
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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Tags:The Sinking City, Frogwares, H.P. Lovecraft, eldritch, horror, noir, mystery, detective, open world, Oakmont, Massachusetts, 1920s, water, flood, racism
Manor Lords had a big update recently (with more coming soon), which has encouraged a lot more people to start playing it again. I even started a Let's Play, with commentary on my secondary YouTube channel, "MegaBearsFan_Plays". I've been playing the game off and on since it's initial launch into Early Access, and so I thought I might also take this opportunity to share some tips and advice that I have for any players who are new to the game, or who might be struggling.
I started a Let's Play with commentary about strategy and my overall thoughts about the game.
Remember that it's Early Access
The first "tip" is actually more of a disclaimer. If you play Manor Lords, please remember that it is an Early Access game. Though it is playable (and quite good), it is not fully-featured. It contains bugs, isn't finely-tuned or balanced yet, and has entire features and modes that don't actually work yet. For example, take a look at the Policies menu, and you'll notice that there are only a couple working policies, and the rest are place-holders that cannot be activated.
More importantly for the purposes of this guide, the game will change considerably over the coming months (or years), and leading up to its eventual retail release. These tips apply specifically to the Early Access build (in early 2025), and may not be relevant in the final release version of the game. I may write an additional tips guide for the full retail release, if I think the game has changed enough to warrant additional tips. [More]
5.0 [1 rating(s)] - Currently 5.0/5 Stars.
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Tags:Manor Lords, Slavic Magic, early access, medieval, survival, city simulation, town, resource, ox, burgage, farm

This isn't the first time that I have said that a game is difficult to review. Mouthwashing is a very difficult game to review. Usually, however, when I say that I'm having difficulty reviewing a game, it's because I have very mixed and conflicting feelings about that game. Or because it's borderline impossible to review the game without discussing extensive spoilers. Well, that last one actually is true in this case, but there's a more important reason why this game is difficult to review: Mouthwashing is a very difficult game to play. Not "difficult", as in "challenging", the way that Dark Souls is "difficult". Not "difficult", as in "broken", the way that a lot of awful low-budget indie games might be. Instead, Mouthwashing is thematically and emotionally difficult to play because it depicts a lot of very disturbing and grotesque subject matters that are just hard to sit through.
The low-fi, PS1-inspired graphics do not, in any way, take away from the visceral visual design of the game. In fact, the low-fi visuals, combined with a film grain filter, give the game a gritty, grimy feeling that might have been harder to accomplish with higher-fidelity graphics that might fall into the uncanny valley. For example, it might seem that the lack of facial animation is a flaw in the game that makes it difficult for some players to understand the emotional context of what the characters are saying, and to read the actual plot of the game with a cold detachment that will make the story harder to understand. And while that is true, there is also a very valid thematic reason for why the characters don't have facial animations, and for why their emotions aren't immediately obvious.
The crippled, disfigured husk of Captain Curly is disgusting to look at, and even more disgusting to listen to. The pain and humiliation that Captain Curly is subjected to are absolutely horrific to behold and contemplate. And that's just the start of the awful things that this game subjects the player to!
This a grotesque game that can be difficult to play.
But this isn't a game about body horror; it's a game about abuse, and the failure or unwillingness to take responsibility for one's actions.
But this story is delivered in a disjoint, non-linear, and sometimes abstract manner that can make it difficult to follow on a first playthrough. It might take a second playthrough to really understand what is going on, and what had happened prior to the events of the game. Thankfully, the 2-ish hour runtime means that a repeat playthrough isn't much of a burden at all. It's nowhere near as annoying and burdensome as something like having to replay Silent Hill 2 remake to try to get different endings, or to collect all the collectibles.
And this is where it starts to get difficult to talk about this game without spoilers. Honestly, if low-fi, psychological horror walking sims about abuse aren't your jam, then you won't play this, and probably won't care about spoilers. Otherwise, if you're into this kind of thing, then you probably know who you are. If you haven't already played the game, and you might be interested, then you should stop reading and play it. It gets my fullest recommendation!
It is impossible to talk about this game's merits without major spoilers...
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4.5 [2 rating(s)] - Currently 4.5/5 Stars.
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Tags:Mouthwashing, Wrong Organ, Critical Reflex, horror, psychological horror, science fiction, capitalism, corporate dystopia, abuse, domestic violence, sexual assault, guilt, responsibility, sociopath, narcissism, empathy, enabler

