I am terrified of water. More specifically, I’m terrified of being in water. I can swim, but the more I learn about the ocean, the more it scares me. There’s just so much weird shit lurking below the surface of the ocean, and it has the advantage if we’re both in the water.
That’s the primary fear that recently released indie darling Dredge plays off. It’s a fishing game that starts off bright and briny, but slowly devolves into eldritch horror. Dredge’s opening has a way of hooking the player’s curiosity, while slowly reeling them in. Unfortunately, I didn’t find the eventual release of all the tension it had built to be very effective. Worse yet, Dredge continually fumbles any future attempts at the same thing, which ultimately resulted in my having a subpar experience. It definitely shows promise, but Dredge suffers greatly at its own hands.

This should go without saying, but I will be spoiling pretty significant portions of Dredge. Spoilers will be marked – you have been warned.
Originally, I’d written several paragraphs that explained Dredge’s core gameplay loop in laborious detail. That was far too much for such a simple concept. Dredge is a game about fishing: you catch fish, sell them, and spend the money improving your boat. It’s not unlike the loop you’d find in something like Stardew Valley, and is driven by much of the same mechanisms.
The one major wrinkle in the core loop of Dredge comes from inventory management. Similar to games like Resident Evil, players need to organize the contents of their inventory. There is a delicate balance to maximizing your haul, which adds a much needed layer of decision making to each trip out to sea. Do I grab these large sailfish that are worth a sizeable payout, but incredibly awkward to transport? Maybe I’d be better off sticking to the more manageable cod, and mackerel even if they’re worth far less. These sorts of wrinkles provide just enough friction to keep the player from going on autopilot, effectively sleeping with their eyes wide open.

The inventory management also has minor risk-reward element to it. Crashing your boat opens up holes in the haul. This also creates a random hole somewhere in your inventory, which further complicates maximizing your cargo capacity. Worse yet, if a hole appears under some of your cargo, then it’ll be thrown overboard, lost to the bowels of the ocean. Thus, there’s an extra element of risk whenever you’re transporting a particularly full load.
Losing your precious cargo isn’t the only way that Dredge tries to ratchet up the tension, and this is about as far as I can go without spoiling things. If you have any desire to play Dredge, please do so before reading the remainder of the review. I promise that what I talk about in the remaining sections will absolutely ruin the game for you.

As I was saying before I rudely interrupted myself: it isn’t just the loss of cargo that Dredge uses to try to freak the player out – there’s also mutant fish. These disfigured bastards sell for more money, and are far easier to find at night. This will naturally toy with the player’s greed, and lure them out when there’s worse visibility.
This is where Dredge really comes into its own.

Staying out after dark slowly starts to drive you insane. This causes illusions to start appearing in the surrounding waters. Rocks manifest where the waters were previously clear. You’ll also start to run into other boats that weave in odd patterns along the horizon. Combined with the low visibility, these different illusions will start terrorizing the player putting them further, and further on edge. And you really don’t want to get caught off guard because that’ll cost you your valuable cargo, which is worth far more than what you could catch during the daytime hours.
That’s when Dredge hits you with its final trick: giant eldritch monsters. At several points, you’ll be hunted by enormous sea abomination that are as fast as they are violent. Or at least that’s what Dredge wants you to think.
Unfortunately, these massive sea creatures are actually fairly docile. I thought for certain I was going to pay for my greed the first time I ran into one. I didn’t though. I mean – I lost some of my cargo, but after the thing bumped into my ship it ran off. That’s was it. A light smack on the ass, and I was sent on my merry way.

