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~ News & scholarship on H.P. Lovecraft

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Category Archives: Lovecraftian arts

Released: The Sinking City

26 Wednesday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

≈ 1 Comment

You’re probably utterly fed up of hearing about The Sinking City, after what seems to have been years of interminable marketing overkill for a product that kept getting delayed. I’ve basically ignored it up until now. But finally, this new game has actually been released today on consoles, in stores (a DVD with what appears to be a Steam-lock), and a digital download for Windows PCs (the latter via the Epic Games Store only, so don’t go looking for it on Amazon or Steam).

There are now some genuine reviews available, from those who’ve completed it.

Why might the game be important? Partly because it follows the recent Lovecraft-faithful Call of Cthulhu (Cyanide Studios, 2018) and the general critical success of that game among fair-minded reviewers. Despite its imperfections, the initial sales success did wonders for Chaosium’s cash-flow, the company on whose famous RGP game it was closely based. Having two solid Lovecraftian games in a row, games that get a lot of things right in terms of aligning Lovecraft’s original vision with gaming fun, would be good. If might also lead to further glimmerings of understanding, among the masses, about who H.P. Lovecraft was.

But mainly The Sinking City promised to be important because the Ukrainian makers have a good track record, making detective-mystery-horror adventure games with Sherlock Holmes (apart from one, 2016’s Devil’s Daughter — which had a very weak storyline and crippling launch-day bugs). The Sinking City is the maker’s first Lovecraft game. From the E3 previews and trailers one can see that it’s big, polished, and from a team that really knows what they’re doing. Will it, therefore, be as enjoyable and accessible as nearly all of their Sherlockian outings?

Picture: early concept art.

The setting is a 1920s coastal town of Oakmont (croak-monsters, geddit…) in New England, realised as a big ‘open world’ town… and if you’re a regular reader of this blog then I guess you kind of know the rest. It’s a good start that the makers have chosen such a historical setting. There’s also a Dark Corners-like ‘sanity meter’ in the game, another promising sign.

One difference from Lovecraft’s stories, though, is that your hero is physically Sherlockian and vulpine. He’s a cynical noir-detective type in post-war shell-shock, rather than a wilting antiquarian poet. As such you apparently get a Thomas F. Malone-like insight into ‘the world of hidden things’, you sport a nice Indiana Jones style hat, and (despite the “doesn’t like violence” on the character sheet) get to use guns and grenades.

Anyway, that’s the basics. It was released 48 hours early, to those who pre-ordered it, to try to forestall the usual haters. Here’s what some of the initial reviews say today…


A “decent detective game … As you explore a crime scene you collect clues that, while useless on their own, can be connected in the Mind Palace to open up new lines of investigation. And you have to make these connections yourself, without any hand-holding or hints, which makes a successful deduction especially satisfying. [yet] the solutions to many of the cases lacked a satisfying “Aha!’ moment. … combat is basic and uninspiring … [overall] it doesn’t quite stack up with the best of Frogwares’ Sherlock series” — PC Gamer, UK edition.

“Repetitive detective work … The most captivating cases are the more supernatural ones, where what one discovers is so unpleasant that it becomes worthwhile and one seeks out more such investigations. I wish the game had dared to slip away more often from the hard-boiled detective stance and let its atmosphere drift toward the approaching insanity that has Oakmont in its slimy grip.” — PC Gamer, Swedish edition (translation).

What’s not even mentioned in PC Gamer and other reviews is that there are adjustable levels of difficulty…

“… the perk of the easier game modes is they will give you hints as to what you should do next. While playing on master sleuth difficulty, you really are left to your own devices to figure things out.” — GameSpace.com

… while the Daily Dot also points out that 6-hour rush-reviewers may not have played it correctly…

“Where The Sinking City shines is in the elimination of any simple solutions. No matter how big or small the investigation, you must do it yourself. … The Sinking City demands astute observation—in everything from vague suspect descriptions to the intersection of street corners. Players must commit the very geography of Oakmont’s intricacies to memory.” — The Daily Dot.

