Skinking city review: The Sinking City Review — IGN

The Sinking City Review — IGN

Sinking City

Though occasionally frustrating, The Sinking City stands out from its Lovecraftian peers.

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By John Borba

Updated: Apr 28, 2020 10:22 pm

Posted: Jun 25, 2019 4:00 pm

Lovecraftian games are definitely on the rise in recent years (to varied success), but The Sinking City’s blend of a mysterious and cosmic plot with clunky but serviceable third-person action rises above many of the rest of this fleshed-out genre. It places you in a detailed world filled with the fantastic and unearthly horrors befitting of any Lovecraftian tale, but provides a fresh but reverent take where others may have stayed on the tracks laid nearly a century ago. That said, while developer Frogwares’ delve into Cthulhu lore has incredible moments, the tedious elements of this pulpy 1920s tale can be the wrong kind of terrifying.

The Sinking City takes steps into genre-refreshing territory in order to set it apart from its Lovecraftian peers. Where 2018’s Call of Cthulhu tries to carve out a small space to tell its own stand-alone story that tucked itself into the already existing cosmic lore, The Sinking City feels like it’s picking up eight movies into a Lovecraft cinematic Cthu-niverse, delivering a concentrated dose of its distinctive flavor. The first five minutes introduce the protagonist, Charles Reed, to Mister Robert Throgmorton, an important character who appears to be half-ape, half-human. That’s a deep-cut reference to Lovecraft’s short story, «Facts Concerning the Late Arthur Jermyn and His Family.» This is quickly followed up by a run-in with the Innsmouthers, who are basically fish people from another novella. It pulls from so many of Lovecraft’s plots, quotes, and themes that it reverently captures the intrigue and interest from these pulpy stories while combining them in a new way. It inspires political and criminal intrigue amidst its true-to-genre story.

It’s not free of cliche – this is far from the first Lovecraftian game to feature a private investigator with a history as a soldier who’s burdened with terrible visions and missing sleep. I couldn’t help but roll my eyes at Reed after having seen tabletop games translate this mythos a seemingly endless amount of times with a much more diverse (and period-appropriate) cast of interesting characters; video games can’t seem to step away from the private dick. In the end, though, The Sinking City’s mysterious, twisting story is compelling and does a respectable job of combining well-worn plot elements in a new way.

Oakmont’s gorgeous environments enhance the story, its foggy and flooded streets reminiscent of games like BioShock and Silent Hill.


This third-person, action/adventure horror game is set in an open-world version of Oakmont, Massachusetts, a fictional island on the eastern seaboard that has suffered a huge flood. It’s here, within the city’s drowning shoes, that you discover impressive environments that find organic and gorgeous ways to enhance the storytelling. It’s reminiscent of memorable games like the original BioShock and the Silent Hill series. Its foggy streets, heavy blankets of rain, and flooded thoroughfares are great backdrops, but steering a small motor boat through a neighborhood as something stirs below the surface truly serves up that tense feeling of wanting to NOPE straight back onto dry land.

As one might expect from a Lovecraftian game, combat, discovery, monsters, macabre and otherworldly imagery, and the visions that propelled Reed down this path in the first place gradually take a toll on both his health and sanity. This results in some disturbing psychological episodes, illusions, and psychosis. It’s a real hoot.

However, Oakmont’s residents aren’t quite selling the horror atmosphere. While the city is a gorgeous eldritch wasteland, its citizens walk the streets of their mostly ruined neighborhoods seemingly unphased. There are fights and robberies that increasingly occur in the streets as the story goes on, strangely dressed folks and end-times prophets appear, and monsters literally start taking over, but most NPCs look like they’re just heading to work or to buy groceries. It’s definitely an immersion-breaking moment to see a man getting his shoes shined while, a block or two away, monsters sprout from the earth and overturned cars lay burning.

The characters you interact with, though, are interesting and well-acted, and I was pleasantly surprised by how unique and thematically appropriate each person is written and performed. From mob bosses to cult leaders to crooked politicians and more, every interaction felt unique and helped to fill out the lived-in feel of Oakmont. Unfortunately, this did shed a glaring spotlight on the shamelessly recycled character models. It’s especially noticeable that all of the black men you actually speak to have the same cartoonish face. (Non-speaking black NPCs have a few other alternatives.) I found this very distracting, especially during some of the most shocking moments that otherwise do a passable job of portraying the racial tensions of the era.

The Mechanics of Madness

While the plot remained captivating, many of the mechanics of The Sinking City left something to be desired. Combat feels clunky and reminiscent of older Resident Evil or Silent Hill games, but with characters that react to your controls at a snail’s pace. After completing nearly every sidequest and acquiring a large majority of the available skills I still felt as if my character was incompetent in combat situations, despite his supposed military history. I don’t expect to be an acrobatic crack-shot ninja in a game like The Sinking City, but maneuvering Reed felt frustratingly slow.

