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[Best of 2018] What Lovecraft Adaptations Can Learn from Cyanide’s “Call of Cthulhu”

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There was once a time when knowledge of H.P. Lovecraft’s Cthulhu Mythos, much like the insane truths that inspired the Mad Arab’s Necronomicon, was a secretive burden carried by a small legion of nerdy horror literature fans and tabletop gaming enthusiasts. Sure, we’ve seen plenty of Lovecraft adaptations since as far back as the 1970s, but with the exception of Stuart Gordon’s ridiculously entertaining films, none of these really resonated with mainstream audiences.

Of course, since the rise of internet culture and a resurgence of interest in both tabletop role-playing games and Howard’s literary works, figures like Dagon, Cthulhu, and even Shoggoths have become household names. In gaming especially, it’s hard not to run into copious amounts of Lovecraft references when playing anything from Terraria to The Elder Scrolls series. Once an incomprehensively terrifying elder god, Cthulhu has now been immortalized and watered down in the form of plush toys and Funko Pops. Every day we’re treated to new trailers and images of Lovecraft-based/inspired media, and in some ways, it seems that the Mythos has never been so alive.

However, in a world so full of homages to H.P. Lovecraft, it seems ironic that the writer’s unique brand of existential cosmic horror still lies deathly dreaming at the bottom of the proverbial media ocean, with very few instances of media that managed to capture exactly why his work was so terrifying. That’s why I’d like to take a moment to talk about Cyanide Studio’s Call of Cthulhu, and what other Lovecraft adaptations can learn from how the game handled the Mythos. Neil already provided us with an in-depth review, so I’ll only be discussing the story here, but in case you haven’t played the game yet (which I think you definitely should), beware some minor spoilers!

An official adaptation of Chaosium’s homonymous tabletop RPG, Cyanide’s game puts players in the (gum)shoes of private investigator Edward Pierce, a traumatized World-War I veteran compelled to take on a new, mysterious case. Pierce’s investigation leads him to Darkwater Island, off the dreary coast of Massachusetts, where he must piece together the events that led to the fiery death of the infamous Hawkins family. Naturally, Lovecraftian shenanigans ensue, with unnamable creatures and ancient cults slowly pushing the unfortunate investigator towards the limits of what the human mind can handle.

This probably isn’t going to end well.

It’s a familiar setup for anyone who’s even remotely familiar with Lovecraftian tropes, but things change as the game goes on. What really sets it apart isn’t necessarily how it emulates specific story moments or ideas from the Mythos, but how it uses these same ingredients to prepare an all-new horrifying and unpredictable tale that would feel right at home in a 1920s weird fiction magazine.

Sure, there are a few characters and plot threads that don’t quite go anywhere (at least during my playthroughs), but the fascinating mythology behind Darkwater Island’s whaling history and the ominous associations with both real life and other works of fiction like Herman Melville’s classic Moby Dick make this story feel like much more than just another adaptation. While dimensional shamblers and tentacle-adorned cultists are well-trodden territory for Lovecraft enthusiasts, prohibition-era conspiracies and the terrifying effects of eldritch whale meat are wholly original story threads that help lead us to a truly apocalyptic finale.

Back in 2005, the now-defunct Headfirst Productions released their own take on the Mythos with Call of Cthulhu: Dark Corners of the Earth. While it remains one of my all-time favorite games (despite some frustrating segments and a huge list of technical issues), the developers approached the narrative like many filmmakers do, turning the story into a best-of compilation, stitching together several elements from the mythos into a smorgasbord of Lovecraftian insanity. This can work, as I believe it did in that game (although it mostly appeals to folks who are already familiar with the mythos), but most of the time this method leaves us with movies, comics, and games that adapt only the most superficial elements of Lovecraft’s literary universe. This kind of narrative almost always ends up ignoring the nuances that made silly creations like octopus-faced dragons scary in the first place.

