At the Summer Game Fest, I had the opportunity to immerse myself in the enchanting world of Sword of the Sea, where I spent half an hour navigating through expansive, desolate dunes while working to restore the ancient ocean life that once thrived in this now barren landscape. As the Wraith, a magical hero gliding on a hoversword, I found myself with minimal guidance, yet the environment itself offered subtle clues about its past, hinting at the vibrant ocean it once was. My ethereal surfer possesses the unique ability to mend this world, making the experience both engaging and rewarding.
Gameplay Dynamics
The gameplay in Sword of the Sea is characterized by a delightful sense of freedom, allowing for a mood-based approach to button mashing. There’s no rigid formula to follow as I glided over the ruins; instead, I tapped the jump button and experimented with various combinations, reveling in the fluidity of movement. The Wraith’s agility evokes the spirit of a magical Tony Hawk, where every input feels like an expression of grace and skill, regardless of my own proficiency.
Creative director Matt Nava revealed that the Tony Hawk series served as a significant source of inspiration for the game, alongside his personal experiences with snowboarding. “Even if you’re not an expert, there’s an exhilarating thrill in trying something new,” Nava explained. This sentiment resonates throughout the game, where the Wraith recovers effortlessly from missteps, ensuring that players can enjoy the ride without the fear of harsh penalties for mistakes.
Nava elaborated on this design philosophy, stating, “You never make him trip and fall off the board. The worst that can happen is you fall off a ledge, but we give you ways to save yourself.” This approach to game design humorously contrasts the heroic characters we often play, allowing players to feel like skilled surfers even if they lack real-life experience.
Exploration and Aesthetics
The absence of traditional fail states enhances the overall surfing experience, enabling the Wraith to perform dazzling aerial combos or simple hops with ease. My actions were often influenced by the rhythm of the music and the shifting landscape, creating a harmonious connection between gameplay and environment. I found myself swaying back and forth, savoring the momentum built from subtle movements, before launching into the air to grind along ledges.
Throughout my journey, I paused to explore intriguing outcroppings and ancient structures, which triggered breathtaking waves of sea life to wash away the sand. While I may have missed some secrets hidden within the vast world, the design encourages exploration without the pressure of missing out. Instructional breaks are seamlessly integrated, echoing the elegant simplicity found in Nava’s previous works, such as Journey and Abzu. The interactions are unobtrusive, with clear text that fades quickly, allowing for a smooth flow of gameplay.
Artistic Influence
As I navigated the vibrant landscapes, I couldn’t help but notice the familiar aesthetic reminiscent of Nava’s earlier titles. The game is awash with an incredibly orange palette, evoking memories of Journey. Nava acknowledged this connection, stating, “This is the first one where I’m ready to make another game that has the color orange in it now. After Journey, I thought, ‘OK, I can’t touch that for a while.’” He expressed excitement about revisiting the color, indicating that Sword of the Sea is an extension of the ideas he explored in his previous works.
The artistic surfing experience in Sword of the Sea beautifully intertwines elements from Nava’s portfolio, blending the graceful movement of Journey and Abzu with the dynamic action of The Pathless. This iteration continues to evoke a sense of wonder and serenity, showcasing the indomitable spirit of the Wraith as it glides through a world waiting to be restored.