Steel Diver (Nintendo, 2011)

Developed/Published by: Nintendo EAD Group No. 5, Vitei / Nintendo
Released: March 27th, 2011
Completed: 2nd November, 2014
Completion: I finished all the missions. Didn’t bother my arse with the time trials or anything like that.
Trophies / Achievements: n/a

I’ve taken a while to write this one because I felt that if I sat down and wrote my little… well, whatever it is these are, reviews, or journal entries or summat, right away, I’d just be going fucking mental here. Because this is one of those stupid games where it’s a total breeze right until the end, where the final boss is just totally stupidly hard for no particularly good reason, and you just end up wanting to snap your god damn 3DS in half, hold it tightly in one hand, fly to Japan and then shove it right up the arse of the director of the game (in this case, Takaya Imamura.) Now, I don’t know where Takaya Imamura lives exactly and he apparently produced F-Zero GX, so that would, probably, be a bit of an overreaction. However, I’ve noticed that Nintendo really, really love stupid difficulty spikes in their second/third tier releases (Super Princess Peach, for some reason, really sticks out in my mind… it was years ago I played it and I still want to fly to Japan and shove a broken DS up at least one arse) so I suppose I should be used to this by now.

Anyway. Steel Diver was a weird launch game for the 3DS that no one liked, in fact, no one liked it so much that I bought it for three dollars. Three dollars sealed. Seemed like a bargain, I thought. After all, on the back of the box it looks like a cute little sub sim thing! I think I bought Pilotwings Resort for about a fiver at the same time and that was delightful, just delightful, so how bad could Steel Diver be? (Let’s forget about the boss, for a minute.)

It’s bad. It’s bad because it, in classic “we have this input form, we have to use it” style that you’d have thought Nintendo would have been over by the time of the 3DS, you control it totally through the touch screen. Which turns a submarine sim into a game that’s entirely about choosing to either move the slider that’s “depth” or the one that’s “speed.”

Sometimes you have to fire torpedoes! But mostly you’re trying to make sure you don’t bump into things by going “erk, going to fast, have to slow down” or “crap, the sea floor is going up, have to raise depth.”

It’s stupefying. Brilliantly, the game is designed so you never actually have to fight enemy subs (just go past them, there’s no reason to fight them, no score or points or anything) which I guess is “realistic” but sure does make them seem pointless. And when you do have to get into a fight, using the stylus to push some sliders slowly and fire torpedoes… it’s like using the 3DS stylus to get good bits of jam out of a mouldy jam jar. A tedious and lamentable thing to find yourself doing.

Honestly. Steel Diver isn’t a game super worthy of rage. Because you shouldn’t be getting to the point where you’re fighting the last boss. Just about as far as you should go is opening it to get the Club Nintendo code and then closing the box again forever.

Will I ever play it again? ha ha ha ha [begins to choke on own mirth]

Final Thought: Y’all ever play that Radar Mission? Steel Diver is someone at Nintendo going “hey remember we released a sub game for the Game Boy when it came out? That was a good idea, lets do it again.” Steel Diver even comes with a weird, off-brand Battleships-a-like that you can play with another 3DS owner, but you don’t want to do that because it’s the equivalent of asking a friend if they want to sit in a ditch and eat bogies with you.