With their take on Call of Cthulhu, Cyanide understood that Lovecraft isn’t just fish-people and tentacles (not that the game lacks these things), choosing to adapt the same creative spirit of the tabletop RPG it’s based on rather any specific story. In Chaosium’s original playing manuals, game masters would be handed the keys to a treasure trove of Lovecraftian nightmares and tasked with using the mythos as a jumping-off point to tell their own stories. These player-based narratives would usually select the best aspects of Lovecraft’s stories and expand them into something new. After all, you could only face the same few cultists and fish-monsters so many times before they became stale. Over time, by diluting the lore with their own original ideas, players would form unique narratives that still managed to stay true to Lovecraft’s original intentions.

Giant fish monsters are cool but not required!

These distinct tales could tap into intrinsically human fears and anxieties about our tiny place in a cold and uncaring universe without so much as mentioning the Great Old Ones, proving that some horrific entities are scarier when they’re felt rather than seen, and that there’s more to the mythos than the famous alien deities and fishy iconography. That’s not to say that direct and faithful adaptations of the Mythos are a bad idea (I mean, we’re all still waiting on a benevolent deity to deliver us Del Toro’s vision of At The Mountains of Madness), but writers would do well to remember that it’s more important to be faithful to the existential spirit behind these stories rather than the superficial details that most Lovecraftian media seems to go nuts over.

Some reviewers have rightly complained about Call of Cthulhu‘s false promises of an intricately tailored player-driven experience, where every minor action could have huge consequences, but no one can deny that this is one of the few adaptations that dares to look beneath the surface of Lovecraft’s tales, finding exactly what makes them tick instead of just lifting the tried-and-true aesthetics that are usually associated with the author. If anything, the illusion of choice here actually makes for a stronger and more disturbing narrative, with the oblivious investigator reluctantly setting the stage for the cultists’ endgame. Additionally, while some players might find the slow and text-heavy investigations tedious, they’re also strangely faithful to Lovecraft’s appreciation of epistolary storytelling, with the player picking up narrative pieces left behind by other characters.

Overall, the game might feel rather clunky, with several instances of stunted gameplay and outdated graphics, but much like its flawed-but-memorable 2005 predecessor, I feel that it’s destined to gain a cult following, remembered as one of the best Lovecraft adaptations to date, if not necessarily a ground-breaking video game. Hopefully, more filmmakers, game designers, and writers, in general, will take note of Cyanide’s novel approach to translating eldritch horror to modern gaming, and we’ll see some more spiritually faithful Lovecraftian media in the future, before the Great Old Ones finally awaken and decide to consume us all.

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Editorials

Finding Faith and Violence in ‘The Book of Eli’ 14 Years Later

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Having grown up in a religious family, Christian movie night was something that happened a lot more often than I care to admit. However, back when I was a teenager, my parents showed up one night with an unusually cool-looking DVD of a movie that had been recommended to them by a church leader. Curious to see what new kind of evangelical propaganda my parents had rented this time, I proceeded to watch the film with them expecting a heavy-handed snoozefest.

To my surprise, I was a few minutes in when Denzel Washington proceeded to dismember a band of cannibal raiders when I realized that this was in fact a real movie. My mom was horrified by the flick’s extreme violence and dark subject matter, but I instantly became a fan of the Hughes Brothers’ faith-based 2010 thriller, The Book of Eli. And with the film’s atomic apocalypse having apparently taken place in 2024, I think this is the perfect time to dive into why this grim parable might also be entertaining for horror fans.

Originally penned by gaming journalist and The Walking Dead: The Game co-writer Gary Whitta, the spec script for The Book of Eli was already making waves back in 2007 when it appeared on the coveted Blacklist. It wasn’t long before Columbia and Warner Bros. snatched up the rights to the project, hiring From Hell directors Albert and Allen Hughes while also garnering attention from industry heavyweights like Denzel Washington and Gary Oldman.

