The Sinking City

CT Phipps

Carbon Dated and Proud




Apparently, this was supposed to be the original Call of Cthulhu game that was commissioned before the licensees switched publications. I'm looking forward to this even if all the gameplay indicates it's more or less "Dishonored without any of the cool powers."

Still, I love me some Lovecraft.
 
It sort of qualifies among other stuff like The Forgotten City's standalone and such of the "B Tier" of games releasing this year. Presentation does seem good, but the gameplay feels really average, with guided "detective" gameplay and otherwise mostly walking sim style. Which hey, I'm perfectly on board with, it's just that the game's marketing seems to be pretending otherwise.
 
It sort of qualifies among other stuff like The Forgotten City's standalone and such of the "B Tier" of games releasing this year. Presentation does seem good, but the gameplay feels really average, with guided "detective" gameplay and otherwise mostly walking sim style. Which hey, I'm perfectly on board with, it's just that the game's marketing seems to be pretending otherwise.

I feel like this game would benefit actually from some shooting sections.

Tommy guns, tentacle monsters, molotovs and so on.
 
I feel like this game would benefit actually from some shooting sections.

Tommy guns, tentacle monsters, molotovs and so on.
Let's not go that far, sonny. You should have weapons, as in, acknowledge their existance and possibility to the protagonist only to see how pointless they are against the uncomprehensible horror, not have it be like Dark Corners of the Earth where you go around zapping Shub' Niggorath with a Lightning Gun. And if it's for just killing dudes, eh. It's also to have the slight of horror not completely fizzle out.
 
not have it be like Dark Corners of the Earth where you go around zapping Shub' Niggorath with a Lightning Gun.
Oh boy, that game had you sneaking around avoiding everybody and then the second you a find a shotgun all of a sudden you are like I am become Death! Eternal Darkness had it were you could kill the abominations from beyond the veil but just going near them messed with your sanity. that was always a fun thing.
 
Oh boy, that game had you sneaking around avoiding everybody and then the second you a find a shotgun all of a sudden you are like I am become Death! Eternal Darkness had it were you could kill the abominations from beyond the veil but just going near them messed with your sanity. that was always a fun thing.
And hey, I'm all up for gameplay escalation, it can make for a super strong narrative moment if used right. But as of this case, to me it looks like the depth is or at least should be on the puzzles and such, and they're really not front loading it from the looks of it. As well as exploration and dialogue/story, of course. If you want to make your game stand out, maybe don't just make "generic action section" a recurring thing.
 
I am every bit as fond as 1920s gun toting private detective fighting squid Call of Cthulhu tabletop gaming as I am the creeping horror of HPL.
 
And hey, I'm all up for gameplay escalation, it can make for a super strong narrative moment if used right. But as of this case, to me it looks like the depth is or at least should be on the puzzles and such, and they're really not front loading it from the looks of it. As well as exploration and dialogue/story, of course. If you want to make your game stand out, maybe don't just make "generic action section" a recurring thing.
I just groaned internally at the inevitability of a cover action shooter lovecraft game.

Watching that gameplay demo had some jarring narrative moments because of the missing context. Guy just shoots a bunch of monsters in a house and is so nonchalant about it, probably a reason why but is sure did look silly. same with the woman uses telepathy to communicate, that made me laugh.
 
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I just groaned internally at the inevitability of a cover action shooert lovecraft game.

Watching that gameplay demo had some jarring narrative moments because of the missing context. Guy just shoots a bunch of monsters in a house and is so nonchalant about it, probably a reason why but is sure did look silly. same with the woman uses telepathy to communicate, that made me laugh.

I think they're choosing not to set this is the "normal" world but a world which has fully merged with the Mythos to an extent.

That may be why their license was pulled.

The designs are very Silent Hill.
 
I think they're choosing not to set this is the "normal" world but a world which has fully merged with the Mythos to an extent.

That may be why their license was pulled.

The designs are very Silent Hill.
Oh I get that. That is why I said without the context it looks so jarring. It's like walking into the middle of a movie. and you're right about the Silent Hill vibes. pretty strong with them.
 
