GAME REVIEW: Steamworld Dig: A Fist-Full Of Dust (Switch)
(Whatever It Takes - Alan Silvestri)
I covered Steamworld Dig 2 last week in my blog. The very short version is, it's a great game that a lot of thought went into. Earlier today, I stated a second play-through of it, and I'm actually enjoying it even more the second time through. A rare game indeed! Between the time I beat it the first time and my second visit, I decided to give its predecessor a visit.
Released six years ago in August of 2013, Steamworld Dig was almost universally heralded as a great game. Having now run through all of it, I can echo those sentiments with my own. This game is great for pretty much all of the reasons its sequel is. Having also played said sequel, playing the first game actually gave me a greater appreciation for the forethought that went into Dig 2.
I'll get right to it. Both of these games are awesome. If you like one of them, you'll like both of them. You can buy them both online for less than HALF THE COST of a normal Triple A title, and you'll get 20 hours of gameplay out of the arrangement. If you enjoy 2D Metroidvania-style platformers that are easy to get into, easy to get out of, and mercilessly addicting, you have zero reason not to check into these titles.
End of speech.
...New speech. If you're going to buy these games, do yourself a favor and play the first game first. Radial thought, I know, but you'll appreciate the second game SO MUCH MORE if you do. Regardless of the order you play them in, here are a few things you might want to know:
- The primary mine in SD1 is pretty much vertical on both sides. It doesn't deviate from this much. This is NOT the case with SD2, that has several large sections of the mine that curve in, out, and generally look more a complex system of underground caverns. This is REALLY important because of this next bit:
- Both the mine from SD1 and the mine from SD2 are big. To help you get around a little quicker, there are fast travel points in both games. The fast travel points in SD1 are... few and far apart, so in the early stages of the game when your wallet gets full, getting back to a travel point so you can sell is sort of a pain in the ass. The best way to get around this is to build yourself a primary mine shaft on either the left or right -- or both, if you're paranoid -- sides of the primary mine. This will create a straight vertical shaft that's VERY easy to use to ascend to the surface to sell, and then descend after. It isn't always convenient to do this, but the vast majority of the game allows for this.
- The steam punch from SD1 can be charged. The game isn't great about telling you this. LEARN HOW IT WORKS. Trust me, it'll change your life in terms of navigating underground. A lot.
- Upgrading the pick axe is something that can wait. Yes, the ground takes longer to get through if you don't upgrade it, but there are a bunch of different things you could be spending your money on that impact your experience in the game a great deal more. Especially early in the game, your pick can wait. Seriously.
I covered Steamworld Dig 2 last week in my blog. The very short version is, it's a great game that a lot of thought went into. Earlier today, I stated a second play-through of it, and I'm actually enjoying it even more the second time through. A rare game indeed! Between the time I beat it the first time and my second visit, I decided to give its predecessor a visit.
Released six years ago in August of 2013, Steamworld Dig was almost universally heralded as a great game. Having now run through all of it, I can echo those sentiments with my own. This game is great for pretty much all of the reasons its sequel is. Having also played said sequel, playing the first game actually gave me a greater appreciation for the forethought that went into Dig 2.
I'll get right to it. Both of these games are awesome. If you like one of them, you'll like both of them. You can buy them both online for less than HALF THE COST of a normal Triple A title, and you'll get 20 hours of gameplay out of the arrangement. If you enjoy 2D Metroidvania-style platformers that are easy to get into, easy to get out of, and mercilessly addicting, you have zero reason not to check into these titles.
End of speech.
...New speech. If you're going to buy these games, do yourself a favor and play the first game first. Radial thought, I know, but you'll appreciate the second game SO MUCH MORE if you do. Regardless of the order you play them in, here are a few things you might want to know:
- The primary mine in SD1 is pretty much vertical on both sides. It doesn't deviate from this much. This is NOT the case with SD2, that has several large sections of the mine that curve in, out, and generally look more a complex system of underground caverns. This is REALLY important because of this next bit:
- Both the mine from SD1 and the mine from SD2 are big. To help you get around a little quicker, there are fast travel points in both games. The fast travel points in SD1 are... few and far apart, so in the early stages of the game when your wallet gets full, getting back to a travel point so you can sell is sort of a pain in the ass. The best way to get around this is to build yourself a primary mine shaft on either the left or right -- or both, if you're paranoid -- sides of the primary mine. This will create a straight vertical shaft that's VERY easy to use to ascend to the surface to sell, and then descend after. It isn't always convenient to do this, but the vast majority of the game allows for this.
- The steam punch from SD1 can be charged. The game isn't great about telling you this. LEARN HOW IT WORKS. Trust me, it'll change your life in terms of navigating underground. A lot.
- Upgrading the pick axe is something that can wait. Yes, the ground takes longer to get through if you don't upgrade it, but there are a bunch of different things you could be spending your money on that impact your experience in the game a great deal more. Especially early in the game, your pick can wait. Seriously.
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