From the primary second I performed Sword of the Sea on the Summer time Sport Fest Play Days, I knew that it was like the sport Journey, which led down from that fantastic recreation created years in the past to the second after I was enjoying the newest recreation from Matt Nava’s recreation studio, Big Squid.
I performed the start of the sport. You begin out as a anonymous character within the sand. You begin browsing by the sand, type of like a snowboarder in SSX. Besides you’re not using on a snowboard. You trip on a sword, gliding above the sand as if you happen to had been on a hoverboard.
Oddly sufficient, the expertise of snowboarding was the inspiration for Matt Nava, inventive director on the sport and founding father of Big Squid. He advised me that he was impressed by being each a snowboarder and a surfer and the feeling of transferring quick. If you’re in that second, he mentioned that these excessive sports activities change into meditative. It’s about being again in nature and connecting with it.
We’ve seen these sorts of video games in Flower, the place you exchange a metropolis from grey to greenery, in Journey as you slide by the sand, and in different peaceable video games as properly. There are photographs from The Pathless and Abzu, the corporate’s earlier video games, in Sword of the Sea. When you wield a sword as a mysterious character in Sword of the Sea, you don’t use it in violence. As that character, you’re looking for one thing, however I didn’t study what that was in my quick demo.
The sport has stunning music, however you play the sport in silence. There’s no dialogue. No spoken narrative. It’s just like the online game model of a poem, or a silent movie. Within the recreation, you progress round, clear up puzzles, and while you accomplish that you exchange the sand to sea water. It’s a really satisfying expertise.
I famous it was odd how Big Squid was hitting its stride with this recreation, whereas the remainder of the trade was struggling as a result of lack of funding, excessive prices and altering gamer tastes. However Nava revealed in our dialog that Big Squid was on the brink for some time till PlayStation backed the corporate. It was an fascinating chat in the midst of a really chaotic demo day on the Summer time Sport Fest.
Right here is an edited transcript of our interview.
GamesBeat: What are a number of the inspirations for this? I really feel like I see a variety of Journey right here, and your first recreation as properly.
Matt Nava: And even The Pathless, which was our recreation after that. It was all about transferring actually quick and momentum. It’s all of these concepts. However actually, the inspiration is simply from being a snowboarder and going browsing myself. If you’re really doing that stuff, you’re transferring quick, and it’s excessive, nevertheless it’s actually this sort of meditation. I’m actually within the meditative, religious aspect of these excessive sports activities. Normally when video video games painting excessive sports activities, it’s very a lot about simply the floor stage of it. It’s not about the actual cause that folks return to surf. You wish to be in nature. You wish to join with nature. You wish to discover.

There’s this sort of magical sensation you may get. That’s what we’re making an attempt to realize with this recreation. Take the motion and the velocity, however allow you to get into that movement state and begin to join with the scene.
GamesBeat: Is all of it silent? No one talking, no narrative?
Nava: Yeah, there’s no dialogue within the recreation. There are undoubtedly characters. You’ll meet one other mysterious character alongside the way in which. There can be a narrative that performs out as you make your method by this world. There are many totally different biomes to discover past the sand. You’ll see within the trailer that we simply put out on the showcase. There are snowy areas and different issues. We’re telling the story with a sort of atmospheric narrative.
GamesBeat: Do you continue to want a story designer for that?
Nava: Oh, yeah. We’ve had a author on this recreation. It’s hilarious. We’re like, “Okay, don’t write any phrases, however please assist us.” It’s nice. Within the later model, there are little lore fragments you will discover and browse to study extra concerning the backstory of the world. You’ll have the ability to learn some little poems concerning the historical past. It’s very delicate, the way in which we do it.
GamesBeat: Is that immediately related to your previous video games in any respect?
Nava: All of our video games are related ultimately. What we love to do is let the gamers provide you with these connections. We’ll undoubtedly give them some clues and issues to go on. However we by no means spell out precisely how they join. We now have imagery from The Pathless and from Abzu, so if you happen to performed these video games you’ll acknowledge some issues. You’ll see that connecting area, for certain.
GamesBeat: The animation and the setting, it looks as if these are each areas the place you already know what you’re doing. The sand and the ocean. Was there one thing that was very acquainted about doing this, or did it’s important to study extra?

