Cultist Simulator is about forbidden knowledge, forgotten histories
and ill-advised pacts with entities who aren't so much gods as
unsettling cosmic frequencies, felt rather than understood, but it would
be nothing without its monotony. Starting the game, you are confronted
not with a squiggle of eldritch geometry but a wooden table covered by a
worn leather mat, its scratches picked out by a strange cobalt light.
An hourglass timer begins to drain away, sucking Fund cards out of your
hand with every revolution; you counter by plugging Reason, Passion or
Health cards into a Work timer to generate more. This mundane rhythm
keeps up throughout the ensuing 20 or 30 hours, as cards and timers of
all kinds slowly cover the tabletop, each accompanied by a gravid yet
delicate prose snippet about the game's curious, alternate-1920s
England. It's the bassline for an experience that is as much an
investigation of mind-killing drudgery as it is a homage to the wayward
imagination - indeed, an experience that derives much of its mystery and
threat from their inseparability.
Many of the challenges and setbacks you'll face during your career
as a cultist will be crushingly ordinary: injuries in the workplace,
humiliating demotions, a fatigue mechanic which renders certain cards
briefly unusable, periods of bleakness or dissociation that may doom
your character if you let them fester for too long. You'll deal with
bullying superiors as an underpaid bank clerk, paint rapturous vistas in
your spare hours that nobody buys, push paper as a police inspector,
haul cargo as a labourer.
Sometimes you'll dream of endless roads, locked doors or being
trapped under wormy floorboards. Often, you'll dream of nothing
whatsoever. And eventually, if you're tenacious enough, you'll break
through to a comfortable plateau, with a sustainable income, robust
health and a little time for hobbies such as walking and reading. One of
the endgame options lets you commit fully to this existence, to a
blameless everyday world of graft, rest and idle recreation, a world
without either light or shadow. Of all Cultist Simulator's deadly
temptations, this could be the most seductive. It is, perhaps, the
closest thing the game offers to happiness.
But somewhere, there is More. Whispers in sunlight. An icy
atmosphere when you wake. Appetites whose origins and objects you can't
quite place. Somewhere there is a house without walls, fringed by moth
and moon-ridden forests and tossed on a painted sea - a realm beyond
dimension wandered by inhuman agencies whose desires and griefs trouble
the surface of our own. This is a place where you might obtain power,
enlightenment or extremes of sensation for a terrible price. First,
though, you'll need to get there, by dreaming the correct dreams,
performing the correct rites, combing blasphemous texts, probing the
Earth's darker corners and enlisting touched souls to your service. It's
a journey that requires a willingness to experiment in the face of
probable destruction, a sound strategic brain and above all, patience,
especially the patience to try again.
In practice, all this boils down to plugging cards or combinations
of cards into the game's activity timers to create or expose other cards
- a mid-noughties Facebook sim-style alchemy that immediately conjures
up writer-designer Alexis Kennedy's previous projects at Failbetter
Games. Besides Work and Time, the main activity timers are Study, Talk,
Explore and Dream. Study lets you read or translate books you've found
and cobble together fragments of the game's vast, knotty mythology;
given certain resources, you can also use it to increase your
all-important allowance of Reason, Health and Passion. Talk is for
reaching out to potential partners-in-crime, sending your minions out on
nefarious errands and enhancing their capabilities via certain rites.
Explore lets you research and dispatch expeditions to mystic sites
across the world; you can also use it to visit places within London in
search of a rare tome or something less tangible. And Dream, finally,
is how you'll access the Mansus of the Hours, making your way through
its unreal precincts as your stockpile of lore and understanding of the
game's well-obfuscated logic expands.
In the process, you'll attract both adversity and adversaries. Cult
activities typically generate Mystique or Notoriety cards that will
eventually rouse the attention of a hunter, who will try to convert
Notoriety into evidence of your sins. Allow the hunter to build a
compelling case and you'll be tried by the Suppression Bureau, London's
paranormal police. Fortunately, you have many ways of getting rid of
hunters or the evidence they concoct, some more subtle and profane than
others, and in any case, the greatest hazards in Cultist Simulator are
those you create. Dream awry and you'll wake up with a nasty dose of
Dread or Fascination that might lead to a breakdown. Send ill-equipped
minions to especially baleful ruins and you may lose them forever or
trigger ancient curses, which wreak all kinds of havoc. Rites - complex,
four or five-card ceremonies that require special influences, tools and
usually, a more-or-less willing sacrifice - may backfire, as summoned
creatures escape your control and spells gobble up assistants without
warning. Pretty much every decision is a gamble, with plenty of
surprises thrown in amongst the things you can predict, and the
consequences of failure are steep. There is a mighty spell of winter in
the game that destroys a person at random. I'm not sure if this includes
the player's character, but I haven't been bold enough to try it.
Staying afloat amid this constant bubbling of timers, dangers and
opportunities is a source of grim satisfaction, but the great joy of
Cultist Simulator is discovering another card combination, and the great
joy of discovering combinations is finding something else to read. Far
from the leaden chunks of "world-building" offered by most fantasy RPGs,
Cultist Simulator is a universe of the unspoken, a protean clutch of
riddles, scholarly marginalia, back-alley rumours and pointed epithets.
The Mansus at the game's heart never quite assumes a literal form,
though you're eventually treated to something like a map - rather, it
exists between the lines of censored tracts and in the gulf between
contradictory histories and creeds. Kennedy remains a master of the
Dread Surmise, to steal a term from his first game, Fallen London - he
is adept at infusing a sentence or two with the maximum of dire
implication. But just as important are his self-parodying mannerliness
and fatalistic sense of humour, which keep the grandiosity and hamminess
of much cosmic horror at bay. His writing is at once "Lovecraftian" and
the work of somebody who considers Lovecraft in frightfully bad taste.
Also as in Kennedy's previous games, there is a
more-than-usually-chronic sense that the writing is at war with the
systems. In practical terms, the trouble with Cultist Simulator's
fondness for verbal ambiguity is that it sometimes teaches you to look
for connections where none are permitted. It's been intriguing to watch
the game struggle with this through Early Access, as Kennedy and fellow
Failbetter veteran Lottie Bevan have shaved away obscurities here and
there, introducing the odd square-bracketed hint in a way that feels
like a betrayal of the premise. Language at large is a volatile
creature, crowded with duplicity, ripe with past usages that hang
perilously over ever utterance. Cultist Simulator does a wonderful job
of revelling in this, but it is also a card game made up of piecemeal,
linear connections, subject to the basic economic principle of adding
things together to create other things of greater value. At its least
marvelous, the game is almost a prison for its own wit, a factory where
vivid, open-ended fantasies are melted down into bitty commodities. This
is especially apparent when you start over, of course, as hitherto
exciting card combinations grow routine - and you will do a lot of
starting over in Cultist Simulator, though there's a choice of opening
backstories and vocations to ease the pain.
If this discord may frustrate, it's arguably to the purpose
inasmuch as Cultist Simulator is consciously about how moments of
unearthly insight might arise from the grind and dust of the temporal
sphere. The gap between where the writing inspires you to go and the
deadening arithmetic of getting there is the point, not a weakness - and
when you happen on another scrap of proscribed lore, it's like a moment
of deep shade after a day in the sun. Cultist Simulator's achievement
is that it teaches you to search for such moments, to demand them even
as you contend with the suffocating greyness of practical reality. It is
a tribute to human myth-making and malevolence which understands that
other worlds are not invented or found but torn, limb by limb, from the
one around us.
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