11.5 hours played
Written 13 days ago
[h2]“The point is... that you are under a misconception that Forgotten City is a time-loop puzzle game. It is not. What it is really, is a fetch-quest game.”[/h2]
The first half of my review is spoiler-free, after which I will leave behind a detailed account of the flaws in Forgotten City and its plot. Some of the names might be wrong because they weren’t memorable enough to remember.
To start, I was attracted to Forgotten City because I wanted to fill the void left behind by Outer Wilds, an exceptional video game with a time-looping mystery at its core that requires thought and attention, and leaves you pondering on solutions to the numerous micro-puzzles that each contribute towards the final element that will let you solve the final puzzle. Needless to say, Outer Wilds was a phenomenal experience. Forgotten City however was not. On the contrary I walked away from the experience puzzled as to how the game can maintain such a high score AND be compared to other excellent time-looping stories like Outer Wilds. To me, it doesn’t even stand on the pedestal astride these excellent games.
Starting at the beginning, Forgotten City is a polished, visually stunning game that takes place in a small Roman town frozen in time. Its citizenry are diverse and represent the cultural and racial diversity of the Roman Empire. Upon starting a fresh save, you are presented with an intriguing mystery, and numerous pathways are presented to you to find a way to open the puzzle at the game’s core. There’s the intrapersonal relationships you must build with the townfolk, then the political element of an impending election to swear in a new town magistrate which has polarized the town into two opposing camps; and even that of the religious, in which numerous religions are struggling to co-exist peacefully.
However as you dive deep into this world you quickly realize many of these points become irrelevant and the towns people are nothing more than levers designed to open the numerous story gates present throughout the game. Your relationships with them do not matter. The political element is a joke as well but I can’t say too much without spoiling. At its core, Forgotten City is really just a fetch-quest game layered in pretty graphics and writing inspired by Roman and Greek philosophy.
There are things I liked about it, but I can’t really diverge without spoiling.
++SPOILERS BELOW++
[spoiler]
The moment my enthusiasm for Forgotten City died was after the “underworld” reveal in the bath-house. That singular moment sparked an epiphany that made me realize many of the plot-points I mentioned above are completely and utterly irrelevant.
As I said, the townsfolk do not matter at all. They are buttons you need to press to get access to prompts to open other buttons elsewhere. On my final run to open the temple, I stopped caring completely about the people and their fates because it didn’t matter one bit.
The political intrigue!? This was the single most disappointing element and I need to break it down into two parts.
First, after Servius reveals he retains his memories with each wipe, the game set the stage for an epic metaphysical showdown between you and a virtual opponent who was in layman’s terms, aware you were a video game player. You could start and restart the game at will, pump him full of arrows or bullets, sway the votes against him, but the Golden Rule simply allowed him to undo it all and cling onto power. After this reveal, I was left stunned. How could I possibly defeat an enemy like this? Somebody who negated my overwhelming advantage by abusing the rule of the very prison that kept everyone locked away!? This was a phenomenal reveal, almost as epic as realizing Vivec in Morrowind didn’t want to fight the player because he knew you could reload the game and fight until he died. And what happens after that? Nothing. His contribution to the story completely fizzles after that because by then, the game shifts its attention on the 4 McGuffins you need to finish the game, and that leads me to my second point.
Second, once you unlock the main “story gates,” Galerius, who is a game mechanic originally designed to help save you time in doing the tedious fluffwork to open the story gates, is like a small marble you flick to activate a very intricate Rube Goldberg machine that finishes with him getting elected as magistrate. The only physical thing you need to do thereafter is to start the election. The only reason the election substory exists is so you can fetch McGuffin #2 of 4 required to open the temple. You don’t even need to leverage your relationships with the townfolk to build a political coalition to support Galerius, they just automatically fall in line behind him. So to sum up, Servius doesn’t matter. Malleus (he has heterochromia cause he’s bad mkay) doesn’t matter. The gladiator guy doesn’t matter. Your favors and relationships with the townfolk don’t matter.
To achieve the canon ending, you only need to open 2 story gates:
1. Successfully elect Galerius once and free the village idiot, opening up McGuffin 2.
2. Receive the underworld reveal from the priestess (to do this you just need to ask 3 NPCs about their origin stories and report back to the priestess.)
After this, the remaining 3 McGuffins can be achieved freely. McGuffin #1 can be found in the Christian cave which if you’re not careful like I was and jump in like a commando, triggers the Golden Rule because you violated Octavia’s NAP. McGuffin #3 and 4 are in the hands of a soyboy Egypt nationalist who is happy to criticize Rome and Greece for stealing Egyptian gods and culture, but gets butthurt when you make the point his gods and culture were stolen from the Sumerians.
Credit where it’s due, the catacombs that migrate through the four different architectural time periods was phenomenal, showcasing how each culture evolved and changed over time. Clearly the map, environment and settings were created by someone with passion for history. Also the beautifully designed world does promote exploration, and I was able to find most of the final areas in the game relatively easily.
After that, all that’s left is to open the Temple which reveals one of the funniest, laziest endings I’ve ever seen. I could not take the situation seriously at all, and "God" feebly explaining to a mortal that in all his omniscient, alien might, he was forced to babysit a small town of primitives because his girlfriend gave up her powers to be among them. In my first run I tried hard to find a way to reason with “God” on moral or philosophical grounds, but instead the game shoehorned me into initiating a silly fight, pointed me into taking Persephone's crown (when at no point was her crown EVER mentioned in the game beforehand,) restarted the loop, came back to his throne room and Dr Strange’d him into being my time prisoner, AND THEN HE JUST ACCEPTS IT AND LEAVES.
Replayability is also a joke because 2 of the 4 endings are variations of the same. The only difference is talking to Galerius first. Ending 1 can be achieved within the first 30 seconds of a save by simply shooting Galerius, and then Servius when he comes running past. The different “class” options at the start are dumb. I picked the historian trait thinking it would come in handy by opening some secret areas, dialogue options and pathways when all it did was add some useless prompts.
“Do you know what this place is?”
“Um yes it’s a duat! *nerd emoji*”
“Ok. Moving on.”
When I saw the game gave me the option to bring a literal GLOCK with me, I automatically assumed the other options would be just as strong in other elements of the game. I was wrong on that.
The religious element was also a huge let down. I was initially excited to see early Christians in the game, but in the theme of Forgotten City they... didn't matter. The most it comes up is curing Rufius' homophobia by treating his arthritis. That's literally it.[/spoiler]