Oakmont, Massachusetts is drowning. Totally half the town has been deserted to the ocean, bustling metropolis streets now changed by rivers, winding between the sagging wood edifices of misplaced storefronts. Drawback is, I must get into a kind of retailers. A diving crew’s gone lacking, the one recognized survivor’s gone mad, and I’ve been charged with discovering out whether or not the remainder are alive or not—and the workshop that made diving fits is on this block someplace.
Sighing, I clamber into a close-by rowboat and hope that the highest ranges have survived comparatively unscathed. I’ll inform you what, Sherlock Holmes by no means had it this tough.
Staring into the abyss
The Sinking Metropolis is extra formidable than I imagined. When the venture was introduced—again when it was nonetheless a Name of Cthulhu sport—I anticipated developer Frogwares to prove one among its Sherlock Holmes video games with a cosmic horror bent. And that will’ve been effective! The Sherlock Holmes video games all observe the identical primary case-by-case construction, however they’re (apart from 2016’s Satan’s Daughter) additionally pretty pleasant detective video games. Straightforward, however pleasant.
Frogwares has quietly come into its personal although. Writing about Crimes and Punishments in 2014, I stated the Sherlock Holmes video games had gone from responsible pleasure to “legitimately good,” partially due to enhancements on the technical facet. Satan’s Daughter was by-and-large disastrous from a narrative and construction standpoint, however continued to push for bigger and better-looking environments.
And in The Sinking Metropolis that course of culminates in an unlimited open-world, with crowded metropolis streets and seamless interiors. It’s nothing we haven’t seen earlier than, but it surely’s positively one thing we haven’t seen from Frogwares earlier than.
The consequences are far-ranging. I had the prospect to go hands-on with The Sinking Metropolis for about two hours final week, and I ought to warning up-front: They wished me to stay to the primary storyline for the demo. There are a ton of side-missions, a few of which I noticed hints of throughout the demo. You possibly can deal with these in any order, just by following rumors to a location on the map. However how lengthy they’re? How concerned? I don’t know but.
We went straight by the primary two instances within the sport although: The disappearance of native politician Robert Throgmorton’s son after which the aforementioned diving expedition. And even with out wandering off in quest of facet missions, the open metropolis influenced these instances in myriad methods.
The Sinking Metropolis is detest to inform the participant the place to go, as an illustration. You’ll (very) often get a quest marker, however typically it’s essential to take note of verbal instructions or infer your subsequent vacation spot from context.
The primary case, Throgmorton advised me his son had washed ashore in a rowboat. Requested the place that occurred, he advised me to face the door of the warehouse, then head left till I discovered a fenced-in seashore. That was it. No quest marker, nor even a point-of-interest marked on the map. I simply needed to stroll. The rowboat contained a significant piece of proof, and I’m undecided what would have occurred if I missed it—assuming The Sinking Metropolis lets you miss it. I didn’t get to check that hypothetical both.
Regardless, it’s neat to play a detective game that doesn’t hold the player’s hand all the time. Told to head to a local dive bar, I had to wander the docks until I found it. Another locale indicated a wounded man fled the crime scene, and I inferred that I should head to the hospital. Once there, I had to ascertain which of the new arrivals seemed most likely to be lying about an axe wound to the shoulder. And in the case of the diving suit I was told the shop’s cross-streets, enough to place my own marker on the map.
The Sinking City shines in these moments. You feel like an actual detective, crisscrossing Oakmont in pursuit of various leads, each clue revealing the existence of others until you can chain together a full account of the crime. It’s those Sherlock Holmes games, but on a much larger scale. The second case in the game took me upwards of an hour to complete and involved the local newspaper, an adventurer’s society, a fight at the docks, the hospital, the diving suit warehouse, a brief underwater section, and a large undersea cavern and/or temple. Cthulhu fans know what’s coming.
Anyway, I’ve listed seven distinct locations there, each with clues to the case and the world itself. Unfortunately the crime scenes are a bit more rote—the points of interest are usually pretty obvious, and The Sinking City tells you when you’ve found every clue in an area. It feels a bit like Murdered: Soul Suspect I think, which is disappointing considering how subtle The Sinking City is at other times. But as I said with the rowboat, I’ll be curious whether the player can miss entire investigation areas and thus miss out on crucial evidence. That could be a neat twist.
Frogwares also brings back the Sherlock Holmes deduction web, which allows you to come to improper conclusions about evidence. And on top of that, there are a number of choices to be made about your conclusions. In the first case I cornered the killer, but he claimed he’d been possessed during the murder. He also offered a bribe, if I looked the other way. My options? Turn him in to Robert Throgmorton, or don’t and take the bribe—or take the bribe, then turn him in.
It seems like The Sinking City is setting up for some fairly complicated faction storytelling, with the Throgmortons and their political strength on one side and the Innsmouthers—fish people, in classic Lovecraft tradition—on the other. I’m looking forward to seeing how that plays out too. Again, it’s very ambitious compared to what Frogwares has done before.
Not that all the rough edges have been sanded off. There was some shooting in my demo, basic combat against skittering spider-like creatures. That aspect wasn’t very inspiring, and I’m hoping it doesn’t become a major part of the game going forward.
Your character also hallucinates when his sanity meter drops, a la Call of Cthulhu: Dark Corners of the Earth, but early in the game this system hasn’t seemed very important. There was one good moment where I shot one of those nightmare-spiders, only for it to disappear in a puff of smoke, a figment of my imagination. That was an outlier though. Most of the time my “insanity” manifested as grainy images of our poor private investigator protagonist hanging from a noose, which was grisly but not very interesting or surprising. Here’s hoping The Sinking City can reach the heights of cult favorites like Dark Corners of the Earth and Eternal Darkness.
I’ve been looking forward to The Sinking City for a while though, and getting hands-on time only made me more excited. Nobody else makes detective games on this scale. There’s bound to be some jank around the edges, but if Frogwares can nail the core cases and make good on its more open structure I think The Sinking City will be something special.
As I said, Frogwares has certainly come into its own over the last few years. Impressive.