Nava: It’s humorous. I believed, “I did a sand recreation. I did a water recreation. This can be simple.” However then we added this new factor, which is that the terrain is animating. It’s continually transferring in each body. That meant we needed to invent this new tech. It is a very customized piece of expertise that we made so that you could transfer with this wave at excessive velocity. It was acquainted, but in addition a very new problem. It was a variety of enjoyable.
GamesBeat: What timing do you take note of? Is that this scheduled for launch but?
Nava: Yeah, it’s going to be out on August 19, fairly quickly. We now have to complete this factor. We’re virtually achieved.
GamesBeat: What platforms is it going to?
Nava: It’s going to be on PS5 and PC, Steam and Epic Video games Retailer. Day one on PS5 it’s going to be on the PlayStation Plus service.
GamesBeat: Do you study a lot about the principle character, or does he stay mysterious?
Nava: He’s very mysterious. You do study extra about him by the lore that you just learn within the recreation, these little fragments. He’s sort of this empty swimsuit of armor at first. You see that droplet hit him and make him come to life. He’s sort of this empty creature. He’s looking for one thing.
GamesBeat: How would you evaluate the event to previous initiatives? Has it moved sooner?
Nava: Each recreation that I make takes about three or 4 years. This one is about 4 years of labor to date. We began it throughout the pandemic, proper after The Pathless shipped. It was the primary recreation we began remotely as a workforce. We needed to determine that each one out. The workforce got here collectively. It’s fairly superb what they’ve pulled off.

GamesBeat: How many individuals are on the workforce now?
Nava: We now have 16 or 17 folks. A medium-sized workforce.
GamesBeat: And that’s intentional?
Nava: That’s our identification. We wish to preserve it small. We’re an in depth group of associates, principally, making bizarre, out-there video games.
GamesBeat: There’s a sword, however typically your video games have been non-violent. Do it’s important to use the sword?
Nava: It’s humorous. The primary recreation I made with a sword, we’re not doing fight or something. There are issues that you just reduce. You noticed the little–what I name ocean seeds, the place he interacts and slashes it and the water comes out. Afterward there’s going to be a sort of antagonist you meet. There are scripted moments. However yeah, there’s no second to second fight within the recreation. It’s actually concerning the motion. The sword is a part of the lore.
GamesBeat: Do you think about this one thing that anyone ought to have the ability to determine? Is it a failure if somebody doesn’t know what to do subsequent?
Nava: Certainly one of our massive challenges once we designed the sport was to make it so that you could actually simply play and uncover the way to play with no need to look something up. Simply self-guided. We secretly train you issues as you go. At first we present slightly textual content that tells you the way you soar and so forth. However we do secret stuff like–if a participant already jumps earlier than we present them that textual content, we simply don’t present the textual content. We perceive that you just already know the way to soar. We don’t have to inform you. We’re making an attempt to get out of your method and allow you to be within the recreation, not remind you that you just’re enjoying a recreation.
GamesBeat: Is it your personal engine?
Nava: It’s Unreal Engine 5, however our workforce is exclusive in that although we’re fairly small, we do numerous customized rendering. It doesn’t appear like all the opposite Unreal Engine video games. It has a really distinctive visible fashion, and that’s actually due to the customized tech that we placed on high of Unreal.
GamesBeat: What’s troublesome about getting that achieved?
Nava: The largest problem is getting that character motion to really feel excellent. We’ve been engaged on the way it feels to go off the jumps and work together with the motion of the waves. We do some issues like–you go sooner on the sand. You go even sooner on the water. You go slower on tile. With out having any sort of velocity management for the participant, you simply mechanically go on the velocity that feels proper all over the place. Simply ensuring that all of it feels completely good while you’re transferring is the factor we’ve saved engaged on for 4 years.
Later within the recreation you’re going to find environments which have snow and lava. Some very surreal environments. We’re taking these landscapes that you just’ve seen earlier than. You’ve seen a desert panorama. You’ve seen the water. However not like this. You’ve by no means seen a mountain of water. You’ve by no means seen the terrain transferring like that. There’s going to be locations that you just don’t count on to see in a recreation like this in any respect.
That was one of many largest challenges after I was pitching this recreation. I’d provide you with a bit of idea artwork. “Think about this animated. Think about these waves transferring.” “You’re simply exhibiting me an image of the desert.” You need to see it in movement to know it. However when you do, as soon as you’re feeling it, then everyone says, “Okay, I get it.”

GamesBeat: How did you financial this recreation?
Nava: We’re partnered with Sony. Sony’s been our monetary backer. They’ve been nice companions. They understood the sport early and believed in us, believed within the workforce. We’ve had an in depth partnership with them up to now. We labored with them to ship Abzu as a console unique again within the day on the PS4. They’ve at all times been shut associates of the studio. They’ve an excellent workforce at PlayStation Indies.
GamesBeat: Have you ever mentioned how properly your previous video games have achieved to date?
Nava: I don’t have these numbers available, however the good factor is that it’s sufficient for us to maintain going. They’ve been profitable. We nonetheless have to get funding from massive corporations, however each certainly one of our video games has discovered its fanbase. We put out our trailer and now we have our Discord. Everybody was going loopy. It’s actually enjoyable to see. They’re doing new fan artwork already, which is a giant morale enhance for the workforce.
GamesBeat: It looks as if you’re hitting a stride right here, even whereas the remainder of the trade has struggled.
Nava: It’s been a tricky time with so many studios closing. We had been on the brink for some time. Final yr was actually tough. We persevered and fought exhausting. Sony actually got here in and helped us. They made it so we might proceed and end the sport. We’re grateful to them for serving to us make it by a very exhausting time.