Abzu: The Underwater Journey That Made Me Feel Awe (And a Little Thalassophobia)
As a silent diver in Abzu, I plunged into vibrant, teeming kelp forests and mysterious, shadowy depths. Schools of thousands of fish swirled around me, ancient ruins whispered forgotten secrets, and colossal whales glided past with breathtaking grace. The game was a stunning visual poem to the ocean’s beauty. Yet, exploring a particularly dark, deep trench, with only the faint glow of bioluminescent creatures, also triggered a primal fear of the vast, unknown abyss. Abzu was a meditative journey, evoking both profound awe and a touch of thalassophobia.
Child of Light: The Fairytale RPG with a Rhyming Story and Watercolor Beauty
Playing as Aurora, a young princess who awakens in the magical land of Lemuria, Child of Light felt like stepping into a living storybook. The entire narrative, a classic fairytale of light versus darkness, was told in rhyming couplets, adding to its whimsical charm. The hand-painted, watercolor-inspired art style was breathtakingly beautiful. Its active-time battle system, with a timing mechanic reminiscent of Grandia, offered engaging tactical combat. Child of Light was a delightful, poetic RPG that perfectly captured the magic and wonder of classic fairytales.
Unravel: The Little Yarn Creature on a Big Emotional Adventure
As Yarny, a tiny creature made of a single thread of red yarn, I embarked on a journey through stunningly realistic Scandinavian landscapes in Unravel. Each level represented a faded memory of an elderly woman. I used Yarny’s own thread to swing across gaps, build bridges, and solve clever physics-based environmental puzzles. Though wordless, Yarny’s adventure was incredibly emotional, exploring themes of love, loss, and the enduring power of family connections. It was a beautiful, heartfelt platformer that pulled at my heartstrings with every unraveled memory.
Genesis Noir: The Cosmic Jazz Adventure About Saving Your Love by Stopping the Big Bang
Genesis Noir cast me as No Man, a watch peddler caught in a cosmic love triangle, witnessing his love, Miss Mass, get shot by Golden Boy. To save her, I had to stop the Big Bang itself. This abstract, noir-styled adventure unfolded like an interactive poem, with puzzles involving manipulating cosmic events, planting gardens in primordial voids, and improvising jazz in empty apartments. Its striking black, white, and gold visuals, coupled with a smooth jazz soundtrack, created a unique, mind-bending journey through time, space, and creation.
Bastion: The Narrator Who Reacts to Your Every Move – Still Genius
Playing as “the Kid” in Bastion, I explored a shattered, floating world, rebuilding the titular safe haven after the Calamity. What made it truly special was Rucks, the gravelly-voiced narrator who dynamically commented on my every action. If I fell off an edge, he’d quip, “Kid just riles up the spirits, then falls to his death.” This reactive narration wasn’t just flavor; it was an integral part of the storytelling, making my journey feel personal and unique. It was a genius mechanic that still feels innovative today.
Transistor: The Sci-Fi Action RPG with a Killer Soundtrack and a Talking Sword
As Red, a famous singer who loses her voice, I wielded the Transistor, a mysterious greatsword, through the futuristic city of Cloudbank in this Supergiant Games classic. The Transistor wasn’t just a weapon; it housed the consciousness of her lover and allowed me to slot “Functions” (abilities) in countless combinations for strategic, turn-based-style combat. The stunning art deco visuals, the incredible electronic soundtrack by Darren Korb, and the poignant story of love and loss made Transistor an unforgettable, stylish sci-fi experience.
Pyre: The Fantasy Sports RPG Where Losing Has Real Consequences
In Pyre, I led a band of exiles through a mystical purgatory, competing in “Rites” – a fantastical, three-on-three ritual sport – for a chance at freedom. Each exile had unique abilities, making team composition crucial. But the true genius was that losing a critical Rite wasn’t a game over; it was a narrative branch. My choices, and my performance in the Rites, determined which of my beloved companions would earn their freedom and who would be left behind, creating a poignant story with real, sometimes heartbreaking, consequences.
Dust: An Elysian Tail – The One-Man Animation and Combat Masterpiece
Playing Dust: An Elysian Tail, I was astounded to learn it was largely created by one person, Dean Dodrill. As Dust, an amnesiac warrior, I explored a vibrant, hand-drawn world with his flying companion Fidget and the sentient sword Ahrah. The 2D combat was incredibly fluid and combo-heavy, reminiscent of games like Muramasa. The art style was gorgeous, the animation smooth, and the story engaging. It was a remarkable achievement, a testament to solo development passion, delivering a beautiful and incredibly fun action RPG.
