<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Black Salt Games - vo.rs</title><link>https://vo.rs/tags/black-salt-games/</link><description>Latest from the Black Salt Games desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 11 Feb 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/black-salt-games/" rel="self" type="application/rss+xml"/><item><title>Dredge: Fishing With Something Underneath</title><link>https://vo.rs/respawn/dredge-fishing-with-something-underneath/</link><description>&lt;![CDATA[<p>The pitch for<em>Dredge</em> sells it short in both directions. &ldquo;Lovecraftian fishing
game&rdquo; makes it sound like a novelty — a cosy loop with tentacles glued on for the
trailer. What Black Salt Games actually shipped in March 2023 is a compact
resource-management design where the horror isn&rsquo;t a layer on top of the fishing.
The horror is what the fishing is made of.</p><p>Four people made it, out of New Zealand, published by Team17. It came out on PC,
Switch, PlayStation and Xbox on the same day, which for a team that size is its own
small achievement. It runs about twelve hours if you&rsquo;re thorough. It has no combat.
It has one of the tightest pressure systems of its year.</p><h2 id="the-loop-plainly">The loop, plainly</h2><p>You have a boat. You sail to a shoal, play a short timing minigame, and a fish
comes aboard. The fish occupies a shape in your hold — a grid, Tetris-style. You
sail to a dock, sell the fish, buy an upgrade: bigger hold, better rod, a dredge
for pulling scrap off the seabed, an engine. You take on requests from the people
in the archipelago&rsquo;s five regions, and the requests pull you into the story.</p><p>Read as a list, that&rsquo;s a chore simulator. Played, it&rsquo;s a vice. The reason is that
every one of those verbs is competing for the same two scarce things: space and
daylight.</p><h2 id="why-the-grid-is-the-whole-design">Why the grid is the whole design</h2><p>The hold is a grid, and everything lives in it. Fish take up squares. So do your
rods. So does the dredge. So does the crab pot, the research parts, the cargo you
promised somebody. This single decision does about four jobs at once.</p><p>It makes gear a cost. In most games, equipping a better rod is a strict upgrade —
you press a button, the number goes up. Here the better rod is a bigger rectangle,
and a bigger rectangle is fish you can&rsquo;t carry. You are constantly asked whether
capability is worth capacity, and the answer changes by the trip.</p><p>It makes fish individual. A cod is a shape. An aberration — a mutated fish, the
kind you pull up at night — is an awkward shape, and it&rsquo;s worth more, and it
sometimes rots and infects its neighbours. So the hold becomes a small hostile
puzzle you are packing under time pressure, and the horror gets to live in your
inventory screen rather than in a cutscene.</p><p>And it makes the return trip a decision. Full hold, three hours of light left,
a good shoal one leg further out. Do you push?</p><p>The real ancestor of this is the attaché case in<em>Resident Evil 4</em> — the 2005 one —
which took the most boring screen in games and made it a place you&rsquo;d voluntarily
spend time. Capcom understood that if arrangement is a skill, storage becomes
content.<em>Dredge</em> takes that insight and pushes it further by making the case the
scoreboard. The RE4 case rewarded neatness; the<em>Dredge</em> hold decides what your
day was worth. If you want the full argument about how the 2023 remake handled
that legacy, that&rsquo;s<a href="/respawn/resident-evil-4-2023-the-remake-that-argues-with-the-original/">its own piece</a>.</p><p>The deeper ancestor is<em>Sunless Sea</em>, which established the modern template: a
small boat, a dark map, a hunger meter and a fatal curiosity about the next island.<em>Dredge</em> is the arcade edit of that game. It cuts the prose, keeps the dread, and
replaces the slow-burn attrition with a clock.</p><h2 id="the-clock-is-the-horror">The clock is the horror</h2><p>Here is the mechanism, and it&rsquo;s elegant enough to admire in isolation.</p><p>Sail at night and a panic meter fills. As it fills, things appear: rocks that
weren&rsquo;t in that water at noon, shapes at the edge of the light, something with a
wake. Push far enough and you take damage from things the game has never
formally introduced to you.</p><p>What makes this work is that the game never forbids it. Night sailing is
permitted, and it is profitable — aberrations are night fish, and aberrations pay.
