And because there is only one limited method of fast travel, the stakes are raised even further if you find yourself adrift after dark. The Greater Marrow lighthouse remains a central landmark no matter where you are on the map, but you still need to get there safely on your own gumption if you find yourself lost at sea. That brings balance and danger to every expedition. Of course, light attracts monsters that will quickly destroy your boat’s hull if you don’t evade them, so it’s a bit more challenging to manage than a simple fishing game. The higher it goes, the more likely it is that monsters and other obstacles will spawn, so you have to balance that against turning on lights to temporarily lower panic. Things heat up at night when the fog rolls in and your panic meter begins to increase in the darkness. Which is something that actually happens, in more than a few cases. Tactfully breaking up its fishing minigames with these elements, Dredge gradually unveiled its hidden agenda and latched onto my brain like a series of parasites slithering onto my boat’s deck. This tension is fleshed out through genuinely interesting and well-thought-out dialogue with townsfolk between quests, and the broader story’s concealed undercurrents are cleverly pieced together in bottled notes found amidst the waves. But what starts out as a relaxing fishing trip rapidly takes a darker turn through threatening encounters with the ocean’s natural and supernatural denizens – who turn hostile after dark. Dredge’s story is intentionally cryptic at first glance, with your ship’s bow providing minimal context to the series of events unraveling in front of your eyes.
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