
I liked Tormented Souls well enough that I was curious to see if the sequel would fix the first game's flaws. It helped that the developers put out a free demo of the game on the PSN, which I downloaded and played. It was surprisingly long, covering most of the first full level of the game.
The demo also did show signs of improvement over the first game. Enough so that I was motivated to buy the full game when it released (though it still took a few months to actually get around to playing it). If the sequel could maintain the positive aspects of the first game, while fixing or improving on the first game's flaws, then we could have a true gem of a traditional survival horror game on our hands.
Modernization at the cost of frustration
Almost immediately, I started noticing quality of life and gameplay improvements over the first game. Caroline is more mobile. She can move while aiming a weapon. Perhaps best of all, there's a quick inventory. It's mapped to the right stick, which is a bit clunky and imprecise, but it's fine. It's still better than having to go into the inventory every time I need to switch between the nail gun and a melee weapon, and vice versa.
Caroline can move with her weapon drawn.
Cool! They fixed the biggest problems with the original game: the archaic-feeling controls! Right?
Well, not so fast. While these are strict improvements over the original, they do come with a catch. To offset Caroline's new mobility, enemies are much faster, more aggressive, and tankier. The ability to move with the weapon drawn helps, especially in long hallways and the rare open spaces. I can backpedal and shoot instead of having to go through a cumbersome process of aim, shoot, turn around to run away, and turn back around to aim and shoot again. I can even strafe! This works well in the relatively wide halls of the opening convent level, but it stops being useful basically as soon as you leave the convent, at which point the game ambushes the player with multiple enemies or gives them the ability to hit you from further away.
The problem is that there's rarely -- if ever -- enough room to maneuver with this newfound mobility. The arenas are cramped and cluttered, the enemies completely block narrow paths, they have huge hit boxes, and their hit tracking makes it almost impossible to run around them. The camera angles constantly hide enemies off-screen, making it impossible for me to judge distance or know if I have a clear shot until the enemy is right up in my face, and close enough for them to get a couple cheap shots in. Regardless of whether I was using "tank" controls or analog movement, if I did try moving around during combat, I was constantly running into tables and chairs in the middle of rooms, or I was getting stuck on geometry along the periphery of combat arenas (often at the edge of the screen). The small rooms mean that camera changes are frequent. Every time the camera changed, I would lose a step because the character would turn the wrong direction or run into another obstacle.
There rarely seems to be enough room to use Caroline's newfound mobility.
On top of all this, the game seems to be stingier with supplies (at least early on). The first boss ate through all of my remaining ammo after getting through the first level. I had to finish her off with melee in her final phase. This forced me to have to burn through all my healing items as well, since she has a close-range area-of-effect ground smash attack that I wasn't able to avoid at that close range.
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fcee6977-72f8-4788-92cc-5dff2e5e5674|1|5.0
Tags:Tormented Souls, Tormented Souls 2, Dual Effect, PQube, horror, survival horror, retro, puzzle, light, dark, candle, cult, eldritch, Resident Evil, Silent Hill

The Sinking City is a game that I started playing a year or 2 ago, after picking it up on sale on PSN. I fell off of it last year though. It wasn't that I wasn't liking the game; I was liking it quite a bit. It's just that other games came along that demanded my attention. Games like Alan Wake 2, College Football 25, and Silent Hill 2 remake kept pulling me away from finishing Sinking City. But I left The Sinking City installed on my console, fully intending to come back to it.
But there is a sequel due out sometime this year, and it's being marketed as a full-fledged survival horror game. That puts it firmly in my radar as a potential "must-play". In anticipation of the sequel's release, I wanted to go back to The Sinking City to finish it and review it.
While the sequel to The Sinking City is going to be more strictly a horror game, the original is actually a very different game. While it has Lovecraftian Eldritch monsters, and a madness-inducing plot, it stays more in the territory of a detective noir mystery. Think more along the lines of L.A. Noir than Resident Evil. And that makes sense, considering that most of the developer, Frogwares', catalog is Sherlock Holmes games.
Sinking City is a detective noir; not a proper horror game.
The horror of Lovecraftian racism
I admit, I was expecting more of a horror game. So I was surprised to find that Sinking City is 100% a full-blown detective noir mystery, with only light horror elements. Well, the horror may be light, but the Lovecraft-ness is dialed up to 11, and that includes the racism that was so present in Lovecraft's work. But thankfully, Frogwares is fully aware of this racism, and so the game is self-aware and hyper critical of its racism as well.
