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Diluvion ship list
Diluvion ship list





diluvion ship list

There’s no reputation, no repercussion, no change over time based on your actions. Attacking different targets seemingly has no influence on any standing with any group, which makes some sense, since most areas have only one or two major groups to even consider. Speaking of which: Apart from the aforementioned freedom to attack, there is no agency. I’ve completed the first two areas, and in both cases there was a lot of ‘going back to the same hub to talk to the same people in the same place’. But all the same, each area only has a handful of landmarks, stations, and points of real interest. With the speeds most submarines can reach it still takes meaningful time to traverse, so the immediate illusion of space and size is maintained I’m not saying the world feels small, at least, not at first. The effect of cutting the world in three is that each separate sub-world ( har har) becomes relatively small. I just made up a saying that people in this world could have: “ with your back to the ice“. Imagine the social dynamics you could ecologically show: This faction is wealthy and powerful enough to afford living near the ocean floor, while this faction practically lives with their backs to the ice. Imagine seeing powerful traders retreat to a depth you can’t follow, or dangerous pirates surface from the black.

diluvion ship list

Imagine the visceral feeling of power that would come from getting in a new sub and diving, diving, diving, all the way to new towns and areas that before this might as well’ve been the hoary mists of legend. Again, fine, but imagine the sort of level design that would have been possible if all three of those areas existed in the same continuous world space! Imagine the verticality, for one. As it stands, the three zones roughly correspond to the three tiers of sub: ‘up to 200m’, ‘up to 500m’, and ‘whatever’, with a handful of areas in the former two that exceed safe limits. But Diluvion already has a perfect narrative justification for tiered player gating: The ‘crush depth’ mechanic, which ensures that players can literally not go down further than their current level of sub allows. That’s not all that weird in and by itself, maybe they wanted to gate player exploration and storytelling.

Diluvion ship list full#

I would have adored it if it was real, but…įor reasons beyond my full understanding (I’m assuming technical constraints), Diluvion‘s designers have opted to cut the world map into three discrete loading zones. The living open world is a similar facade. Or a game about opening the minimap every ten seconds. But it does mean Diluvion is, for the majority of its running time, not a game about uncertain exploration - it’s a game about following a moving line of glowing sea creatures to your next destination. I wouldn’t have gotten half as far as I did without it. Which, let me be clear here: I super appreciate a way to actually find what I need in this literal ocean of dark blues and greens. The game doesn’t always give you straight directions… only every time you get close to a Landmark, or any other source of golden fish, at which point it’ll hold your hand for the next several minutes. The golden fish direction system similarly kicks the legs out from under this idea. I used this screenshot on the previous page, so it’s possible you were already scratching your head on this point.







Diluvion ship list