Deep Rock Galactic: "Teamwork and beer will keep us together!"

Logo saying "Deep Rock Galactic"

Deep Rock Galactic, developed by Ghost Ship Games, is an up to 4 player first person co-operative shooter with a element of extraction that takes place over a mineral rich planet called Hoxxes IV.

Deep Rock Galactic Title displayed on the bottom with the moniker : "Danger. Darkness. Dwarves. The cover depicts the residents of Hoxxis in all its glory as they stand out in sized comparison to one another
Right off the bat the player in thrown into the game via a tutorial mission that does a good job getting one into the action as it encourages learning by doing.

It is a fairly standard mission to collect resources with a optional secondary objective. It is an environment that eases one into the game as one gets used to the controls and helps one understand gameplay elements such as having limited capacity that encourages one to deposit frequently in their mobile M.U.L.E unit.

It also helps to inform the player that ammunition is limited and is reliant on calling in more ammo by mining a resource called "Nitra", which is the only currency that the company accepts viable for payment. 

The ammo drop consists of four refill packages and each package fills half your maximum ammo for all your gear.

The mission itself is not too bad and it gives the player a taste of the game and its mechanics and even throws in a swarm event or two to test them on.

When one has completed their objectives, a button appears on your M.U.L.E and when pressed starts the countdown to extract. While this counter goes down, your M.U.L.E proceeds to mark out the path back to your extraction with intermittent beacons. Once the M.U.L.E arrived at extraction, it will be automatically secured, the extraction doors will open and once all dwarves have entered the pod does the mission count as completed.

Completing the mission shows the player that they get rewarded in credits and experience based on their performance ( which is multiplied by the difficulty level) and any extra resources that was mined and deposited by mission end, which also includes any resources dwarves have carried aboard and escaped with.

Once one has completed the tutorial, can one freely choose between one of the 4 unique classes in the game being the 

Engineer: 

  • Focuses on turrets and there platform creating gun.
  • Primary weapons revolve a choice between a shotgun or one of two SMGs, where the shotgun has a balance of fire rate and power with the SMGs having specialised functions with a electric element and tracking functions respectively
  • Secondary weapons is selection of powerful AOE weapons with a selection between a grenade launcher or deciding between the two beam based weaponry options

Driller:

  • Great for making paths with a powered drill and explosive charges. 

  • Primary weapons make use of chemical-based heavy weapons that come in fire, ice and chemical flavours

  • The secondary weapons is a selection of pistols and a SMG that are more suit fire rate and charge capabilities.

Scout:

  • Is a self-description with a traversal tool grappling hook and a flare launcher that provides a long lasting wide area light source.

  • Primary weapons consists of assault rifles which focus on fire rate and a semi-automatic rifle focused on power

  • Secondary weapons has a wider variety with a selection between a sawed-off shotgun, SMG and a tactical crossbow

Gunner

  • takes the role of a tank and group traversal expert with shield generator and zipline launcher

  • Primary weapons are a selection of heavy ballistic weaponry that range between rapid fire and guided projectiles

  • Secondary weapons are a collection of pistols that specialise in either power or fire rate

As you play with your dwarves, they level up and upon reaching certain level thresholds do they unlock  access to licenses that unlock, at the time of writing, 2 additional types of primary and secondary weapons. Your grenade slot is level gated and one can purchase from a selection of 3 additional grenade types. 

In addition to this, weapons, pick axe, traversal, class specific equpiment and armour each have their own set of addition skill choices, that are also level-locked, that requires the player to spend resources to unlock.

Weapons and Bosco also a have a system of milestones that are unlocked by purchasing upgrades which provide a number colour palettes ( in the case of Bosco includes a skin change) to further customise a look and with armour upgrades having milestones that increases your dwarf's health. Recently added is another system that rewards players playing with a specific weapon with experience when used in missions and when it levels up unlocks a colour palette to show off your appreciation for a weapon.

