Sword of the Sea is a breathtaking evolution of Giant Squid's signature style, blending sublime movement with stunning, minimalist exploration. While minor technical issues and a sense of familiarity hold it back from perfection, it's a beautiful and memorable sensory experience.
Sword of the Sea is a captivating experience built on the foundations of player-driven exploration and the sheer joy of movement. It presents a vast, post-apocalyptic world of sand that players can traverse with a unique sword-surfing mechanic. This system of movement is effortless and immediately satisfying, allowing for fluid motion, tricks, and exhilarating speed. The game is an evolution of the design philosophies established in previous titles like Journey, Abzu, and The Pathless, combining sand-surfing, underwater aesthetics, and a focus on forward momentum into a new, cohesive whole.
The world encourages uninhibited discovery by eschewing traditional UI elements like maps or quest logs. Instead, players are guided solely by their own curiosity, pushing towards the horizon to uncover secrets hidden by the varied topography. This design choice fosters a sense of wonder, where the act of finding a breathtaking vista or a hidden chamber is its own reward. The environments themselves are a major highlight, demonstrating incredible imagination and beauty, with a dynamic system that can transform barren deserts into vibrant, aquatic landscapes teeming with life.
This journey is accompanied by a subtle, simmering musical score from composer Austin Wintory, which perfectly complements the more free-form exploration. While the experience is deliberately concise, its strength lies in creating a potent sensory bath that never overstays its welcome. It is a masterful execution of a "flow state" game, where the synergy between movement, visuals, and sound creates a truly memorable and beautiful adventure.