Pearl that you need to let grow on you
first, I must admit: after half an hour of playing, I was ready to turn away from this game.
It is pretty unforgiving at the start, especially with its rather strange navigation system, very limited air supply and almost no guidance.
However, many people said to give it a chance, and whoa, they were right.
In Diluvion, you pilot a submarine through often dark and dangerous waters. The interface is in 3rd person 3D with a bunch of different control schemes and lots of configuration options that leave nothing to be desired. When you dock, location interiors are rendered in hand-drawn 2D with a distinct style that is probably a matter of taste. I found it fitting the game's mood pretty well.
My initial disappointment with Diluvion mainly came from the fact that these days, I used to be spoon-fed with quests and directional markers. Here, when you are told to "find" something, you better be prepared to really search for it! However, it is never unfair. You are usually given enough directions; following them, on the other hand, takes some getting used to.
The navigation system is based on landmarks. Once you got a map, they get entered there. You never see your own position on that map though, but you can see the direction and rough distance to your known landmarks. You can navigate surprisingly precisely with this scheme once you discovered enough landmarks. This way, the game rewards exploration in a very tangible way.
Other than the quest line you follow, Diluvion seems to be a game of exploration. There is a sense of accomplishment reaching the dark, mysterious floor of a seemingly bottomless pit, and there are intriguing, dangerous and outright surprising things hidden there - much more even than the memorable "Yamamoto Crab".
There is a certain amount of grind in Diluvion, when you are working for new equipment for example, but so far this has not bothered me. I am looking forward to many more interesting finds in the deep.
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