Sinker Sound makes fishing feel like piloting a Gundam
Fishing isn't always peaceful; sometimes it's as stressful as fighting a war inside a giant robot.
Images: Chavafei
Fishing, both in life and in video games, has long been synonymous with leisure. Sitting by a body of water, casting a line, and relaxing while waiting for a bite is a tranquil luxury shared equally by grizzled anglers with full tackle boxes and role-playing game fans—a moment of peace amid the turmoil of trying to save one world or merely survive in the real one. Everything from Fallout to Fire Emblem offers the opportunity to fish as a side activity, one meant, above all, to let the player chill out. And then there’s, Sinker Sound, which throws that mentality out the window, causes nothing but stress, and makes fishing feel as complicated as piloting a Gundam.
Cast into early access on March 14, Sinker Sound does not relegate fishing to a side activity. It is the main event, and in an especially arcane form: as a plethora of systems meant to overwhelm and stress you out with the sheer amount of information that needs to be tracked. Much like the constant overflow of battle stats and logistics that flood the displays of mech cockpits in anime, the fishing screen for Sinker Sound bombards the player. At its most basic, this takes rhythm game mechanics and uses it as the interface for catching fish. That begins with a unique song for each fish that sets the tempo for each encounter. To reel one in, players must click and hold on the beat; the longer you hold the more powerful the reel is, but if you hold too long you’ll ruin the catch. It’s a classic tension mechanic in more ways than one: you’ll start to feel real tense while making sure your fishing line doesn’t get too tense and snap. This can be mitigated by doing long or short reels to balance that tension, but all of it must still be done on a beat.
And there’s more, of course. Taking another system from rhythm games, a beat pulse (a line of beats that swirl around the screen towards the center UI) must be effectively “caught” by pointing the rod in the proper direction as they reach the center of the screen. This means that while attempting to reel to the beat and not draw the line too taut the player must also move the mouse around constantly. This requires awareness of tempo as well as spatial awareness for how the beat pulses move. On screen this all combines into an overwhelming cacophony of visual and sonic information. It necessitates the union of hand, eye, and even ear coordination that mech pilots have to ace before taking over their own giant robot.
