deeper than its predecessor, but floating opposite what i liked.
if you didn't already know, this game is a continuation of Salvor Deep, an extremely similar demo version of the undersea dungeon-crawling experience. it's got a lot going for it over its predecessor -- mostly in the art department, props to them there -- plus some fleshing-out of the characters and overall gameplay improvements.
notably, everything is much, much faster now. movement speed, action time, and dialogue are all sped wayyyy up. at first, this seems like a great change. Salvor Deep's biggest surface issue was that is was slow as hell to play through, especially once you realized that your salvor was never under any threat to begin with. but the real issue there, in my onion, was that it never capitalized on its incredibly eerie atmosphere.
Sunken Veil doesn't do that either. womp womp. and to top that off, the dialogue writing from the demo is gone. Salvor Deep's writing was barebones, but it worked: the player character had nothing but a professional relationship with the salvor. it was pretty much all business. imagine a game where you're an air traffic controller and the planes keep fucking each other -- that's what it felt like. weird, but definitely original.
on paper, sounds bad, but something about that dry writing and the creepy, sonar-grained setting really worked in concert with the slow pace (at least until you realized that there's literally nothing to be scared of). the new dialogue is just not all that. it's better than most porno for sure, but it reads as such a missed opportunity to me.
despite all that, what the game lacks in the writing and atmosphere areas are definitely made up for with new art. it's honestly impressive how far the scenes have advanced, technically speaking. the faces are more expressive, the anatomy breaks the right rules, the figures aren't stiff and stilted anymore, and the addition of select animated scenes is more than welcome.
i know that games go through art revisions all the time, especially passion-project indie stuff like this, but it's truly a night and day difference, and one that speaks to real skill on the artist's part. i honestly worry how much time they decided to devote to gooner artwork so as to get this good this fast.
sadly, the game is unfinished and will likely stay that way forever due to personal matters on the dev's side of things. what's there is worth your time, though. definitely one of my pet games of this year for the art style alone despite my misgivings re: atmosphere.
if you didn't already know, this game is a continuation of Salvor Deep, an extremely similar demo version of the undersea dungeon-crawling experience. it's got a lot going for it over its predecessor -- mostly in the art department, props to them there -- plus some fleshing-out of the characters and overall gameplay improvements.
notably, everything is much, much faster now. movement speed, action time, and dialogue are all sped wayyyy up. at first, this seems like a great change. Salvor Deep's biggest surface issue was that is was slow as hell to play through, especially once you realized that your salvor was never under any threat to begin with. but the real issue there, in my onion, was that it never capitalized on its incredibly eerie atmosphere.
Sunken Veil doesn't do that either. womp womp. and to top that off, the dialogue writing from the demo is gone. Salvor Deep's writing was barebones, but it worked: the player character had nothing but a professional relationship with the salvor. it was pretty much all business. imagine a game where you're an air traffic controller and the planes keep fucking each other -- that's what it felt like. weird, but definitely original.
on paper, sounds bad, but something about that dry writing and the creepy, sonar-grained setting really worked in concert with the slow pace (at least until you realized that there's literally nothing to be scared of). the new dialogue is just not all that. it's better than most porno for sure, but it reads as such a missed opportunity to me.
despite all that, what the game lacks in the writing and atmosphere areas are definitely made up for with new art. it's honestly impressive how far the scenes have advanced, technically speaking. the faces are more expressive, the anatomy breaks the right rules, the figures aren't stiff and stilted anymore, and the addition of select animated scenes is more than welcome.
i know that games go through art revisions all the time, especially passion-project indie stuff like this, but it's truly a night and day difference, and one that speaks to real skill on the artist's part. i honestly worry how much time they decided to devote to gooner artwork so as to get this good this fast.
sadly, the game is unfinished and will likely stay that way forever due to personal matters on the dev's side of things. what's there is worth your time, though. definitely one of my pet games of this year for the art style alone despite my misgivings re: atmosphere.