
Aquaria is a special game, and one of the best games released in 2007 on any platform, at any level of funding or production. It's up there with Portal, Everyday Shooter, S.T.A.L.K.E.R. and Mario Galaxy. It's a game that is both fun and meaningful. It is a world. It is a work of art.
First I'm going to lay down a bit of new games journalism. 2D, "closed circuit" (a term I coined when I was 12) exploration games like this have been my favorite genre for a long time, and I designed about a baker's dozen of them, on paper, when I was a pre-teen. I love 2D level design, my first love really, and this macro-scale form is like a fugue, layers building on layers. Another thing I used to feel as a kid was joyful anticipation of getting particular games for Christmas, and I stopped feeling that maybe seven years ago. Games have largely failed to grow up at the same pace as I did -- this coming from a guy whose emotional maturity has been stunted by varying degrees of substance abuse for the past five years. But Aquaria brought me back to that feeling. This time though, there's another layer -- when I was 18, I ran a failed student project, a game called Know, Metroidvania in mythical China, with martial arts, and power levels, and a setting based on Kubla Khan. There was going to be a sunny dome, caves of ice, and caverns measureless to man leading down to a sunless sea. I came to Aquaria not just as someone who wanted to believe, but as someone with a veritable sharingan of 2D level design.
Produced by Derek Yu (Art, Design) and Alec Holowka (Programming, Design), Aquaria is a game made to fill two voids; good, 2D, exploration-type games, and games that can sustain themselves purely on aesthetic. The size of the map, the number of little caves with secret treasures, the range of flora and fauna, they all come together in a breathing manner where you can forget you're playing a game called Aquaria, and simply exist its aquatic world. Similarly, the central act of the game, starting with "Open Waters", offers a choice in objectives which you are not yet aware of; you only realize late in the game that there was a pre-programmed sequence of requisite powers involved. The sense of purity that comes with that, the sense of constructing your own goal rather than chasing a carrot, is palpable. This is somehow a more touching sense of empowerment than all three of Assasin's Creed's cities put together. Some have complained that the speed at which Naija moves is too slow, making exploration a slog. But the whole point of this game, as distinct from similar titles, is that you can lean back a bit and soak in the awesome aesthetic depths, instead of always being engaged in actions and puzzles and other game-y gauntlets. It's a respite that comes like a gasp of air from beyond the veil, a threading of zen that is all too rare in games today. To quote a lesbian reflecting on a lapdance in an HBO special: it was a massage for my soul.
The game is also tight on a micro-level; controllable entirely with the mouse (but with keyboard and Xbox controller support) you find yourself dodging around and striking with ease. The distance between Naija and the cursor controls speed; double-clicking causes her to jet through the water; and leaping off embankments gives the same rush -- it's a great example of simple controls effecting deep variations. Naija can use different songs and forms by right-clicking and touching on a series of colored notes; several of the game's puzzles also play off this system. There is a recipe mini-game for combining different items into more useful items that can heal and give status benefits.
The game's story is like the game itself, sparse, taut and tersely balanced on the fence between charming and chintzy. There are nice touches, like the mother figure and the origin of the "verse", the romance dynamic and its intersection with the late-game, and the way its delivered mysteriously, without too much explication. The dialog could have used a bit of doctoring, I'd have been happy to do it, but you get a good sense of someone coming out of ferality to realize they are alone and grappling with that awareness. It could have been more understated, but it's the psychological reality of these kinds of games that Samus never seems bothered by, and Alucard dealt with by mitigating the castle as if his own childhood. If you're the kind of person who can appreciate the calm pilgrimage of the gameplay, you'll find the story a beautiful chain of rosary beads. Instead of rushing from place to place to fulfill plot points, you'll reflect on what you've learned while the awning, honeycombed level designs bleed into each other and deposit you like silt at the next major area. The audio is pretty excellent all around, and serves this aesthetic.
There's a good swath of players who are not going to take to what Aquaria is putting out, a sub-section of whom are horrible trolls. It's a sign that our medium is starting to mature when a major work of craft, arguably a work of art, can be disliked by some while deeply appreciated by others; diversity in taste is part of what art is all about. It you want linearity, intensity, and a masculine, "lean foward" kind of experience, move along. If you like love, I recommend Aquaria.






















Passionate... but no information content
Much as I enjoy most of the reviews / recommendations to be found on Play This Thing!, I feel moved (to the point of having created an account based on this strong personal need) to object to the99th style as presented in the above article.
I understood that (s)he is very passionate about the game, and thinks Aquaria is a good game. Almost every other piece of information has to be pieced together, Sherlock Holmes style, from sparse clues scattered throughout the text. I am thus amazed at the precociousness of the young the99th who already at the tender age of 12 could coin such terms as "closed circuit" game, but I am dismayed at the present-day the99th who neglects to divulge the meaning of the term.
I am thrilled to discover that Naija's slow movement is a feature and not a bug, but perplexed about what Naija is and why I should care about its/his/her speed and responsiveness (only later comments lend credence to the hypothesis of Naija being player's avatar in the game).
I squeal with delight at the thought of small caves filled with secret treasures, but remain puzzled whether collecting treasures the is goal of the game, or just one of the choice of objectives of which, as the author rightly points out, I am not yet aware after reading the text.
I could continue this silliness for ages, but I suppose I have already made my point clear: I feel that most of the article's content would make sense to me only if I already knew the game the author was talking about--otherwise, the message is reduced to: There's a pretty 2D game featuring exploration that I'm really really excited about, and you should certainly try it out--a good enough message, but one that hardly needs more than one or two sentences.
I'd also note that I had a similar (though less intense) feeling reading about Passage, the game that almost made the99th cry, and yet can see that the same author had no problem describing the gameplay of I Am Jesus. Perhaps because s/he did not like the game so much.
Individual Style
You have a point... And yet Patrick's writing style is generally fresh and averse to cliche, and certainly some of his other reviews do provide more actual content. (Albeit I'm at times in despair, editing a fellow who can casually reference Deleuze and yet misspell his name.)
1. Much of what we do is predicated by the notion that since all the games we cover are a click away (albeit sometimes with a lengthy download following), the sort of in-depth analysis prevalent in the game press in years past is neither necessary nor desirable; provide a sense of the game, and get out of the way, letting readers download it and make their own judgments. Actually, our reviews have tended to be wordier than I'd anticipated when we started up, perhaps because of my own tendency toward loggorhea.
2. I've encouraged our writers to establish individual styles and identities on the site, rather than conforming to some grey notion of good practice. Patrick has certainly done so; he's profane, prone to fits of purple enthusiasm rather than careful exegesis but, in my opinion, generally entertaining.
So there it is; I expect you'll have to put up with Patrick for the forseeable future. An option is available, however, if you'd prefer to see more reviews along the lines of cogent analysis: We're quite open to submissions :).
I thought his writing was
I thought his writing was pretty clear. I found the game too slow for me personally, but his comments were spot on.
On a kind of related topic, I have for a long time thought that game reviewers spend too much time describing the mechanics of the game, when they should be telling us what it feels like to play. Games are a uniquely interactive art form, they are about personal experiences. When reviewers give me little anecdotes and stories from a game I get far more excited about it.
On Style
I also created an account here just to comment on this review. To put it simply, I'm going to try this game, and I'm doing so based solely on Patrick's review of it.
He points out the things about the game that made it enjoyable for him, and I think I might enjoy that too. So thanks!