Put the most memorable side quest from an Elder Scrolls/a Fallout game into a particle accelerator and smash it into Outer Wilds and its time loop shenaniganry.
You're going to have a good time in other words.

'Don't get hit by an arrow' is certainly a good rule to live by.
My first immediate reservation when playing was a reluctance to sit through a largely dialogue-based time loop game. 'Dredging through exposition to get to the good stuff' was my expectation. How in the hell will that hold up against say exploring a bizarro solar system in a wooden spaceship?
That thought was in-part expelled when you, an out-of-time, accidental time traveller, first have the local magistrate of this locked-off, mystery 'Roman' city explain the fundamental premise. Someone is going to break 'the golden rule' and a mystery God will exact a corollary collective punishment on everyone in the city. This pre-crime/sin-based twist on a murder mystery is immediately reminiscent of a side quest like Oblivion's 'Whodunit?', only more intriguing and philosophical (in the vein of The Good Place).
However gripping the premise, I still anticipated a drudgery to individually approaching each character to solve this mystery. Thankfully - and if you can believe it - the game goes in many more fun directions than that initial introduction implies. I'm an utter sucker for worldbuilding and lore à la Paradise Killer. This scratches that itch but with a historical-myth edge.
The writing here is absolutely ace and frequently laugh out loud funny thanks to the fish out of water scenario. Some interactions are true standouts. Plot-wise there are great twists throughout and I loved the direction it went in ultimately. My only critique? It might go above and beyond to wrap everything in a very neat bow and leave nearly nothing unexplained for my taste. Certain concepts are drummed into you by multiple characters to make absolutely sure you weren't asleep the last handful of times and didn't have your eyes closed for that gameplay portion, but I know that neat bow will be a plus for many.
The full context isn't here, but trust me when I say this might be one of the best jokes in a game ever.
Yes, Forgotten City leans on very Elder Scrolls-esque dialogue choices/exposition (owing to its mod origins), but even here it makes some bold choices. Select the wrong option and you'll have offended that character for the remainder of that loop. Make certain choices and you'll fast track your way to a 'failed' loop. But the principle of persistent knowledge and inventory means failure and exploiting ending loops is actually essential - failing upwards of a sort. It's all very clever stuff.
Thankfully, much like Outer Wilds, exploration really comes into its own here. The detail packed city is ripe for unpicking. Like that game, you'll make notes in your head about the next thread to follow and the next experiment to run. Despite having nothing like ship physics pushing back against you for engagement, the playground nature is completely intact here.
The only caveat here is some understandable work by the devs to prevent some game breaking scenarios that removes some of the fun from raw experimentation. Nor are any of the threads as intricate and demanding as the puzzles from Outer Wilds. Essentially, however, we have a second and wildly different Outer Wilds-esque experimental time loop game here just two years later. Reasons to be happy indeed!
And running counter to my claim that there aren't experimental routes to take, **if there wasn't prompting from certain achievements then I wouldn't have followed some wild routes to some wild consequences. **These are the best of the game for sure.
One big downside of a dialogue-driven time loop game is that it misses out on the particular brilliance of Outer Wilds being almost a 'knowledge roguelike.' You collected knowledge not as some item or journal update, but within your actual head - such that when you yourself knew the game's solution then you can complete the game without looping once. Forgotten City more traditionally relies on your character's knowledge, so unless you go through the requisite steps to being your character up to speed, then you won't knock down most of the story barriers. In the team's defence, it's hard to see how they could have ever got round this! Also, without spoiling anything, I do actually like the loop optimisation that's offered through telling someone to do something in your stead...
As we all know from our Ancient Rome studies, in lieu of buses and trains you just roped it. Painful, but free.
What else? The presentation is surprisingly fantastic. It's not cutting-edge, but it more than makes up for that with just a spectacular level of detail and being so lovingly designed. Also, targeted work on where it would matter most. The faces of the characters, something you'll be watching mouth-flap for hours on end, are really spectacular - especially compared to something like Skyrim. For such a tiny team too, the presentation is nothing short of a miracle.
Voice work too. That this is fully voiced at all is fantastic, but apart from a few dramatic moments that fall a bit flat, this really is all stellar work. Again, given characters are so central to proceedings and have to replace Outer Wild's exciting planets, wormholes, etc as the mechanical driver of things, this was investment very well made.
The devs should be commended for swooping in with such a swift version 1.1 and seem primed for another update. The game puts most games to shame with its settings and included photo mode. Included in the first update was the option to turn off hints which are otherwise very neatly suggested via the voice of a mysterious benefactor. The change leaves your direction and what puzzles there are up to you. Something I'm grateful to have had in my first playthrough given there's excellent immersive sim-esque flexibility here for solving various scenarios, obtaining items, etc. Impressively, it manages to avoid the modern Deus Ex trappings of 'look at these three playstyle corridors.' Essential for the immersive part, wouldn't you say? Also, it's a relatively minor addition, but the choice of sex and background impacting as they do on a playthrough was great stuff.
As for combat, I know a certain portion of the audience might rather it wasn't here, but I really loved my time with it. I don't want to spoil too much about it, but the inclusion of a kick and environmental targets really make these sections a joy.
Forgotten City understands you bring a gun to a sword fight.
Outer Wilds, a game I haven't shut up about once in this review, was my 2019 GOTY... if you didn't gather. I mention it because Forgotten City manages to go it's own way whilst still channelling some of the best of that release. Superb presentation throughout and altogether unique both mechanically and in premise, Forgotten City proves a constantly interesting and compulsive play. The product of such a small team, Forgotten City has to stand among the best of the 'time loop playground' genre, which itself stands as one of the best genres in my books. It rarely gets better than this.