Underwater levels in video games have something of a negative bias against them. Some of that has to do with the control (or lack thereof) players have over their character in low gravity, which makes for tough navigation. Others are scarred by certain overly complicated temples that feel like they take a decade and a half to complete. The developers at Giant Squid are looking to address both of these issues in their first game, Abzu, to give players a rewarding experience in a realm of gaming that has left many players frustrated.
Abzu is taking the idea of underwater gameplay, and is pushing objective based gameplay into the background in favor of a more relaxed and immersive "play at your own pace" kind of experience. This ideal is so ingrained into the game's mechanics that there is no Game Over screen. Underwater acrobatics are central to the motion of the protagonist, and serve as a means of empowering the player to feel like they are completely in control. The game also streamlines the underwater mechanics by completely doing away with oxygen tanks which allow for a completely uninterrupted experience. Abzu takes inspiration from the likes of Journey, and for good reason. Matt Nava, the Creative Director for Journey, is bringing his background with thatgamecompany and applying a lot of the same principles to Abzu.
Not a whole lot has been revealed about the game's narrative and the developers are only offering up small tidbits of information. One of the primary gameplay mechanics is that the player finds and fixes underwater drones that swim alongside them. These drones are looking for a mysterious resource, and all you know is that the drones need it, and it is up to the player to help them find it. There is a great white shark that Nava says is "central to the narrative" but doesn't mention how or why.
The world of Abzu is completely free roam and allows players to carve out their own paths in between environments. Players can ride on the backs of various sea creatures like Turtles and Manta Rays, speeding up movement, but the point is really more to create a connection with the creature than have it serve a purpose. Single areas will also be able to hold 10,000 fish that all behave in a realistic manner, but the developers want to maintain that Abzu is not meant to be a simulation, but more of an art game. Abzu also abandons the traditional in-game HUD, choosing instead in incorporate a sonar mechanic that aids the player in locating objects around the environment. The game tries not to directly tell the player where to go, as that would completely defeat the purpose of the game's primary focus, exploration.
Abzu is one of the more intriguing games on tap for the near future. It combines the mystery of its narrative, play at your own pace exploration with a beautiful art style that, according to Nava, tries to "capture the essence of creatures and spaces rather than trying to depict them realistically". The team at Giant Squid has undoubtedly succeeded in creating a game that pushes the notion of "games as art" forward further than most even dream of doing. If Abzu isn't on your radar right now, rectify that now before it releases simultaneously on PS4 and PC in early 2016.