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Matt Nava on Turning Sand to Water in Sword of the Sea

▼ Summary

– Sword of the Sea is inspired by Journey and combines snowboarding and surfing mechanics, with players gliding on a sword over sand like a hoverboard.
– The game emphasizes meditative, nature-connected gameplay, avoiding combat and focusing on movement, exploration, and puzzle-solving.
– It features a silent, atmospheric narrative with no dialogue, relying on environmental storytelling and lore fragments for backstory.
– Developed by Giant Squid using Unreal Engine 5 with custom rendering, the game releases on August 19 for PS5 and PC, supported by PlayStation funding.
– The studio overcame financial challenges with Sony’s backing, maintaining a small team to create unique, non-violent games with a distinct visual style.

Sword of the Sea blends serene exploration with exhilarating movement, offering players a meditative journey through a world where sand transforms into water. The latest project from Giant Squid, led by creative director Matt Nava, channels the studio’s signature style, think Journey meets The Pathless, while introducing a fresh twist on traversal mechanics.

During a hands-on demo at Summer Game Fest, the game’s unique approach stood out immediately. Players control a silent, armor-clad figure gliding across dunes on a sword, evoking the fluidity of snowboarding or surfing. Nava drew inspiration from his own experiences with extreme sports, aiming to capture not just the adrenaline but the almost spiritual connection to nature these activities foster. Unlike traditional action games, Sword of the Sea emphasizes atmosphere over combat, with puzzles and environmental storytelling driving the experience.

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The world reacts dynamically to the player’s actions. Slashing through “ocean seeds” releases water, gradually reshaping barren landscapes into vibrant seascapes. This mechanic creates a deeply satisfying loop, reinforcing the game’s themes of renewal and discovery. Though there’s no dialogue, lore fragments and poetic vignettes hint at a larger narrative, inviting players to piece together the mysteries of the protagonist’s quest.

Technically, the game pushes boundaries. Built on Unreal Engine 5 with custom rendering, it achieves a distinctive visual style where terrain undulates in real time, a feat Nava admits required entirely new tech. “We had to invent systems to make the waves feel alive,” he explains. The result is a surreal, ever-shifting world featuring biomes like frozen tundras and lava fields, each reimagined through Giant Squid’s artistic lens.

Despite industry challenges, the studio secured backing from PlayStation, ensuring Sword of the Sea’s completion. Set for release on August 19 for PS5 and PC, it joins PlayStation Plus at launch. For Nava, the project represents both a creative milestone and a testament to perseverance. “Last year was tough, but we fought hard,” he says. “Now, seeing fans embrace the trailer reminds us why we make these games.”

With its blend of tranquil exploration and innovative movement, Sword of the Sea promises to carve its own path, one where every glide through the sand leaves a ripple of transformation.

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(Source: VentureBeat)

Topics

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