That said, the default difficulty is fairly well-matched to his limitations and I rarely had real trouble due to the sufficient crafting materials and items supplied. Monsters you face are interesting and appropriate, but there are only a few different types. However, optional side quests did offer some interesting alternatives you won’t see on the main path. There’s also a notable absence of boss fights, which I felt was a glaring hole in a game about overcoming epic monsters and elder gods. I would certainly have loved to have seen some of the more terrifying monsters of Lovecraft legend brought to life and to get that wonderful David & Goliath feeling of being a frail mortal bringing down some other-worldly beast in the name of… well, continuing to live.

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One of the biggest enemies I faced was metaphorical, in that moving around the map is tedious and time-consuming. This is especially true in the early game, when you’re forced to tromp all over the map before you’ve unlocked fast-travel locations. Most games would have quest objectives radiate outward from a central location, but The Sinking City makes an effort to show off its diverse neighborhoods by sending you through each of them in turn. This was initially to its benefit, as I was wowed by the different cultures and neighborhoods within the island (I particularly loved the higher tech and more metropolitan area of Advent). However, this quickly turned annoying as I searched for shortcuts around the maze of flooded streets. I was more willing to sit on the long loading screens during fast travel than having to frequently plot routes that required jumping in an out of boats, avoiding infested areas, and getting around several blocked paths.

Quest information can often be cryptic, and borderline-meaningless, in the most confusing of ways.


If navigating the city was a problem, the research system reached groan-worthy tedium. Quest information is often cryptic and borderline-meaningless in the most confusing of ways. You’re forced to interpret vague information in order to uncover evidence by visiting one of four archive locations, which are each tied to a specific type of research that needs to be done. It’s my understanding that this is a carryover from Frogwares’ previous Sherlock Holmes series, but I’d rather they left it on Baker Street. Several times I had no idea what type of information I needed to get and had to resort to trial and error. For example, I was supposed to look for a suspect involved in a crime. Then, once that was determined, I was left to combine the correct quest item with a specific research location, and apply different combinations of filters in order to the discover appropriate information. While the idea certainly has thematic novelty, the execution was laborious. At one point, I was stuck for several hours trying to determine a character’s location, running back and forth between research locations to attempt every combination until finally something popped.

By contrast, I thoroughly enjoyed another mechanic tied to investigation and discoveries called the Mind Palace, which is also pulled from the Sherlock games, but this one benefits from the addition of the moral dilemmas within Lovecraftian lore. This enjoyable way of interpreting information let me sort (and re-sort) my discoveries by drawing clues and conclusions from evidence, and then make decisions that determine the character’s moral perspective, such as determining a guilty party and the consequences they should face. The choices you make sway the outcome of certain events and determine your path to the endgame, sometimes meaning life or death for certain NPCs.

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The Mind Palace is often fed by a Retrocognition mechanic that allows you to see the past use of a specific object, or to view ghostly apparitions of characters as they recreate a long-past scene Reed was not present for. You then place the elements of the scene in the order you believe they played out until you correctly reconstruct it, gaining imperative information in the process. For those that also played 2018’s Call of Cthulhu, there’s a very similar idea in that game as well. It’s just as interesting and effective in The Sinking City as it is there, but graphically it could use some work as it’s often difficult to get a sense of the scene, since the glowing white figures lack definition.

From Beyond

As The Sinking City came to its closing hours, I began to notice that every character who contributed in a large way to the story fell deep into the morally gray category, and this provided interesting moral examples for the decisions I made. It made me appreciate the attention to detail and commitment to intrigue and surprise by the developers. This dedication to moral ambiguity provided an ending with more than just a binary, good/bad decision, that I welcomed with open… tentacles.

Without spoiling anything, I admit that I found all of the endings a bit anticlimactic and in need of some fleshing out. In true Lovecraftian form, the stakes of the finale are cosmic, and it can be hard to measure up to something like that, but the delivery felt flat and unexciting in context.

The Sinking City’s creation of a new Lovecraftian vision paired with compelling stories, exciting environments, and memorable characters make for one of the better Cthulhu lore games I’ve played. Its commitment to tastefully updating the storytelling methods, while preserving the setting and tone of Lovecraft shines through the tedium and frustration. Though the laborious open-world travel, clunky combat, and aggravating research system can grow wearisome, there’s much to like in The Sinking City. I really hope to see a sequel from Frogwares, giving them the opportunity to refine these ideas in a sequel, because there’s a lot of promise here that gets watered down by the tedious stuff.

The Sinking City Review

good

While occasionally frustrating, The Sinking City’s compelling stories, exciting environments, and memorable characters make for one of the better Cthulhu lore games around.

