
The Sinking City sees you take on the role of a private detective haunted by mysterious visions, who then journeys to the city of Oakmont to uncover the truth behind his unsettling dreams. This, as one might expect, brings him face to face with all sorts of unusual phenomena and a host of peculiar citizens as he explores streets stricken by flood and famine alike.
In a game that uses horror and the element of mystery as its primary ammunition, one does not need much more of an opening premise – indeed, we can immediately, and quite comfortably, let ourselves be submerged in the oppressively heavy atmosphere of Oakmont’s seedy, foggy streets, and head off in pursuit of terrifying secrets inspired by the works of one of the great masters of the genre.
A sudden nosedive
Aside from the main meat of the central narrative, the game also offers several side cases to pursue right from the get-go. These, however, don’t always offer anything of real substance and – save for a few lines of filler dialogue – often consist of trivial tasks such as hunting for mythical tomes or investigating a few bone-chilling side-stories.
Roughly one-third through the campaign, I was already starting to feel that The Sinking City’s characters and monsters were severely lacking in variety, and around the halfway point – following a rude awakening at a hospital – the storyline, too, took a noticeable nosedive in quality. Characters that had seemed promising at first began to disappear one by one as the plot progressed, their personal stories having little to no effect on the overall narrative. As the campaign drew closer and closer to its climax with a series of plot points that were about as inconsequential as they were predictable, the only question that still begged an answer was how and when the development of this game went wrong. As such, I began to put the pieces of the puzzle together myself.

Wait a second, didn’t that already happen?

Look, I get that NPCs of different skin color beating each other up – or outright murdering each other – in broad daylight is a shocking sight. It is. But seeing it repeated dozens of times (without the game ever giving you the opportunity to intervene, I might add) will eventually make most people just shrug and walk away, the same way they would in real life. Granted, if that was the developers’ intention, then good job, I suppose, but I kind of doubt it.

For some reason (to reward questing, I assume), the game also features an upgrade system that doesn’t impact anything in particularly drastic ways – after all, what difference does it make to be able to carry one more first aid kit or six more bullets? Or have a 15% chance to craft ammo without using up a crafting component? And in case you were wondering, the free submachine gun (with an ammo capacity of 30) and the extra knowledge point awarded for having purchased the Necronomicon Edition are equally worthless.
Sadly, The Sinking City isn’t just repetitive with its geography and monster repertoire: it also enjoys re-using the same mechanics over and over again, and has the player go through the same basic loop of investigating a location, killing all the monsters there, and collecting notes and memory fragments. In order to move on to the next step of the investigation, information found at a given crime scene has to be compared to records at the police station, the city hall, the headquarters of the local newspaper or the library; similarly, memories need to be numbered in chronological order and clues arranged in logical pairs. You’ll even hop into a diving suit from time to time to explore the murky depths of the sea, but frankly, these segments are so lackluster that the game would’ve been better off without them – if anything, whatever development time was wasted on these levels should’ve instead been used to solve recurring problems such as enemies constantly clipping through walls (and even inflicting damage this way) or the questionable clothing physics.
Horrifying for the wrong reasons
The Sinking CityPlatform: PC, PS4, XBox OneGenre: AdventureDeveloper: FrogwaresPublisher: Bigben InteractiveRelease: 06/27/2019I can’t get the thought out of my mind that Frogwares originally intended The Sinking City to be a far more detailed and fleshed-out experience than it ultimately ended up being, but looking at the final product, I doubt this really matters anymore. After all, it’s the developers that allowed the game to be released in such a rushed state – its individual elements don’t form a coherent whole (almost as if the writers of individual chapters never communicated with each other), the various endings offer little more than a quick, 5-second outro to “reward” your efforts, and your moral decisions affect absolutely nothing in the plotline aside from a few minor hallucinations. The Sinking City kept throwing things at the wall, but most of them didn’t stick, and ultimately, all three endings of the story were outright abysmal – they certainly terrified me, but for all the wrong reasons.

I could probably spend another six hundred pages detailing my myriad disappointments with the game until I turn into an insane, incoherently babbling mess, but instead, I’ll just say this: I sincerely hope Frogwares never touches Lovecraft’s works ever again. Despite some of the main and side threads of the plot managing to somewhat mimic the author’s style (considering many of his original stories and ideas were implemented into the game with only minor changes), the game as a whole – and particularly its finale – was thoroughly incapable of doing Lovecraft justice.