Thursday, January 26, 2017

Greg Recommends Sunless Sea



Price : $18.99

The Sunless Sea is a stand alone game in the same universe as the Fallen London browser game. The year is sometime during the reign of the Empress Victoria, London was stolen by bats and now rests a mile under the surface on the shores of the Unterzee, that strange, dark, and ancient subterranean ocean full of mystery, adventure, and horror. You play as a Zee Captain in a setting that goes from refreshingly odd to unsettling to horror filled and back again as you explore the environments and narratives Failbetter Games lovingly crafted for you. The mood at zee is similar to Fallen London, dark, haunted, mysterious, Lovecraftian, and some dark dry humor. Instead of exploring and interacting with a handful of districts within Fallen London you have the entire unterzee and all of its ports of call to zail and explore. A word of caution though, death is a very constant (and often brutal) companion. This is what you might call a narrative / environment driven rogue-like exploration game. There is combat but you would be well advised to avoid it until later in the game. You make progress by exploring and advancing story arcs and the zee itself will prove a most formidable adversary even if you do manage to avoid the denizens who want to take a piece out of your ship.

The general formula of a voyage is presented thusly:

Every voyage begins at Fallen London. You'll spend 'echoes' (currency) to purchase food, fuel, crew members, upgrades, goods to sell elsewhere and other such things. You'll also check with your contacts in London to see if there are any story arcs or missions available should you perchance happen to be zailing in that direction or stumble upon interesting things in your adventures.

You pull out to zee way from the warm lights of the fallen city into the perpetual darkness of the unterzee with only the occasional beacon and the light of your rusty old zeeship to dispel the gloom. As you explore the unknown it will be recorded on your zee chart (world map) and for every island, reef, settlement, and strange thing you find you gain fragments (experience) which will enable you to level up and increase your captain's base stats. The unterzee is mysterious and unpredictable and so the islands rearrange themselves every play-through. Scattered about the islands you will find locations to land and interact with whoever (or whatever) is of interest there. You'll often be presented with story arcs and challenges similar to Fallen London (the browser game). You are given the odds of success as calculated according to your stats with something good happening if you succeed and something 'less good' happening if you fail. Depending on the nature of the challenge 'less good' may be anything from receiving a lesser reward to dying a horrible non-reloadable death. Typically though failure is rewarding and often gives you the chance to try again without consequence thus encouraging you to attempt challenges even if your chance of success is low. Between chance encounters and pre-defined story arcs and missions you can rack up a fair bit of experience and the potential for a lot of echoes by pursuing these island activities. I say 'potential' for a lot of echoes because most of the treasures you uncover really only have value if you survive long enough to turn them in / sell them back in Fallen London.


The game has a lot to do with choices where the consequences aren't obvious but are nonetheless foreboding. The almost dead 'Tomb Colonists' invite you to a feast and they look to be extremely hungry, do you go with them or decline? A wistful demoness wants to purchase your soul, do you sell it to her? The criminal underground wants you to pick up and bring back a package for them and will have "something sharp to say" if you return empty handed but will pay very well if you can smuggle it in, do you accept this job? The first few times I played I was very conservative and tried not to take too many risks. Then I began to understand the game in terms of exploration and narrative and I realized that the riskier choices were almost always more fun (and rewarding) even if I did fail.

The real danger, the thing that keeps killing me in this game, is not knowing when to turn back. You can stock up on food and fuel in other places than just Fallen London but it will be costly if it can be done at all. Should you run out of fuel you will either have to find something else to burn (food?) or you will be at the mercy of the Imperial Laws of Salvage (you lose your ship, crew, and cargo in exchange for a 1hp rustbucket with enough fuel and food to hopefully get you back home). Managing fuel and food is pretty easy though, its the sanity that can catch you off guard. That's right, sanity. As you float about in the deep dark cavern with the deep dark unterzee below you and God know's what below the surface or on the ceiling your crew starts to get a little afraid. Keeping your ship near shore and in the light halts their loss of sanity but you will not gain any back unless you're willing to pay for shore leave or return to Fallen London. Once your sanity reaches a critical level strange and terrible things begin happening. "The crewman stood near the edge of the ship and a large pale tentacle noiselessly pulls her overboard. You rush to the side but she is gone. Nobody seems to have seen or heard anything. You didn't... you didn't push her... did you?"



But here's the thing. The potential for reward and adventure get larger the further from London you zail. If you turn back too soon you may not make enough echoes to restock your ship, but if you keep going... This can quite easily turn into "just a little bit further... I have to see what is on that island" or "but if I can just fill in that piece of the zee map..." The rewards and adventure are greater, but if you don't turn back at the right time you may not get back at all.

Once you go out as far as you dare you have to make it back home. If you are low on supplies or sanity then you are especially vulnerable and the the shortest course back home may not be the safest.

Assuming you make it home though, limping into harbour with a half mad half starving crew and a cargo hold full of treasures, it's time to cash in, restock, and upgrade. The Admiralty Board pays you for every 'port report' you bring back to them (a reliable source of income and especially helpful for new captains), and fulfilling quests for your contacts also yields a good influx of echoes. Random events may allow you to sell your findings from the unterzee at a higher price than usual and the Black Market will often finance voyages if you agree to do their bidding.

Make enough voyages and you may earn enough echoes to buy yourself a decent house, a new ship, start a family, locate better contacts, and write a will to give your next captain a better start when you either retire or die at zee.

There are other, more subtle, creeping threats that can become a problem if you're not careful. Your sanity may be largely restored every time you return to London but if it had gone too low you will begin suffering from nightmares, and nightmares in a Lovecraftian environment are never a good thing. If you start associating with shady types (as most successful zee captains often do) then the authorities will start to take notice and should they suspect you of treason then searches to your cargo hold may not be the only thing you can expect from them.

The fun in this game is definitely in the exploration and the writing. It is atmospheric but unlike other games that are merely 'atmospheric' it is also challenging and death is permanent. They did a very good job at creating a world that feels like everything has a mystery behind it and even when you manage to solve some mysteries (or just survive them) the writing taunts you that there's more going on then you know.

Here are a few examples of the sort of stories and mysteries you may find zailing the unterzee.

A potentially sentient semi-omniscient coral reef and its many secrets. Why people have a difficult time actually dying in Fallen London. An island of soul devouring apes with warning buoys all around that say "beware of soul devouring apes. Assisting these beasts in any way is tantamount to treason and any that leave the island are to be shot on sight. They know what they did!!!" An island where kingdoms of hamsters and rats rage war for domination. An island where everyone wears masks that determine what you can and can not do. A top secret conspiracy involving esoteric 'science' that may or may not have something to do with the secret of actually dying in Fallen London. The Republic of Fire (Hell). The island of infinite paradoxes. The frightening winter beast Mr. Sacks. And of course there's also political intrigue, crazy religious orders, zee gods, pirates, unspeakable horrors, cannibalism, and all manner of questionable fauna and flora that may or may not be hostile.


I don't think this game is for everyone. I enjoy it because I am a sucker for good stories, I appreciate good horror and an honest rogue-like challenge. It is a slower game, one that requires some methodical thinking, and while some might find the absence of any quick travel options tedious it is something that I rather enjoy and I think the quality of writing and the environment more than make up for it. If you're not sure if you'd like this game then check out their free browser game Fallen London for a similar taste. Until then stay sane my tasty friend, and be wary of anything that appears human but isn't.

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