You're sailing to a series of islands, but in the dark of night, in fog too dense to see, you wreck your ship. You wash up in the town of Greater Marrow, where the Mayor has an offer: If you'll agree to be a fisherman, they have a boat you can use. For some reason, the locals don't want the job.
You soon find there's more in the waters around here than just fish. Treasures, sure, but strange lights, too. Monsters. Things in the night that aren't what they seem.Most of DREDGE is exploring and collecting resources. You putter around catching fish, or dredge for sunken materials. The materials can be treasures - rings, jewelry, sacks of doubloons - or building supplies. Wood, cloth, scrap metal. The treasures, like the fish, can be sold. The materials are for upgrading the ship. Enabling it to carry more lights, more nets or engines. You get all the upgrades of a certain level, then you can get yourself a bigger hull, so you can get the next round of upgrades.
Of course, you must pay to apply the upgrades once you collect the materials necessary to build them, and that's where the fishing and dredging for treasures come in. That's done through timing events. Fishing, there'll be some sort of pattern around a silhouette of the fish you're going to catch, and you hit the button when the cursor is inside the green area (or the yellow, if you want to catch a trophy-sized specimen.) For dredging, there are two concentric circles rotating, with irregularly spaced black bars in them. You hit the button to move your cursor from one circle to the other, avoiding the bars.
You know where to fish or dredge because there'll be disturbed water, bubbles marking activity. You can usually see an outline of what's there, so if you're looking for particular fish, or particular building materials, you can try to pick the right spots, without wasting valuable daylight hours on something you didn't want.
There are also surprises. Good ones! All the fish species have aberrations, mutated versions you occasionally catch. You can recognize those spots because the disturbances in the water give off green blips of light, like the bubbles and sparks from a cartoon mad scientist's latest potion. Eel species that sometimes are a "twinned eel", basically Siamese twin eels. The Three-Headed Cod. An octopus where each tentacle ends in a mouth of razor sharp teeth. OK, that actually sounds like a horrible thing to catch, but you can get more money for it. What are a few fingers when there's money to be made? There's also the option to leave behind crab pots or hang out a trawl net, and just catch fish as you sail, if you want to be lazy about it.
Sometimes dredging pulls up odd mechanical bits called "research parts." You use them to figure out how to upgrade your gear, the specific engines, fishing rods, nets and crab pots. Of course, unlocking the upgraded versions just means you can buy them from either the shipwright in Greater Marrow or the one with a floating dock that services the other islands. Hey, how is it I'm doing all the work, and they're making all the money?
Oh, right, all the shipwrights around here are sturdy women wielding pipe wrenches. I retract my complaint.I kid, the shipwrights are actually very helpful and frequently show concern when I don't get enough sleep. There are several island chains within the game. Each usually has at least two places you can dock, and usually at least one person is looking for help with something. You know how it goes. Find my photography equipment. Help me reconcile with my brother. Lure in creatures capable of flaying your sanity so I can kill them with a mortar salvaged from a wrecked biplane.
Daytime is relatively safe, save the occasional monster that can damage your ship, if not outright destroy it. Nighttime is another matter. The fog closes in. Even the strongest lights only let you see so far, and where you can't see, your character's mind fills in the blanks. Usually in the least helpful way possible. As a general rule, if you see a wobbly purple-red aurora, try to avoid it. If it lets you.
There's a little dial at the top of the screen that shows the time and whether it's light or dark. If you stay out after dark, an eye starts to appear on the dial. The longer you stay awake, the wider it gets, and if you sail too close to one of those auroras, the eye starts to shift colors and vibrate as your grip on reality slips. I guess it represents your eyes darting about, looking at shadows in panic. Rocks appear and disappear at the edge of your lights, assuming your lights don't shut off entirely. You'll see the lights of other ships in the dark, or enormous, ghostly sharks will surge at you from the fog, tearing through your ship. Man, now I gotta pay to repair that! And if the hull is damaged, something, will dart in through the gap and start infecting your fish, which hurts my profit margin! Stupid ghost sharks!
