Dry Drowning Gameplay Walkthrough - CHAPTER 1ending

Dry Drowning Gameplay Walkthrough - CHAPTER 1ending

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The year is 2066 and private investigator Mordred Foley has just been acquitted of the accusation that he planted evidence leading to the summary execution of two innocents peripherally involved in a serial killing case six years earlier. At the time Mordred was looking to make a name for himself in the futuristic city of Nova Polemos, but now he, his partner and the Foley Detective Agency are shunned by the police and private citizens alike. In Studio V’s visual novel Dry Drowning, players are dropped into the disgraced P.I.’s flatfooted shoes just in time for the same murderer to resurface. From there the game excellently builds a compelling mystery surrounding the nefarious Pandora – and presents a grim vision of the future along the way – though the final confrontation collapses under the weight of an overly contrived ending and an even more overly extended denouement.
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As the story begins, Mordred is returning to his detective agency having just been discharged from court due to a lack of evidence supporting the charges against him. There he encounters his naïve partner Hera Kairis, and the two get to commiserating about their prospects, or lack thereof. Fortunately for the detectives, a new case is right around the corner as a prominent politician is suspected of killing someone and requests the agency’s help. As the duo start to investigate, they quickly conclude that the murder was actually perpetrated by Pandora, the serial killer from six years prior who went quiet after the two innocents were arrested.
Each of the first three chapters involves a separate crime for the pair to investigate, all of them relating back to the Pandora homicides in some way. The mysteries become larger and more complex as the game proceeds, involving more characters to talk to and more locations to scour. As this is more a visual novel than full-fledged adventure, there is a lot of reading involved. The story and dialog are well-written, although fairly frequent skipped or misplaced words in the subtitles can be a little jarring. Beyond navigating through the extensive text, a few investigative mechanics and some choice-driven dialog options serve to provide a degree of player agency.
The main activity in each case is interrogating suspects. Dry Drowning has a wide array of characters and a good job has been done of making them distinct in both appearance and personality, from the good cop in a corrupt force who looks askance at Mordred, to the discreet but nosy hotel owner seeking to raise her standing in society, to a pair of geriatrics waiting in fear of being evicted from their retirement home because they are no longer productive members of society, among many more. Questioning is done through simple dialog trees, with Mordred standing on the left side of the screen and his counterpart sliding in on the right. During these Q&A sessions, some selections are marked by exclamation points showing that they’re required to progress while other choices are there simply as optional flavour.
These conversations aren’t just about grinding through choices though. In some instances they’re also used to accuse suspects, either of actual crimes or at least hiding information necessary to progress. It’s here that Mordred’s unique psychological talent comes in. Although it’s never explained why, the protagonist has the rather cool ability to picture people wearing distorted animal masks whenever they lie to him (masks that no one else can see). During these accusatory sections, Mordred must produce evidence from his inventory or choose dialog options derived from the facts of the case to start breaking down the masks the suspects wear. This is a multi-stage effort and the game usually allows three mistakes to be made before it’s game over (resulting in an immediate do-over from the top of the accusation).
Description by: Richard Hoover
Dry Drowning Gameplay Walkthrough - CHAPTER 1







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