AUGUST 2 ABZÛ GAME RELEASED ON PLAYSTATION 4 AND COMPUTERS WITH WINDOWS OS, which was released by studio Giant Squid. This is a video game about a trip to the bottom of the ocean: you play as a girl diver, and your goal is simply to swim. Games about the ocean have already been released, but ABZÛ is the first one so beautiful and entirely dedicated to its greatness. Here's why you can't miss this game.
In recent years, a whole offshoot has appeared in video games, an almost new genre - abstract games with almost no gameplay. They do not have clear tasks and goals, here you need to explore the game world for your own pleasure - for example, a green island or an empty small town. Sometimes such games are also called "walking simulator", "walking simulator". At first, there was debate about them - do they even deserve to be called videographers, but in the end everyone got used to the genre.
One of the most famous of these abstract games is Journey, in which the player controls a mysterious, silent figure who travels through the desert. The story in Journey is told without words, just through the surrounding world - and the beauty of this world is breathtaking. ABZÛ, released on August 2, is similar to Journey: there is also a dumb protagonist, the plot also unfolds through the surrounding world, and everything is just as incredibly beautiful - however, the action takes place in the depths of the ocean; both games can be completed in two to three hours. ABZÛ is also united with Journey by a team of authors: both were created by artist Matt Nava and composer Austin Wintory.
In ABZÛ, you play as a diver girl who sets out on a journey to the seabed. The game has a subtle plot based on the Babylonian-Akkadian myth about the creation of the world (here and there, under water, there are traces of an ancient civilization - statues, frescoes, and so on; in fact, the word ABZÛ itself is Abzu, the world ocean in Sumerian mythology, from the connection of which with the abyss of Tiamat the earth and the sky arose), but ABZÛ can be easily walked to the end, without understanding what and why is happening here. In general, this is not so important: the feeling is much more important than the specific story. Instead of solving mysteries, ABZÛ is about exploring the sea world. Fortunately, it was made just fine: fish, algae, corals, sea urchins and so on - everything is drawn very beautifully. The main character of the game does not have oxygen cylinders - so there is no need to think about what and how to breathe, you can just swim for your own pleasure.
Interactivity in ABZÛ is also minimized: here you can occasionally interact with objects that come across on the way, and to continue the journey, you even have to solve a few simple puzzles - but most of the game you just need to swim. As if emphasizing the nature of the game, the developers added a button that is called “meditation”: in some places on the ocean floor you can stop and sit in the lotus position, and the camera will show what the inhabitants of the sea are doing around. Interactivity disappears completely. Even especially large creatures, such as stingrays or whales, can be ridden on horseback.
ABZÛ has an ideal soundtrack: it is dynamic, that is, it adapts to the player and changes depending on which part of the ocean you are in (and you can move between them at any speed - you can rush forward, or you can stop near each school of fish or thickets seaweed and admire them), and consists of several orchestral pieces smoothly flowing into each other.
Actually, music and visual design are probably the main components of ABZÛ: if they were a little worse, the game would not work. But a lot of effort was invested in both. Each small algae and huge whale is drawn with great attention and love - according to Matt Nava, the developers even got used to amateur ichthyologists while working on the game: they were diving, went to aquariums, watched documentaries, and so on.Austin Wintory wrote the music for the game in parallel with how it was created - so the soundtrack literally influenced the developers and what happens at ABZÛ. The Windows version of the game also insists that ABZÛ is recommended to play with a controller rather than a mouse and keyboard - and this is also true; the game has a special sense of tactility, so to speak.
The authors note that, in addition to traveling to the bottom of the ocean, ABZÛ is also a journey inward for the main character, her meeting with her own self. Maybe after two hours of playing you will not know any facts about her, such as her name, where she came from or what is happening at all; but ABZÛ still manages to create a sense of contact - and tune in to a meditative mood. In an era when films, TV shows and games are aggressively fighting for our attention, ABZÛ is a game that, on the contrary, frees this attention, and while playing it, you can calmly think about yourself, for example. Making your way through algae and schools of fish, you do not worry about unfulfilled tasks and unmatched glasses, about what needs to be achieved in the game or what awaits in the end (simply because there is nothing to achieve), you think about yourself, about calmness, about beauty, about the world around - what you want to think about.
Abstract games and walking simulators for several years have offered an excellent alternative to mainstream games that either focus on fantasies of power and strength (that is, they need to kill everyone, collect money and become more powerful), or at least consist of simple tasks and goals, the fulfillment of which leads to compulsory awards. ABZÛ fits perfectly into this abstract line; it is a relaxing, interesting and even mysterious experience.