Sunday, March 23, 2014

Super Nerd Sunday Presents: The Mythos of Eldritch!



The Cthulhu Mythos plays on two simultaneously opposed and interconnected forces.  First, there's the insurmountable drive of human curiosity, the desire to explore the world around us an uncover the mysteries that surround us.  The instinctive drive to explore that saturates our instincts, our social values, and our professional motivations is a pretty essential part of existing as a person.  But Lovecraft plays that off of the mounting, cumulative pressure of traumas we accumulate baggage from these explorations, illustrating an exchange where as we uncover new aspects of the world around us, we acquire scars, injuries, physical and emotional, that weigh us down and keep us from engaging with the world.  These injuries either force us inside ourselves, turning us into isolated, hostile, gibbering madmen, or they undo us, resulting in our literal destruction.  This relationship is fairly subtle and subtextual in its execution, not a pair of descriptors I'd usually assign to Lovecraft's writing, and it's easy to miss amidst the slough of unnecessary details packed into each and every story, or the circuitous, oft interminable prose that Lovecraft uses as a method of delivery.  But underpinning Lovecraft's writing, and as a result the fictional universe he generated, is a notion that our drive to explore is equivalent to a drive towards self destruction, that our journey towards knowledge will eventually undo us.

It's kind of a pity, then, that the video games that draw from Lovecraftian inspiration tend to ignore this duality in their practices.  Rather than tempering the drive to explore that nearly every genre of games instinctively foments in its player base with serious consequences for exploration, most story-heavy Lovecraft games make exploration absolutely necessary (as in Call of Cthulhu: Dark Corners of the Earth and Alone in the Dark) or strongly encouraged (as in the Alone in the Dark franchise reboot).  It's rare to see a Lovecraftian game that gets the fundamental conflict between our drive to explore and the psychic scarring knowledge and experience leaves upon its seekers, and rightly so; the latter, on its face, discourages sustained play and encourages players to get in, get out, and move on to the next game.  That's generally not something you want when you're making an object you want people to interact with for a sustained period of time.  You want them to mull it over a while, figure out what's going on with this thing you've built, and do something interesting with it.

Eldritch deftly manages this duality without discouraging playability, or replayability for that matter, in its execution.  To the uninitiated, Eldritch is an indie darling, fresh off a rapid development cycle, released along with an insightful narrative of its own creation by former 2K Marin designer David Pittman, combining elements of survival-horror first person games with the difficulty curve and feedback response framework of a rogue-a-like.  That strange miasmic creation was packaged in an engine reminiscent of Minecraft's blocky pixel reality and set squarely in a faithfully re-created Lovecraftian worldscape, populated mostly by creatures from the Lovecraft mythos, almost all of which can kill you very, very quickly.

Given that frame, it might sound like Eldritch is an edgily precise game, but that couldn't be further from the truth: Eldritch is loose, not in the sense that it asks players to move quickly and act recklessly, but rather in the sense that it prevents players from making slow, measured, precise decisions: it's a game about identifying shifting conditions and adapting to meet them as quickly as possible.  It's also a game about those adaptations failing, more often than not, and you dying, quite terribly, as a result.  It is, fundamentally, a game about things going wrong as your ambition grows.

See, Eldritch is a parsimonious game.  There are really only four resources you need to keep track of: health (which occasionally increases thanks to magic fountains found in the depths, and is sometimes restored by eating delicious fruit and baked meats, and is constantly taken away by rampant fish people), bullets (which are fired by guns and you'll never really have enough of), keys (which open locked doors, duh), and artifacts, which can be used to buy other resources, pieces of gear from the occasional stores you run into, and cast spells, acquired at random from statues in the underground dungeons.  The aforementioned gear is limited too: you have three slots for equipment, with very particular limits and functions.  You'll find this gear mostly in shops, which means you'll be constantly asked to balance your equipment needs with your ability to use magic. 

This tightly interconnected economy of resources, where everything comes back to the set resource of "artifacts," encourages exploration.  Without artifacts you're in trouble.  But, at the same time, as potential dangers mount, it becomes less and less worthwhile to hunt down artifacts.  If you have to dump twelve bullets and 20 artifacts of spells into some baddies in order to clear out a treasure room with 15 artifact pieces in it, you're not making much headway, but, with procedurally generated dungeons, there's really no way to know if you'll end up finding 5 artifact pieces, 15, or 50 until you check an area out, which almost always means dealing with the threats along the way, and in the area as well.

The end result is possibly one of the most true-to-Lovecraft gaming experiences I've ever had.  Exploration is necessary in order to progress.  At first it's easy and consequence light.  During the first few levels, enemies are a breeze to deal with, meat and fruit are everywhere, and treasure is a regular occurrence.  Sometimes you'll find heaps and heaps of artifacts just lying around in rooms guarded by nothing more than a locked door.  But on the bottom floor of the first dungeon, a meager three levels in, you'll probably find yourself running for your life from an indestructible shoggoth while you desperately try to find the Soul you need to unlock the book to get the fuck out of the dungeon.  That exploration, made necessary in order to progress in the game, is tinged with the knowledge that if you die (or, to frame that differently, if you deplete your precious health resources) you'll lose all the progress you've gained: no more bullets, no more super-destruco amulet, or springy boots, or invisibility spell. There are some banking mechanisms for progress, but they barely mitigate the sting of death.  Exploration is always a tense, necessary calculus, where you're forced to ask yourself: is it worth it to see if something valuable is on the other side of this wall?  Or should I just keep looking for a way out?  The deeper you descend, the less you'll need fresh supplies, hopefully.  Unless you make a mistake, which you almost certainly will, leading to a tense search through spike filled chambers as you pray that Star Spawn don't wake up around you before you get a few extra globs of health so you can make it to the bottom and grab that third soul before everything goes to shit and you end up having to start the whole god damn shitfest over again.

It's a funny parallel: as you acquire more, exploration not only becomes less worthwhile, but riskier.  The deeper you delve, the more you have to lose, and the more likely you are to lose it.  Tied to a combat system that, while sloppy, deftly combines tension and adorability, Eldritch is a very lo-fi game with a very well crafted feedback loop in place, and there's something unique about the whole set of interlocking systems.  Normally, progress peaks and systems become basic or easy to manipulate, but Eldritch remains a harsh mistress, even after you've apparently mastered everything that's going on under the hood.  It's punishing, but in a way that seems totally appropriate, fair, and compelling.

It's far from perfect, to be sure.  I've found a combination of items that effectively break the game: a medallion that lets me demolish walls with bullets, a kit that lets me resurrect myself using a hefty sum of artifacts, and a pair of boots that negate falling damage and keep nasty overhead spikes from crashing down on me.  With these items even the nastiest situations can be resolved by pointing at the floor and shooting my way down.  But amassing this combination of equipment is hit or miss, learning how to use it took time and effort, and if I want to get "the best" ending, I've got to discard all of it and fill my item slots with useless trinkets that literally just take up space and make the game harder.  And of course I want the best ending.  Because while Eldritch is a complex dichotomy of a game, it is singularly compelling.  It's always keeping me striving, learning its systems, mastering them and then, eventually, learning that my assumption of mastery was far from true as some horror from the deep rips me to shreds so I can get back up, dust myself off, and descend again.

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