I am easily distracted. Really easily, actually. Not surprisingly, I spent a good ten minutes tracking down NPCs in Frogware's The Sinking City, a detective game set in a flooded town called Oakmont, where half-human creatures coexist with humans. Because in The Sinking City, NPCs do so much in the background that I really feel like I'm going through a living, breathing world. I do not even mention NPCs in quests – they are anonymous passers-by and unnamed extras found in bars, streets and shops, evoking Oakmont as though it was perfectly normal to encounter half-eaten sharks and twisted corals hung on the walls of buildings. .
Outsider is not an insult, but a fact
During my stay at The Sinking City, I saw NPCs (* deep breathing *) vomit, fight, fish, beg, lie on the streets (whether dead or very dead), search, fight while they are clearing themselves, beating themselves, kicking the cars down, sitting in cars broken down, warming hands around burning oil barrels, roasting fish above flames of barrels of oil, carrying small delicate parcels, selling fish, preaching, praying while walking, waiting for a shoeshine client, trying to get the customers back into their boudoir and crying. This last point is fair enough, because Oakmont is literally a sacred place.
It's not just what they do that gives the city the feeling of being crooked. Fear is the norm in Oakmont, and it shows well how these NPCs are dressed: the streets of Innsmouthers parade through the streets, their fish-like fish faces or followers with masks, weird sticks and a suspiciously red body paint. And yet, no one gives them a second look. Adoring the ancient gods Lovecraftians is an integral part of Oakmont's identity. So they mingle with ordinary civilians instead of hiding in hiding as you would expect, and it does not take long for it to become apparent that you are the strange to believe himself strange or even threatening. At first, hearing people calling you an outsider is an insult, but seeing these NPCs do their job really makes you feel like you do not belong to you.
Influences Red Dead and Skyrim
All these little unique NPC habits make you think that even if the city has been flooded by a supernatural force and deep-sea divers become crazy, they have their own little life with which to hear. . Some of these lives are tough, they force people to get rid of broken boxes scattered in the streets, while others can return home from the city side, carrying a tidy package without worry.
See both types of people will give you serious Skyrim and Red Dead Redemption 2 The vibrations, each game having its own little world in the background: farmers struggle in the fields, people beg on the side of country roads and every day, we can be surprised peddling their goods to the market. Unfortunately, in The Sinking City, the level of interaction between NPCs is not as sophisticated as in Red Dead Redemption 2 because they will not shut up if you shoot them with a gun or even let you to chat for a moment. Some of you could be generous and interpret their reluctance to talk as a consequence of their deplorable mood, as they live in a half-flooded city, where people are so terrified that they are trading bullets instead of money. Calling this place home would hurt me too.
Apart from those who will give you quests, the NPCs of The Sinking City are by no means the main focus of the game. However, having them in the background while you are trying to find yourself in Oakmont gives the impression that the game is alive. absolutely semi-curse. Their mix of erratic and reasonable behavior proves how much Lovecraftian corruption has penetrated into Oakmont, and when The Sinking City comes out on June 27, you'll have a chance to figure out how to turn the life of these weird NPCs a bit better.
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