These gentle giants become even less threatening thanks to the sheer volume of times you’re exposed to them. Seeing them once, or twice would have kept me looking over my shoulder whenever I was out fishing at night. However, you’ll continually run into them with such regularity that they become as annoying as a dude who won’t take no for an answer. Seriously – every time I turned around I’d see one of these goblins tailing my boat. They weren’t even all that threatening after I’d accumulated a couple upgrades as I could outrun them, and could live through a few hits. Not that it mattered since none of them ever put forward an honest effort to try and kill me anyway.
It’s unfortunate to say, but the monsters of the deep aren’t all that scary in Dredge, and that ultimately results in its horror elements falling flat. The initial setup with the disfigured fish, and insanity spawned illusions does wonders to pull players along. However, once the monster is finally revealed I couldn’t help but feel that Dredge felt toothless. The core gameplay loop is solid enough, but I don’t think it can stand on its own, and the horror side of things just didn’t do anything for me.
I gerally like games with the “loop” you describe, and you made the night fishing sound very eerie. Not sure how I would like to encounter harmless atrocities in a game though. I’ll keep your review in mind while browsing, thank you for writing it.
LikeLiked by 1 person
I hope you enjoy Dredge *if* you decide to pick it up. It wasn’t to my exact taste, but I know I’ve been in the minority with my experience. And thank you for taking the time to read my review.
LikeLike
I will say the game never ramped up with the eldritch horror the way I thought it would. And even the ending fell very flat for me, because I didn’t really understand what was happening. There was no narrative build up to what I was even seeing.
But even so, I couldn’t say I was disappointed by the game. It was a neat indie game that I could spend a week on and do all the things. It had a good gameplay loop, though I had a few frustrations with some of the fish spawn locations or a few major hits to my boat that left me traveling at a stupid low speed or the research point resource needing some farming for the last few items. But overall I had a good time with it for what it was.
As someone that doesn’t play many indie games, this one got my attention and did a good enough job to keep me playing and 100% it.
LikeLiked by 1 person
That’s totally fair. I could definitely see how the core loop would do a great job of getting its hooks into you.
Re: the story/ending – you have to find, and read the overwhelming majority of the different notes scattered in bottles across the sea for the final conclusion to make a lick of sense. There is so much additional context delivered through that written history, which is otherwise never explained throughout the course of the game. Even then, I’m not certain that the ending (either of them) would land as well as they should (it didn’t for me either), but it at least allows you to go “Oh – I see” as opposed to “what the hell just happened”?
LikeLike
Oh, yeah I didn’t read any of those notes. I’ve never liked reading notes in games or listening to audio logs. It’s the most boring form of story telling in games for me. It’s why I’ve never had much of a grasp on what the story is in the souls games. If you’re not telling me directly what’s going on then I’m not going to bother seeking it out myself.
I’ve got a work friend who said he wanted to play it but was trying to avoid spoilers because he found the whole eldritch horror theme cool. I didn’t know how to tell him that none of that really ends up amounting to much or that any of that intrigue doesn’t ever go very far. It’s more or less just a fishing game with a spooky vibe to it, sometimes. There’s not much to really spoil imo.
LikeLiked by 1 person
I’m not big on them either, in general, but when something is written well enough then I might start paying more attention. Though, I feel like you can infer a lot of details about what’s going on in most FromSoft games from the environment too. Maybe not on the first playthrough, but I usually start to piece things together on my second or third time through.
I’m not really sure there would be a great way to approach that subject. That and trying to infer what is and isn’t considered a spoiler by people is just…an impossible task. I know some people that’ll lose their mind if you start talking about the mechanics in a game that you’re introduced to within the first 30 seconds. Best to let your friend kind of experience the game, and maybe discuss afterward.
LikeLike
I’m sorry Dredge was a bit of a miss for you! I thought the atmosphere was really well done and even though it’s not *outright* scary, it was enough to set me on edge, which I felt kinda matched the vibe of a traditional eldritch horror story. Since the usual monsters don’t completely wreck your shit, there was one in particular that really, er… surprised me. Not sure if you ran into that one or not LOL.
LikeLiked by 1 person
Yeah I mean – it is what it is, right? I know a lot (like, *a lot* a lot) of people enjoyed Dredge. That wasn’t going to stop me from sharing my thoughts! I do wish I’d an experience closer to what you, or Mir, or Kim had though. Reading about (or talking with in Mir’s case) how different your experiences were from my own made me a little jealous.
Ehhhhh, you mean the big fella that can swallow you whole?
LikeLiked by 1 person
That’s totally fair, I enjoy hearing other people’s experiences, especially when they differ from mine. But I know it’s a bit disappointing when a game is kinda hyped up and you don’t fully enjoy it. Hopefully your next indie experience is a bit more gratifying!
(yes, the one that swallows you whole – it kinda scared the piss out of me because I was not expecting it)
LikeLiked by 1 person
Interesting – I’d seen many other bloggers loving this, so it’s intriguing to see a different take.
I get your criticism of the Eldritch monsters though – so much of horror is about restraint, and if you get too familiar with the threat, it can quickly lose its, well, threat.
However I will say the inventory system is neat, and I like the idea of losing space if you get attacked. Makes me think Resi 4 missed a trick by not having a fishing mini-game for that bit when Leon explores the lake!
LikeLiked by 1 person