London in the Time of Cholera: Sunless Sea, The Order and the Act of Dying
Game makers are in love with London in the time of cholera.
Two titles came out this past February. That is, more than two games were released, but these two, at least notionally, had a lot in common besides their birthday. Both Sunless Sea and The Order: 1886 take place in London. Both are set in the 1880s. Both dabble in the supernatural. Both could lazily be filed under the pseudo-genre known as “steampunk.” The truth is, though, that it’s difficult to compare these games in any meaningful way. The Order looks like a Ferrari, but plays like you’re riding in a car on the Coney Island Cyclone; occasionally thrilling, over too soon, and stuck on the rails. Sunless Sea, on the other hand, looks like it could be something cooked up by Sid Meier in the ‘90s while he was unconscionably stoned, listening to Lovecraft audio books during a lunch break. It doesn’t look too impressive, but Sunless Sea makes up for it in near-endless gameplay and exploration. One commonality is that both games use rich mythologies to fuel their writing. Storytelling, humor and a sense of history are central to the success of both games. And that’s why only one of them actually succeeds.
Captains die. Captains are born. Midshipman are flogged. The wheel turns. The parrot squawks. Gout flares up. Monsters eat your family. There are few certainties in the Sunless Sea’s endlessly circuitous lifecycle. One of these is starting each new character with your trusty old steamboat. This rickety-yet-dependable vessel is a thing straight out of Alvaro Mutis’s “The Tramp Steamer’s Last Port of Call”:
“The ruinous condition of this old servant of the seas was brought home to me with far greater eloquence than before. Once again it was setting out on a bitter adventure, as resigned as a Latium ox in Virgil’s Georgics. That is how worn, how beaten and submissive, it seemed in its obedience to the enterprises of men whose mean-spirited indifference brought even greater nobility to an effort that had no reward but decay and oblivion.”
There is nothing mean-spirited about the Unterzee’s indifference, but it’s true that the best fate one can expect for the ship is a career of decay and oblivion. Chasing the horizon and high seas adventure, the kind you might see in Sunless Sea’s more lighthearted antecedent, Pirates!, is a dead end in subterranean Fallen London. Mainly because there is no horizon to speak of in the dank caverns, but also because excitement is in short supply. Errol Flynn would be bored to tears, chugging along underneath the stalagmites in this barely seaworthy tub. While the crew is doing its best to avoid enormous crustaceans, starvation, and economic ruin, there is nary a Basil Rathbone duel to be found anywhere.
In fact, the Sunless Sea can be agonizingly mundane at times. But from what I understand, this is a pretty fair representation of shipboard life. If not for the sheer weirdness of the world and the subtle quips baked into the game’s text-heavy architecture, I’d probably ask for my $19 back. As it stands, though, I find myself continually exploring every corner of the Unterzee, searching not for treasure, but for the strange little nuggets of humor and mystery that litter the map.
One of my early captains, Madame Elizeebeth Warren, ran out of gas somewhere near the Achlys Abyss. She was far from her home in Fallen London. Out of food and choices, the crew started mindlessly blowing the ship’s horn, a mournful dirge for the soon-to-be lost or cannibalized. Help never came, but with the fog came Mt. Nomad, an enormous and aptly named demiurge that quickly sent the boat and all hands to a watery grave. Ms. Warren was not ready. She didn’t heed what might be the game’s most important warning:
“Without fuel, your ship is just an oddly shaped house located somewhere you don’t really want to live.”