Oh I get that. That is why I said without the context it looks so jarring. It's like walking into the middle of a movie. and you're right about the Silent Hill vibes. pretty strong with them.

I'm actually worried because the intro implies we actually go from the cinematic trailer to the "1st case" without any transition.

That's...pretty jarring.
 
I'm actually worried because the intro implies we actually go from the cinematic trailer to the "1st case" without any transition.

That's...pretty jarring.
I guess we should all be used to the jarring transitions when it comes to eurojank.
 
I'm a big fan of Frogwares Sherlock Holmes series and when I found out they were stripped of the CoC license, I was bummed, but I'm glad they decided to continue on. The new cyanide CoC wasn't the worst game ever, but I'm hoping for much better things out of this.
 
You know what's kinda funny? There are so many games, movies, books and stories out there that are influenced by Lovecraft and his works, but there is very little actuall content about his works. There is like almost no Chuthulu movie and relatively few games about it, leave alone good ones. There was this idea to make a movie about the Mountain of Madness, the first Lovecraft story I believe, but that simply never happend.
 
That is probably because an adaption with Cthulhu would need to be carefully crafted by expert story tellers in way to bring the true terror of the books to life, which immediately disqualifies Hollywood from the get go. Most films based on Lovecraft's work are relegated B-Flims Like Re-Animator and From Beyond which I'm pretty sure were made by the same guy. The Dunwich Horror was made into a movie back in 1970. I remember seeing a silent fill about The Call of Cthulhu that was made back in the aughts. As for Del Toro and his attempt to make in the mountains of madness being scuttled because of Prometheus, he would latter find success in a movie about a woman having sex with a fish, it won him an oscar.

The closest to a true lovecraft feeling movie we will probably ever get is John Carpenter's In The Mouth of Madness.
 
That is probably because an adaption with Cthulhu would need to be carefully crafted by expert story tellers in way to bring the true terror of the books to life, which immediately disqualifies Hollywood from the get go. Most films based on Lovecraft's work are relegated B-Flims Like Re-Animator and From Beyond which I'm pretty sure were made by the same guy. The Dunwich Horror was made into a movie back in 1970. I remember seeing a silent fill about The Call of Cthulhu that was made back in the aughts. As for Del Toro and his attempt to make in the mountains of madness being scuttled because of Prometheus, he would latter find success in a movie about a woman having sex with a fish, it won him an oscar.

The closest to a true lovecraft feeling movie we will probably ever get is John Carpenter's In The Mouth of Madness.

Stuart Gordon made the Re-Animator films with Jeffrey Combs who also starred in From Beyond.

The HP Lovecraft Historical society made a silent black and white Call of Cthulhu movie as well as a adaptation of The Whisperer in the Darkness.

There was 1970s adaptation of The Dunwich Horror starring Dean Stockwell. Plus some other B-movies.

Right now the biggest HP Lovecraft project is an adaptation of The Colour out of Space starring....Nicholas Cage.

Video game wise Call of Cthulhu: Dark Corners of the Earth and Call of Cthulhu are the biggest but both are based on the tabletop RPG.

Ironically, a big budget HBO series is being made about Lovecraft Country by Peele. Lovecraft Country being a parody of HP Lovecraft starring black protagonists who stumble their way through the Cthulhu Mythos and get irritated with how racist the traditional HPL protagonists are.
 
Ironically, a big budget HBO series is being made about Lovecraft Country by Peele. Lovecraft Country being a parody of HP Lovecraft starring black protagonists who stumble their way through the Cthulhu Mythos and get irritated with how racist the traditional HPL protagonists are.
:puke:Fuck you very much for reminding me about that....ugh.
 
https://unitedfederationofcharles.blogspot.com/2023/01/the-sinking-city-review.html

THE SINKING CITY is a study in contradictions and one that I have many thoughts on both good and bad. The closest game I can think of to it is Silent Hill, which is to say it has achieved something truly magnificent in terms of its setting as well as storytelling but plays like ass. It's a difficult statement because I want to like The Sinking City and it has many wonderful qualities but it also took me more than a few hours to figure out how its counterintuitive systems.