Even though the game is designed for multiplayer, there is a single player helper called Bosco, who is a floating robotic drone that is armed with a sub-machine gun and small supply of rechargeable rockets that require dwarven guidance. It acts as an all-purpose team mate that can fight, mine, provide light and revive a player during missions if one prefers to enjoy a solo experience.

Dwarves on the Space Rig celebrating with a beer. In the background one sees the planet Hoxxis a piece of it floating by to the left
If there is one thing I do think Deep Rock Galactic does well with is in its way it fosters a good environment, or at least it tries to, as every time one loads into the game, they spawn in the game's hub area - The Space Rig. It has a lot of distractions to keep one busy in between play sessions, besides that there is a jukebox and on tap tavern that will supply all the beer one can afford. The game will give those who are impatient something to do with a variety of mini-games and distractions and thus foster a jollier environment as a byproduct.

Speaking of beers, the selection is quite extensive and the effects are diverse, it is a great way to spend excess hard earned resources on a bit of fun and can be used as an additional challenge dropping into a mission under the influence. It is a great mechanic that can be used for a laugh and a great way to end a play session.

Driller Loadout Screen showcasing his loadout with a Flamethrower, pistol, pickaxe and flare on the left and his loadout of explosive charge, drilling tool, throwing axe in grenade slot and his armour. None of his gear has any modification and to the right of the left loadout near the top is his assigned abilities which are "second wind" passive and "heighten senses" active
One can also spend their hard mined resources at the cosmetic shop to unlock a large selection of cosmetic options for your selected dwarf to work on a desired look. Minor nitpick is that each dwarf has their own cosmetic profile and does not share similar unlocks amongst each class.

When one or a team is ready to dive, a mission is selected from the command console, dwarves load up into an orbital drop pod and proceed to a section of the planet below. Every mission is randomly generated, with it taking part in one of the 10 biome types, spread over one of the 8 mission types, that each can have a combination of different modifiers that can be both good and bad while still having the chance to have one of the many different random encounters including unique and season specific enemies, special events or a chance of locating special loot "crates" that drop unique cosmetic gear.

Mission with two negative mutators "swarmagedoon" and "lethal enemies". The other text reads: "ON-SITE REFINING STINKING ELEVATION", "Refine Liquid Morkite 1912 credits", "Collect 100 Dystrum 562 credits", "MISSION LENGTH (image of four footprints out of six), CAVE COMPLEXITY (image of three warning signs with a lighting bolt out of three)

It does a very good job of making sure no two standard missions are the same and it provides this over the selection of 5 difficulty setting, of which the hardest difficulty requires the completion of a series specifically hard missions to qualify.

As a player completes missions they gradually build up completion towards unlocking milestone stars or perk points which is the currency to unlock perks. The perk tree has good selection of perks and although there are some that have lower value in higher difficulty content they at least have some fun elements to them if one decides to play less seriously or take it easy on a lower difficult level.

When a player reaches max rank for a dwarf, they can promote them and once the one has at least one dwarf promoted does the game open up the higher level content and gear. The first promotion also unlocks a once-off additional active perk slot and allows the opportunity to have up to 3 passive and 2 active perks once the relevant passive perks have been unlocked.

The big draw to promoting is having access to Deep Dives which come in two flavours, one that is a fair challenge on normal Deep Dives and then Elite Deep Dives which boast the highest difficulty tier multipliers. What makes it difficult is that it is a series of 3 missions done consecutively and any resources or lack thereof carries over from mission to mission. It can lead to some tense situations where resources run low and one struggles with keeping well stocked with ammunition and the struggle to find the resources to call in some. 

Drill pod has landed, door is open and the dwarven team are expected to go out and complete their mission. On the console on the bottom left the console says "MISSION in progress"
Fortunately, Deep Dive missions are not randomly generated so a determined group of dwarves should be able to work out a strategy to overcome the challenge if one really wants to get the weekly rewards which consists of a collection of a blank core - for use in imprinting on completion of a Machine Event ( which it randomly generates three choices and the player is required to select from what is available), a weapon core and a cosmetic core for use in the Forge with an added bonus of a large experience amount on completion.

