Friday, March 24, 2023

Dredge | PS4 Review

Nothing goes together quite like Lovecraftian horror, and seafaring villages. In fact I'd be so bold as to say that Team17's latest fishing based sim, "Dredge", showcases this complimentary bond by taking some notes from the pages of Lovecraft's lore. Both the psychological, and otherworldly aspects of those literary works of horror ...

Featuring a capsized captain conveniently washed ashore on the docks of a coastal village known as Greater Marrow the story of 'Dredge' begins with a deal offered from the surprisingly expectant resident mayor. Trading a working ship for helping out the village the mayor sets the stage for the fisherman's journey into madness. Thus the fisherman hoists the anchor, and begins a seemingly fruitful career spanning across several island villages. Dredging the deep and shallows for fish, materials, and trinkets at the behest of those who would request such services from him. Unbeknownst to him though there are otherworldly things at play, and not just in the depths of the great below. Certain key characters harbor an unusual interest in the fisherman's exploits, and are more than willing to pay him for pursuing their odd requests. Each in their own personal way. 

As the captain of a fishing vessel who finds himself in debt, and looking at a potential paying job you take out to sea amidst five island locations with a variety of fishing spots, and docks with which business, and ship management are made possible. Starting off at Greater Marrow your initial goal will be to pay off the new boat that was provided by fishing coastally, and within the shallows. Selling fish that are caught there to the fishmonger, and using part of that pay to better equip your ship for additional pursuits that will pay as you progress. The Shipwright being the other vendor at which said parts are purchased, and the ship itself repaired if need be. 

As you meet the key characters of Greater Marrow, Steele Island, Devil's Spine, and other hubs of business more options and features will become available at your beckon call. You'll find a Dry Dock extension to the Boatwright back at Greater Marrow with which newer ship parts that can be crafted, and applied as well as a mansion owner on his own island who is interested in your discovery of rare relics from past shipwrecks. Of course the longer you play the more characters will approach you while docked at each location offering up further story context, and lucrative pursuits via conversations and conversational choices. The pursuits themselves are checklist inclusive errands wherein certain fish, materials, or relics are required for completion, and payout. 

Fishing & Dredging ...

Fishing and dredging in 'Dredge' are made possible by ship upgrades that are both bought, and applied using cash obtained from doing both. Building upon the ship's features through the services of specialized vendors allows the captain to perform tasks in the marked shallows, coastal areas, and oceanic regions of the surrounding seas. This can be done by applying found, and earned research points as well as through Greater Marrow's resident Shipwright. 

Fishing, itself, allows for the fishing of different types of sea life within Dredge's quartered off regions. Along the edges and contours of the islands shallow pools of lesser fish types as well as crustaceans can be found in limited quantities while coastal, and oceanic fishing spots offer bigger and bigger catches. Alternatively dredging is used for material gathering, and wreckage looting from deeper depths. Both of these mainstay moneymaking options are made possible through their own QTE (Quick Time Event) style of mini-games that have you pressing "SQUARE" in time with spaces, and rotating rows. Leading to things like trophy fishing opportunities, and rarer trinkets discovered. 

Haul cargo size also comes into play in regards to what it is you catch. Better parts often times add or take away a certain amount of onboard storage space. Making what you can haul, and what you need to store back at the dock's storage container a balance that must be maintained with the money to be made and pursuit list kept at the back of your mind. 

Fishing is doubly, if not also wholly reliant on an in-game freshness system that takes in account how long it takes you to get the fish to the fishmonger from the point of catching it. That as well as a trophy, and aberration variety that fetch a handsome lump sum of money from said fishmonger if caught. The fishing in particular often times coincide with pursuit orders wherein paying customers ask for a specific type or types of fish. 

Sometimes there are also hidden shrines where aberration versions of fish can be dropped off for a special payout/item. All fishing, and dredging is done through the previously mentioned timed mini-game that has you hitting "SQUARE" as a marker reaches green patches on a dial, or by pressing "SQUARE" to go up and down in circular layers surrounding an item as you avoid the broken spaces on each layer. Precision timing of the button pressing is the key to nabbing the more pricey items, fish, and materials as sometimes variations in green spaces will appear offering a trophy variation if landed on time. 

Being the psychological horror game that Dredge doubles as you'll also find yourself facing your fears and madness brought on by night and day cycles as well as a lack of sleep. Manifesting disturbing hauntings from otherworldly beings if you fail to make it from destination to destination on time. Making time management itself a huge part of the given simulation equation. Something that is fast tracked by sleeping at certain dock locations, automatically. 

Aside from those basic features 'Dredge' is also home to a detailed fishing bestiary that collects info on all the fish you've caught including aberrations or mutations of said fish. You'll also find messages in a bottle for the reading alongside completion based books that will open up new mechanics after having fully been read on a percentage basis. For pursuits completed you additionally earn research points which can be spent on researching new ship parts, and in turn, unlocking those items for sale at the Shipwright vendor. There are even some research points to be looted elsewhere between the islands.

All of the above must be micro-managed by a day and night cycle as to not leave you drifting out at sea in the dark. By remaining in the dark you risk encounters of the disturbing kind creating a negative psychological effect that can in turn negatively effect your ship and cargo. Thankfully docking at the islands affords you a sleeping option that will give the captain a full night's rest before opening up that location's services, and features for the continuing efforts towards unveiling the mysterious history of the islands' residents. The game is partially story driven in that regard, and does reach a conclusion, eventually.

The Verdict ...

Dredge is a beautifully rendered 3D fishing sim with a minimalistic cell-shading style of art. It has an almost cartoonish design that is complimented by atmospheric sound effects. All to the tune of melodic piano chords, and haunting string instruments that play out as you go about your business doing what it is that you do. 

Gameplay-wise it's half story driven, and half fishing/dredging micro-management. Using the fishing and dredging aspects as the catalyst for the unfolding mystery surrounding the islanders. Things like the aberration fish types add a sort of eeriness to the otherwise calm experience. Building upon implied tension through madness or fear mechanics tied to the day and night cycles. It's a perfect blend of Lovecraftian horror and fishing management that slowly opens up into something more than what it seems. Much like the psychological nature of Lovecraft's own contribution to literature.

If you fancy something a little different when it comes to the Lovecraftian side of things I think 'Dredge' can more than fill that void. It's a nicely done indie with an artistic and literary flair. Not to be missed!!!




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