The game is an investigative action RPG in the Cthulhu Mythos. In the fictional city of Oakmont, Massachusetts, Charles Reed is a private investigator following up on a bunch of missing person's cases as well as the strange visions he's having of the town. Oakmont is apparently very isolated and was so even before it was hit by a devastating flood that leaves half of the city underwater.

The developers make an interesting stylistic choice in that Oakmont is mostly aware of the Cthulhu Mythos. The Innsmouthers, refugees from their destroyed hometown, are openly worshiping Dagon as well as looking every bit their fish-monster selves. There's an ape-human hybrid in charge of one of the city's oldest families. Also, there's monsters wandering around the town that the citizens are trying to stay alive fighting. This takes some getting used to but actually adds to the weird and unsettling feeling of Oakmont.

There's some interesting contradictions in the storytelling that are worth mentioning as well. The developers are broadly sympathetic to issues like refugees and virulently anti-racism. However, that kind of makes it awkward that you can call out characters that are viciously racist against the Innsmouthers only to reveal the latter are engaged in plots to end the world with Cthulhu as well as murdering people left and right. Perhaps it's simply a Discworld acknowledgement that true tolerance acknowledges that persecuted people can be evil bastards too.

Charles Reed is a character I wish we had either more control over his responses or less. He's unnaturally subdued and I feel a more animated character would benefit the story. As a grizzled Mythos investigating private eye, he doesn't have quite the same acting range as Edward Pierce from Call of Cthulhu (2018) or Jack Walters from Dark Corners of the Earth. Jack didn't emote much either but I believed he was genuinely devastated when he failed to save one particular little girl.

The majority of the game consists of traveling around Oakmont solving mysteries. Reed is told to do something by someone, and they have to investigate locations, check archives, interview people, and put together the clues until they have answers. It takes a while to get the hang of this because the game doesn't explain how the system works very well. I suspect fans of the publisher's Sherlock Holmes mysteries will have an easier time of it. Also, Reed is apparently psychic and can see visions when he touches objects or a violent crime takes place somewhere.

The problem with the game is the fact that it's consistently frustrating in its gameplay. It's structured like a survival horror game so that even on the easiest difficulty with the Aim assist on high, you are better off running from the monsters than trying to kill them. I wish I'd figured this out sooner as some of the earliest sidequests were damn near impossible until I found the grenade. Even then, there's a lot of quests where you can't really investigate an area until you've cleared it out of bad guys.

The awkward combat is something I could forgive, though, if not for the objective and mapping systems. In simple terms, a large chunk of gameplay is about reading clues and then looking at the map to find out where places are instead of simply pointing out where the next location should be. I don't know who thought this would be fun but unless you're right next to your screen, this makes it much harder to reach destinations and artificially lengthens the game. You can add markers on the map yourself, but this just adds to the confusion.

The survival horror elements are also somewhat muted once you realize that crafting bullets, first aid kits, and other necessities aren't a matter of resource management. All of the lockers and storage containers you encounter on your way through the game respawn their contents while the monsters do not. It was a good feature for dialing down my issues with the game's difficulty but makes me wonder why bother with the crafting system at all versus leaving behind ammo or other objects like other games.

I give credit to the developers for creating a fantastic looking open world in Oakmont. The place is a post-apocalypse 1920s sort of Venice with rotting whale carcasses, overturned trolleys, and decaying coral-covered houses. There's nothing in the way of collectibles but you'll eventually explore everything if you play out all the side plots and main quest.

In conclusion, The Sinking City is a flawed but fun game. If you can get past the first few hours of not knowing what the hell you're doing until you get some better weapons, then the game becomes much-much better. The story, the atmosphere, and the writing are extremely well done. It's not traditional HP Lovecraft but there's a few magical moments like the time you're in a cave formation surrounded by seemingly normal rock, only to stand in just the right place with a camera as part of the mission quest: which shows you Cthulhu's statue has been there the entire time.
 
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