Video Games Ghouls of the Miskatonic Something dark sleeps deep in the ocean, emanating a power darker and more destructive than anything imaginable. Ghouls of the Miskatonicbegins a thrilling story in the renowned setting created by H. So before I even blew the dust of ages from the cover of my Necronomicon, I sat down to ponder what these novels needed to do. All too often horror stories spend so much time on building atmosphere that the plot gets lost along the way.
|Published (Last):||14 January 2006|
|PDF File Size:||2.28 Mb|
|ePub File Size:||11.69 Mb|
|Price:||Free* [*Free Regsitration Required]|
The first novella is about some missing girls, some bootlegging operations, and jazz clubs. It has Irish dock workers, Pinkerton agents, Irish bootleggers, rundown boarding houses, and wise-cracking newsagents with cute photographers.
The second one is a massive amalgamation pastiche of many, many Lovecraftian and Lovecraft-esque ideas, with changes made to make things a bit more "peppy" screw ghouls that only eat on the dead Ghouls of the Miskatonic is two novellas and a guidebook in one book. The second one is a massive amalgamation pastiche of many, many Lovecraftian and Lovecraft-esque ideas, with changes made to make things a bit more "peppy" screw ghouls that only eat on the dead and carry on conversations in the Dreamlands, we need something that snarls and hunts and attacks.
The final part, the guidebook, has placenames and people names from various Arkham Horror the board game with varying degrees of background information stapled in here or there as needed. Mush all three of those together with the two novellas being tied together towards their middle, and you have a good idea of what to expect. In defense of Ghouls, you must understand that this is a book, the first in a trilogy, which is meant to explore the people and place names and game play style of a board game, Arkham Horror, which is based mostly on a role-playing game, Call of Cthulhu, which is based on the writings of H.
Lovecraft and the various homages and pastiches and rip-offs of his writings up through the s and beyond. And, the trilogy it starts, The Dark Waters Trilogy, is one of two trilogies planned to be set in the Arkham Horror universe, and as such can neither stray too far from any source material. There is so much going on there and then that any story set in such must spend a good chunk of its effort just avoiding toe stepping.
It makes a fair read. In the year , a string of missing girls—missing after adopting a lifestyle of visiting speakeasies and listening to jazz—is being covered up by the Arkham police, who just want a bit of quiet and normalcy. Some might be runaways, but others are showing up dead. One particular corpse, found near the athletic field of MU, brings a reporter and photographer—Rex and Minnie—unto the scene. Here they meet Gabriel Stone, a Pinkerton agent acting above and beyond his duty on the matter, and start tracking down clues.
Several of their clues lead to Oliver Grayson, a professor at MU who has spent years with a tribe on the South Pacific seas only to have the whole tribe disappear before he could publish his findings. His friend, Henry Cartwright, has recently be put into Arkham Asylum as an insane arsonist and some of his other dealings make them suspicious. All the while, Grayson is learning more and more about the underworkings of cults and other eldritch things, partially to help a student, Amanda Sharpe, overcome bad dreams.
Once Amanda and her roommate, Rita Young, go missing, the whole thing takes on a more sinister bent. While these things are brewing, Finn Edwards, an Irish bootlegger, is involved in a whiskey exchange gone bad as otherworldly beings intervene.
He escapes, the only person at the exchange to do so, and brings with him a strange silver orb that seems to warp reality. And, during all these storyline elements, some unknown group is using ghouls for an unknown purpose, and seem to be readying a deep-sea expedition that needs a certain silver orb, and some further information, in order to get underway.
We get Rex wondering why Minnie had not found a man at least two or three times. We get "despite being noon, the light started to dim" two or three times.
Then, like I said, we get glitches. Later, when the same professor is asked about Dean, he responds that he only knows him by reputation. When Stone is first talking about Arkham police, he describes them as incompetent and implies they are looking the other way. Later he describes them as being mostly alright, just maybe not up to [the events of the novel].
Final verdict, I thought it was "ok" but could use a rewrite. Will give the second book in this trilogy a spin, not sure if this book has sold me on the concept of multiple trilogies set in this same universe, though.
Ghouls of the Miskatonic
Ghouls of the Miskatonic by Graham McNeil is one of those books. There are lots of ghouls, ancient gods, and cultists creeping around. Happens a lot. But while all the elements were there, somehow the magic was missing. Ghouls of the Miskatonic tells the story of a whole host of characters. Oliver Grayson and Alexander I forget his last name because he only shows up when certain plot points need to be revealed are professors at Miskatonic whose mutual friend, Professor Henry Cartright, is in an insane asylum.