Abzu: More Than a Walking (Swimming) Simulator – A Meditation on Life
While some might call Abzu a “swimming simulator,” for me, it was a profound meditation on life, connection, and the cycles of nature. As the silent diver, I wasn’t just observing; I was interacting with the vibrant marine ecosystems, freeing trapped creatures, and uncovering ancient murals that hinted at a deeper, almost spiritual, narrative. The wordless journey, the breathtaking underwater visuals, and Austin Wintory’s evocative score combined to create a deeply moving, almost transcendental experience about our place within the vast, interconnected web of life.
Child of Light: The Active Time Battle System with a Twist
Child of Light’s combat used a familiar active-time battle (ATB) system, where characters and enemies moved along a timeline to take actions. But it added a clever twist with Igniculus, Aurora’s firefly companion (controllable by a second player or the right stick). I could use Igniculus to slow down enemies on the timeline by shining his light on them, or heal allies. This added a strategic layer of timing and manipulation, making battles more engaging than a standard ATB system and encouraging thoughtful use of both Aurora’s attacks and Igniculus’s support.
Unravel: Using Your Own Yarn Body to Solve Environmental Puzzles
As the tiny, endearing Yarny in Unravel, my own body was the key to solving puzzles. I’d use strands of yarn from Yarny to create bridges across gaps, rappel down ledges, or pull objects. But this resource was finite; I had to find new balls of yarn to replenish Yarny’s thread as he progressed. This clever mechanic wasn’t just a gimmick; it was thematically tied to the game’s story of connection and memory, making each puzzle solved a tangible representation of Yarny’s journey through a life’s recollections.
Genesis Noir: The Abstract Visuals and Symbolic Storytelling
Genesis Noir is a visual poem. Its striking black, white, and gold art style is abstract and highly symbolic, eschewing realism for evocative imagery. I explored scenes representing cosmic creation, jazz improvisation, and the vastness of time. Puzzles often involved manipulating these abstract elements – like tapping on expanding circles to represent musical notes or guiding particles to form celestial bodies. The story of No Man, Miss Mass, and Golden Boy unfolded through these symbolic interactions rather than explicit dialogue, creating a unique, artful, and thought-provoking narrative experience.
Bastion: The World That Builds Itself Around You
One of Bastion’s most memorable features was its “reactive world.” As the Kid walked, the fractured, floating paths and structures of the world would literally form beneath his feet, rising from the void. This wasn’t just a cool visual effect; it created a constant sense of discovery and forward momentum. It made me feel like I was actively piecing the world back together, one step at a time, as I explored the beautiful, broken remnants of Caelondia after the Calamity.
Transistor: The Function System – Limitless Combat Combinations
The combat in Transistor was built around its brilliant “Function” system. I’d collect these abilities and slot them into the Transistor in active, upgrade, or passive slots. A Function like “Breach()” could be a powerful ranged attack, or it could modify another Function to give it piercing properties, or provide a passive damage boost. With dozens of Functions and multiple ways to combine them, the strategic possibilities felt limitless, allowing me to create unique, personalized combat loadouts for Red, encouraging constant experimentation.
Pyre: The Rites – A Unique Blend of Basketball and Tactical Combat
The core gameplay of Pyre revolved around “Rites” – a mystical, three-on-three sport. My team of exiles would try to carry a celestial orb and dunk it into the opposing team’s pyre. Each character had unique movement, aura (for banishing opponents), and offensive abilities. It felt like a fantastical blend of basketball and a fast-paced tactical MOBA. Mastering character synergies, utilizing the environment, and making split-second decisions during these Rites was crucial for securing victory and a chance at freedom for my companions.
Dust: An Elysian Tail – The Fluid Combat and Combo System
Combat in Dust: An Elysian Tail was a highlight. As Dust, I could unleash a flurry of sword slashes, launch enemies into the air, and then have my companion Fidget follow up with projectiles, creating massive, screen-filling combos. The controls were incredibly responsive, and linking attacks together felt fluid and satisfying. Dodging, parrying, and unleashing Dust’s powerful special moves against hordes of enemies and impressive bosses was pure 2D action bliss, reminiscent of classic brawlers but with its own unique, stylish flair.
