Call of the Sea has been lingering in my periphery for a while. I saw it on the PS Store and the main draw for me was the box art. A 1920’s redhead on a tropical island? Alright, that sounds like it’ll be a fun, pulpy adventure. It went on sale, so I decide to take the plunge.

The art style pops with color. It doesn’t go for a photo realistic look, instead leaning into a 1950s movie poster aesthetic. It makes the island much more engaging to explore and build the sense of dread or wonder when needed. The loading screens are beautifully painted & remind me of the original Tomb Raider loading screens. The music is the orchestral score you’d expect from this game, even still, it’s good. There’s not a lot of animations on display. You never come across any other NPCs during gameplay, & I could guess that from the intro scene. If you are conversing with someone in person, they are always behind a door or just off screen.

Calling this game a Walking Simulator would be a bit disingenuous. While it does have some of the trappings of that genre, lone protagonist, reading notes about a past event, limited gameplay, melancholic emotions, etc., Call of the Sea does feature puzzles. You aren’t simply on a tour of this remote island. Each level, or chapter, has a big puzzle for you to solve. Luckily, they aren’t too cumbersome. I only needed a walkthrough on one puzzle, the rest I could work out through trial and error. The game presents you will all the information you’ll need to figure the puzzle out then leave you to your own devices. My favorite was the language puzzle towards the end. There was one puzzle that involved running around a whole village that got annoying with all the back tracking. While it’s nowhere on the level of a LucasArts adventure game, the puzzles add just enough flavor to keep this being something like a Firewatch or Kona.

In regards to the story, I quickly learned this game was not, in fact, inspired by the pulpy adventure comics and novels of the 1930s and instead pulls from Lovecraftian inspirations. Admittedly, I was a little disappointed when I first learned this. It’s not heavily marketed as a “Lovecraft game” like Sinking City or Call of Cthulhu. While I can appreciate what Lovecraft did for psychological horror, I find his work overhyped and it never really grabbed me. Your character, Nora, is searching for her husband’s lost expedition he went on to cure your mysterious illness. You get a photo of his crew at the beginning that serves as the “You’ll get to see how all these people died” scorecard. Chapters 2 & 3 lay on the looming, oppressive horror of the Lovecraft style, and it’s fine, but… eh. We follow the tale of your husband’s expedition team as they all die in predictably Lovecraftian ways. Luckily, I knew this game wasn’t going to have any big scares with a monster or anything, because there’s never any NPCs.

Then, as the game progressed, it surprised me. The developers put a twist on the Lovecraftian elements I hadn’t seen before. There’s still that underlying unsettling feeling as you look at the macabre murals left by the ancient peoples, but the game starts to feel a bit more like a romantic adventure tale. Instead of Lovecraftian Horror, they gave us Lovecraftian Romance. Spoilers from now on, but you can see through his writings that your husband is slowly going mad, and these types of tales aren’t known for happy endings. But when he was on insanity’s doorstep, it was his love for you that brought him to his senses and devised a solution to your illness. It leads to a binary choice you must make at the end, with both endings being bittersweet in their own way. I didn’t leave this game feeling dread, I left feeling sad, which is an odd way to leave a Lovecraft-inspired game.

While you spend a lot of time following the tragedies of your husband’s expedition, Nora is an interesting character herself. When she first arrives on the island & through a majority of the first act, she’s very casual about all of the strange and awful things she discovers. At first, I chalked it up to her flippant, 1930s attitude, but that explanation could only support so much weight. We then learn that she is actually a fish person, or transforming into one. Her “fish blood” is causing her slow death and will kill her unless she completes a ritual to become an immortal fish being. This is what her husband realizes, so he sends her to the island so she can be “cured” at the cost of never being together again. You can either complete the ritual or say to Hell with it and go back to him, as he is one of two from his expedition to survive the ordeal. Becoming a fish person wasn’t presented as this horrific thing, more a supernatural evolution of life. It was up to you whether you took the leap.

All in all, this game started out seeming like just another Lovecraft game, but it twisted the inspirations into something more adventurous and self-reflective. The puzzles helped to give this game some meat and the story knows how to tug on the heartstrings. While it wasn’t the pulpy, Indiana Jones-esque adventure I was expecting, I enjoyed my time with Call of the Sea & would recommend it to any fans of neat stories or puzzles, even at it’s normal asking price.