![]() All the street level, doors are boarded up, but I notice an open window on the balcony of one building. Salvation Harbor appears to be an older section of the city, with mostly wooden structures. I hop on a boat and head in the direction of the marker on the compass. With our only lead being Evans' cabin in Salvation Harbor, I pull up the map and place a marker at the intersection his wife mentioned. Throughout the game, players will be presented with minor moral choices like this that define their experience. I can push back rudely, which could make him less willing to cooperate, or be cordial. The bartender we chat up is one of these with the "Innsmouth Look." I ask him if he knows Harry Evans, and he asks who I am. In Lovecraftian lore, hybrids are beings who have both human DNA and that of The Deep Ones. Walking downstairs, Reed walks into a bar filled with some strange looking blokes who, judging by the markings on their necks, appear to be hybrids. Before leaving her apartment, I rudely rummage through her drawers and find some ammunition for my pistol. Before the conversation ends, I'm presented with a moral choice – do I take her offer of an engagement ring for my work, or say I'll do it for free? Not wanting to rob the lady of her heirlooms, I tell her not to worry about reimbursement. The dialogue options allow him to try to get some actionable intelligence from the woman, and he discovers he has a cabin near Salvation Harbor. Our gumshoe finds himself chatting with a woman whose husband, Harry Evans, has gone missing. However, scavengers will be able to find collectibles throughout the environments.ĭuring a GDC demo, I got to see one of these side quests in action. Frogwares wants the entire experience to be driven by storytelling and investigation, so Frogwares isn't injecting mission-padding fluff like fetch quests. The game is divided between the main narrative and several short-story style side quests. It gives the game a cinematic flair and lets you take in the foreboding atmosphere of the city. The Sinking City has minimal hand-holding, opting for a clean screen rather than inundating the player with minimaps and waypoints. ![]() ![]() Reed, can visit any of the seven city districts at any time, many of which will require him to hop on a boat to navigate the flooded streets. The Sinking City leverages the investigative chops Frogwares developed over its past several Sherlock Holmes games, but expands beyond the studio's comfort zone with an open-world environment. Even stranger, others seem to be drawn to the city as well. But rather than evacuating, the Oakmont denizens seem perfectly content living in their newfound water world. A half-year ago, the city suddenly flooded for no good reason, rendering the city nonfunctional, and ominous monoliths rose from the waters. Set in the fictional Massachusetts town of Oakmont during the 1920s, The Sinking City follows the journey of a private investigator drawn to the city by its strange predicament. ![]() Whereas many other games integrate elements of Lovecraftian fiction like antiquated language, reclusive and detached heroes, xenophobia, and that narrow gap between sanity and insanity, Frogwares looks to be wrapping all of these into one faithful package that uses Lovecraft's oeuvre as canon. Bigben Interactive and Sherlock Holmes developer Frogwares have another title to add to the mix with The Sinking City. Lovecraftian lore is going through a revival in video games, with several recent and upcoming titles like The Darkest Dungeon, Sunless Sea, and Call of Cthulhu using the horror literature as a jumping off point for their story and settings.
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