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Review of Submerged on PlayStation 4

by Chucky Chucky photo Aug 2015
Cover image of Submerged on PS4
Gamefings Score: 6.8
Platform: PS4 PS4 logo
Released: 04 Aug 2015
Genre: Adventure / Exploration
Developer: Uppercut Games
Publisher: Uppercut Games

Introduction

Submerged arrives like a postcard from a drowned city: polite, picturesque, and oddly quiet about the obvious logistics of soggy footwear. You play as Miku, a young woman who navigates a half-submerged metropolis in a motorized rowboat while her injured brother Taku waits in a clock tower. The game is single-player, non-violent and content to be an exercise in serene urban spelunking rather than a contest of reflexes. It is also very clearly a game about climate change, if climate change were given a soft-focus Instagram filter and a gentle soundtrack. The team at Uppercut Games - largely ex-BioShock developers - borrowed aesthetic cues from Journey and Shadow of the Colossus and then politely refused to add combat. If you're looking for adrenaline, this is the wrong flooded city. If you're looking for atmosphere and slow, contemplative puzzle-ish exploration, this is the right flooded city, assuming you like boats and climbing things.

Gameplay

Gameplay is best described as 'row, climb, repeat,' which is a philosophy that sounds either meditative or like the plot of a very niche cardio workout video. You pilot Miku through a small archipelago of ruined skyscrapers and submerged streets using a motorized fishing boat. The boat is the game's primary connective tissue: it ferries you between islands, gives you a moment to admire the view, and serves as a polite answer to every 'where do I go next' question. On land, you climb. On top of ruined buildings you'll find crates - presumably parachuted in during the initial crisis - that contain supplies to heal Taku. Collecting these crates is the mechanical backbone. There are no enemies, no lives, and no threat of death. Miku cannot be killed. This is either relieving or deeply suspicious, depending on your relationship with risk. Uppercut's decision to strip combat lends Submerged a rare kind of gameplay clarity: it's an exploration adventure that refuses to masquerade as anything else. There are light navigational puzzles in the sense of figuring out how to scale partially collapsed rooftops and which broken antennae will actually support your climb. The game's progression is straightforward and forgiving; if you miss a crate, the only penalty is the gentle moral disappointment of an unredeemed quest. There are observers - aquatic beings who watch Miku from the water and later reveal themselves to be mutated survivors - but they are more plot device than threat. The narrative unfolds through visual storytelling and occasional environmental clues rather than dialogue trees or cutscenes filled with shouting. When plot points do land, they tend to be quietly effective: Miku's urgency to help her brother gives the collecting loop a human weight, and the discovery that both the city's residents and Miku herself are mutating adds a brief, eerie counterpoint to the game's lullaby of waves. It helps if you like slow-burn games. If you enjoy being gently guided to another rooftop so you can spend fifteen minutes looking at the water and deciding whether that distant spire is worth rowing to, Submerged will reward you with a peculiar kind of calm. If you prefer a more varied toolkit - stealth, crafting, combat combos, or a quest log that behaves like a busy person's to-do list - this game will probably feel like a very pretty waiting room. There is a satisfaction to unclipping an environmental piece and watching pieces of the story settle into place, but the mechanical depth is limited by design. Uppercut clearly wanted to create an experience rather than a system, and that artistic choice is both the game's strength and the reason some players will abandon it halfway through. Playtime is modest and focused. There are no fetch-quests piled like wet laundry; the objectives are simple and the city is compact. For players who measure value by the density of mechanics per hour, Submerged may underdeliver. For players who prefer to be led through a short, coherent, and visually minded experience, it is easy to finish with the pleasant sensation of having been somewhere rather than having beaten someone.

Graphics

Visually, Submerged leans into melancholy beauty. The art direction treats a drowned city like a museum diorama: sun-bleached skyscrapers poke out of gentle seas, flora has made soft claims on concrete, and light behaves like it has no hurry. Using Unreal Engine 4, Uppercut paints a stylized environment that prioritizes mood over photorealistic fidelity. Textures are clean, silhouettes are striking, and the skyline compositions often look like concept art you could hang on a dorm room wall when you're trying to convince guests you appreciate modern melancholy. The water, predictably, is a star. It reflects the sky and carries debris in languid currents, and the game uses it to brilliant atmospheric effect. The post-apocalyptic visuals avoid the visceral gore or chaos that many end-of-world games prefer; instead, Submerged imagines dissolution as something slow and strangely pretty. Jeff Van Dyck's restrained score complements this by rarely intruding and often allowing the sound of waves and wind to be the louder voice. On the flip side, the game's minimalist approach to detail sometimes reads as thinness. Environments can feel empty in a way that suggests either artistic minimalism or budgetary restraint. Repetition creeps in: similar rooftops, similar climb points, similar vantage views. After the first handful of beautiful set pieces, the novelty fades and you notice the economy of design underneath the charm. Performance on PS4 is serviceable and stable in my playtime. The frame rate is consistent enough to keep the climbing and rowing feeling smooth, and load times are unobtrusive. The overall package looks and sounds like a small studio determined to create a contemplative, painterly game rather than a blockbuster spectacle.

Conclusion

Submerged is a short, pretty float down a sunlit apocalyptic river. It's sincere about its intent to be non-violent and contemplative, and for stretches it achieves a tranquil, almost meditative quality that is rare in mainstream games. The game's biggest risk is that its lack of tension is also its most obvious limitation: once the novelty of the concept wears off, you are left with a gentle core loop that doesn't offer much mechanical complexity. Critical reception reflected that divide - some reviewers found it charming and beautiful, others found it thin and repetitive - and those responses feel accurate. If you're in the mood for a compact experience that prioritizes mood, visuals, and a quiet story about siblings in a drowned city, Submerged is worth a rental or a discount buy. If you want a game that will challenge your fingers, your tactics, or your patience for repetitive vistas, keep looking. Score: 6.8 out of 10. It is an earnest little voyage with good intentions, excellent water, and a boat with very little to prove. The sequel, Submerged: Hidden Depths, exists for anyone who liked the first trip and wanted more postcards from the deep.

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