![]() ![]() Some of my catches aren't quite like the others. Don't ship yourselfĪnxiety isn't the only horror my poor fisherman has to deal with. But considering it takes around half that time to complete the story, even a minor increase in the rate of research parts would have made a huge difference. For the most part, progression felt well-paced though and I had around 90% of the upgrades in my 20 hours with the game. Research parts in particular are few and far between, and with a lot of equipment to research, it can be a lengthy venture. Things get a little easier through ship upgrades-using money, materials and research parts dredged from the sea lets me get faster engines that speed me through the water. I venture out as the sun rises, and within mere minutes I'm already battling the nighttime horrors. The day-night cycles are too short and push me in the other direction of playing too safe. I appreciate this a lot about Dredge, but it could go further. With some fish only appearing at night, it means I have to take risks and push myself to venture out even when I don't want to. I can offset the nighttime panic somewhat by reading certain skill books and plastering more lights to my boat, but the paranoia still sets in regardless. Shadow ships come barreling towards my own, and giant monsters emerge from the waters to rip my vessel to shreds. I begin to hallucinate red-eyed crows swarming my boat. The more my panic meter increases, the more terrifying things become. Dredge is home to a panic meter, one that rears its ugly head when the sun sets and these mysterious powers are utilised. As the days and nights ticked by, an eye at the top of my screen occasionally opens and looks around increasingly erratically. Before I head off to Gale Cliffs I'm given a haste ability, allowing me to speed along the waters even when my engine is still old and rickety. ![]() There are a few ways to deal with pesky problems like these: Handing in a relic to the collector grants you some rather odd and mystical abilities. I had a much better time with Dredge's other islands, and I worry Gale Cliffs will serve as a roadblock for frustrated players. It's easily the most annoying, with no clear method for dealing with the snaking monster that is a lot faster than you and makes an appearance every single time you try and venture between the cliff's narrow waters. My biggest frustration came from Gale Cliffs, the first area outside of Greater Marrow that you journey to. For the most part, I thoroughly enjoyed the challenges each one had to offer. Visiting each island gives new fish to catch, new quests to complete and new dangers to compete with. Each island has its own quirks-Gale Cliffs features a giant monster that lurks between the rock faces, while Stellar Basin has vicious tentacles that dare to destroy my vessel unless I find a way to placate them. Relics strewn across four surrounding islands are waiting for me, and the goal is to dredge them up and return them to a mysterious collector residing on an island I've been awfully curious about. An island not far from me has been calling my name, and it's where the true story and all its dangers begin. Sail awayīefore I know it, I've paid off my debt to Greater Marrow's slightly shady mayor and even helped out a few residents with Dredge's various side quests. I was ferrying back and forth to sell my catches so often that I rarely slipped into the 'stale' or 'rotten' ratings, only having the issue when making larger treks across the map. The freshness rating comes into play for a single side quest, but outside of it, I felt it was a rather pointless addition. Fresher the fish, the more coin in your pocket. Fish also have a freshness meter that determines how much money they can sell for.
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