There's a splash screen at the beginning of the game that talks about Lovecraft's books being very racist, and that the developers made a conscious decision to include many of those racist elements for the sake of "authenticity". This means that characters who are coded as "black" or as other ethnic minorities are depicted as ape or fish men, and that misogyny is common place. It makes for an interesting approach to a genre period piece, since this is how many white Americans and Europeans really did see Africans and indigenous peoples: as little more than animals. However, The Sinking City doesn't make this a simple matter of perception. These characters really are ape and fish people. It's a literal depiction of how racist white Americans saw the world. But the game goes out of its way to make sure that these characters are not depicted as being inherently inferior to "normal" (e.g. "white") human characters.
Racism is a major component of the game, and sometimes, we get to shotgun Klansmen in the face!
What the splash screen doesn't mention is the way that this would be turned against the player. Right off the bat, the player is made to feel uncomfortable and unwelcome in ways that closely resemble racist bigotry. While there are plenty of characters who welcome the player character and are perfectly friendly towards him, there are also plenty of people who are outright hostile to him. The word "newcomer" is this game's N-word. Even when dealing with characters who are outwardly friendly and tolerant of the player, there is often an undercurrent of tension in their interactions, as if the other characters just want the interaction to be over with, so that they don't have to be seen in public conversing with a "newcomer" any more than they have to.
Frogwares doesn't go so far as to include other more overtly racist allegories in the game. Like, you aren't going to be stopped and harassed by police when the sun goes down, nor are you ever asked to show your papers, or to enter and exit public establishments through the back door. The NPCs' distrust of you as a "newcomer" never obstructs or interferes with your ability to play the game and complete your objectives, which does make the whole thing fall kind of flat. Yet that sense that you aren't welcome is always there, lingering.
We don't take kindly to Newcomers around here.
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35e57914-77f8-4912-b389-846b1ba8563f|1|5.0
Tags:The Sinking City, Frogwares, H.P. Lovecraft, eldritch, horror, noir, mystery, detective, open world, Oakmont, Massachusetts, 1920s, water, flood, racism
The ocean is a common setting for a lot of cosmic and Eldritch horror. Lovecraft himself set many of his stories in fishing villages or on boats or ships. There's no shortage of video games that feature Lovecraftian fishing villages, from Bloodborne to The Sinking City, but I'm not aware of too many video games that focus on the fishermen who go out into those Eldritch oceans to catch the abominable fish. Well, now we have such a game in Dredge!
Dredge was on my radar since its release. It was one of those games that I put on my wishlist, but often skipped over it. Eventually, it went on sale on the PSN, and I had some extra gift card balance in my account, so I finally snatched it up and played it on-and-off for a few weeks. Unfortunately, my experience with the game was less-than-ideal, but that was entirely my fault, and talk about why later in this review.
Survival horror on the open ocean
Much to my surprise, Dredge is not really overtly horrific, except for like one (or maybe 2) area(s) of the map, and also the final cutscene. Despite the Eldritch inspirations, Dredge can be a surprisingly chill and relaxing game for the vast majority of its play time. How dangerous or scary the game will be will largely depend on how you choose to play the game (and how closely you adhere to the main quest). If you're constantly going out at night into the middle of the ocean, far away from the safety of a harbor, and actively fishing with dangerous threats nearby, then yeah, it might get a little challenging and maybe even creepy. But if you play it safe whenever you can, navigating paths that keep you within a short sprint from a harbor, and frequently resting to restore your sanity, then the game is pretty easy.
Though, under normal circumstances, the game will occasionally force you to have to go out at night to catch nocturnal fish. But even then, careful planning can still allow the player to avoid most of the more dangerous hazards. The day-night cycle goes very fast, but the clock only runs when the boat is moving or the player is fishing. So you can sit and idle for as long as you wish in order to check your map or your quest log and plan out the day's activities. Safe harbors are usually placed within a day's journey from each other, so again, careful planning and deliberate play can be very effective at mitigating risk.
Light is necessary to avoid hazards, but can also attract other panic-inducing dangers.
Surprisingly, there are no survival elements. Heck, there's not even any crafting! You just invest research tokens into new equipment, and collect various materials to upgrade your boat, and then just buy the upgrades and equipment with the cash earned from selling fish. You don't have to buy provisions or cook the fish you catch in order to fill a hunger bar. There really isn't a sleep or stamina meter either. Nor do you have to buy things like fuel for your boat or batteries to keep the lights running. The only things for you to manage are inventory space on your boat and a simple sanity meter (which effectively operates as a proxy for a sleep meter). I'm personally torn on whether including a hunger meter would have hurt or improved the game.
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