Shredding the Dunes in Sword of the Sea

What if you could surf in Journey? That’s the basic proposition behind Sword of the Sea, a new game from Giant Squid that I’m pretty sure I could hang out in for days on end. Surf Journey, Tony Hawk’s Art Skater, T&C Surf Desert: there are jokes and goofs a-plenty if you just need to call it by a snarky short-hand. Let’s call it by its name, though; Sword of the Sea deserves that respect, because it’s maybe the best thing I played at SGF this year.
The Journey comparison is immediate and unavoidable. It’s got a faceless, silent main character who wears a cool robe and explores sand-clogged, quasi-mystical ruins in an enormous desert. Instead of walking, though, they shred—or hang ten, if you prefer surf talk. That’s the beauty of Sword of the Sea: it’s both skating and surfing at once, letting you rip tricks and occasionally dropping you into half-pipes as you glide across the sand like a surfer catching a wave.
Sword of the Sea is a literal title. You’re not on a board; you’re on a sword. A surf sword. One that hovers above the sand, where you’ll careen off conveniently ramp-like ruins and into dilapidated temples and abandoned castles, magically resonating with urns and braziers and other checkmarks while slowly restoring the seas to this sunscorched domain. It’s sweet.