Abzu: The Hidden Collectibles and Secrets of the Deep
While Abzu can be experienced as a linear underwater journey, its vibrant ocean depths hide many secrets. I found myself searching for hidden collectible shells in secluded coves and activating meditation statues that allowed me to observe specific marine species in detail. Discovering ancient murals that hinted at the diver’s connection to the ocean’s past, or releasing unique creatures from hidden pools, added a layer of rewarding exploration beyond just swimming through its stunning environments, encouraging a deeper dive into its mystical world.
Child of Light: The Co-op Gameplay with Igniculus the Firefly
Child of Light featured a charming asynchronous co-op mode. While one player controlled Aurora, navigating and fighting, a second player could take control of Igniculus, her firefly companion. Igniculus could explore independently, collect wishes (mana), slow down enemies during combat by shining his light, and heal Aurora. This made for a fantastic cooperative experience, especially for playing with a less experienced gamer, as Igniculus provided crucial support without needing to master complex RPG mechanics, adding a warm, collaborative touch to Aurora’s fairytale adventure.
Unravel Two: The Co-op Puzzles with Two Yarny Friends
Unravel Two built upon the original’s charm by introducing a second Yarny, allowing for cooperative play. My friend and I, each controlling a little yarn creature, had to work together to solve environmental puzzles. We’d swing each other across gaps, form bridges together, and combine our yarn abilities to overcome obstacles that would be impossible alone. This focus on co-op added a new dimension to the gameplay, emphasizing teamwork and connection, and making the already heartfelt journey even more engaging when shared.
Genesis Noir: The Influences of Film Noir and Jazz Music
Genesis Noir is steeped in the aesthetics of classic film noir. Its stark black and white visuals (with splashes of gold), its themes of fateful encounters, doomed love, and cosmic betrayal, and its lone, trench-coated protagonist, No Man, all evoke the moody atmosphere of the genre. This is perfectly complemented by a smooth, improvisational jazz soundtrack that underscores the game’s abstract, free-flowing narrative. These strong stylistic influences create a unique and incredibly atmospheric interactive experience, a true “cosmic jazz adventure.”
Bastion: The Different Weapons and Their Upgrade Paths
In Bastion, the Kid amassed an arsenal of unique weapons, from the Cael Hammer and Fang Repeater (a crossbow) to the Galleon Mortar and Army Carbine. Each weapon felt distinct and could be upgraded at the Forge using materials found in the shattered world. I could choose different upgrade paths for each, tailoring them to my preferred playstyle – perhaps increasing the hammer’s damage or giving the repeater armor-piercing bolts. This system of collecting and customizing weapons added satisfying progression and combat variety to my journey.
Transistor: The Story of Red and Her Lost Voice
Transistor tells the poignant story of Red, a popular singer in the futuristic city of Cloudbank, who is attacked by the robotic Process. She survives, but her voice is stolen and seemingly absorbed into the mysterious Transistor sword, which also contains the consciousness of her lover. Her journey to reclaim her voice and uncover the conspiracy behind the Process is a melancholic tale of loss, identity, and resistance, beautifully conveyed through its stunning visuals, evocative soundtrack, and the Transistor’s own whispered narrations.
Pyre: The Diverse Cast of Exiles and Their Reasons for Being Banished
The heart of Pyre lies in its diverse cast of exiles, each banished to the Downside for different “crimes” against the Commonwealth. There was Hedwyn, the loyal friend; Jodariel, the stern demon-like woman; Rukey, the fast-talking cur; and many more. Learning their backstories, understanding their hopes for freedom, and choosing who would participate in the Rites (and potentially earn their pardon) created strong emotional attachments. Their unique personalities and struggles made every choice about their fate feel incredibly weighty and personal.
Dust: An Elysian Tail – The Hand-Drawn Art Style That Still Wows
Dust: An Elysian Tail is a visual marvel, especially considering it was largely animated by one person, Dean Dodrill. Its hand-drawn characters and lush, vibrant environments have a beautiful, almost Disney-esque quality. The animations are incredibly fluid, whether it’s Dust’s acrobatic combat moves or the expressive movements of his companion Fidget. Even years after its release, the game’s distinct, painterly art style still wows, standing as a testament to artistic dedication and creating a world that is a joy to explore.
Abzu: The Moments of Pure Spectacle and Wonder
Abzu is filled with moments of breathtaking spectacle. I’ll never forget emerging from a narrow cave into a vast, open ocean teeming with thousands of schooling fish that swirled around me in a synchronized ballet. Or riding on the back of a giant whale shark, gliding through sun-dappled waters. Or the sequence where I restored life to a desolate area, watching vibrant corals and diverse marine life bloom before my eyes. These moments of pure, unadulterated wonder, often accompanied by Austin Wintory’s soaring score, were emotionally powerful and visually stunning.
