Exploring the Alien Sea of In Other Waters
Everything’s blue, stylish and slick. I’m staring at a small circle of alien sea in an interface the color of the open ocean, with a couple of meters, a small text window and a handful of buttons lingering on the minimalist screen. The topography of this foreign planet swirls in the background as I slip between my sonar and a compass to search for a missing colleague. I’m controlling an AI in a dive suit worn by a doctor named Ellery Vas, and whatever body of water we’re in is as unknown and unknowable as the deepest depths of our own oceans here on earth. The sonar picks up blips that might lead me to my partner; the compass guides me there, and the bit of story I uncover then spurs me on to the next blip, and the next after that.
This is In Other Waters, a game from journalist, artist and designer Gareth Damian Martin. (No relation.) Imagine a small sliver of the expansive sci-fi exploration of No Man’s Sky, with a similar sleek aesthetic and gurgling electronic score, but in a design that’s so clean and minimal that it feels like a particularly elegant smartphone app. It’s an ambitious game that’s practical about its limitations, counting on the intrigue of its story and the mystery of its environment to hook players who might otherwise overlook games that are so visually austere.
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