After a series of revisions by Anthony Peckham meant to make the story more consumer-friendly, the picture was finally released in January of 2010, with the finished film following Denzel as a mysterious wanderer making his way across a post-apocalyptic America while protecting a sacred book. Along the way, he encounters a run-down settlement controlled by Bill Carnegie (Gary Oldman), a man desperate to get his hands on Eli’s book so he can motivate his underlings to expand his empire. Unwilling to let this power fall into the wrong hands, Eli embarks on a dangerous journey that will test the limits of his faith.


SO WHY IS IT WORTH WATCHING?

Judging by the film’s box-office success, mainstream audiences appear to have enjoyed the Hughes’ bleak vision of a future where everything went wrong, but critics were left divided by the flick’s trope-heavy narrative and unapologetic religious elements. And while I’ll be the first to admit that The Book of Eli isn’t particularly subtle or original, I appreciate the film’s earnest execution of familiar ideas.

For starters, I’d like to address the religious elephant in the room, as I understand the hesitation that some folks (myself included) might have about watching something that sounds like Christian propaganda. Faith does indeed play a huge part in the narrative here, but I’d argue that the film is more about the power of stories than a specific religion. The entire point of Oldman’s character is that he needs a unifying narrative that he can take advantage of in order to manipulate others, while Eli ultimately chooses to deliver his gift to a community of scholars. In fact, the movie even makes a point of placing the Bible in between equally culturally important books like the Torah and Quran, which I think is pretty poignant for a flick inspired by exploitation cinema.

Sure, the film has its fair share of logical inconsistencies (ranging from the extent of Eli’s Daredevil superpowers to his impossibly small Braille Bible), but I think the film more than makes up for these nitpicks with a genuine passion for classic post-apocalyptic cinema. Several critics accused the film of being a knockoff of superior productions, but I’d argue that both Whitta and the Hughes knowingly crafted a loving pastiche of genre influences like Mad Max and A Boy and His Dog.

Lastly, it’s no surprise that the cast here absolutely kicks ass. Denzel plays the title role of a stoic badass perfectly (going so far as to train with Bruce Lee’s protégée in order to perform his own stunts) while Oldman effortlessly assumes a surprisingly subdued yet incredibly intimidating persona. Even Mila Kunis is remarkably charming here, though I wish the script had taken the time to develop these secondary characters a little further. And hey, did I mention that Tom Waits is in this?


AND WHAT MAKES IT HORROR ADJACENT?

Denzel’s very first interaction with another human being in this movie results in a gory fight scene culminating in a face-off against a masked brute wielding a chainsaw (which he presumably uses to butcher travelers before eating them), so I think it’s safe to say that this dog-eat-dog vision of America will likely appeal to horror fans.

From diseased cannibals to hyper-violent motorcycle gangs roaming the wasteland, there’s plenty of disturbing R-rated material here – which is even more impressive when you remember that this story revolves around the bible. And while there are a few too many references to sexual assault for my taste, even if it does make sense in-universe, the flick does a great job of immersing you in this post-nuclear nightmare.

The excessively depressing color palette and obvious green screen effects may take some viewers out of the experience, but the beat-up and lived-in sets and costume design do their best to bring this dead world to life – which might just be the scariest part of the experience.

Ultimately, I believe your enjoyment of The Book of Eli will largely depend on how willing you are to overlook some ham-fisted biblical references in order to enjoy some brutal post-apocalyptic shenanigans. And while I can’t really blame folks who’d rather not deal with that, I think it would be a shame to miss out on a genuinely engaging thrill-ride because of one minor detail.

With that in mind, I’m incredibly curious to see what Whitta and the Hughes Brothers have planned for the upcoming prequel series starring John Boyega


There’s no understating the importance of a balanced media diet, and since bloody and disgusting entertainment isn’t exclusive to the horror genre, we’ve come up with Horror Adjacent – a recurring column where we recommend non-horror movies that horror fans might enjoy.

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