Abzu derives form the ancient words, Ab, for “ocean,” and Zu, which means “to know.” Developers over at Giant Squid intended the interpretation of the title to read as, “ocean of wisdom.” On surface level, it seems as if Abzu is a game similar in style to Journey, but underwater instead of in the desert. While that is not far from the truth, I feel that the creator Matt Nava took the great model that is Journey, and created a very refreshing and meditative experience in Abzu.
What is immediately apparent in Abzu is the art style and choice of color. This may easily be one of the most beautiful games on the market right now. While it does not have the production value of an Uncharted 4 or The Order:1886; Abzu itself has an art style that puts vibrant colors on blast as you watch seaweed dance to and fro in the ocean currents and the cornucopia of different colored fish swimming in schools of its brethren as they swirl around you in ways that are graphically appealing. So, sure, it may not have the best graphics on the market, but it has an art style that will leave a bigger impact on you than either of the games listed above.
While the visuals are breathtaking, the real thing that will stick with you well past the game’s playtime is the musical score. Just like Journey, the music is composed by Austin Wintory. Wintory’s work on Journey won a Grammy back at the game’s launch, making it the first game to ever get such an accolade. While Journey’s musical score was beyond memorable, Abzu one ups it in every way imaginable. The score swells up in all the right moments, while taking more somber approaches at other times. More than once I found myself setting the controller down simply to take in the amazing score. Eye bleeding visuals elevate the music in ways that are appealing to all of the senses. Nearly one month later after launch and it is still high on my list of go-to tunes when I am at work.
The controls themselves are simple and practical. You will find yourself lackadaisically exploring each area as you discover new fish and take in the beautiful scenery. Rocks are placed so that your character can meditate which gives you a nice view of the area you occupy. The player can hitch a ride on large animals, locate quick moving sea currents, as well as breach out of the water like a whale. There are small narrative moments where the player discovers old tech that can be re-programmed with the intent to follow you from place to place. Additionally, the game adds ancient murals and hieroglyphics that tell a story – if you can put the pieces together.
Much like Journey, the story itself is in the journey you are taking. Piecing together out of context murals and relationships you build with other sea life is just the tip of the iceberg. Come the game’s end, you will have many questions and be left with a plethora of thoughts as to what exactly you just experienced. While it doesn’t have the emotional resonance as Journey, the ending did have a smile breach across my face. It was a grin so wide that it is hard to even claim that the game did not have some sort of impact on me.
Abzu is a beautiful game, with a wonderful score, and is filled with smile inducing moments. If you enjoy these art based, short experiences, I highly recommend you give this one a try. While it may feel like a beat for beat retread of Matt Nava’s previous work, the game speaks for itself as a brand new experience. Ideas are taken from Journey and utilized in brilliant way to create a new experience that still feels familiar in all the right ways. Do yourself a favor and get lost in the world of Abzu.
Recently, I’ve been looking for games to keep me occupied between my irregular working schedule and had UnEpic suggested to me. Always willing to try out new indie games, I threw caution to the wind and bought it from Steam for a wonderful $7.99. To my unfortunate discovery, I found the game lives up to its name, UnEpic is actually un-epic.
The first issue I encountered before I even began playing was trying to run it on my computer. Admittedly my Alienware is older now, and has a harder time running the new and shiny software, but upon booting UnEpic, I was greeted with a black screen and menu sounds. To my dismay, it was a problem that could only be solved by updating my graphics drivers, which are now out of make and no longer have supported drivers. After dealing with this error, I got in to playing the game.
What struck me first about the game was the hand drawn title screen, which was well animated and lent a sense of foreboding about the game to come. Would I be thrown in to a gritty and dark adventure with monsters to slay and quests to complete? The scene opens with a group of players playing a tabletop RPG, where our protagonist excuses himself to the bathroom. Thus our adventure begins.
UnEpic places you straight in to the action with a rudimentary starting story, basic introduction to your inventory and equipment. There is also a severe lack of basic movement tutorials, and I was left to figure them out on my own. The controls however, feel well tuned and you have good response from the character, which is great when compared to other metroidvania style games.
As I progressed through the game I was provided with many more basic tutorials for looting items, and how to split my bag in two to make sorting easier. I’d have preferred an inventory option to sort my items by type, or have some other form of inventory management instead of having to do it manually. I found myself spending a lot of time in the inventory comparing weapons and armor, locating potions to bind to hotkeys and sorting potion ingredients that dropped with sheer abundance.
UnEpic does implement a crafting system, so you can make various potions with effects that are very useful – 3 levels ago. Potion crafting is learned by purchasing a recipe from any of the vendors that are located throughout the dungeon, for exuberant amounts of money that you must then learn from your inventory. The entire process from learning to creation is too long and drawn out, with the final result of creation being handled poorly. Many of the crafted items are simply dropped on the ground and must be reacquired before leaving the area, instead of the items being added straight to the inventory. This is frustrating, especially if you take in to the account the random encounters with thieves inside the dungeon, that steals any item left behind on the ground while you are away from that room. Yes, this adds an element of life to what is essentially a stagnant dungeon crawler, but often it is easy to lose those essential items that have dropped or been crafted.
The combat in UnEpic is enjoyable, with a very hack and slash feel. There is not a whole lot of opportunity to dodge, and most of the time it’s easier to soak up the damage. There are definitely areas where crouching to dodge incoming missiles would be handy, but if you can equip yourself with enough healing potions, and are savvy enough with getting yourself to a save point, you won’t need to worry about avoiding damage. This can be frustrating as it does take time to drink a potion, which can often mean the difference between life and death. Poison is a commonly occurring status effect, with many creatures able to stack instances of poison on you, which can dramatically and quickly drain your health.
UnEpic also implements weapon type switching to get the best damage out of your weapon against specific enemies. For example, a mace is excellent for breaking those deadly barrels that sit in the corner and glare at you and a sword is good for stabbing living things. It’s great that the developer thought of trying to add a little more complexity and meaning to weapon types, but after putting a handful of points into my sword skill, I could take down pretty much everything that sniffed at me funny with either magic or a well placed sword swing to the everywhere.
Verdict: UnEpic lives up to its name; it is very un-epic. Combat was well tuned, and it definitely promotes exploration and character progression in classic RPG fashion. What it lacked though was a well developed story, natural dialogue and too much backtracking. I found myself having to retrace my steps often, and I would often ignore the weapons mechanic for my sword which was pretty effective against everything. UnEpic has charming graphics reflective of many older metroidvania games, and the sound design is pretty good. UnEpic is good for those afternoons where you don’t have much to do and want to kill an hour or two before you go out, or are just looking to chill and not think too hard.