“One of the real highlights of The Sinking City is how much freedom of movement there is and how much there is to explore. … the graphics in The Sinking City are gorgeous … When I was walking around many of the city squares, I was often reminded of Red Dead Redemption 2 both in the detail of creating the feel of a city in the grips of disaster and also just how beautiful everything looks. Top notch job on selling the setting and making it believable. It’s exciting and enthralling from the first moments right up to the very end. My biggest complaint is the archives [city and newspaper archives] are more frustrating to use than they should be, but that’s not a huge deal overall.” — GameSpace.com

“The city of Oakmont has quite a lot of character … boating through the town is genuinely enjoyable, even if you can get stuck on a reef and have no ability to just, like, nudge your boat back into the water. … The shooting feels terrible, encouraging you to mostly avoid it. Sometimes it’s better to run… Detective Charles Reed is a healthy mix of witty and dreary. And while Oakmont itself is samey within its own city limits, it’s a memorable setting nonetheless. … manually placing markers on the map (lots of markers) in order to track down quest and side-quest locations is great. I love it. Far more than if waypoints just automatically populated the map, like in pretty much any other open-world video game.” — gamingnexus.com

“Sinking City does a fantastic job of keeping you on edge. The visions are genuinely unnerving, even if you’ve seen most of them with an hour or so of playing. The ambient noise of the city always sounds a little like something sneaking up behind you … an incredible atmosphere that really grips the darkest parts of your mind. Oakmont feels hostile, unwelcoming and full of secrets … While it stumbles with its characters and combat, The Sinking City is a great first step [for those new to such gaming] into the supernatural detective game.” — The Daily Star, UK tabloid newspaper.

“While the combat fails to prove engaging [and needs the inevitable post-launch patch]… The Sinking City delivers when it needs to. There’s a section early on where Reed dives underwater that truly contains one of the most bone-chilling, terrifying sequences I’ve ever seen.” — The Daily Dot.

“The Sinking City is well worth playing for the initial rhythm of its casework and the freshness of its setting, but its mechanics, like its mystery, end up flooded [by elements that ‘pad-out’ the gameplay].” — videogamer.com

“Despite some technical shortcomings and constraints, The Sinking City does have a lot going for it. Fans of Lovecraft’s work will find plenty of references to dig into here. … I was impressed at how the Lovecraftian lore was intertwined into this spiralling tale. … More than other video games I can remember playing, I really felt I was investigating and solving a case here. I ended up being much more invested in building conclusions than I had anticipated.” — PlaystationLifestyle.

“More than any game I’ve played before, The Sinking City understands what it means to be Lovecraftian. Oakmont is contaminated with hatred and sickly, chilling environmental detail. Citizens spew vitriol at the player and at one another. The streets are often raked with rain and a harsh wind. Frogwares’ detailed ambiance goes a long way in making this game stand out among a crowded field.” — The Daily Dot.

Investigations can be… “repetitive, to say the least, but I enjoyed these investigations far longer than I thought I would. [Despite some lacklustre “bring me three X’s and I’ll tell you what I know” side-quests] I was still compelled to see the main story through to its conclusion. There are enough intrigues and unique characters I wanted to talk to, to just abandon it, despite it eventually culminating in an ending that falls flat despite its grand build-up. Yet while I enjoyed and frequently appreciated the side characters and the often fantastic voice acting given to them, I think The Sinking City’s other large problem is [the wooden detective] Charles Reed himself.” — MS Power User.

“It’s janky, a little unpolished and ugly but I couldn’t stop playing it.” — PowerUp!

“PC players need not worry too much about major problems such as crashes. I haven’t experienced any. Stuttering and slowdowns were also non-existent.” —PC Invasion technical review.