There's a new Spider-Man cartoon on Disney Plus, and sadly, it is not a reboot or continuation of Spectacular Spider-Man, which, as far as I know, is still stuck in a frustrating legal limbo in which neither Disney nor Sony completely own its rights. Instead, what we have is a cartoon that couldn't decide whether it wanted to be a prequel to Spider-Man: Homecoming, or a completely new adaptation of the comics. It would be very easy for such a project to lack a strong sense of identity, and to have an incoherent plot that feels like parts of 2 different plots haphazardly stitched together. Thankfully, that isn't the case, and Your Friendly Neighborhood Spider-Man actually comes out to be a pretty good Spider-Man cartoon.
It definitely still retains many aesthetic and narrative elements from its original conception as an MCU prequel. Aunt May is clearly based on Marissa Tomai's version of the character from the MCU. The Sokovia Accords and Superhero Registration Act are important parts of the show's backstory. And cameos by Doctor Strange, Iron Man, and others definitely feel like the MCU versions of those characters.
But this definitely isn't a prequel to the MCU's Spider-Man. First and foremost, the Sokovia Accords have already been put into place without Spider-Man being involved in the events of this story's version of Civil War, which is referenced several times. It also features a completely different cast of characters. There are no traces of characters like Ned Leeds, MJ, or Liz Allen. And it does feature characters like Norman and Harry Osborn, neither of whom have appeared (properly) in the MCU movies.
So this is a show that will definitely be familiar to people who have watched the MCU, but its lack of continuity with the MCU might turn die-hard MCU fans away.
Thankfully, I don't care if the show follows strict MCU continuity. All I care about is whether it's a good adaptation of Spider-Man. And it mostly is.
©: Walt Disney Co.
The connections to the live-action MCU are nebulous.
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5.0 [1 rating(s)] - Currently 5.0/5 Stars.
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Tags:Spider-Man, Your Friendly Neighborhood Spider-Man, Marvel, Disney, Disney Plus, streaming, Peter Parker, Norman Osborn, Nico Minoru, Lonnie Lincoln, Tombstone, Scorpion, Otto Octavius, Doctor Strange

Civilization VII is a considerably different game compared to Civ V and Civ VI. As such, the leader guides that I wrote for those games won't quite work for Civ VII. Instead, I'm going to be experimenting with a slightly different format of doing independent guides for civilizations and for leaders separately. Leader guides will be complicated, so I'm starting with civilization guides while I figure out how I want to tackle the problem of creating guides for leaders that can change civs 3 times in a single game. Unfortunately, the lack of Hot Seat multiplayer severely limits my ability to do specific testing of things like the damage dealt by unique units in different circumstances, certain diplomatic actions, pillage effects, and other things. Hopefully, Hot Seat will be added soon.
As always, I welcome feedback. I will probably need a lot of feedback as I learn the new game and experiment with the format of these guides. Of course, you can also support the creation of this content by becoming a Patron.
As has been my tradition with these guides, I plan to start by focusing my attention on civilizations and leaders who have never been playable in Civilization games before. So the first guide will cover the rookie civilization of the Mississippians.
For almost a millennium before the arrival of Columbus in the Americas, southeastern North America was dominated by a group of indigenous peoples called the Mississippians. The Mississippians were not a single, unified group, but rather a collection of tribes that shared similar cultural practices. The most defining of these practices was the construction of impressive earthwork structures, such as mounds and pyramids that were used for functions ranging from housing, to temples, to mausoleums. Though they did not have a system of writing, they still created sophisticated social structures and permanent settlements, and their trade networks ranged from the Great Lakes and Rocky Mountains, all the way to the Gulf of Mexico and the Atlantic Ocean. The remains of the several remaining mounds at Cahokia (outside of St. Louis) are now a UNESCO World Heritage Site, and are open for public visitation.
The Mississippians are an expansionist, trade-oriented Antiquity civilization in Sid Meier's Civilization VII. They seek to acquire Resources by claiming new land, and by trading with foreign Settlements.

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5.0 [1 rating(s)] - Currently 5.0/5 Stars.
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Tags:Sid Meier's Civilization, Civilization VII, Mississippian, goose societies, burning arrow, watonathi, potkop, earthworks, cah-nah-ha, waahih, shell-tempered pottery, gift economy, atassa, antiquity, food, resource, fire, monks mound, Tecumseh, nicaakiyakoolaakwe, Cahokia
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