This would be a minor UI issue, except for the sheer amount of information you need to process simultaneously.įor example, you keep different custom maps for each case you work on. I spent a solid third of my time with The Sinking City clicking through these menus - often flipping to a map or some other setting I didn’t want. You have to manage all these details via menus with conflicting navigational commands. Some are wildly more exciting than others, but there’s no way you could criticize the game for not giving you every tool you might need to solve a mystery.īut there’s a problem. I’m just getting at the huge number of game mechanics involved. And… You have to craft your way through such sequences. They also have a sanity system that lowers in spooky situations and can cause hallucinations. Oh, and your character can use supernatural powers to put together visions of terrible events from the past. It is very possible to get a chunk wrong and wind up with wildly different conclusions from one playthrough to the next. The protagonist solves mysteries by dealing with various locals, poring over archived documents, and eventually combining all the relevant details into a conspiracy wall of deductions. The Sinking City’s dedication to obscurity extends beyond gameplay, and into the narrative itself. I can’t oversell how much I appreciate its excellent elements that allow me to overlook what a goddamn mess the rest of the game is. It is also the best detective simulator I have ever played, set in a fantastic world that I adore.
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