John Borba

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The Sinking City – Destructoid

The Sinking City is without a doubt a love letter to H. P. Lovecraft’s work. Even going as far as being set within the same universe, specifically The Shadow over Innsmouth, and directly references those events and plenty more from Lovecraft’s tales. However, it’s not just a clear love for the source material that makes The Sinking City great. The atmosphere and world building of Oakmont, Massachusetts are just as deep as its fictional waters, with a story and murky sense of morality to match in the best possible ways.

You’re placed in the shoes of Charles Reed, a great war veteran turned private eye who is losing his grip on sanity. He arrives in Oakmont looking for the source of his chaotic visions and is quickly tasked with also solving the seemingly supernatural flooding that is taking place in Oakmont. Between dodging gunfire from simple crooks and encounters with nightmarish creatures, you’ll wade through the darkness and insanity of Oakmont’s citizens and unravel an intrinsic mystery only fitting from the folks that brought us the Sherlock Holmes games.

The Sinking City (PC [reviewed], PS4, Xbox One, Switch)
Developer: Frogwares
Publisher: Bigben Interactive
Released/Releasing: June 27, 2019 (PC via Epic Games Store, PS4, Xbox One), TBA, 2019 (Switch), TBA, 2020 (PC via Steam)
MSRP: $59.99

From the moment you arrive in Oakmont, you’ll begin to notice outside of the obvious flooding and decay around you a constant feeling of wariness and alienation from its citizens. Everyone refers you to you as a “newcomer” in a condescending manner and the inhabitants are just as odd as their flooded surroundings. From the unique facial features of the innsmouthers and Throgmorten family, to even the city librarian who’s lips are literally sealed shut because of a “local custom. ” All of the different groups, families, and factions of Oakmont have their own prejudices, social politics, and even their own unique dialect.

Combine this with the hostile open world and hopeless atmosphere and it makes for some believable and great world building. To go along with the hopeless atmosphere is a tale of desperation for one’s own sanity and plenty of gray morality decisions. Choices are never simply black and white in The Sinking City. In one instance, for example, I was given the choice to either side with and join a group who seemingly had good intentions and were helping the poor, but, behind the scenes, were also up to some shady and violent stuff (they even kidnapped someone I was looking for). Or I could side with someone who had a clear vendetta and racial prejudice towards them, along with an extreme solution for dealing with them. All while having useful information and details on the person I’m trying to find.

  • Frogwares
  • Publisher: Bigben Interactive
  • Release date: June 27, 2019

Private detective Charles Reid arrives in the town of Oakmont to investigate the causes of mass insanity: hundreds of people see in their hallucinations the sinking city and feel the presence of something inexplicably great. Oakmont draws them with an irresistible force, and he also draws Reed, who suffers from the same visions that add to his own mental disorder.

Having left the ship, the hero finds himself in the whirlpool of events already in the port. Reed’s detective skills become an opportunity to make a name for himself in a city where outsiders are not welcome, helping the head of a local powerful family who is concerned about his son’s disappearance. A quick investigation introduces the player to the main gameplay mechanics, after which The Sinking City releases them into the open world.

Lovecraft was not ashamed of his racist views, but what was normal in the 1920s is now condemned. However, the developers did not completely avoid this topic: parallels with racist and xenophobic views can be traced in the aforementioned dislike of Ocmontians towards strangers, lines and actions of many characters. However, Reid’s reaction to this is unequivocal — an acute rejection of such manifestations of intolerance.

Oakmont immediately makes the right impression, immersing you in an atmosphere of anticipation of something terrible and inevitable. If you draw associations, then the game, unexpectedly, seems very close to the Silent Hill series — especially Downpour, which was released on consoles in 2012. Gloomy streets with inhabitants of varying degrees of madness wandering along them and areas occupied by monsters. Damp, rainy weather, catching up with a dreary mood. The recent flood called monsters from the depths and turned entire neighborhoods into a depressing copy of Venice, so there is perhaps even more water here than in the Downpour.

You can find a lot of interesting things in the city. For example, characters who are ready to give the detective a couple of missions. The Sinking City avoids the banal «give-bring» quests: each task is involved in the investigation of a case. The Frogwares studio is known for the series of games about Sherlock Holmes, so even a change in the setting and the main character did not prevent her from making a detective game with the search for clues, juxtaposition of facts, and even «The Halls of Mind».

Definitely everything about investigation deserves the highest praise. Having received the task, Reed goes to the destination, which, by the way, is not marked on the map — you need to find it yourself by going to the street indicated by the customer. Arriving at the place (where enemies are usually waiting for him — people or monsters), the hero begins to search the territory for notes and objects. In this, both his own powers of observation and his “inner eye” will help him in this — an analogue, if you want, of the “witcher instinct” from The Witcher 3 (it’s funny that such a comparison suggests itself, given that in the Russian-language localization Reed is voiced by Vsevolod Kuznetsov, the voice of Geralt from the third «Witcher»).