One of the biggest incentives to do Deep Dives and a special assignment called a "Weekly Core Hunt" is the reliable source of weapon cores for the creation of weapons modifications - called Overclocks or OCs for short. This mod system creates an additional layer of weapon modification as each weapon has its own overclock sets and allows one to decide between:

  • Stable which provides a modest boost with no downsides

  • Balanced that offers a good boost or something that enhances its abilities with a moderate downside

  • Unstable which deals with more experimental effects that can dramatically change the firing profile of a weapon or how it functions with a large disadvantage to match.

Each weapon can only slot one overclock in and it is a great system to allow players to customise their favourite weapons into a specific niche or style of play. 

The Forge with a dwarf standing in front of it. On the right side it brings up a list of available foreg items a dwarf can create
The other system that is tied into completing the first promotion, is access to The Forge which takes weapon and cosmetic cores and coverts them into its respective content, with additional bonus cores rewarded when a set amount have been forged.

Promotions after the first one serve as a means to increase the player level, that is the effective level across all dwarf usage, to unlock additional cosmetic content missions and rewards a blank core, a weapon core, cosmetic core and modifies the respective Dwarf's rank with a star which on the collection of the fourth star modifies the respective Dwarf's Border framing with a new rank colour and resets the star amount. This process can repeat up to six times where a dwarf can earn the rank of a "Legendary Miner". 

The player can continue to promote their dwarves after this point but for now its only purpose is to increase the players level and act as a resource sink as leveling does require increasingly larger amounts to unlock later promotions.

Something that was also introduced after launch was the arrival of seasons that brings with it a season pass with its own level system and associated resource that allows the player to unlock mining resources, cosmetics and new weapon skins. Any content not unlocked by the end of the season gets rotated into the game's special loot table which can be found from random unique loot caches, which makes the pass more a means collect these cosmetic items in a far less random manner.

So far seasons have been delivered over two parts with the first part introducing a theme and the second part expanding it with an evolution of it while sprinkling new content in between seasons and updates

Season 2 Season Pass called Rival Escalation. It is a screen with a large selection of unlockable gear that the season pass is providing. Selected is the weapon framework called "Builder's Choice" for the "Bulldog" Heavy Revolver. In the background is a a screen of dwarves fighting a robotic enemy in an icy biome

All these systems in game provide a lot of content that sells for a very reasonable price. It strikes a great balance between being a game for those that just want to relax with either, preferably and recommended with, friends or on their own and still offers content to those that want a more engaging experience with the higher level content more geared towards team play and deeper game knowledge and with the difficulty setting allows something in between that as well.

With the next season on the horizon with it promising a new theme which a marked as a prelude to their other game Rogue Core, mission type involving searching, new enemies which includes mobile and stationary types, new overclocks for each of the primary weapons, a new season pass, reactivation of old seasons, with additions in the form of new dance moves, cosmetic filtering to allow sorting by category, more game optimisation, Nvidia DLSS 3 Integration( frame generation) and new armour DLC. It includes the promise of more to come

Deep Rock Galactic is a game one can enjoy solo, but the real joy and social experience comes through with playing with others. It is game where playing with randoms or with a friend group feels like the intended experience with systems that encourage teamwork and silly fun. The game's difficulty accounts for a wide variety of skill levels and by the way they mix the cooperation element into the gamepaly ensures that that each dwarf has a role to play which encourages players to communicate and work together that radiates a certain charm that is difficult to hate.

Also Ghost Ship Games has done a commendable job in regards to still providing support for the game which it has provided new content after its release at no additional cost  and releases DLC packages - being cosmetic only - acting as more of a supporter pack to show appreciation for their hard work. They have made a game first and the core experience is based off playing it and that gaming loop has, I feel, introduced a positive contribution to the cooperative multiplayer gaming ecosystem.

 

Image Source:

Ghostship Games Presskit

Steam: Ghost Ship Games Season 5 Roadmap

Video Source:

Deep Rock Galactic Official 1.0 Launch Trailer


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