![]() The checkpoints are marked by a globe of green-tinted fish declaring an area to be a safe zone. Speaking of things you love being pulled away, a wholly unintended side effect of Diluvion's adventure is the extremely frustrating ability to save your game. It's dangerous and unforgiving, and at any moment, the things you love can be pulled away. You can only regain air by docking with various research capsules you find in the world, but you must clear the area first of mines or pirates. You have to take care of your crew's air, food, and each piece of scrap you use for ammo is less scrap you can sell for food. Resource management is simple enough, though it requires a few too many clicks than is necessary. This meant it was wholly unexpected when things take a sudden dark turn in the storyline and you're thrust back into the realization that this is not a purely wondrous world for you to stumble your way throughout. I felt myself really falling for the character interplay, and I was happy to come across new and unique designs that baffled and interested me all at once. These frustrations are counterbalanced by quirky characters with intelligent dialogue mixed with a two-dimensional hand-painted style when perusing any environment not related to actually piloting the submarine. It often feels like you've clicked more times than you really needed to, and maneuvering some of the environments feels like Diluvion is just a badly done console port. The interface for Diluvion bounces back and forth from entertaining and artful to frustrating and painful. I have to admit, finding this relic gave me a moment of genuine wonder. Every time you visit a new city, there's something to learn, even if it's the fact that there's a tree in the middle of it, the only one you've seen in the game yet. Whether it's something as simple as on old tanker stuck on the edge of a cliff or an enormous mechanical spider, you'll move from set piece to set piece without actually learning much about what occurred, except in hearsay and ancient rumors. A sense of wonder pervades the atmosphere, and on more than one occasion you'll have to force your eyes to relax as you eagerly gaze into the misty water for the next amazing sight you know is just ahead. Each time you find some new artifact, the music subtly swells, a delicious sound of violins that perfectly matches the sensation of the moment. The stories told by the environment relate to ancient technologies, goddesses striking down enormous craft, and warfare between the different reigning families, or "houses" that reminds me of an underwater version of "Dune". and it obviously failed, as you sail directly over it and into the flooded city beyond. ![]() Nothing beats the first time you're set to find Zeus' Seat and it's an enormous wall built to hold back the ocean. Where Diluvion truly reigns supreme is in its character and environmental storytelling. Sailors trade these supplies back and forth, resigned to their new fate of living in hostile waters and protected from outside dangers by a thin metal wall that sometimes leaks a bit of salty water.ĭiluvion itself has a simple premise: on your quest to the Endless Corridor, you're building up your resources, crew, and capabilities for the final fights. We are left clinging to ancient relics as we search for ways to keep ourselves alive, and most of the population is simply content to live off the meager food, water, and air supplies they have access to. In a post-apocalyptic earth, massive sheets of ice have covered all the oceans after a disastrous flooding of every continent. Man has never belonged in the deepest and darkest places of our world, but in Diluvion, that's the only thing we have left. Beneath the ocean lies an even more difficult world with dangerous animals, ungodly pressures, and the constant, unending fear of running out of a resource as simple as air. We have never belonged on the ocean, and even with our current technology, we barely manage to keep ourselves afloat much of the time. Diluvion ignores all this, delving into an environment man has never mastered. Sprawling cities and farmed landscapes are where we arguably reign supreme, and with our absence, these areas might quickly return to dangerous frontiers. Most of the time, in games based around a post-apocalypse, it's an eternal fight for mankind's mastery over what we once controlled so easily. Always searching for your next drink of water, shying away from bandit groups on the side of ruined highways. When you think "post-apocalypse", most people think of a Mad Max-style world of ruin and cutthroat survival.
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