppressive streets of Innsmouth and the mind-blowing big set-pieces like Dagon, the Shoggoth, the Hotel etc, but what are some of the little moments, the small details that you've really enjoyed and that don't get mentioned much.So I'll start...The machine rooms in the Refinery - the rooms with the huge bubbling vats and the later rooms with grinding machinery and globs of liquid gold slurping around from pipe to pan: is it just me or is the lighting really clever in these rooms? You really almost feel the heat coming off the screen and the various little animations of machinery and flowing molten metal are really fascinating to watch.The ingenious multi-stage trap on the surface path across Devil's Reef: you jump across the pit trap and a spiked barrier pops up infront of you. Back off to quickly and down you go. Think you've dodged the spiky barrier? Nope. You get whalloped by a big cudgel from overhead. Methinks somebody at Headfirst had a rather twisted and devious imagination :-DThe "beauty spot" near the start of Air Filled tunnels, although I think I've mentioned it before, still fills me with awe. Just about the most incredible looking place I can remember from any FPS. Beautiful :-)Oh, also must mention Jack's reaction to the Shoggoth of course - classic moment. All the horrors he's seen up until this point have illicited the odd "[censored]!" and "what the heck?" from him, but nothing much more severe than that. So you lie there with blurry vision gazing fixedly at that monstrosity pouring upwards out of the vat, scramble to your feet and the cut-scene ends with Jack's totally straightforward response to this cosmic abomination... "F***!", hehe, priceless :-)Alli
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Nitol Ahmed
 
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Post » Fri May 27, 2011 6:46 pm

It's great stuff. The game has an enjoyable set of weapons, too.Also, I noticed that the poison sometimes starts to spread on Jack's body. I didn't know it could do that.DCotE is one of my top 5 games. Definitely.
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Nicole M
 
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Post » Fri May 27, 2011 3:52 pm

I liked how one of the prisoners could hear the rats in the walls, that was good. One of the best parts for me was the very beginning when you're in the cult house. It wasn't long enough.
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Stefanny Cardona
 
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Post » Fri May 27, 2011 8:20 pm

Cheers Alli, it is you guys noticing these things that make it worthwhile, we knew most people would run straight past a detail you might have worked a week on to get right, but if just a precentage of people notice it, it was worth the extra effort.
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Causon-Chambers
 
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Post » Fri May 27, 2011 8:51 pm

I liked the factory and the gold vats too. Very atmospheric, the latter part was sort of like the end of Terminator 2 now that i think about it. B)
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 11:53 pm

OMG, looking into windows and basemants and seeing people hang themselves or getting drug out of the room. Awesome, you really get the feeling that there is a whole world apart from the game missions.
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Jason Wolf
 
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Post » Sat May 28, 2011 1:27 am

This is a game that was on depevelopment for a long time and still looks amazing :cthulhu: Way to go, guys!It is sad that the other games will possibly not be released :unsure: For those nice details...The whole lighting thing in the Refinery is great... it is nice to have that 'firey' lighting going on, and then you close the door and the lighting fades to the normal oneWOW :DThe soundtrack is spetacular too... Puts you in the right moodSometimes I thought I'd have some friggin' heart attack playing the game! :lol:
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 1:36 pm

The observation point in Y'ha-nthlei is indeed bewitching. When I first saw it, I stayed there for a long while and just watched it... Hmmm, I almost feel like grabbing some footage of the location with FRAPS and making a screensaver out of it...! If I really were there, I would probably carry a boulder over to the 'window', sit down and observe.... (And then the Deep Ones would come and show why it's not a good idea to stop and watch sights in Y'ha-nthlei)
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Katy Hogben
 
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Post » Fri May 27, 2011 4:11 pm

I thought the moths flying around the candles and stuff were a very cool touch. The attention to detail throughout the entire game is absolutely wonderful (so far anyway, I am on the voyage). Really wish that the sequel didn't fall through.
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Darlene Delk
 
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Post » Fri May 27, 2011 4:53 pm

Its Lovecraft. Its all about the atmoshere baby! :lol: If you screw up every other part of a Lovecraft game, at least get the atmoshere right. :cthulhu:
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Katie Samuel
 
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Post » Fri May 27, 2011 8:42 pm

It really is surprising how many things I keep discovering when I replay this game. I've discovered that part where you have to STAY IN THE SHADOWS TO USE STEALTH (yeah, no sh*t, sherlock), I got one helluva fright when Ramona appeared when I didn't expect it, and I didn't know Henry made a racket if you went round the outside of the police station. And, just a few days ago, on my THIRD playthrough, I noticed you sometimes get a voice in your head, echoing: "Use your gift Jack..." when you're on the reefs, which I was amazed I'd missed previously! The Headfirst guys did a top notch job of putting in things people might not even notice, which is amazingly commendable.
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Zosia Cetnar
 
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Post » Sat May 28, 2011 1:11 am