“[After finishing it] I realized that it’s a game which I would consider a treat for fans of H. P. Lovecraft’s works, the Cthulhu Mythos, and various stories of cosmic horrors and nightmares from the depths. Its presentation and atmospheric tones, at times disturbing and oftentimes portraying abject misery, perfectly depict the worlds crafted by masters of ungodly visions and terrors. The Sanity Effects and investigation processes are also decent and surprising at points. They’re even psychologically jarring on a couple of occasions. But as a survival horror or open-world adventure game, however, The Sinking City only wades in knee-deep waters instead of diving in to create something truly special.” — PC Invasion full review.


So it sounds like its the usual story for a first-day game release. Wait for a year, until the first three bug-fixing and AI-fixing patches are out, and there are two or three expansion packs to fill up the empty spaces the makers have deliberately left in their large open-world. If you’re a three-games-a-week player then you’ll probably hate it because you’ve ‘seen it all before’ and combat is poor and the weapons puny, but three-games-a-year players new to detective-mystery games will probably get a lot out of it. Seems to work best on a Windows gaming PC, at present.

New and Lovecraftian on DeviantArt

25 Tuesday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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BrainBot 2019 by StMan of Finland.

Abominations bookmarks by GwilymG of France. Currently open for cat commissions.

Prisoner Of The Moonbeasts by TikiFreaky of the USA. A scene from “Dream Quest”. 2018, but new to me.

The Statement of Randolph Carter by Nightserpent of Boston, USA. Nightserpent also has a wealth of other Lovecraft art.

Nyarlathotep by Winfred-S.

Kittee Tuesday: Aliens in Space

25 Tuesday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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Celebrating H.P. Lovecraft’s interest in our fascinating felines.

The cover of the hardback art-timeline book Aliens in Space, 1979, Stewart Cowley under the pen-name of ‘Steven Caldwell’. Cover painting by Bob Layzell. The Galactic Encounters books were a post-Star Wars series spun off from the Terran Trade Authority (TTA) books of the 1970s. The series took the reprint rights on art for space sci-fi paperback covers and used the covers to illustrate a timeline of an imagined spacefaring future.

Dark Adventure Radio Theatre: The Lurking Fear

19 Wednesday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts, Podcasts etc.

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Almost upon us, the Dark Adventure Radio Theatre dramatised full-cast edition of The Lurking Fear should be shipping/releasing in a day or two…

Downloads of The Lurking Fear will become available when the CD begins shipping. That date is currently estimated to be 21st June 2019 and may change.

You may also enjoy accompanying this, or preparing for it, with my free Annotated “Lurking Fear” PDF.

If you want CDs rather than downloads, you can also get a Boxed Set with old-time radio case that neatly holds four CDs…

When you provide your billing and shipping info at check out, please use the Customer Comments box to tell us which shows you’d like.

By which method you can pick up Fear plus another three CDs you may have missed, such as The Horror at Red Hook; The Haunter of the Dark; and The Rats in the Walls, among others.

Bear in mind that these are radically re-worked as 1930s style radio dramatisations, as if the broadcast rights for Lovecraft’s stories had been purchased by a slick New York radio theatre. This may not be to your taste if you prefer straight Wayne June -style readings of Lovecraft, so if you’re new to Dark Adventure you may want to listen to some samples and trailers… before you send your PayPal balance spiralling gibbering into the black gulf of cosmic nothingness.

Graham Plowman’s Lovecraftian classical music

18 Tuesday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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A new classical music piece from Graham Plowman, evoking Lovecraft’s “The Horror at Red Hook”. I see that in 2017 he also released an album, The Great Old Ones and Other Beings which is available on YouTube.

“For non-commercial projects no license is required” for re-used of his music, unless tagged with his publisher’s name “CD Baby”. Best to check with him and get permission in writing though, as YouTube and other postings are only “likely be tagged by my publisher CD Baby” — and “likely” implies it may not always be so tagged.

