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Home eSports

Sword of the Sea review

August 18, 2025
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Sword of the Sea review


Motion, that means and mindfulness mix in Big Squid’s newest, a recreation of free-form expression and circulate.

What will we really imply, after we name a recreation rewarding? I reckon usually it is certainly one of two issues. First you’ve gotten video games that reward you for enjoying them properly: rewards are given in return for achievement or superlative ability – a brand new outfit, a Legendary Cuirass, a ability level or two. Then you’ve gotten those the place you are awarded merely for enjoying the sport in any respect, that sort of exterior stimulus for engagement. The Skinner field methodology, mainly, the place you get day by day bonuses for all the pieces from merely logging in to maxing out your battle cross. What Sword of the Sea jogged my memory, as I lanced my method by desert dunes, 720’d my method throughout cliff edges, nosedived off a mountain face, or simply awkwardly bunny hopped my method alongside a ledge I wasn’t certain I used to be really meant to climb, is that there is a third method. A recreation that rewards you neither for simply taking part in nor for enjoying properly, however for enjoying it proper.

Sword of the Sea overview

Developer: Big Squid
Writer: Big Squid
Platform: Performed on PS5
Availability: Out nineteenth August on PC (Steam, Epic), PS5

In actuality that is actually a bit of fine outdated Recreation Design 101 – and Sword of the Sea looks like such a recreation designer’s recreation. What I imply is it is educational. Sword of the Sea makes use of rewards to show, elegantly and (nearly) wordlessly. However earlier than I provide you with an instance I ought to in all probability take a beat to clarify precisely what it’s.

Sword of the Sea is a skateboarding recreation. It is also a browsing recreation. And a snowboarding recreation. It is also probably not like all of these sorts of video games, at the very least not in the best way you might need them in your head. And it is also, sort of, simply Zelda.

To start with, like in all good video games of exploration and exquisite worlds, you begin in a cave. A couple of fast classes later – soar, skate a half-pipe, pay the mysterious vendor their toll – and also you’re out. Rolling dunes – actually waves of sand – invite you onwards, to the archetypal opening-credits cliff edge and a view over all there’s to be conquered. After which, sure, a giant outdated ramp. Your aim in Sword of the Sea is to return water to this dried out, ruined world. You carve by it searching for easy clues and following them to logical conclusion, and between these two factors, the time between A and B, is all of the magic. You soar, flip, grind, skid, spin, and trick your method the world over, a needle with a searing blue thread, weaving life again into the seams of nature.

Here is a Sword of the Sea trailer to point out it in movement.Watch on YouTube

The place Sword of the Sea differs from so many skate-surf-board video games earlier than it’s in its forgivingness. Sometimes these sorts of video games are exhausting. Or if not exhausting, at the very least a problem, typically with that sense of problem baked proper into it, actually, delivered by way of crucial. Get a excessive rating. Chase a combo. Survive. Excessive sports activities like these are excessive, in spite of everything, a lot of their thrill coming from the closeness with which you may get your self to demise. So it goes in, say, Lonely Mountains: Downhill, a recreation that tangles mindfulness with downhill sports activities with supreme ability, however which locations nice massive emphasis on the crunch of failure (which if you happen to’re something like me occurs very often). With Tony Hawk there’s at all times a stumble ready for you in case your timing’s off, a visit hazard lurking both aspect of the beat. SSX Tough pits you in opposition to others in addition to your self, at all times on the fringe of chaos, and the place the timer is god.

None of those are complaints! It is simply that Sword of the Sea opts for a unique route. What’ll strike you, as you glide throughout that opening desert, is how forgiving it’s. Miss a soar and there is at all times a method again, a minor detour to make at most. Fail to land a trick and, properly, so what? You retain driving, rhythm successfully unbroken. And people jumps are fairly exhausting to overlook anyway: the sense with Sword of the Sea is that it would not need you to fail. And so jellyfish, which could awaken as makeshift floating soar pads after you launch water over a sure space, will really simply barely drift in direction of you as you fling your self in direction of them. Sure ledges really feel nearly a bit of magnetised. Little golden prisms, your solely foreign money for spending with the mysterious vendor, hoover themselves up as you get close by. The clusters of lamps that you just mild by browsing over them will set off if you mild up most of them. Imprecision, in the end, is okay. There is a minor problem in simply plotting a path and pulling it off, however Sword of the Sea isn’t actually exacting. It is about feeling good greater than being good. Good vibes and serenity overcome all.

Sword of the Sea screenshot showing a temple filling with water and life
Sword of the Sea screenshot showing an underground grotto of kelp and water with light streaming in
Sword of the Sea screenshot showing you surfing rapidly on fresh water
Sword of the Sea screenshot showing you on mossy rooftops
The straightforward premise: full pretty easy platforming puzzles in a given space to revive it to life. | Picture credit score: Big Squid / Eurogamer

The place does Zelda are available in? Properly, there’s the lone, wandering hero, the ruined land, the prophesied sword. There’s pots to be smashed, chests to be opened, a world to be healed, with solely a sequence of huge pseudo dungeons crammed with light environmental puzzles in the best way. The query’s not a lot the place you discover Zelda in Sword of the Sea, as it’s the place Sword of the Sea can be with out it. And from Zelda flows a lot of the opposite inspiration right here, after all. There is a faint whiff of Shadow of the Colossus, for example, with the sport’s wordlessness and its huge, mysterious antagonist.

