My absolute favourite thing about the first SteamWorld Dig - a game
that, in the memory, seems pretty much bursting with favourite things -
was a simple collectable. It was an in-game currency of some kind,
although inevitably I can't remember what you could spend it on. What I
can remember is what it felt like to collect it. You would free it from
the rock it had been trapped within, where it took the form of a
metallic blue sphere. The act of freeing it, though, would cause it to
erupt, and so a series of tiny ball bearings would burst out at you and
fly around the immediate landscape. Brilliantly, these ball bearings had
a bit of physics to them: they would knock and bounce and generally
rattle through the air all about you. You wanted to grab them, but you
also had to dash to collect them, and in dashing, brilliantly awful
things might happen to you.
That particular collectable doesn't
make it through to the sequel, which is odd, I suppose, because
SteamWorld Dig 2 is as loyal a sequel as you could imagine. But its
absence doesn't really matter. I didn't really miss it. And that's
because SteamWorld Dig 2 is as loyal a sequel as you could imagine.
It's loyal to the spirit of the original game rather than the detailing
- although it's quite often loyal to both. So it's loyal to the spirit
of that beloved collectable: it knows that physics is fun, and that
physics gets more fun when different elements, each with their own
predictable physical consequences, come together and start to set each
other off.
The first SteamWorld Dig game ends on a bit of a
cliffhanger. Rusty, the plucky robot miner you send clanking through a
series of scrappy adventures, has defeated an awful boss, but has been
caught in the ensuing cave-in. That means that this time out you play as
his friend Dorothy, who has set off to find him. Despite the change in
lead, Dorothy's adventure feels wonderfully familiar. There are 2D mines
filled with soft earth for you to dig through as you progress down and
down in search of your missing buddy. There are enemies and jewels
buried about you, the first to avoid or despatch with a swing of the
axe, the second to take back to town - a bigger, busier town than first
time around, of course - and sell to buy upgrades.
These upgrades
are a mixture of the old and the new. Rusty's steam-punch returns, for
example, and you're still juggling three resources in the form of
health, lamplight and water, which powers any steam abilities. But
pretty soon you have additional toys to tinker with. There's a sort of
bomb-arrow that can be flung at distant enemies, or used to open up
seams that runthrough a series of connected rocks, causing potentially
useful cave-ins. There's a hookshot, which works pretty much the way
Link's does, allowing you to zip towards distant walls, cling to
ceilings and bat foes away. There's a rudimentary sort of flight mode
which arrives towards the middle of the game, and which can be
weaponised so that you can damage baddies and eat through loose dirt as
you move around in bursts of recharging energy. There's a flaming
pick-axe, which comes in useful in a way that is a little too good to
spoil.
Alongside new gadgets and an upgrade shop filled with bigger water
tanks, better armour, and a roomier rucksack for any gems you find,
there's a new cog system that basically works like sockets and gems in
an RPG. All of Dot's tools can be tweaked in various ways by the
addition of cogs that you find down in the mines if you really dig
around for them. The backpack might allow you to stack gems, for
example, while armour might make you immune to acid or lava. Cogs can be
swapped around, so you can re-spec yourself for the challenge that lies
immediately ahead. You have to return to town to do this, but you'll be
constantly returning to town anyway, to top up health and cash in loot.
SteamWorld Dig 2 is lavishly generous with the vacuum tubes that power
fast travel, and a lot of the fun is nipping back and forth between a
range of different underground environments - jungles, temples,
something darker and stranger - to see what your latest purchase will do
to open up new paths in old areas.
It was around this point in
the first SteamWorld Dig game that I realised I was basically playing a
stripped-back Metroidvania, a genre where it seems much, much easier to
make a mechanically competent game than one that's genuinely inspired.
Metroidvania are door games: everything's a lock or a key. The best
games make the keys interesting, or at least fun to use, and perform a
neat dance act with the formula where you get to feel the chugging of
its comforting rhythms without seeing the dull clockwork itself.
That's
always been my theory about Metroidvania anyway, but SteamWorld Dig
games are different. The keys and the locks are fun, and sometimes
wonderfully imaginative, but it's the digging here, an entirely unusual
element, that really marks things out.
Digging through the dirt
means that these are linear games where you can forge your own path a
little. You're headed downwards, but you're in a fairly wide channel,
which means you can create your own shortcuts, and dig in seemingly
unpromising areas for the chance to find something unexpected.
SteamWorld Dig 2 fairly pours on the secrets and the optional caves ripe
for exploring. Some of its best puzzles lurk far from the main path,
and there are even a range of artefacts to find and return to town in
exchange for exotic gadget blueprints. It's lovely that this stuff is
there, but to be honest it's secondary to the simple pleasure of
progressing through a game with an axe, carving a channel that goes
where the designer wants it to go, but in a way that suits your whims.
Speaking of whims, the physics that made those collectable balls so
much fun to chase after is still working its tricks. Enemies tend to
come with one big physical attack: they rush you, or fire off spikes, or
release poison that steadily eats through the earth around them. This
means that if you wander into an area that's full of enemies, you can
often get them to kill each other, or knock out huge patches of earth
for you, or do both and cause mad, impromptu chain reactions. There is a
wonderful rigorous logic to the physical world around Dorothy, and it
chimes well with the additional athleticism granted to her by bursts of
flight, and by that hookshot that allows her to dash and leap and hang
like an urban sports enthusiast.
And at times, SteamWorld Dig 2
really surprises. It does so in one stand-out section that brings
stealth and a touch of horror to this otherwise straight-ahead adventure
- stealth and horror unlike any imaginings of them you've seen before,
of course - and in an ending that ties various things together in a
truly ingenious way.
And when it comes to that ending, I'll admit
that I played through the final boss and then headed straight back in.
Why not? I'd seen the story play out, but I'd only scraped over the
surface of all the secrets buried down there in the dark.
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