![]() That aspect wasn’t very inspiring, and I’m hoping it doesn’t become a major part of the game going forward. There was some shooting in my demo, basic combat against skittering spider-like creatures. Not that all the rough edges have been sanded off. Again, it’s very ambitious compared to what Frogwares has done before. I’m looking forward to seeing how that plays out too. 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. My options? Turn him in to Robert Throgmorton, or don’t and take the bribe-or take the bribe, then turn him in. He also offered a bribe, if I looked the other way. In the first case I cornered the killer, but he claimed he’d been possessed during the murder. And on top of that, there are a number of choices to be made about your conclusions. That could be a neat twist.įrogwares also brings back the Sherlock Holmes deduction web, which allows you to come to improper conclusions about evidence. 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. It feels a bit like Murdered: Soul Suspect I think, which is disappointing considering how subtle The Sinking City is at other times. 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. Cthulhu fans know what’s coming.Īnyway, I’ve listed seven distinct locations there, each with clues to the case and the world itself. 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. It’s those Sherlock Holmes games, but on a much larger scale. #The sinking city first case fullYou 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. The Sinking City shines in these moments. 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. Once there, I had to ascertain which of the new arrivals seemed most likely to be lying about an axe wound to the shoulder. Another locale indicated a wounded man fled the crime scene, and I inferred that I should head to the hospital. ![]() Told to head to a local dive bar, I had to wander the docks until I found it. Regardless, it’s neat to play a detective game that doesn’t hold the player’s hand all the time. I didn’t get to test that hypothetical either. The rowboat contained a vital piece of evidence, and I’m not sure what would have happened if I missed it-assuming The Sinking City allows you to miss it. No quest marker, nor even a point-of-interest marked on the map. Asked where that happened, he told me to face the door of the warehouse, then head left until I found a fenced-in beach. The first case, Throgmorton told me his son had washed ashore in a rowboat. You’ll (very) occasionally get a quest marker, but often you need to pay attention to verbal directions or infer your next destination from context. ![]() The Sinking City is loathe to tell the player where to go, for instance. And even without wandering off in search of side missions, the open city influenced these cases in myriad ways. We went straight through the first two cases in the game though: The disappearance of local politician Robert Throgmorton’s son and then the aforementioned diving expedition. But how long they are? How involved? I don’t know yet. You can tackle these in any order, simply by following rumors to a location on the map. ![]() ![]() There are a ton of side-missions, some of which I saw hints of during the demo. I had the chance to go hands-on with The Sinking City for about two hours last week, and I should caution up-front: They wanted me to stick to the main storyline for the demo. It’s nothing we haven’t seen before, but it’s definitely something we haven’t seen from Frogwares before. And in The Sinking City that process culminates in an enormous open-world, with crowded city streets and seamless interiors. ![]()
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