The open-world Oakmont of this third-person action-adventure detective title is an interesting attempt to make investigating crime scenes feel more sophisticated, but it doesn’t manage to effectively capitalize on the experience. Sinking City‘s overall linearity (despite the particulars of each case) means that there’s not much satisfaction in playing detective since everything will fall into place anyway - fingering a culprit isn’t about guilt or innocence, it’s more about weighing the moral implications of the verdict. One side effect of this system is that there’s not one ‘correct’ conclusion to a case, and the outcomes chosen by the player don’t have much impact on the story. In an earlyĬase, I had to intuit whether a murderer was hallucinating during his crime, or Player must interpret the results and come to possible conclusions. Palace’ Frogwares is so fond of - clues are found at crime scenes and thisĮvidence can be linked to create a deduction. Mass hysteria has been gripping the town, so Reed tries to cure himself of his visions while trying to solve Oakmont’s woes as well.Ĭity’s story is told episodically, with every section being a case for Reed Sinking City‘s main character is ex-marine Charles Reed, now a private eye with supernatural visions that lead him to 1920’s Oakmont - a mysterious city in Massachusetts, flooded by a seemingly endless deluge. TheĬhange of universe did pay off, though, since City pulled more than a few unexpected Sinking City was one of my most anticipated games of 2019,Īlbeit being a risky pick since I’m not familiar with Lovecraftian novels. Lovecraft-inspired tale about a doomed city, uses modern cinematic storytelling, has a well-put-together narrative and feels similar to Frogwares’ successful Sherlock Holmes titles, yet these different components fail to come together and overall it’s… a hot mess with great writing? WTF “The Sea” impregnated someone’s wife? HIGH Phenomenally designed moral choices.
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