Child of Light: The Beautiful Soundtrack by Coeur de Pirate
The enchanting atmosphere of Child of Light is significantly enhanced by its beautiful, melancholic soundtrack, composed by Canadian singer-songwriter Cœur de Pirate (Béatrice Martin). Her delicate piano melodies, soaring string arrangements, and occasional haunting vocals perfectly capture the game’s fairytale aesthetic and Aurora’s emotional journey. The music is both whimsical and poignant, adding a layer of emotional depth to the watercolor visuals and rhyming narrative, making Lemuria feel like a truly magical, if sometimes sorrowful, world.
Unravel: The Emotional Journey Told Without Words
Unravel tells a deeply emotional story about family, memory, and connection entirely without dialogue. As Yarny, I traversed environments representing an elderly woman’s fading recollections – a childhood garden, a stormy seaside, a snow-covered forest. Each level, filled with subtle environmental clues and ghostly apparitions of past moments, evoked feelings of joy, loss, and nostalgia. Yarny’s simple, expressive animations conveyed a surprising range of emotion, making his journey to piece together these forgotten memories incredibly poignant and universally relatable.
Genesis Noir: The Puzzles That Explore Concepts of Time, Space, and Creation
The puzzles in Genesis Noir are less about traditional logic and more about interacting with abstract concepts. I found myself “planting” stars to create constellations, manipulating sound waves to improvise jazz, and guiding particles through the primordial universe to witness aspects of creation. These interactive vignettes, often tied to themes of time, space, and the birth of the cosmos, served as metaphorical explorations rather than strict brain-teasers. They were unique, artistic puzzles that aimed to evoke feeling and understanding rather than just a single correct solution.
Bastion: The New Game Plus and “Idols” for Added Challenge
After completing Bastion’s main story, I jumped into New Game Plus, carrying over my weapons and upgrades. But the real challenge came from activating Idols. These unlockable statues, each representing a god from Caelondia’s pantheon, could be invoked at the Shrine to apply various difficulty modifiers – enemies hit harder, regenerate health, or drop explosive projectiles. Activating multiple Idols made subsequent playthroughs incredibly challenging, offering significant replayability and greater rewards for seasoned players seeking to test their skills against a tougher Calamity.
Transistor: The City of Cloudbank – A Character in Itself
The city of Cloudbank in Transistor is more than just a setting; it’s a character with its own story. Its beautiful art deco architecture, its rain-slicked streets, and its vibrant digital landscapes are slowly being consumed by the robotic Process. As Red explores, she uncovers the city’s secrets, learns about its influential figures, and witnesses its tragic decay. The atmospheric sound design and the details hidden in its environments paint a picture of a once-thriving metropolis now facing an existential threat, making Cloudbank feel alive and its fate deeply personal.
Pyre: The Choices That Determine Who Gets Freedom (And Who Stays Behind)
The most agonizing choices in Pyre came after winning a Liberation Rite. Only one of my exiles could be granted freedom and return to the Commonwealth. I had to choose which of my beloved companions, each with their own dreams and reasons for wanting to leave the Downside, would ascend. This often meant leaving other deserving friends behind, knowing their chance might never come again. These decisions were heartbreaking, carried immense narrative weight, and ensured that my story, and the fate of my Nightwings, felt uniquely mine.
Dust: An Elysian Tail – The Voice Acting by Dean Dodrill and Co.
Remarkably, Dean Dodrill, the primary creator of Dust: An Elysian Tail, also voiced several characters, including the protagonist Dust. The voice acting across the board, featuring talents like Kimlinh Tran as Fidget and Lucien Dodge as Ahrah, is surprisingly strong for an indie title. They bring genuine personality and emotion to the hand-drawn characters, making Fidget’s witty banter, Dust’s stoic determination, and the various NPCs’ quirks feel engaging. This quality voice work significantly enhances the storytelling and charm of Dust’s vibrant world.
Abzu: The Interpretation of Its Symbolic Narrative
Abzu’s narrative is entirely wordless, relying on symbolic imagery, ancient murals, and the diver’s interactions with the ocean and its inhabitants. For me, it was a story about restoring life and balance, confronting a destructive technological force (the triangular drones), and understanding humanity’s connection to the natural world. Others might see themes of reincarnation, spiritual awakening, or an allegory for environmentalism. The beauty of Abzu’s symbolic storytelling is its openness to personal interpretation, allowing each player to find their own meaning in its silent, underwater ballet.