Agreed, the main game is absolutely amazing. I have to give a lot of praise to the people the made it. It seems really epic, every part of the game seems to serve some purpose. I'm playing through for my second time now, and paying more attention to detail, seeing all the little things put in the game. Honestly the most effective detail I missed on my first play through is when you're going through the poor house. There's a woman dead in a corner, and a little beetle, or other insect crawls in and out of her mouth. Also, when it's playing the first cut scene after the mansion level, where Jack is talking on the phone, and he sets his cigarette down, eventually the cigarette just burns down to a column of ash as they do in real life. The moths are really cool as well. The amount of detail in the game is amazing, well worth a second play through just to notice little things, that probably took a fair amount of work but generally go unnoticed. Honestly I think the most intense part of the game is on the reef, when you have to grab on to the rings with the rushing tide though, drowning or being swept out to sea has always been one of my greatest phobias. Plus the look of the people of Innsmouth, I actually read Shadow Over Innsmouth after playing this game, and the characters seem to fit the description perfectly. Unfocused eyes, all their skin seems scaly, their voices are very gruff, sound almost unhuman. Great game, I'm really glad it saw the light of day.
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CSar L
 
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Post » Fri May 27, 2011 11:59 am

:)
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Daramis McGee
 
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Post » Fri May 27, 2011 2:55 pm

I try to take notice of the little details in games like these as well. Along with the already above mentioned by others, a few other nice little touches I noticed and appreciated; take a look over the railing towards the beach during the start of the game once you first get control of Jack, and the tide / water looks fairly realistic how it comes in and out on the shore. The way the rain-effect "spashes on your faces". Inside the cultist house, there's a nice effect with the mirror and you can see Jack (before you go down the trapdown). After going down that trapdoor, if you walk backwards down those old wooden steps, you'll see the nice effects of the stairs crumbling and breaking as you slide downwards.How the flames of the candles and various fires (such as in the stove) flicker. Rats crawling around in some places. The various ambient sounds effects, music throughout the game. How when you walk around (in Innsmouth), that the various people walking around, when you get close to some of them, they stop and glare at you, and depending on where you move, they follow you with their stare. When you see the old-man in the poor-house and just after Jack has a little "vision", if you quickly look out a window, you'll see a "Deep One" jumping by (the first time playing and I seen it, it freaked me out a bit). The various details on the textures, books, posters, scratches, scribblings and such seen throughout parts of the game. The lighting and shadow effects work quite nicely too. I could go on and on, but you get the idea. I really like to see all these nice little extra touches in a game like this, it makes it seem more "real", and helps put me there in that world while I play it. Good job and congrats to the team who worked on this game!
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 12:31 pm

One of my favorite parts of the game was when you're in the hotel owner's office. Reading about his little experiments on people and trying to keep them alive while he slowly mutilated them sure made me want to leave Innsmouth in a hurry.I believe one of the most satisying parts of the game is when you finally get a firearm. After all that evading it was a relief to finally be able to give some of what you've been recieving. It was a real nice "Okay, now it's war" feeling.I just loved going around the town and investigating all the creepy little nooks and crannies. The atmosphere was just done so well. The lady hanging in the basemant was a real "Woa" moment. There's just so much I liked about the atmosphere I could go on for quite a long time, but I'll spare your eyes instead.If there was one thing that kept me playing to the end, it was the story. I will admit that the beggining of the refinery portion of the game was quite frustrating to me. I HATE constantly respawning enemies. I almost gave up, but I HAD to know what the hell was going on with this place. I've never had the experience of needing to know what would happen next in the story with a video game like that before.Edit- I think I use the word 'just' a tad bit too much... If anybody on the former team finds a couple million dollars laying around, I demand you all make the sequal. I'm shocked this game didn't sell well.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 6:08 pm

The sense of decay is fantastic. In the poor house i was very careful, because i was afraid that the house would simple crumble. It's like if the city was alive by itself.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 3:04 pm

I bought Cthulhu from Game (Pre-owned) and gave it my brother as a secret santa gift.Having been watching him playing it the past few days, I have been amazed by the detail used - especially in the Visions - especially in the Insane Asylum, where the walls are Bleeding. That part is great.I have watched my brother go from "This isn't a horror game, this is a comedy" to "What is wrong with their faces" to "BOLT! PUSH! JUMP!" to "This boat is (Rude string here)" and then "Lasers.. now it's getting interesting".
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sally coker
 
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Post » Fri May 27, 2011 10:11 am

I love how ramona keeps showing up, that was very nice.. all the other points everyone else mentioned are greatevery little bit of innsmouth was awesome, every little bit of devil's reef was wonderful, the frozen river was very well done (love the power lines, trees, etc up along the banks, felt very realistic and lovecraft new englandy). the marsh refinery was one of only a very few 'dungeon' levels in a game that have held my interest.. the shoggoth was very nicei like how ruth's brooch turned out to be the key to allow the mechanism to function on devil's reef.. thinking how a deep one/innsmouthian probably found it, passed it along as a historical artifact, wound up as a present for ruth, then wound up in jack's possession, and finally jack winds up on devil's reef with that artifact for use in a mechanism long since forgotten even by the deep onesjeez when i'm looking at my computer screen right now, sometimes i swear i can see a little of the insanity 'tripping' vision effect still going on :cthulhu: where in innsmouth can you look in a cellar window and see someone hang themself? i missed that part.. i'm going to go back to the poorhouse to see the deep one one on the roof :)
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Rhysa Hughes
 
