![]() It likes to tackle themes, but mainly to gloss over them. When the island starts to sink, it forces everyone to gather in certain parts of the tower, what makes at least the search for them a little less painful. Now imagine being on the higher floor, he then goes to the lower half for his phonecall - and you have to go back through the two elevators to continue. So again I'm completely pulled out of what I was doing and even worse, where I have been. Or even worse: Sometimes he gets phone calls from his wife, that add absolutely nothing to the story or anything, but they make him go to his room to talk in private. Norm might state that he's hungry, and the next thing he's eating something in the restaurant and all the NPCs are in a different place now. This constant back and forth through these two parts of the tower felt like an absolutely needless obstacle.Īt certain trigger points, the game makes it seem like time passes. So you have to use the first lift, get off, walk through at least two screens to the second lift, to get higher up. The first covers the normal hotel rooms, but there is a second one especially for the upper floors. ![]() One example that frustrated me the most: The two elevators. The place is damn huge, with so many empty screens, and it is a constant hassle to search for the NPCs. I think, I could live with this, wouldn't everything else around this so tiresome as well.įirst of all, you'll walk your ass off, with no fasttravel at all. But later there is just too much evidence involved, this won't really work anymore and starts to be very tiresome. You can bruteforce it a little bit with trial'n'error. And sometimes the game "thinks" in a different way, than I did and I had trouble to understand, what exactly it wants from me. It starts off quite nice and manageable, but I found it quite tricky especially in the later half. If you choose evidences the game thinks aren't right, it will only tell you, they don't match, but presents no further help. It also shows you, if you have collected everything, to answer the question. For example one photo and one statement from someone. All evidences are devided into different categories, and the game shows you, how many from which categorie you need. Then you have certain slots available to present the right evidence to answer the question. ![]() Throughout the investigation, the game asks you a main question to be answered. You can also compare evidence with one another, for example to find matching finger prints. The evidence collected can either be observations from the crime scene, found objects or statements from the persons involved. If you want to, you can activate a timer, forcing you to solve the case as soon as possible. Due to a horrible storm they are all trapped on the island, and it even starts to sink. A tiny bit like Knives Out, one could say. Now he's dead and inspector Norm has to find the culprit among the family. Old and rich man Walter invited all his grandchildern to the island, where he had build a huge tower, he wanted to turn into a luxury hotel. Maybe a bit like Contradicion Spot the Liar. ![]() Your main objective is to collect evidence and talk about everything with everyone to solve all the questions coming up during the investigation. Although I'm not liking them too much, this one caught my interest because of the detective focus during gameplay. With The Sinking Island I played another game from Benoit Sokal.
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