![]() The characters do look a little simple and somewhat similar after a while, as do the grunts and mumblings when interacting with strangers, but the creative vision of this game is solid.įor a game with a run time of approximately ten short hours, Diluvion is scarily full of content. I did find the-text based interaction system a little clunky and archaic however, that’s to be expected when the main focus of the game is on the transport. Tied into the lore of the game, these encounters are lengthy, but are integral to the progression of your journey. This becomes even more apparent when encountering the creatures of the deep, as this 20,000 Leagues under the Sea meets Dark Souls aesthetic gives off a very ethereal sense of danger. Torpedo fire and explosions light up the darkness with unprecedented vigor, while rival subs and creepy crawlies are textured and well designed. The previously-mentioned murky depths are somewhat dark and unnerving, while crew interactions inside buildings are more often than not bright and interestingly lit. It is the deep blue sea, however, and that was always going to happen in a wide-open setting. It would be nice to perhaps have a brighter HUD or notification on when I arrive at a particular area, as I lost where I was supposed to go following the fish numerous times. It can be a little disparaging to continue to navigate the same areas without much help, given they are quite large, but on occasions, streams of fish highlight the direction towards your objective. This micro-management adds another interesting layer to proceedings and makes your journey one fraught with even more danger. Salvaging is crucial, not only to the upgrading of your ship, but also for food, as your crew can refuse to do their jobs if you eventually run out. That’s the magic of Diluvion: it very much blends RPG with RTS elements so effortlessly that you can’t run and gun, as careful planning of inventory and routes to take is integral to safely traversing the murky depths. Whether it’s repairing damaged ship parts or better navigation skills, your management of your crew is crucial to your success. Even while exploring the vast expanses of the ocean, your crew, which can be recruited at your leisure, has wants and needs tending to them allows them to work to their full potential. The game, for the most part, transfers seamlessly between the third-person driving mechanics, which are easily controlled by either keyboard or controller use, and the Faster Than Light-esque crew management system. After a choice between three ships, each with their drastically different armour and weapon capabilities, you’re on your way. Efforts to reach the “Endless Corridor” - a safe haven deep underwater - are made after one final god reveals an unknown gift that, in the right hands, can return the human race to prosperity. Heavy on ancient folklore, the story centers on mankind’s descent to the bottom of the ocean after wars and floods ruined the surface. cumbersome controls due to bad sprite position -bad draw distance and onscreen clutter -no in game reference for commands and no options -no z axis movement buttons that I can find(needed by any game of this type that uses depth and altitude as movement) There are improvements that can be beyond its issues as well, a HUD display with functions could alleviate some issue but in all the game is on the low end to anything else Ive played in a year It gets a 1 for function, a 4 for effort and a 2 for the game it turned out to be.The game itself takes a lot of inspiration from a number of areas. No save option because of a checkpoint system, yeah thats on my list of bad and stupid game design choices because when a save gets corrupted, you must restart also it is ridiculous. I currently have it modded out for any game I play. ![]() The screen to sub point of view is over the right garbage, which was garbage in every game that ever used it. There are few options and no key mapping which I find to be a good reference for the controls when a game fails in this regard. Than something about a crew member needing to talk(tutorial) cant exit or resolve this after, just locked into the sub 2d mode then I quit. I figured there must be a trigger to continue or a way to drill out, something wasn't seeing it then lo I found some way forward (draw distance sucks). So I started in some kind of cavern, no exits and no big deal. ![]() I Yup, that's a 2 rating and after 20 minutes no less now let me iterate. Yup, that's a 2 rating and after 20 minutes no less now let me iterate.
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