Child of Light: The Homage to Classic JRPGs and Fairytales
Child of Light is a heartfelt homage to classic JRPGs, particularly from the 16-bit era, and timeless fairytales. Its turn-based combat with an active-time element, its focus on a young protagonist on a quest to save a magical land, and its themes of courage, friendship, and the battle between light and darkness all evoke beloved classics. The watercolor art style and rhyming narrative further enhance its storybook quality, making it feel like a playable Brothers Grimm or Hans Christian Andersen tale, infused with JRPG sensibilities.
Unravel: The Photorealistic Environments That Contrast with Yarny’s Whimsy
A striking aspect of Unravel is the contrast between the tiny, whimsical Yarny and the stunningly photorealistic Scandinavian environments he explores. Yarny, made of simple red thread, navigates lush forests, detailed gardens, and weathered seaside locations that look almost real. This juxtaposition highlights Yarny’s vulnerability and the scale of his adventure, making his journey through these lifelike representations of faded memories feel both fantastical and deeply grounded in a tangible, relatable world. The visuals are breathtaking.
Genesis Noir: Is It a Game, an Interactive Poem, or an Art Piece?
Genesis Noir blurs the lines. While it has puzzle-like interactions and a narrative progression, calling it just a “game” feels reductive. Its abstract, symbolic visuals, its jazz-infused atmosphere, and its non-linear exploration of cosmic themes make it feel more like an interactive poem or a playable art piece. I didn’t play it for challenge or high scores, but for the experience – to immerse myself in its unique aesthetic, ponder its philosophical ideas, and witness its unconventional story unfold. It’s a beautiful, experimental work.
Bastion: The Calamity and the World Before It
The world of Bastion is defined by the Calamity, a catastrophic event that shattered the city of Caelondia and its surrounding lands. As the Kid, I collected Cores to power the Bastion, and through Rucks’ narration and item descriptions, I slowly pieced together glimpses of the world before – a thriving, technologically advanced civilization with its own gods, cultures, and conflicts. This contrast between the vibrant past and the desolate present added a layer of melancholy and mystery to my quest to rebuild.
Transistor: The Limiter System for Customizing Difficulty and Rewards
Transistor featured an ingenious “Limiter” system that allowed me to customize the game’s difficulty. By activating Limiters, I could make enemies stronger, reduce Red’s defenses, or introduce other challenging modifiers. Each active Limiter also increased the experience points gained. This system provided a fantastic way to tailor the challenge to my skill level and rewarded risk-taking. It encouraged experimentation with different Function loadouts and added significant replayability as I tried to overcome tougher combinations of Limiters.
Pyre: The Political Intrigue and Factions Within the Downside
The Downside in Pyre wasn’t just a mystical purgatory; it was a place with its own simmering political tensions and distinct factions among the exiles. There were different “Triumvirates” (teams) vying for freedom in the Rites, each with their own ideologies and leadership. As I navigated the overworld, I encountered these groups, made alliances, and uncovered plots. This layer of political intrigue, combined with the personal stories of my Nightwings, added surprising depth to the world beyond the high-stakes ritual sports.
Dust: An Elysian Tail – The Hidden Areas and Side Quests
Exploring the vibrant world of Dust: An Elysian Tail, I was delighted to find numerous hidden areas, often requiring specific abilities to access, Metroidvania-style. These secrets usually contained valuable treasure, powerful equipment, or keys to unlock further challenges. The game also featured a good number of side quests offered by the quirky inhabitants of its world, providing more opportunities to engage in its fluid combat, explore its beautiful environments, and learn more about its lore. These optional elements added significant replay value.
Abzu: The Perfect Game for Relaxation and Contemplation
After a stressful day, Abzu became my go-to for relaxation. There are no enemies in the traditional sense, no fail states, just the serene beauty of the ocean. Swimming alongside majestic whales, discovering vibrant coral reefs, and listening to Austin Wintory’s calming, ethereal score was incredibly soothing. It encouraged quiet contemplation, allowing me to simply exist within its stunning underwater world and marvel at its depiction of marine life. Abzu is a perfect interactive meditation, a balm for the weary mind.
