Feed the Deep (Your employers are worse than the lovecraftian thing(horror?))

 

PR: Your employers, a bunch of jackasses if you ask me, send you to the bottom of the sea on bare diving equip, expect you to pay for all the necessary upgrades, expect you to pay a block of gold for some flares (right, because they noticed it's the only thing you can use to defend yourself), they expect you to find a chunk of mystery meat also lost in the sea, all to "feed the deep" which by the way kills you, no way around it.

 No payment, no life insurance, strict release of Liability contract, all to avoid having to move back to land. Yes, because the whole problem started since the twats wanted to have a "floating city", why they want that given all the problems of transportation and sustainability the city would obviously have, no idea.

 Apparently this pissed off "the deep" since the idiots were encroaching in his territory or something, plus they fucked up some scientific experiment or something, you know the usual kaiju movie tropes. 

Surprisingly enough "the deep" is pretty chill, he doesn't eat you or anything if you pass by nor does it make any clear attempts at killing or hindering you, it's mostly involuntary stuff it seems.


 By the last episode "the hardest" (yeah right) I exploited the randomizing beam mechanic and used the deep to randomize my loot and the market's prices, literally turning the "horror" game into a stock market simulator. AKA. "the deep market". Finally I could afford flares for a decent price!

Plot aside, the game is walking that fine line between relaxing and mind numbing not much unlike what you'd expect from the developer of Jetpack Joyride as he advertises himself in the game trailer. I'd say the gameplay is pretty average, and that the dev didn't have clear in his mind whether the protagonist is a fighter or a hider.

 Then, we get monsters that are too sluggish for an entertaining combat approach and too fast for a hider approach (at least the spider type is undodgeable). Also, getting "lost" is not a common occurrence, it's pretty rare for that to happen and there are a lot of safeguards against it like o2 packs, guide cables and even teleporters.

 So, the gameplay is the typical flash game upgrade grindy progression, with the problem that it resets everytime, leading to a feeling of pointlessness, super easy difficulty unless you try to rush things which is not my style, relatively good if a bit simple graphics (also flash-game worthy) all wrapped up in bad, bad, lazy plot.

No comments:

Post a Comment

Introducing NO HOPE rating system

The conventional five-star and ten-out-of-ten rating systems have become stale, visually uninspired, and inadequate for capturing the nuance...