The horror is therefore always something<em>you elected to do</em> for money. That&rsquo;s a
substantially different feeling from a monster that arrives on a schedule. You
are not being ambushed; you are being tempted, and the game is politely keeping
a tally.</p><p>This is the same trick<a href="/respawn/pacific-drive-the-car-as-the-character/">Pacific Drive</a>
runs with the storm timer: the danger is a resource you spend against a reward,
so every scary moment is retroactively your own fault. Fault is a much stickier
emotion than fright.</p><p>The panic meter also solves the cosy-game problem. A cosy loop wants you to
settle in. A horror game wants you unsettled.<em>Dredge</em> resolves the contradiction
by putting them on the same axis — daylight is cosy, and darkness is the same
activity with the safety off — so you get the calm and the terror out of one set
of rules, and the transition is a slider rather than a door.</p><h2 id="the-small-cruelty-of-the-timing-minigame">The small cruelty of the timing minigame</h2><p>One more piece deserves credit, because it&rsquo;s the bit reviewers skip. Catching a
fish is a timing test: a marker travels, you stop it in a zone, repeat a few
times. It&rsquo;s slight. It is also deliberately<em>fast</em>, and it takes real seconds, and
those seconds are daylight.</p><p>That&rsquo;s the trick. In a game where light is the scarce resource, a minigame is no
longer a diversion — it&rsquo;s a meter running. Fumble the rhythm on a big fish and
you&rsquo;ve spent twenty minutes of in-world afternoon on a failure. So the minigame
being trivial is the design working: it&rsquo;s not there to be hard, it&rsquo;s there to
convert your attention into time, so that the sun going down is something you did
rather than something the clock did.</p><p>Most games would have made the fishing test harder and the fish more valuable.
Black Salt made it cheap and made it cost, which is why an eight-second interaction
you&rsquo;ll perform hundreds of times never quite becomes furniture.</p><h2 id="where-it-strains">Where it strains</h2><p>Traversal. The archipelago is generous at first and repetitive by hour eight,
because sailing is a constant-speed activity with nothing to do during it, and
once you know the map you&rsquo;re mostly holding a stick forward. Engine upgrades
help. They don&rsquo;t fix it. The Iron Rig expansion in 2024 loaded the mid-game with
more to do, and The Pale Reach in late 2023 added an ice region with genuinely
new fishing rules, but the base game&rsquo;s middle hour has a slack patch and it&rsquo;s
honest to say so.</p><p>The story is thinner than the atmosphere. The Collector wants things; you fetch
them; the fetching is meaningful and the character isn&rsquo;t. This is a game with an
extraordinary sense of place and a serviceable plot, and if you arrive expecting
the writing to match the systems you&rsquo;ll be a little cold on it. Compare<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a>, which
inverts the ratio.</p><h2 id="the-verdict">The verdict</h2><p><em>Dredge</em> is a design worth studying and a game worth finishing, and those are
different compliments that it happens to earn together. Four people identified
that a fishing game and a survival-horror game have the same skeleton — go out,
gather, weigh the risk of one more, come home — and built one object that is both.
The grid hold and the panic clock are the entire achievement. Everything else is
decoration on a very good machine.</p><p>There&rsquo;s a lesson in here for bigger studios that won&rsquo;t take it.<em>Dredge</em> has one
idea about space and one idea about time, and it spends its entire runtime
compounding them against each other. No skill tree padding the middle, no crafting
web, no map littered with icons to justify the map&rsquo;s existence. Twelve hours, two
mechanics, and the fact that I can still describe the whole thing in a paragraph
is a feature of the design rather than a limit of it.</p><p>It&rsquo;s on everything. Switch handheld suits it — this is a game for a chair — but
the timing minigame is marginally kinder with a mouse or a decent stick, and the
PC version is the one to pick if you&rsquo;re chasing the expansions.</p><p>Where next: for the survival loop with better prose, take<a href="/respawn/mouthwashing-horror-on-a-freighter-going-nowhere/">Mouthwashing</a>; for
the fuller inventory-as-anxiety experience, go back to<a href="/respawn/crow-country-the-ps1-survival-horror-made-now/">Crow Country</a> and watch
the same instincts get applied to a mansion instead of an ocean.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Collector&rsquo;s endgame — assembling the pieces of the artefact, and the choice
the game offers once you have them — is where<em>Dredge</em> declines to be as smart as
its systems. The dual ending is a lever pull. Having spent twelve hours teaching
you that decisions are shaped like rectangles and priced in daylight, it resolves
on a binary menu, which is the one moment where the fiction and the mechanics stop
talking to each other.</p><p>The better ending — the one where you understand what the fisherman has been doing
and what the pieces are for — lands emotionally because the aberrations have been
telling you the whole time. The mutated fish aren&rsquo;t set dressing. They&rsquo;re the same
process that&rsquo;s happening to you, applied to something with fins, and the game has
been putting the evidence in your hold and charging you money for it since hour
one. You sold the symptom. That&rsquo;s the joke, and it&rsquo;s a good one.</p><p>What stays with me is that the horror had a price list. Every dreadful thing in
this game arrived with a market value attached, and I kept taking the trade.</p>
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