New documentary: “Memory: Origins of Alien”

15 Saturday Jun 2019

Posted by asdjfdlkf in Films & trailers, Lovecraftian arts

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Alexandre Philippe’s new feature-length documentary, Memory: Origins of Alien (2019, 94 mins) is currently doing the rounds of film festivals and related gallery shows…

On the eve of Alien’s 40th Anniversary, Memory (the title of the script’s first draft) unearths the largely untold origin story behind Ridley Scott’s cinematic masterpiece: its roots in Greek and Egyptian mythology, underground comics, parasitology, H.P. Lovecraft, the art of Francis Bacon, and the symbiotic genius of Dan O’Bannon and H.R. Giger.

Sundance reviews say it tries to take an intellectual angle, but is a bit wobbly in terms of achieving that. Also that it’s about the original 1979 Alien, rather than the later world-building and cash-ins.

The documentary is currently on pre-order on Amazon, with a “student grant-money cow-catcher” release-date of 2nd September 2019.

H.P.L. in N.Y.C.

13 Thursday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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Kittee Tuesday: Frederick J. Waugh

11 Tuesday Jun 2019

Posted by asdjfdlkf in Kittee Tuesday, Lovecraftian arts

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Celebrating H.P. Lovecraft’s keen interest in our mysterious felines.

Frederick J. Waugh. Book-plate design, 1898.

Three surveys

10 Monday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts, Odd scratchings

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Black Gate has a new survey of “The Weird Tales Anthologies”. With covers and some tables of contents. It’s not comprehensive but lays out what you might find cheaply and has useful brief assessments. Note that some of the book covers may not be “safe for work”, in these prudish days.

Another new survey is a detailed evaluation by The Pulp Hermit of the run of Bronze Shadows, the ground-breaking early Doc Savage / Shadow fanzine which ran for 15 issues in the 1960s. Altus Press also has an evaluation of its place in history, in “Bronze Shadows & The Moon Man”.

Also in the category of retrospectiva posts, Murray Ewing has a new long post in which he revisits Erich von Daniken’s influential Chariots of the Gods? book and its claims…

Von Daniken’s own method mostly consists of rhetoric rather than proof. [His] technique is to find oddities, puzzles, and things that the average reader might be surprised to find in the ancient world, then point at them and say, “Well, who can say it’s not aliens?”

The making of Call of Cthulhu: Dark Corners of the Earth

09 Sunday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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PC Gamer this weeks reprints on the Web an article from “issue 172 of Retro Gamer” (not on Archive.org). It’s a long and detailed insider account of “The making of Call of Cthulhu: Dark Corners of the Earth“. The game was made in the early 2000s and it’s widely hailed as one of the most authentic and lovingly-made Lovecraftian videogames. It was largely developed in the West Midlands of England, if I recall correctly, somewhere just north of Birmingham.

The best free HD texture-makeover I could find in a few minutes of searching is the HDR ReShade together with step-by-step install instructions…

Call: Ars Necronomica 2019

08 Saturday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts

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Ars Necronomica 2019. The ‘Call for Art’ is now online for the NecronomiCon Providence art show(s), with an image submission deadline of 15th June 2019.

The call also has a Web link to a Flickr catalogue of previous shows.

Picture: art by Richard Sardinha, work on show at NecronomiCon Providence.

Joshi in France – the report

06 Thursday Jun 2019

Posted by asdjfdlkf in Lovecraftian arts, New books, Odd scratchings

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S.T. Joshi’s blog has updated with an illustrated report on “A Trip to France”, made to promote the French translation of his monumental Lovecraft biography. Among much else, he ventured down into the Catacombs of old Paris…

Traversing this site was a suitably grisly experience for a devotee of the weird and macabre.

Suitably primed, he later discovered the young artist Laurent Gapaillard, who does epic architectural prints in the Piranesi and Prout style, and from my cursory searches seems to be known in France for his book illustration and concept art for videogames.

The French ‘Lovecraft & Sonia’ play Howard, Mon Amour is being translated to English, and Joshi hopes to find a publisher for it.

Also, Joshi has had a copy of his The H. P. Lovecraft Cat Book in print. The hardcover first edition has sold out already.

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