Sword of the Sea is a recreation about letting go. Its fundamental mechanic entails browsing throughout huge desert dunes on a skinny blade, slicing by means of glittering sands and scaling historic towers on a quest to unearth the secrets and techniques of civilizations previous. It performs finest if you neglect in regards to the controls completely, and simply give up to the slick physics and let your little character movement. With sufficient exploration, you’ll naturally uncover glowing orbs and shining gold gems, and the sands will remodel into deep, crystal clear seas with fish swimming by means of the air, carving moist paths by means of the grime. Your character, wearing flowing robes and a gold masks, rides the orange hills and the blue waves with the identical straightforward athleticism, reacting immediately to each enter on the controller.
Cost up a bounce after which full sick tips with a number of fast inputs, or unleash a bubble of sonic power to smash close by vases, uncovering bits of foreign money within the shattered items. The protagonist strikes in no matter route you push, stopping instantly if you let go of the analog stick. There are large chains to grind, a hover potential in some areas, and half pipes generously positioned across the environments. Management prompts pop up if you’re first launched to a capability, however the textual content fades shortly and also you’re left alone within the desert. There aren’t any waypoints in Sword of the Sea, however the atmosphere tells a transparent story, inviting you to unravel puzzles within the mysterious temples dotting the panorama. Discover glowing orbs on the rooftops and hidden down secret passageways to unlock the buildings’ secrets and techniques, opening up new areas.
I performed about 20 minutes of Sword of the Sea at Summer time Sport Fest, however I wished to surf its dunes for lots longer. It’s the sort of recreation that makes the actual world fade away, regardless of how chaotic or intrusive your instant environment are. It’s constructed on rhythm and vibes, and it encourages a meditative movement state from its first frames. Study the controls after which neglect them; play with pure instinct and it’ll more than likely be the suitable transfer.
“The sport is about browsing, and it is actually in regards to the strategy of studying to surf and getting comfy with browsing, after which making an attempt issues which are a bit bit past your talents, failing, after which figuring it out and truly carrying out them,” Sword of the Sea creator Matt Nava informed Engadget on the SGF present flooring. “And within the course of, you sort of notice that browsing is all about harnessing the ability of one thing larger than your self. You’re not paddling — the waves carry you. The zoomed out digital camera, the little character; in lots of video games, they’re proper on the character, as a result of the character is the main target. However on this recreation, it is about how the character is part of the atmosphere, that’s the focus. And I believe that is a continuing in lots of the video games that we have made.”
Nava is the inventive director and co-founder of Large Squid, the studio behind Abzû and The Pathless. Even with these two profitable video games below his belt, Nava continues to be finest generally known as the artwork director of Journey, thatgamecompany’s pivotal multiplayer expertise that hit PlayStation 3 in 2012. Nava has spent the previous decade making an attempt to construct explicitly non-Journey-like video games with Large Squid, and whereas Abzû and The Pathless each have his distinctive visible stamp, they’re the other of Journey in some ways. The place Journey was set in a dry, desert panorama, Nava’s follow-up, Abzû, came about in an underwater world. After that, The Pathless was principally inexperienced, quite than dusty orange.
With Sword of the Sea, Nava let go. He dropped all preconceptions of what he needs to be making and mentally stated fuck it. He lastly allowed himself to manifest the sport that got here naturally to him.
“On this recreation, it’s extremely a lot taking up, accepting and proclaiming that that is me,” Nava stated. “I did Journey. I am doing orange once more. And I am going again to the desert as a result of I’ve far more concepts that we could not do in that recreation … It’s like I’ve been dwelling in my very own shadow for a very long time in a bizarre approach. It is like, why am I doing that? I ought to simply be who I’m and proceed to discover the artwork that’s my artwork.”
Sword of the Sea is a particular and particular recreation, and though it’s set in an orange desert, it would not really feel like Journey. The sport additionally consists of music by Austin Wintory, the Grammy-nominated composer behind Journey, Abzû and The Pathless. Collectively, Nava and Wintory kind a formidable basis.
“Lots of online game scores, they simply make a music monitor for the world,” Nava stated. “Should you’re within the city, you hear city music, after which it simply repeats. However that is not the way it works right here. The music advances as your story advances, it displays the place you are in your browsing journey, what you are studying how, how far your character has gone on this character arc. And in order that’s the place the music of a video game like ours needs to be.”
As Nava and I chatted, somebody sat all the way down to play Sword of the Sea on a close-by display, and after I glanced up, I noticed that they have been gliding by means of an space I did not discover in my runthrough. An enormous animal skeleton was half-buried within the sand, vibrant white vertebrae dotted with gold gems for the participant to gather. There are lots of secrets and techniques in Sword of the Sea, Nava assured me. The easiest way to search out them is to only let go and play.
Sword of the Sea is because of hit PlayStation 5, Steam and the Epic Games Store on August 19.