Aquaria

Aquaria

released on Dec 07, 2007

Aquaria

released on Dec 07, 2007

A massive ocean world, teeming with life and filled with ancient secrets. Join Naija, a lone underwater dweller in search of her family, as she explores the depths of Aquaria. She'll travel from hidden caves, shrouded in darkness, to beautiful, sunlit oases, all lovingly handcrafted by its two creators. Naija's story, narrated fully with voice overs, will become yours, as you join her on this magnificent adventure.


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I swear I should've gone a recommendation for this ages ago. This is a very fun adventure game with a interesting mechanic for completing different quests using the power of song. Naija, the heroine of this game is a aquatic humanoid who has lived for many years and had no memory of her people or any people who lived under the sea with her. You go on a adventure of discovery where you learn more and more about her past and the dark influence that lives deep below the surface. A very emotional game in quite a few respects and a awesome ending. This is clearly a hidden gem that doesn't get enough love.

This is definitely the worst game I'd consider a favorite, for reasons I'd fully cover in a review that would be too long to actually bother writing, but to summarize: Aquaria is a Zelda-like action-adventure game with metroidvania-style progression that takes place in an expansive aquatic world. The problem is the characters are boring, the story is boring, the voiceover is corny, the dungeons are mostly boring, the puzzles are trash, the bosses are trash, the Simon Says boss especially is trash, the late game areas are half-baked...

Here's the thing though: if you place emphasis on the "adventure" over the "action" aspect and pretend Aquaria is more of an exploration game (with occasional pressure from hostile wildlife) then it's actually pretty goddamn beautiful. First of all it's huge. Not Hollow Knight huge but it's way bigger than it initially seems. The camera dynamically zooms based on the size of the area you're in, which, especially near the beginning of the game when each new region you unlock is bigger than the last, goes a long way towards leaving an impression of sheer scale. The progression is pretty conventional metroidvania, but you're given a surprising amount of freedom to explore from a relatively early stage in the game. And Aquaria is a world that encourages that kind of engagement, rich as it is with so many unique locaitons and different forms of life. The beauty and variety of Aquaria is alone is enough to make me want to seek out its every nook and cranny and take immense pleasure in doing so. It's easily a 20+ hour playthrough if you find all the optional content (just don't actually complete it because again, the bosses etc. are trash), but I've done it twice—that's how fucking lush this world is to me. Sure, the game overall would be better if it had better gameplay, but there are any number of more polished and finely-tuned games, many of them featuring supposedly great characters and deep themes, with worlds that feel completely lifeless to me.

Aquaria's soundtrack is equally gorgeous, both in terms of its individual tracks in isolation, and the way motifs are reused across them, giving the game an almost symphonic quality.

Returning to Aquaria's gameplay, there is one aspect of it that I'll defend, namely that it can be controlled completely with the mouse. Technically this is the least efficient way of playing, since you can move and switch forms using the keyboard. Having to use the mouse to move, aim, AND switch forms with the color wheel would probably drive most players up a wall, but I personally find adapting to unusual control schemes to be an interesting challenge. It also makes the game a bit harder, which is probably a good thing since Aquaria is generally a pretty easy game.

i wrote a haiku about aquaria:

It's a game that has
casual appeal but
fails to entertain