The broad plot is you meet a mysterious man who lives alone on Blackstone Island, just south of Greater Marrow. He wants you to find certain items. Items that reveal themselves at night, via a pillar of the same purple-red light as the mind-shredding auroras. Items frequently guarded by monsters. The solutions vary in details, but usually require getting something for someone else. Help a researcher by returning her equipment, and she'll construct something to temporarily repel the tentacled horror resting near one item. Catch specific fish to place on altars to recover mystical flames. Avoid little fish that can slow down your ship, while they call for their big mama, who can do significantly more than that.
When you return the items, you get special skills. Haste speeds up your ship, though it risks damaging your engines and messes with your head. Manifest teleports you to the Collector's house, and really fucks with your head. Then there's Banish, which can dispel the visions haunting you, and, well, you get the idea. On the plus side, the slackening grip on sanity is represented by the hallucinations. There's none of the wobbly-screen stuff from The Sinking City that gave me such a headache.
I made the mistake of not asking more questions of the Collector, or I would have known not to spam Manifest as much as I did. Because using it brings you to the attention of things you'd rather not have notice you. Which would explain why, around the time I finally asked, I found myself being chased by a giant, ghostly stingray immediately after using it. Sorry, I didn't get a picture of it. But using Manifest makes it look like your ship self-destructed!
In general, I needed to question characters more often. If someone asked me to find certain fish for them, I would definitely ask for any info they had about them. What kind of water depth they liked, nocturnal or not, stuff like that. But I wouldn't always think to ask, for example, the lady with the floating dock, what she knew about the island chain I just reached. Would have saved myself some grief at Devil's Spine if I did as soon as I found her.
I tended to focus on collecting materials and money to expand the ship, without upgrading much of my gear, the exception being the fishing rods. That was because there are 7 different habitats the fish can reside in (coastal-shallows-mangrove-volcanic-oceanic-hadal-abyssal), and the rods available early on are only suitable for one apiece. I ain't fixin' to carry 7 damn fishing rods, so I put the research parts into unlocking two rods that, between them, covered all 7 habitats. It meant there was no room for the trawl net, but oh well. As long as I had a crab pot, I didn't have to worry about not having the tools to catch what I needed.
On the downside, my engines were weak for a long time. It usually took the entire day to get from the Marrows to any of the 4 major island chains. Which left me with the options of a) resting at some dock for the night, b) trying to sail through the night to get back home, or c) using Manifest to get to Blackstone Island, which was a short enough jaunt from the Marrows to seem manageable at night. You know, outside the increased madness and vengeful ghost stingray. But the fish go bad if you wait too long, and I didn't want to risk blowing a quest and having to catch another fish, so Manifest it was.
Later in the game, I added a couple more engines, and let me tell you, going from a top speed of around 37 km/hr to over 100 km/hr makes a world of difference. I could cover the distance between any two points in the day. If I needed to be out at night, I was fast enough to outrun the night's horrors.
If I were to play from the beginning, I'd probably upgrade the engines as I added more space for them, instead of waiting until the end. I'd also take more time to just focus on fishing and dredging. It'd be a necessity anyway, to get the money to afford better engines. The Collector isn't calling me up and demanding I produce results, so there's no time limit, unless there's some sort of speed run Achievement. (It took me around 190 days, in-game, to get to the endings.)
That said, I didn't feel invested in the overarching plot. Really, I was barely aware of it. There was clearly some weird stuff going on. All the mutated fish, for one. You find bottles with messages suggesting a doomed romance. The Lighthouse Keeper makes cryptic remarks and keeps giving you the stink-eye. Hey, there's a boat a lot like yours, smashed on some rocks near Blackstone Island! What a coinky-dink!
But as I played, I didn't associate that stuff with anything I was doing. It was more like, local color. I figured, maybe if I kept sailing around, I'd find a sidequest that would lead to answers. Obviously the Collector was messing with dark powers, but I didn't have any sense of what his goal was, or if I was anything other than his unwitting dupe.
Again, maybe I needed to ask more questions, but I don't think it impeded my enjoyment of the game. I liked just sailing around, fishing in different spots, seeing what I could catch. Checking out the islands and the assorted weirdos, or searching for little coves or hidden treasures. Trying to use the camera to take nifty photos. Mixed results on that last one, but it was fun to mess with. Reminded me of the more peaceful parts of Legend of Zelda: The Windwaker, even if DREDGE takes place in a much less pleasant climate. A lot more rain, a lot rougher seas, blustery winds that carry those green blips of light like the magic's chasing you.
















