I’ve always been a big (though not rabid) fan of Lovecraft, read most of the stories, played a bit of the RPG, and even filmed a short version of “The Temple” in college. Nothing like building a cardboard submarine in your parents’ basement!
In any case, I’ve had the chance to play Fantasy Flight’s Arkham Horror game a couple of times now, and I’ve concluded that there are parts of it that still don’t work for me. I don’t think it’s a bad game, it just falls really flat in some areas.
1) Why can’t I die? When a Shoggoth eats me or a Mi-Go flies me off to Pluto, I end up at the hospital. The fact that these characters are strangely invulnerable, over a 3+ hour game, just doesn’t fit with Lovecraft’s stark horror.
2) The pacing. Yeah, this one’s been covered on Boardgamegeek many times (with many house fixes) but the game’s gate mechanism means everything slows down as the game progresses, seemingly getting easier until the final boss shows up or that last gate is sealed. Shouldn’t games get more tense as the end approaches?
3) The big fight with Cthulhu at the end. Or Ithaqua. Or the King in Yellow. Right. Most of the games I’ve seen either end anticlimactically with a gate easily being sealed, or in a giant dicefest with the final Big Bad. Bonus points to those who realize that my own boardgame, Monsters Menace America, ends the same way, but here’s the difference (in my own humble mind, of course). Over the course of Monsters, you can build up your character in many different ways (Infamy, Health, Mutations) and mix and match to your heart’s content. You can “depower” your foes with your armed forces, or block other monsters from achieving their own goals. Thus, the results of the dicefest should largely represent the results of the game. Sure, sometimes someone rolls bad, or Super Colossal Guy wins the game with a sucker punch, but since the game runs an hour (of which most of the time people are howling, roaring, and gurgling), it’s easier to take it in stride. In Arkham Horror, you often times lose your items/blessings/stuff just before the big fight, and you’re no better off fighting the Big Bad than you were four hours before the brawl. Even the stuff that is left doesn’t always help all that much unless you play the game as pack rat who scampers from deck to deck trying to purchase the best anti-Cthulhu gun the game offers. Plus… who the heck in a Lovecraft story ever killed one of those monstrosities with anything less than a steamer ramming one at full speed? The mechanics just don’t work thematically, or well, mechanically.
4) The whole sliding scale attribute system. I’m not sure I get this. Again, it’s a theme stretch (I’m going to intentionally reduce my willpower to throw a better punch?) and mechanically… I’m just not sure what it’s trying to do. It encourages a tiny bit of forecasting – if you see a crash of Shoggoths roaming the city, maybe it makes sense to adjust Sneak upwards, but usually it’s an obvious choice (either you’re going to try to kill ‘em, or you’re not) so there’s not much in the way of strategy you can apply to that choice. And the random card events you’re likely to get along the way can go either way regardless of how you adjusted your character. It feels like the whole system was a band-aid to fix the fact that characters with radically different statistics can sometimes be outright screwed by a random situation or tentacle-waving blob standing in their path. I think a better solution would have been to rework and simplify the system, as all it is right now is a red herring decision-making point that has most players just shrugging and picking left or right on their character sheet.
5) Here it is. My standard number one Fantasy Flight rant. It’s too darned long for what it is. This is especially true for a cooperative game where the tension is artificially created. You often see the ending hours before it’s over. Shadows over Camelot and Knizia’s Lord of the Rings nailed the sense of dread and desperate cooperation in half the play time. I think I’d be more forgiving of the game if it clocked in under 2 hours.
Oh well, can’t love ‘em all! And just to sign-off on a positive note, the game sure has pretty artwork and lots of cool, thematic expansions that makes we wish I really loved it!