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We have collected 6 reviews of the Steel Diver. Experts rate Steel Diver 5.4/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Steel Diver and 3DS Games.
Alright, I admit it: I was wrong on this one. In February when I came back from Nintendo's 3DS showcase in Amsterdam, I suggested that Steel Diver might be one of the better releases in the platform's early release window. Now the curious submarine outing is finally out in Europe, and it's clearly time to chow down on humble pie. Steel Diver certainly makes me think of an oblong-shaped thing that bobs up and down in a body of water... but that thing isn't a submarine.Before I get carried away with being nasty, let's look at the game's positive points, as there are actually a few things in its favour. For starters, the basic concept is rather original. Steel Diver puts you in charge of one of three submarines and then tasks you with steering your way through a two-dimensional level, packed with mines and enemy vessels. Rather than steering your sub directly, navigation is handled via a set of sliders on the touchscreen. One of these controls your horizontal speed in either direction, a second sets the speed at which you rise or sink, and two of the subs also have a dial that allows you to pivot your ship at an angle - the latter is particularly useful for aiming torpedoes or for making subtle adjustments to your course.
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Steel Diver impresses with its clever use of the 3DS's gyroscope technology and 3D visuals, but falls short of its price tag with a weak core campaign. Out of the 3DS's handful of launch titles, Steel Diver struck me as a bit of a rogue. Unlike Street Fighter, Madden NFL Football, Super Monkey Ball, Nintendogs, and the handheld's other early games, Steel Diver isn't a sequel or a 3D-rendered re-release. Throughout Diver's mission-based campaign, players are tasked with defending the fate of the world against a rogue, power-hungry nation in a series of underwater battles, calling for a delicate balance of meticulous controls and slow-paced strategy. A core campaign, a periscope mini-game, and a cooperative game that plays like digital Battleship round out the different modes packed into Steel Diver. The campaign features eight missions, two of which are locked until the previous six are cleared with all three available submarines. After completing each mission, players enter into a variation of the periscope mini-game that lasts for about 30 seconds. Utilizing the 3DS's gyroscope controls, you literally move your body while holding the device like a periscope, firing torpedoes at battleships or submarines in order to collect decals.
Steel Diver is a drastic departure from what you'd expect in a game made by Nintendo. The company that created countless franchises with an emphasis on accessibility has taken a sharp turn in the opposite direction, and that shift is not for the better. This side-scrolling submarine adventure teeters between simulation and action, with compromises on both sides leading to a flat experience. Fiddling with the various sliders required to pilot your underwater craft demands the steady hand of an aspiring pilot, and there is momentary satisfaction when you successfully guide your submersible past a particularly nasty stretch. But punishment for making a mistake is so minimal that Steel Diver never taps into the pleasure zone that an actual simulation can call forth. On the other side of the coin, torpedo fights against enemy ships showcase the explosions you'd expect from an action game, but sluggish controls make lining up your shots too taxing to elicit much of a thrill. Steel Diver can't decide what it wants to be, and that ultimately leads to a disappointing launch game for Nintendo's latest handheld.
Steel Diver's origins as a DS technology demo that's grown to become a wholly new game provides the simplest explanation for the resulting final product: a handful of different minigames that feel underdeveloped. While most people have focused on its "look through a periscope, spin yourself around, and find enemies to fire torpedoes at" mode, there's also a more-than-an-action-game-but-not-quite-a-simulation sidescroller, and a turn-based board game mode. Steel Diver does actually contain a campaign, and the premise behind said campaign features the typical hallmarks of a vehicular side-scrolling action title: it takes place in the year "19XX" and after a "power-hungry rogue nation" has done some dastardly deeds, you assume control of a "secret submarine fleet, chosen from the best and brightest of the world's navies," known as the Steel Divers. During the seven mission campaign (of which only five are initially available to play; more on that in a bit), the Steel Divers undertake missions such as securing an important port, finding a secret route, or taking on an enemy battleship. While it sounds like serious submarine warfare, occasional lighthearted and fantastical moments pop-up -- you'll take on a giant nautilus, or shoot a column to cause a giant statue to roll down and smash an enemy submarine.
Steel Diver, one of Nintendo's three first party launch titles, is one of those games that, for better or worse, completely takes you off guard. It's certainly not the big gun any of us thought the Big N would be bringing to the table come 3DS launch time (which is noticeably lacking in mustachioed plumbers or Hylian heroes), but could this wild card still be worth its $40 price tag? The answer is complicated. The key to getting the most out of Steel Diver is having a full understanding of what you're getting into. It is essentially a submarine simulation game that plays a lot like an action puzzler, with a turn-based strategy multi-player mode and a first-person shooter periscope mini-game. The main game, Mission Mode, puts you in the shoes of a Steel Diver, a member of a secret submarine fleet comprised of the best of the best. The missions put you behind the wheel of one of three submarines, each with different pros and cons such as maneuverability or torpedo selection. All seven missions you complete in this mode have an objective attached, such as to find your way into an enemy base, but this is mostly a thin backdrop for the actual gameplay, and serves no other purpose.
Cinematic classics like Das Boot and The Hunt for Red October have painted a pretty intense (and somewhat bleak) picture of submarine piloting. Thankfully, Nintendo's upcoming Steel Diver shows off a lighter side to commanding submersible vehicles. We were able to try a playable demo at the 3DS New York press event that let us sample some of the game's modes. Who's Making It: Nintendo's EAD development studio is developing the game, which many will likely remember started life as a tech demo on the original Nintendo DS back when it was first shown off. Anyone worried that the tech demo is just being dumped on the DS with some bells and whistles can rest easy, because the EAD team has fleshed out the simple mechanics in the demo and expanded on them in a number of ways that play to the 3DS's strengths. What It Looks Like: The demo we tried featured two modes that each had a distinct visual style to them. Mission mode used a traditional side-scrolling view that leaned heavily on subtle visual effects, such as light diffusing through water, to craft a clean, detailed look that's easy on the eyes.
|Steel Diver||$4.95||See it|
|Steel Diver (Nintendo 3DS)||$10||See it|
|Steel Diver™ for Nintendo 3DS™||$14.99||See it|
|Steel Diver 3DS||$14.99||See it|
|Steel Diver - Nintendo 3DS||$26.86||See it|
|Steel Diver [Japan Import]||$63.53||See it|
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