The game does not tell you exactly what to look for and where it is, only a message when all the clues are found. It also allows the player to independently choose the direction of the investigation — and that’s great.

Found evidence does not always immediately lead to the unraveling of the truth — more often they lead to some address, the name of the suspect or an earlier event. In this case, you will have to go to one of the municipal buildings — the town hall, the newspaper office or the police station and search for information in the archive by known marks, for example, time period, city district and category of people.

When the hero discovers all the possible clues, he will enter some kind of otherworldly mode and will be able to collect a complete picture of what happened by activating all the memories and placing them in the correct order.

But that’s not all: the detective has his own Mind Hall, where he stores and organizes the most important information. Here you can combine all the available facts in order to eventually come to specific conclusions. Moreover, there can be several conclusions, and which of them are final, it is up to the player to decide. So he can influence the fate of the characters — for example, saving the distraught scientists or leaving them to their fate, fearing that their madness can become contagious — and these decisions will definitely be reflected in the future.

Some choices are difficult. For example, the story of a warehouse guard who missed the villain who poisoned the fish. Undoubtedly, he is subject to punishment, but suddenly you find out that at that moment the character was making toys for the local orphanage. So decide whether it is worth taking the life (and the punishment will be just that) of such a virtuous person.

Oakmont will delight players with an addictive storyline and encounters with interesting characters. Do not forget that not only a detective story is unfolding here, but also a mystical story based on the works of Lovecraft, so ancient cults, nightmarish visions and unimaginable monsters will haunt Charles everywhere — and the further the plot unwinds, the more they become.

By the way, when faced with the supernatural, the hero gradually loses his mind, but, unlike last year’s Call of Chtulhu, this does not open up new opportunities for him, but only leads to a darkening of the screen, the appearance of hallucinations and generated them monsters.

Skirmishes with those who want to kill the hero, whether they are ordinary bandits or chthonic monsters, are inevitable, and here the first problem of The Sinking City appears — a terribly crooked combat system. Close combat is ineffective, firearms sound unconvincing, and enemies absorb five or six bullets, which are always in short supply in the game world. Having entered the battle, I want it to end as soon as possible: there is neither recoil from the revolver, nor satisfaction from defeating the enemy. Fortunately, the battles take up a third of the gameplay.

Monsters aren’t frightening: they’re either arachnid creatures or shapeless piles of flesh we’ve seen in dozens of horror films before. I would like to completely do without meeting with them, but it will not work — they nest in quest locations and areas rich in loot.

Yes, The Sinking City has both collectibles and a crafting system with which you can create ammo, first aid kits, grenades and traps, and even upgrade your character — alas, only with a choice of passive abilities, such as the ability to carry more ammo or increase Chance to deal double damage to an enemy. Careful study of locations with clues and finding all the clues is encouraged by a large amount of experience. Battles, on the contrary, almost do not bring it, so you can not get involved in fights with monsters without need.

The city of the developers turned out to be atmospheric, of course. But rather in its mood than content. The people placed on the streets are extras, doomed to perform the same actions day and night. You can’t talk to them, they don’t react to the main character. Among them are those who can share a quest or say a couple of sentences, but this is rather a rare exception.

Districts are a jumble of locked houses (with few open spaces) and rubbish, and do not store secret places, so there is no point in exploring them in detail. Fortunately, the backtracking that is present in The Sinking City is not annoying: Reed runs quite cheerfully, and the fast travel points are placed very conveniently — close to key locations (the authors of Vampyr and Pathologic 2 should learn from Frogwares).

Alas, the comparison with Silent Hill Downpour is true also in terms of visual «beauties». The Frogwares project looks like a hello from 2012, even though it was created on Unreal Engine 4. Weird lighting, objects emerging from the air, blurry textures, jerky animation — a lot can be attributed to the features of the pre-release version of the game, but there are too many technical problems to hope that they will be resolved by the first day patch. In addition, on the base PS4, there were fps drops and noticeable reloads when entering buildings, and also, which looks incredible, the lack of vertical synchronization and, as a result, noticeable tearing.

All these shortcomings do not allow us to rate the game highly. On the other hand, you can get genuine pleasure from it if you close your eyes to the existing disadvantages. Even so: judging subjectively, I really enjoyed the trip to Oakmont, despite the lags, bugs and unbearable combat system. The love for atmospheric projects, as well as the warm memories of Silent Hill that The Sinking City evoked, compensated for all the inconveniences of the gameplay.