THE SINKING CITY Pc Game REVIEW Private investigator Charles Reed, haunted with nightmarish hallucinations of a flooded city and a giant tentacled beast, journeys to the waterlogged town of Oakmont to find answers. Unnatural hurricanes have plagued this once prosperous farming village repeatedly, cutting it off from the mainland, destroying portions of it and leaving the remainder sodden and dilapidated. And to make matters worse, visitors are highly wary of the quirky residents. But Reed has little option but to get his feet wet with the root of, and possible answer to, these terrifying sights hidden somewhere in town.
The Falling City is a third-person mystery adventure set in a 1920s New England fantasy tale, influenced by the works of H.P., an popular (and, indeed, controversial) horror novelist. LOVECONTRY. Divers find an ancient labyrinth buried under Oakmont packed with otherworldly sculptures of celestial deities, and are made insane by the discovery — a madness that continues to propagate across the city and awakens odd, vicious beings named wylebeasts by the locals. The game is divided between solving crimes and shooting monsters, although the consistency gulf in each play flavor is fairly small.
For over a decade now, Ukrainian developer Frogwares has been making Sherlock Holmes games including the magnificent Crimes and Punishments in 2014. As such, The Sinking City is a good detective game — particularly in its use of the Mind Palace structure clearly influenced by Sherlock. When you investigate a crime scene you are collecting evidence that can be linked in the Mind Palace, though worthless on their own, to open up new lines of inquiry. And you have to create such links yourself, without any hand-holding or tips, making a good deduction especially satisfying you can easily get game in ocean of games.
But while Reed has a mystical edge, while Sherlock Holmes has to rely solely on his intellect and instincts to solve a mystery. A sparkling blue door would appear in some areas, from which he would be able to experience whatever incident has happened there. These vignettes come in the form of shimmering silhouettes and snippets of expression from the individuals concerned. Reed also needs to create a story, finding out the sequence in which such previous echoes happened, which would normally contribute to a new hint emerging in the Mind Palace.