Review: Steel Diver

Steel Diver has been kicking around at Nintendo for quite some time. The first time I played this game, it was a tech demo for the original DS at E3 back in 2004. It didn’t look quite as nice, and it wasn’t as refined, obviously, but the game was there in a very limited form. After the better part of a decade, Nintendo decided to dust the project off and give it a development team and a slot in the Nintendo 3DS launch lineup.

Much like Yoshi Touch & Go for the DS, Steel Diver feels sort of like an introductory title for the 3DS. The game ignores depth in favor of accessibility and simplicity, while attempting to provide some quick thrills that revolves around gameplay that begs for mastery. The missions in the game are fairly simple: get from point A to point B as quickly as possibly and either avoid or take out as many enemies as possible as you go. You’re scored based on how quickly you can pass the mission, how little damage you can take, and how much damage you deal out along the way. Until you really know the levels well, you’ll often have to choose between speed and battle efficiency.

Mixed in with the missions, and also available as its own mode, you engage in periscope battles. This mode uses the  gyroscope in the 3DS and you hold the handheld out in front of you, and rotate around to locate ships on the horizon. The goal is obviously to take down the destroyers quickly and before they can sink you. It’s neat, it’s novel, but it does limit where you can play the game. Trying to take down ships with the periscope is near impossible on an airplane or bus.

The level design is pretty good. Steel Diver does a good job throwing tight passages, mines, enemy destroyers and subs, and obstacles at you while you’re trying to hurry through the stages. It takes lots of tweaking of the knobs and dials on the touch screen to keep your sub going in the direction you want and firing at the right angles during combat. Again, like Yoshi Touch & Go, the real challenge is replaying missions to improve upon scores.

A mode not often talked about is the Steel Commander mode, where you play a tactical game with destroyers and subs. Moving around on a grid, you need to position yourself to be able to destroy your enemy’s supply ships while protecting your own. You can attack and hide at different depths, making for a fun cat and mouse type of experience. With different maps to play on, this mode is seriously a great time sink if you have a friend with their own 3DS to play against.

The visuals and sounds found in Steel Diver are fairly basic, especially when compared to other 3DS games, but they look nice and sound clean overall. The 3D effect is layered well it provides one of the more comfortable launch games to play with the 3D effect cranked up to full. It would have been nice to see just a few more passes of graphical polish or some additional effects added in, especially given that there’s not really a ton going on at any given time on the screen.

Steel Diver is going to be a divisive title. If you don’t mind replaying the same missions for better scores, and if you have a friend that will play the Steel Commander mode with you, Steel Diver is an appealing title. For the types of people that generally pass a mission, move on, and don’t care to chase high scores, Steel Diver will provide a pretty short experience and will probably seem fairly shallow. I fall in with the former group, but unfortunately many might fall into the latter. I’d still recommend the game, but with some reservations due to its length and simplicity.

Overall Score: 3 out of 5


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