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Platform
3DS
Genre
Simulation
Publisher
Nintendo
Developer
Nintendo EAD /
Vitei
ESRB
E +10 (Everyone)
Released
March 27, 2011
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- Unique gameplay experience
- Effective 3D visuals heighten rather than hinder
- Extra modes that equal double the gameplay
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- No alternative control schemes
- Frustrating touch-based repair mechanic
- Small number of submarines, missions
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Review: Pilotwings Resort (3DS)
Review: Ridge Racer 3D (3DS)
Action Figure Review: The Beatles (Yellow Submarine)
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Steel
Diver
Score: 7.0 / 10

Racing games notwithstanding, virtually
every conceivable vehicle can be controlled in a video game, be it real
or fanciful; jets, tanks, spaceships or dinosaurs, there’s a virtual
simulation for every kind of gamer out there.
And yet when it comes to vehicle-based games, simulators involving
submarines always seem to rest at the very bottom of the proverbial
ocean of vehicular titles. Perhaps in a market populated with fast-paced
genres like First Person Shooters and GTA knockoffs, there is little
demand for a slow moving hunk of metal sloshing
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began life as a DS title, will a 3D upgrade
and compact controls help this submarine simulator sink, or swim?
The plot of Steel Diver consists of a small text blurb played during the
Campaign screen; in the undetermined year of 199X, an unnamed nation has
begun the hostile takeover of its neighboring islands. In order to
combat this growing threat, the top unmentioned nations of the world
have banded together their squad of submarines to stealthily subdue the
opposing force, all while maintaining a healthy PC image that hopefully
won’t offend any real-life nations in possession of submarines.
In Campaign Mode, the goal is straightforward: in each level, players
must navigate one of three chosen subs to the goal of each level; the
levels are structured in a traditional left-to-right sidescrolling
perspective, but rather than cruise through each area like a certain
speedy hedgehog, each sub moves appropriately slow across the ocean
depths. Speed is not the issue in this game (unless you’re looking to
improve your score in Time Trial), as every bump and nudge across the
rocky surfaces below will damage your submarine; in addition, there are
enemy ships that will seek to dispatch intruders with missiles and depth
charges, to which a strategic tap of the Masker button will initiate a
chaff to evade such devastating artillery.
That’s tap, not push; the game relies
exclusively on touch-based controls, with separate layouts for
accelerating/decelerating and moving upward/downward, with an additional
steering wheel for controlling the tilt of the submarine. If the process
of having to control three separate touchpad icons in order to properly
steer the sub sounds daunting, that’s because it is. With enough
practice, however, the controls become detrimental to the overall
aesthetic of controlling a military sub, which turns out to be a unique
and interesting experience.

That said, it’s unfortunate that the game
does not feature the option for traditional button controls for gamers
who prefer it. The only alternative comes in the form of the three
submarines, each featuring different button and wheel layouts that are
mostly designed for aesthetic purposes. The most annoying feature
involves using the stylus to plug pressure leaks when damaged, as the
submarine cannot be controlled in any way until the leak is plugged.
This immobility may potentially result in further damage from continuous
attacks.
As far as visuals go, Steel Diver is hardly the most graphically
impressive of the 3DS’ launch lineup, but nor is it an ugly game either;
the 3D effect, even when cranked to its max setting, is quite minimal in
its eye-popping features, instead giving the game a unique “toy boat in
an aquarium” look. This is one of the few 3DS titles where the 3D and
visuals go hand-in-hand, rather than conflict with one another. Voice
samples are also digitized and generally low-quality, though this may
have been intentional to create a retro feel to the classic board game
Battleship.
Speaking of which, the game features two additional modes beyond the
campaign, one which practically lifts its rules from the aforementioned
classic; Periscope Strike is a first-person mini-game that also occurs
between missions in the campaign; the goal of this mode is to search
each area for enemy ships, which can be found in any and all directions.
Once a ship is within sights, the player’s job is to sink it with
missiles, though depending on how far and how fast the enemy is moving,
the timing of each missile shot must be properly timed for a successful
hit.
The next mode is Steel Commander, which is a strategy-based game that
features ships belonging to both you and your opponent on a grid-like
map. The goal is to sink all of the enemy ships (again, drawing
influence from Battleship) or the main submarine. Each side is given a
turn to complete one action, which is either moving one of the ships
toward/away from the enemy, or using the sub’s sonar to locate the
location of nearby ships on the grid). Once a target is located, the
game moves again to Periscope Strike, only this time with a limited time
as well as missiles, requiring further precision to knock out those
targets.
When the main sub is targeted, the game goes into a depth charge
guessing game, where players on defense must choose one of three levels
of diving in order to avoid damage (the correct level of submerging will
keep the sub safe while the charge detonates above or below, depending),
while the roles are reversed when playing on offense. Steel Commander is
virtually its own game, and even features multiplayer, though only
locally.
It seems safe to say that Steel Diver will not reach the level of
popularity among Nintendo’s most beloved franchises, but Miyamoto and
company still deserve kudos for inventing another unique gameplay
experience that is seldom seen elsewhere. While the learning curve can
be steep, enough patience will lead to a satisfying package that’s two
games in one and easily bears replaying.
- Jorge Fernandez
(June 20, 2011)
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