The Forgotten City: A Roman Interpretation On The Golden Rule

The Forgotten City:

The Forgotten City: A Roman Interpretation On The Golden Rule

The Forgotten City: Comparative Religion and Deception

The Forgotten City: Conquering Death and Plot Holes

Time to Beat:

9 Hours, 42 minutes

In 2015 Nick Pearce released a mod for Skyrim, called The Forgotten City. It became one of the most popular mods, receiving an award from the Australian Writers' Guild (Best Interactive Media). With a team of three, Pearce's new indie studio, Modern Storyteller, redeveloped the mod using Unreal Engine 4. The project expanded beyond its original scope, doubling in size. In 2021 the company released the standalone The Forgotten City.

The game opens with the protagonist in present day Italy, near the Tiber river. A stranger, named Karen (for the memes), dressed entirely in black, claims she dragged you from the river. You remember who you are (class creation allows the player to choose from four careers, each with a unique ability), but not how you arrived. In exchange for saving your life, Karen asks a favor; search the nearby Roman ruins for a lost person, Al.

The protagonist can ask Karen a series of probing questions, but she deflects away the details. She seems insistent on locating Al. The area, she insists, is empty of people. She promises to transport Al and the protagonist to civilization on her boat when they return.

Stumbling through civilizational fragments, the protagonist locates a small temple. A note, written by Al is posted to the door. He went to explore the temple, and in your search for him, you follow.

This is still the set up for the story, it's barely begun, but at this point everything ahead should be considered a possible spoiler. In the first article I'll tell the twist that starts the game, but I won't reveal the revelation that ends it until the final article. Once inside, the temple is revealed as a small circular room with a statue, and a golden carafe. Touching the flask drops the protagonist through a trick hole in the floor. They fall down, down, down, into a pool of water. Surrounded by Roman architecture and mosaics, the player proceeds through an extended hall haunted by gold statues, whose faces turn to follow the player, and a troubled woman's whisper. There is no way back. Instead the protagonist finds a hanging man, Al. Beside him lies a suicide note. In the letter Al expresses his desire to make things right, but admits failure. The protagonist, disturbed by Al's death, is bemused by the note. With nowhere to turn the protagonist steps through a final doorway, traveling back in time, as the woman whispers, “So close now.” The player appears, stepping out of the restored shrine of Proserpina.

The protagonist is greeted by Galerius, a friendly local, and joins a small but diverse community of 23 souls from the Roman Empire. The inhabitants include Greeks, Romans, Britons, Pagans, Christians, men and women, elders and youths, legionnaires, senators, farmers, healers, merchants, gladiators, and more. Galerius guides the player to the magistrate, Sentius. Sentius explains the situation. The small city is bound by the Golden Rule. If anyone breaks it, the city will be destroyed. Sentius suspects someone will break the Golden Rule. He knows the protagonist is from the future, and commands the player to locate the suspected rule breaker. Sentius, up for reelection as ruler of the city, expresses anxiety about his chances to succeed against a thuggish Roman that intends to ignore the golden rule. Sentius' crises have converged, ready to strike on the day of the protagonist's arrival.

This is where the introduction to The Forgotten City ends. Once free, the player is given a remarkable amount of freedom. The city is full of secrets to explore. But the main gameplay is formulaic. Everyone in the city has a problem. The player should help people. Resolving reveals a larger malaise in The Forgotten City. Many problems are interconnected, and for good reason, the city is sick (metaphorically). Other characters, after they've talked to the protagonist, realize this too. The priestess asks the protagonist to examine patterns among the inhabitants.The inhabitants are paradoxically detailed and one dimensional. They have minor details that build out their character, but they all have a single feature that defines them (race, occupation, religion, sexuality). They are sufficiently designed to deliver their single problem, and compelling enough for the player to follow through. The bodies look well designed, except for the common problem, hair. Their lips don't sync perfectly with their words, but they are well voiced. The terrain looks equally pleasing.

But if the characters are the main points of interaction, the Golden Rule ties them all together. Everyone has heard of the Golden Rule, in at least one of its many forms, “Treat others as you would wish to be treated.” Or perhaps the parental admonition, “You wouldn't like that if your brother did that to you, so don't do it to him!” But what we know doesn't seem to match with the situation. The legionnaire Horatio, warningly, yet favorably, compares the Golden Rule to the decimation of a roman legion. This was the Roman practice of killing every tenth member of a legion for serious offenses such as cowardice or desertion. Sentius says The Forgotten City is without sin because of the Golden Rule. He describes it as a rule in which, “The many shall suffer for the sins of the one.” If anyone violates the Golden Rule the whole city is punished. Everyone in it is turned to golden statues. If the player or any other citizen violates the Golden Rule the player needs to run to Proserpina's shrine and restart the time loop. What breaks the Golden Rule? Does blasphemy, lies, murder, theft, trespassing, suicide, soliciting a bribe/accepting a bribe, threatening to murder (even as a bluff), infidelity, a deception to impose debt slavery, a lie causing a person to die, admitting knowing the person would die from the lie, killing a peeled statue, trying to escape the city, turning a person to gold, authorized to enter homes and look at documents but not steal? I checked each of these possibilities, and discovered the answers, but will not divulge the results. Any willing player can investigate these mysteries.

Of all those possibilities, one undoubtedly sounds strange; killing a peeled statue. Unlike the Skyrim mod, The Forgotten City is mostly without violence (because of the Golden Rule). But eventually the protagonist acquires the goddess Diana's bow. Anything struck by it turns to gold. The bow's ability grants the protagonist access to the abandoned palace. Inside, the player discovers someone has been trying to free the people trapped in the gold statues by removing the outer layer. The player has to fight through a horde of zombie akin enemies. The peeled statues stagger towards the player, and the player must shoot them with the bow. It takes two hits or one head-shot to disable the foes. It might not kill them, but return to their full gold state. They ask the player to shoot them, and sighing in relief, thank the player when shot. The process of removing the outer gold covering inflicts agonizing pain without freeing them from their fate. This doesn't violate the Golden Rule. While a compelling story element, the gameplay is boring. The combat is simple, with easy enemies and only one method of fighting. There are a few obvious puzzles (shoot the terrain to defeat multiple enemies simultaneously), but the adventure in the palace is railroaded, fighting through one narrow corridor after another. Every combat is exactly the same. Since there is almost no combat before or after the palace, it is a strange design decision experience. Once outside, the bow has other uses; mostly turning objects to gold for platforming purposes.

Platforming is simple. Movement is largely restricted. Though the city appears expansive, with many different routes, the game hates if the player tries to leave the path. It prohibits exploration off the track. Sometimes the player can jump/fall to their death, but mostly The Forgotten City limits movement with hidden walls. These areas appear walk-able, with knee high walls or a shallow river in the way, but even though the protagonist can jump, they are impassable. Even some flat areas are prohibited. It's jarring to see an area, but be unable to reach it because of concealed walls.

Aside from jumping, and arrow shooting the player is limited to basic maneuvers such as running, crawling, inspecting, talking, and using a flashlight.

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