Halloween
2017 Post-A-Day, Day 16:
H.P.
Lovecraft’s Cthulhu #3
Beginning five days of Lovecraft!
Given that after Nameless is no place to go but down now: Sullying two good names in one book title
Given that after Nameless is no place to go but down now: Sullying two good names in one book title
"The Whisperer in
Darkness, Part Three”
Written – Terry Collins
& Paul Davisl
Pencils – Don Heck
Inks – Robert Lewis
Colors – Mark Menendez
& Deirdre DeLay
Art Direction – Melissa
Martin
Editor – Paul Davis
May 1992
For
a long time, I was afraid of opening this book and that fear was completely
justified.
Not
for the normal reasons you dread a scary comic book. Not out of dread that
there might be mind-numbing terror the likes of Alan Moore’s Neonomicon lurking
between the heavy stock covers, madness held in a stapled binding.
No,
I feared it for exactly the opposite reason. I feared it would disappoint or
anger me.
I
consider myself a huge fan of Howard Phillips Lovecraft and all things to do
with his mythos. I like poorly done knock-offs of his material about as much as
a Catholic likes cheap plastic Jesus statues. They mock the serious commitment
to the art of writing horror that Lovecraft’s work should engender in people.
I’m not above enjoying a Stuart Gordon film here or there, but by then the work
is so derivative that it is pretty much its own thing.
Halloween
made me do it. I cracked open the cover and read THIS book…*sigh*
There
was a time when I was growing up where I was a huge Tolkien fan. Loved The
Hobbit and The Lord of the Rings so much I wanted to jump into that world and
run around. Thankfully I found Gary Gygax’s Dungeons and Dragons, so I had a
chance to do the next best thing. It wasn’t the exact same as being a hero-class wizard or
ranger, but it stood as a very close approximation in role-playing terms.
There
were scores of HPL fans who wanted to do the same. And for them, due to Gygax’s
success, there was Chaosium’s Call of
Cthulhu game. I own a lot of the CoC modules and consider them well made,
inventive affairs. In fact, many of the adventures have underpinnings that are
unique and interesting. But…
…the
gameplay can in no way be considered “Lovecraftian” nor the outcome of play
sessions be a Lovecraftian tale.
The
game mechanics rely on your characters surviving for the most part. Even with
Sanity checks and instant death events, the outcome of these adventures is to
build up super-characters the same way D&D creates powerful wizards and
tank-class barbarians. It is part of the role-playing ladder of rewarding
careful players.
None
of which fits into a Lovecraft version of the universe. In fact, just making it
through the day still wanting to live is a bit much to ask after seeing the bleak
and uncaring HPL universe.
Meet
two of Mark Ellis’ Call of Cthulhu party members from the group he likes to
call The Miskatonic Project. They are
like 1920’s version of Ghostbusters, using tommy guns, super-science and
psychic powers to take out evil cultists and creatures from the Cthulhu monster
manual with all the ease of rolling a 20-sided die. See how non-Lovecraftian
this is?
Lovecraft
wasn’t about gore or action, he was about atmosphere and character. Lovecraft
didn’t like showing the creature because he knew that whatever you came up with
in your own head was a million times more frightening that what was described
on the page. This book is the antithesis of Lovecraft’s work. Yet, the front
cover is emblazoned with his name.
*sigh*
The
only way to approach this book is as someone’s Call of Cthulhu game sessions
written into comic book form, and even then, the “story” lacks any real
excitement. Even with all the explosions and gunfire, the thrill is missing. This
from a book where the splash page gives the title as “The Whisperer in
Darkness” yet unironically shows a Dick Tracy in sunglasses mowing down people
in machinegun loud fashion. You get the feeling of sound and fury signifying
nothing, which is exactly what writer Mark Ellis delivers.
Maybe
coming in on chapter three of a three-part arc is a bad thing, because all we
have is action-action-Action! for a bit with lots of shooting and punching. For one thing,
guy who stole Dick Tracy’s coat gets cold-cocked and dragged off.
His
name is Lord Sabbath, which is both pretentious and goofy. The only way the group
can track where the cultists took him is via – get this! – this other
character’s psychic mind powers. She goes by the handle Fleur Avignon, which is
likewise pretentious and goofy. They need her brain powers because their
super-science thingamagig geo-scanner got busted up in the fight.
These
are the parts that feel so much like the CoC game. The wacky, over-the-top
characters. The introduction of gizmos that serve to move the plot along. The
reliance on “good” supernatural elements that balance out the evil and bad
unnatural powers that are arrayed against the heroes.
Ugh!
That last bit. I’ll say it once again: in Lovecraft’s universe there was no
cosmic force that balanced out the evils that assailed humanity. There was only
man stumbling upon the truth that human civilization’s ruin could happen at any
moment, by events he was powerless to prevent.
But
yeah, you’ve got a bag of dynamite. That ought to fix things.
That’s
supposed to be a Mi-Go so I’ll need a SAN check from everyone! Oh, you all made
it. Why of course you did! Can’t have anyone losing their marbles in this book.
Also,
if you hadn’t noticed by now, the art in this book is decidedly craptacular.
I’m uncertain if taking out the heavy-handed inking would have done Don Heck’s
pencils any favors. Heck isn’t my favorite Marvel artist, but I believe he’s
better than this. The one book I have of his was an Iron Man that wasn’t too
bad. He did draw IM with a nose though, which is a design that I really hate.
As I hate this Godzilla-legged Mi-Go.
And
that Mi-Go representation is just hideous. They don’t have eyes and a face with
jaws. Their head is like a giant mass of antenna. They are PINK, not GREEN.
