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You can switch between what quest is being tracked whenever you want, so while most players will quickly commit the layout of the city to memory that’s not a requirement. It never tells you what to do but every time a character makes a request of you, you have the option to instantly track that quest and add a waypoint. The Forgotten City has multiple endings and is entirely non-linear but rather than just leaving you to flail in the wind it has some surprisingly helpful quality of life features. Once again you see indie developers not only matching the work of vastly more expensive titles but doing so within the context of a much more original and ambitious game. Again, there’s a few weak links, but given how many characters there are the quality is admirable. The voice-acting is also surprisingly good. (If the game does have a graphical failing it’s the awkward way in which moving up or down stairs is handled.) Neither of these fears were justified though, as while The Forgotten City is clearly a low budget endeavour it looks a lot better than Skyrim ever did, with superior facial animation to anything Bethesda Game Studios have ever managed. Given the game’s narrative focus we were worried we were going to spend a lot of time listening to interminable swathes of turgid dialogue, spouted by potato-faced Bethesda people. However, you discover enough personal details in your initial conversation that when you come back you have a much better chance of stopping them. At first you don’t know enough about them to talk them out of it and everything you try fails. In a different vein, one of the first problems you encounter is someone about to throw themselves off a cliff. So, for example, if you want to get an impossible-to-afford poison antidote, to prevent someone from dying, then just nab it and make for the portal before you get turned into gold. If the Golden Rule is triggered then you’re given a few minutes to race back to the portal you entered from and restart the time loop, except you get to keep any physical objects and knowledge you’ve gained. Everyone assumes murder is a big no-no but there are few other misdeeds which everyone agrees are wrong, with the game consequently offering an interesting treatise on what constitutes immoral behaviour.
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What constitutes a sin is not clear to anyone and while tricking someone into indentured slavery is seemingly allowed a simple case of petty thievery, even if it’s to help someone else, is instantly punished.
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