I wish to say there is a smidge of Sayonara Wild Hearts in right here too – nothing to do with Zelda now – if solely in the best way your often tunnelled motion is carried on a little bit of signature rating from Austin Wintory, developer Big Squid’s long-time collaborator on AbzĂ», The Pathless, and earlier than that with studio head Matt Nava on Journey. It is tempting to say the whimsy and surprise of a hovering choir and twinkling piano in any such deeply fairly, makes-you-feel-things indie is a bit of performed out. Nevertheless it is not. Wintory isn’t in the best way right here; the music lifts and floats, and likewise subtly drives you on. (As an apart, Sword of the Sea additionally makes possibly the perfect use of the DualSense’s speaker and rumble combo that I can bear in mind, at the very least since Returnal, because it performs the function of devoted sword-board microphone, taking part in out all of the shimmers, flicks and carves – I would really suggest taking part in with out headphones so you possibly can take pleasure in it.)

Sword of the Sea screenshot showing a zoomed-out show of your tiny surfer on a sandy bridge
Sword of the Sea screenshot showing a mysterious giant statue in the fog
Sword of the Sea screenshot showing you looking out over desert scenery
Picture credit score: Big Squid / Eurogamer

Now, the place’s all this instruction-and-reward enterprise, then? Properly, think about you are approaching a giant door, the purpose very a lot being that it’s good to stroll by it now to get to the following space. However what if you happen to’re a kind of individuals who, possibly a bit of compulsively, likes to examine they have not missed something, that some ledge method over there, which has just a bit extra mild on it, appears just a bit extra distinguished than the remainder of the background wall, is perhaps one thing you possibly can hop on? What if, subsequent to that massive door within the in any other case stable, semi-unremarkable mountainside, there was a miniscule little bit of path off to 1 aspect – the quantity that may appear completely innocuous, unintentional even. And what if that path really went someplace?

That is the lesson Sword of the Sea has for you, and it nearly feels flawed to spoil it: each time you suppose one thing is perhaps someplace, or one thing is perhaps value simply rapidly trying out, rapidly making an attempt, the reply is a convincing sure. Sword of the Sea loves hiding issues – typically this stuff are very small, borderline pointless past the actual fact they’re hidden, and you’ve got discovered them – and it hides them precisely the place you need them to be hidden. And that is the place the lesson is available in. The primary time your curiosity strikes, inevitably you are rewarded, simply with a bit of hat tip, a sort of silent designer’s nod. And so subsequently each single time it strikes once more, it is value a glance. Should you’ve ever had that urge, if you had been a child, to attempt to leap over the sting of a map, to interrupt the confines of the sport, to get on high of the unscalable wall, around the again of the walled-off citadel, Sword of the Sea quietly, subtly encourages you to do it.

Sword of the Sea screenshot showing a distant pyramid-like mountain at ominous sunset, giant figures and ruins in the foreground
Sword of the Sea screenshot showing you looking out over mountains, statues and viaducts
Sword of the Sea screenshot showing you zooming down the mountainside
Picture credit score: Big Squid / Eurogamer

There is a minor snag or two, albeit solely minor. A few moments the place you modify what you are driving, which I will not spoil, are possibly the one instances the place Sword of the Sea’s controls really feel a tad skew-whiff, an try at momentary hyper-responsiveness really coming again a bit of too responsive. And its last moments, whereas beautiful and essential to conclude its story of ageless battle, possibly do not hit fairly as exhausting because the sheer pleasure of open-world motion itself.

However then, ta-da! A last flourish. Should you’re questioning if you happen to can simply free-roam round this recreation, go categorical your self, play out with a bit of aptitude, the reply is sure. The reply to so many questions you might need in Sword of the Sea – will I get to…? Will this ultimately…? Is that this detour value it? – is sure, actually. The place as soon as the world was a spot to discover with a little bit of pazzazz, certain, it will definitely turns into sheer playground, a website with which you’ve gotten new means to grasp, your perspective shifted by a neat mechanical tweak.

Sword of the Sea accessibility choices

Remappable controller and controller presets. Invert vertical/horizontal choices. Separate Audio toggles for common, music, sound results, and controller sounds. Settings for digital camera comply with, sensitivity, shake, movement blur and protracted dot.

And gosh is it fairly. In addition to that ocean of desert you may float by nautical, deserted metropolis rooftops; scorch a line by ice; xylophone your method up big, skeletal spines; scream throughout mountainsides. Sword of the Sea is aware of the facility of placing you on the high of a steep hill and displaying you the world. Because it does the facility of trigger and impact. Of the educational nature of play and the expressive, free-form nature of it too. It is a recreation, like all of these others, in regards to the deep, private connection we’re in a position to type with the pure world through the use of it, being in perpetual contact with it, or just flying by it at pace. The mindfulness of giving over a little bit of management to the waves, the powder, the half-pipe’s immaculate curve and letting the world transfer you for as soon as, as an alternative of you combating to maneuver it. “It is actually about how motion is a method so that you can join with the world,” as Nava put it to me earlier this yr. “You are going quick down the mountain; you get to see all the mountain in a short time. It is the closest you will be to being in all places directly.” Simply how good do you reckon that feels?

A duplicate of Sword of the Sea was supplied for this overview by Big Squid.



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