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Post » Fri May 27, 2011 8:12 pm

My favorite events are:The very beginning, with the rain effects and later witnessing the cop getting shot was so awesome. I was just surprised that's never been done in game, I mean place importance in an NPC's death.When you crawled through the tunnels under Innsmouth; the dirty sewers are perfectly rendered and the water reflections only add to the imersion. Aproaching the "main sewer" and watching the drunk's body being dumped is later followed by a -clank- as soon as you look away from the body. If you're quick enough, you can actually see the tentacle taking the body away.I pretty much enjoy everytime Jack's hands are on-screen. My favorite is the truck crashing and later exploding killing the couple, the scene that follows grea also. Too bad you can't see your legs; a game that has perfect FPV is the third Thief, another would be Crysis, but it's damn perfect in Thief.The boat was tense, especially when you see those really big Deep Ones. I like how the in the infermary you see the body parts splat on the ground, and retreiving the welder was a "holy ****" moment (once again the water looked spectacular).I'm on my third playthrough and noticed that morphine is actually useful. Another thing I noticed is how much easier it is to sneak in the jailbreak mission. The problem with that mission is that it doesn't hint to that aproach very well. A problem though is that these neat scripted events are an effect from very linear gameplay. The game is great, but there is only one approach that is best suited for most occations.
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Irmacuba
 
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Post » Fri May 27, 2011 1:46 pm

Character-dialogue is great too. I like when Hoover refers to Cthulhu as an 'oversized gargoyle'. I could sense Jack gulping 'n struggling for tongue-control when he retorted: " That isn't a gargoyle, agent... "On xbox, Hoover shoots his own agent at the elevator-door, then addresses Jack... " He knew what he was getting-into when he volunteered for this assignment... " I don't think he volunteered to be shot in the head by his own boss, lol... In fact, at that macabre moment, I was figuring that I'd probably have to battle Hoover later in the game.For some reason, probably the sharp juxtaposition of tones, my fave lines in the game, before Jack was sent conveyorbelting toward the grinder:" Stop right-there, Marsh ! "" Bye-bye, Mr. Walters........ "Having read Lovecraft's bio, and Shadow Over Innsmouth years before, I'd already presumed that HP had ironically created the 'Innsmouth look' to mirror his own unique facial-structure. -Probably in-response to fan letters back then, who'd seen his pic maybe, 'n commented on his outre-looking visage, etc. So I applaud the design of all the characters in Dark Corners.Btw, having played the sprawling Grand Theft Auto IV, the Innsmouth-level seems like it was the forerunner of the 'open gameboard' style-of-staging.
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Brian Newman
 
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Post » Fri May 27, 2011 11:50 pm

I don't mind re-spawns as long as they don't back-stab me... appearing from behind after I'd cleared an area and/or accomplished a mission-objective before I could reach a save-point. Medal Of Honor: Airborne is the worst at that...I can't recall a DCotE section where re-spawns bothered me. -Plus I never got that why 'r you-guys so worried about me, when I get killed so easy?-feeling. Nor did I experience my all-time pet-peeve; How do you know where-I-am, who's-side-I'm-on, and how-far-my-head-is-off-the-ground when I peek around a corner, scoping an area for the first time?
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Andrea P
 
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Post » Fri May 27, 2011 7:52 pm

It would have to be all the little additions to the dialogue. A few days ago I tried to use the stick of dynamite you get after killing the Star-Spawn on the dead privates body. And to my surprise Jack said, "He's dead, blowing him up won't bring him back." I thought it was very nice to see a game with such well thought out dialogue.
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Bloomer
 
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Post » Fri May 27, 2011 9:20 pm

I'm seriously considering buying this game on the PC, despite the bugs.
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Bones47
 
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Post » Sat May 28, 2011 1:08 am

One thing I have personally enjoyed while playing CoCDCotE are those extra things as mentioned above. Not only do I apply that to the graphics detailing but I also loved the ability to pick up and read certain books. Its fun to get a true sence of what Gillman was doing to his guests and to read Jacks descriptions of Ramona's coloring book, it helps you get that much more into the game without doing a single thing to advance the plot, making you truly a part of Lovecrafts world
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barbara belmonte
 
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Post » Fri May 27, 2011 11:44 am

thats true, The terrible shotgun didnt have to post that on this thread. Everyones entitled to their opinions, but for Gods sake, if its going to piss everyone off, keep it to yourself.
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Hairul Hafis
 
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