Their total length is five feet long and they sport dorsal wings or fins with
multiple arms underneath of an insect-like variety.
Someone
get Don Heck some HPL books. Please!
The
trio run with the Mi-Go flying after them. The end up at Akeley’s house from
the actual story The Whisperer in
Darkness.
Once
inside, a neighboring farmer confronts them with a loaded shotgun. He’s looking
for his daughter, abducted two weeks ago, and spends two pages unspooling his
tale for them.
Okay,
so maybe “abducted” isn’t the correct term. “Took something from,” perhaps fits
better. And that thing they took was her brain.
Fleur
interrupts the discussion as her Spider-Sense goes off.
Everyone
hesitates, like they can’t believe someone in an H.P. Lovecraft story has some
kind of superpower. And then the floor opens up and a Mi-Go eats the old
geezer, which is no great loss since he ran out of exposition to dump on us
anyway.
This
feels not only like a CoC game setup, it almost feels like a CoC game session.
Lovingly set down in ink on paper, the actual dice rolls and actions of the
party. I’ve long said that playing D&D is fun but reading someone playing
D&D is kind of boring and I stand by that. (Listening to someone play D&D
is great though, as proved by the weird folks over at The Adventure Zone. Go
figure. *shrug*)
Our
little adventuring party decides to follow the Mi-Go down the hole, especially
after Fleur uses her Plotdevice-Sense to detect that Lord Sabbath is down
there. They tie off a rope and off they go.
Using
Fleur like a divining rod, the third member of our group, the one who’s only
skill was working the geo-scanner thing is given the chance to roll a check to
see if he can remember some historical reference that might have relevance to
the Mi-Go.
He
rolls an 18 and can tell the group this bit of (not really) handy knowledge.
As
they grow closer, Fleur’s power detects yet another presence and we find…
…that
the writer has stolen another Lovecraft main character. This time it is
Inspector Legrasse, the investigator from The Call of Cthulhu. Or maybe the
ghost of Legrasse, as he appears to be more spirit than person. Fleur goes on
about some non-sense that he appears “trapped in another solar system” and then
the tunnel ends at two huge, carved doors. Or as Fleur calls it “a place of death.”
Or
what most of us would call “a place of cheap plastic skeletons”.
Look at them! Look! They have no flesh hanging those bones together. No way REAL skeletons would look like that with no connective tissue involved. It is like a Spirit Store on steroids.
Look at them! Look! They have no flesh hanging those bones together. No way REAL skeletons would look like that with no connective tissue involved. It is like a Spirit Store on steroids.
Oh,
and we are supposed to note that each skeleton has its skull carefully sliced
open so the brain can be removed, JUST LIKE THE MI-GO DID IN THE STORY “THE
WHISPERER IN DARKNESS.” Got it. Very scary.
…but
instead of finding out where that goes, we instead shift to Lord Sabbath being
menaced by a criminal cultist in a pin-striped suit who has a Mi-Go hanging
around behind him like a bodyguard or mob bruiser. This book doesn’t UNDERSTAND
Lovecraft creatures. At all. Merely seeing one of them would so unnerve you
that you would cease to function on some level. Yet, here we are talking with
them like it’s just a guy in a rubber Mi-Go suit.
Oh,
yeah! And that’s the hero of The Call of Cthulhu. Here they’ve reduced him to a
brain in a jar. Just…sad.
The
Mi-Go want Lord Sabbath’s brain because he has glowing eyes, which mark him as
a “chosen of the great old ones.” This smacks of so much role-playing game
nonsense that I want to hurl the book into the nearest fireplace.
This
is the part where the other investigators blow a hole in the cavern wall and rush
in guns-a-blazing.
…just
like Lovecraft would have never-ever written. The tone of this whole book is
just like nails on the chalkboard to me. I get how in a game you have to even
up the score between the monsters and the humans, but in one of the master’s
horror stories, you don’t. The whole eerie dread he created came from this
knowledge there was such a vast gulf between our frail mortality and the
impossible, unknowable power of these entities.
The
human agent takes poor “he deserved better than this” Inspector Lagrasse’s brain-in-alien-tupperware
hostage until he can activate a secret catch in the wall that opens an escape
tunnel. Then he throws him as a distraction…
…but
that’s okay, as the Professor Wilmarth makes his dexterity check. Noyes gets
away, of course, and the Miskatonic Project’s mod squad turns its sights to the
future.
Which
is fouling yet another member of the cast of the Call of Cthulhu’s story,
sculptor Henry Wilcox. Seems he has been smoking a lot and is now turning to making
giant replicas of the Horror in the Clay.
Is
it just me, or does Heck’s Cthulhu look a bunch like Heck’s Mi-Go?
Anyway,
this WASN’T continued, thankfully. The three issues in this arc appear to be
the final three. I’ve found references to a Millennium “H.P.Lovecraft’s
Cthulhu: The Whisperer in Darkness” three-parter, but I’m going to pretend that
those are reprints of this mess or the guide adding the story title to the book’s
title in confusion.
Because
I want to believe that there aren’t any more of these out there. Otherwise I’m going
to fail my own personal sanity check and go a little crazy myself.
Great review! As a former Dungeon Master myself, I have to agree that there's a lot of crap out there that's obviously based on gaming sessions. The example that makes me grit my teeth is the first Dragonlance trilogy of novels. You can almost hear the DM telling the players what rolls they need to make. As for THIS particular piece of crap. . .MY GOD, THE ART! Heck isn't that bad of an artist, but between the inking and the goddamn YELLOWS and PINKS in a FU#$!NG CTHULU STORY, I give you credit for actually being able to make it through to the end. That $h!t ain't Lovecraft, son.
ReplyDelete