Child of Light: The Crafting System with Oculi
Child of Light featured a simple yet effective crafting system centered around “Oculi” – magical gems found throughout Lemuria. I could combine different colored Oculi (e.g., ruby, sapphire, emerald) in various configurations to create new gems with enhanced properties. These could then be slotted into Aurora’s and her companions’ equipment to provide stat boosts, elemental resistances, or offensive elemental damage to their attacks. This system encouraged experimentation and allowed for a degree of character customization to tackle different enemy types.
Unravel: The Message About Connection and Memory
At its heart, Unravel is a beautiful and poignant message about the importance of human connection and the threads of memory that bind us. As Yarny traversed landscapes representing an elderly woman’s past, he was literally piecing together her life story, her joys, and her sorrows. The game subtly explores themes of family, love, loss, and how our memories shape who we are. Without a single word of dialogue, Unravel powerfully conveys that our connections to others are the most precious threads we have.
Genesis Noir: The Use of Black and White (and Gold) in its Art Style
Genesis Noir’s art style is defined by its striking use of black and white, with strategic splashes of gold. This limited palette creates a powerful film noir atmosphere, emphasizing shadows, silhouettes, and stark contrasts. The gold is often used to highlight key interactive elements, characters, or symbolic moments related to creation and cosmic events. This deliberate, minimalist color scheme is not just aesthetically beautiful; it’s integral to the game’s abstract storytelling and its unique, moody visual identity.
Bastion: The Legacy of Supergiant Games’ First Masterpiece
Bastion was Supergiant Games’ debut title, and it immediately established their signature style: beautiful hand-painted art, incredible reactive narration, a phenomenal soundtrack by Darren Korb, and tight, satisfying gameplay. It garnered critical acclaim and proved that a small indie team could deliver an experience with immense artistic vision and emotional depth. Bastion’s success laid the foundation for Supergiant’s future masterpieces like Transistor, Pyre, and Hades, cementing their legacy as one of the most innovative and consistently brilliant independent game studios.
Transistor: The Ending – Hopeful, Tragic, or Both?
Transistor’s ending is beautifully ambiguous and open to interpretation. After Red defeats the final antagonists and confronts the source of the Process, she makes a profound choice regarding herself and the consciousness within the Transistor sword. For me, it felt both tragic, acknowledging the immense loss and sacrifice, but also tinged with a bittersweet hope for a new kind of connection or existence. The lack of a definitive “happy” ending makes it all the more poignant, leaving players to ponder the meaning of Red’s final actions.
Pyre: The Replayability Due to Branching Paths and Character Fates
Pyre offers immense replayability because your choices and performance in the Rites directly impact which of your companions achieve freedom. On one playthrough, I might liberate Hedwyn, leading to a specific outcome for him and the Nightwings. On another, choosing to free Jodariel could result in a completely different narrative path and set of consequences for the remaining exiles. This branching structure, combined with the diverse cast and their unique interactions, ensures that no two playthroughs of Pyre feel exactly the same.
Dust: An Elysian Tail – The Story of Dust, Fidget, and Ahrah
Dust: An Elysian Tail follows the amnesiac warrior Dust, who is awakened by the sentient sword Ahrah and its diminutive, wisecracking guardian, Fidget. Their journey to uncover Dust’s forgotten past and stop an impending evil is filled with charming character interactions, particularly the constant banter between the stoic Dust and the hyperactive Fidget. The story explores themes of identity, redemption, and the consequences of war, all while maintaining a lighthearted, adventurous tone, making their quest both engaging and endearing.
Abzu: The Connection to Journey (And Thatgamecompany’s Philosophy)
Playing Abzu, I felt a strong connection to Journey, and it’s no surprise, as Abzu’s art director, Matt Nava, also worked on Journey. Both games share a similar design philosophy: emphasizing emotional resonance, wordless storytelling, breathtaking visuals, and a sense of awe-inspiring discovery. They prioritize atmosphere and player experience over complex mechanics or explicit narratives. Abzu feels like a spiritual successor to Journey’s underwater exploration, embodying Thatgamecompany’s ethos of creating beautiful, meditative, and emotionally impactful interactive art.
Supergiant Games: A Studio That Consistently Delivers Art and Innovation
Supergiant Games has carved a unique niche in the industry by consistently delivering critically acclaimed titles that are artistic, innovative, and deeply engaging. From Bastion’s reactive narration, to Transistor’s customizable combat and stunning sci-fi aesthetic, Pyre’s unique blend of fantasy sports and consequential narrative, and Hades’ masterful roguelike storytelling, each game showcases their commitment to beautiful art, incredible music (by Darren Korb), polished gameplay, and emotionally resonant narratives. They are a true powerhouse of independent game development.