In Journey, the player could meditate at any time they wanted to with a simple press of a button. It rarely, if ever, brings attention to this, and once they have found out about this feature, they could choose to partake in the practice at any point for a variety of reasons. In Abzu, the player can go to a designated spot in a "hub" area, press a button that's brought to their attention the moment they step into the vicinity, and can then choose to meditate to look at all the different species of marine life within that "hub". You cannot do it outside these specific spots.

I think you can see the discrepancy of the two approaches

This problem with Abzu becomes more poignant as you go on. More often you are simply strung into grandiose setpieces with the control either mostly or fully pulled away from you just to "observe". You find random craters on the ground where upon activating them, more life sprout into existence. They repeat several jetstream events, ad nauseum, in an attempt to wow and lure you into the fascination and mystique of the ocean, yet rarely giving you natural, organic opportunities dwelling upon what has happened. Sure, there are moments where the game states becomes lax and opens you up to whatever possibility you want to tackle, and even does cool twists to the formula such as being able to walk about near the end, but does that really matter when I'm constantly reminded of my goal just a couple yards away, or how the next section forces me upon one linear path to The End?

This also becomes a bit of a problem when you realize Giant Squid's exact goal was trying to replicate the dreamlike feeling we can cultivate and experience from the blue water, as well as being one of a handful of games using Sumerian practices and utilizing the cosmic ocean philosophy that gets used as influences ever now and then. Really? You immediately brush this aspect away by directly showcasing these two aspects from word "go", the personal aspiration and connection is already washed away cause I'm living someone else's story and not my own. Even if you want to play ball, as I said earlier, the game contains constant reminders that you're on a set path to an endgoal, and rarely allow you to hitch a ride with a fish, or check out other forms of the sea like the kelp, coral, or reefs. This is a minor issue with Flower and even a major reason I didn't enjoy Stray that much, but the former expands and even reiterates itself during the venture and idealistic state, and the latter at least doesn't shy away from the fact that you're playing as a cat and gives you multiple different hubs to act as one.

The application of auteurism in gaming is a rather continuous problem the medium faces, such as a particularly infamous case where an IGN staff member erroneously credits Warren Spector as "the creator of Thief and Deus Ex" directly after dispelling and calling out this cold practice. With that said, despite having some of the same people involved with Journey and/or Flower such as art and creative director Matt Nava and composer Austin Wintory, it doesn't really feel like they were able to follow the same footsteps Jenova Chen, Nicholas Clark, Kellee Santiago and Robin Hunicke laid down. Journey felt like a massive endeavor through various states of the desert to achieve enlightenment in some fashion. Flower, while taking a bit to set itself up, finely crafts a tale about the synaptic relationship humanity and fauna have even within the crux of a more modern, urban setting. Abzu does not feel like this same approach but with the use of Sumerian culture and the cosmic ocean philosophy; it instead feels like a SeaWorld presentation that's so scared it'll lose your attention it constantly has to drag you along, even if you don't want to.

It also didn't help I was already drifting away from the cadences and waves of shifting noise and relistened to some lush samples catering to a nice paradise not too long prior.

Reviewed on Jan 18, 2023


10 Comments


I took a bit to write this down a little after since it was late when I finished it last night, plus I needed to sort myself out as well.

Easily one of the biggest disappointments I've gotten in a bit. Damn shame.

1 year ago

I've heard from at least three people I follow about how mid this is, it's been on my steam wish list for ages and now I'm almost curious about how utterly boring it is.
@Vee I wouldn't say it's boring per se, but frustratingly rigid. There are legitimately great vignettes and downtime available, but again it's so focused on pushing you forward, subtly or explicitly, even when you want to slow down that it gets agonizing.
I'll give Abzu points for pulling more from the sealife than just the standard clownfish, tortoise, and sharks, like Sunfishes (one of my favorites) are still rather uncommon so it was fun to hitch a ride on them, and I did learn about Opahs, Dunkleosteus, and Dakosaurus which was cool. It was like learning about the different flora Flower had, wasn't needed but it did help bridge the appreciation and connection.

1 year ago

I liked Abzu when I first played it, but I think you're right... it's a little too observational and railroaded, even when considering the whole genre of Journey-likes. I'm probably playing through Giant Squid's next title (The Pathless) sooner than later and I've heard that's yet another rehashing of the formula, so we'll see how it goes. I won't be surprised if I'm let down yet again though.
@Drax Yea, I wouldn't mind the observational approach if it pulled back the cinematics that make you lose control of the character saved for specific instances like other Journey-likes tend to do. It's a tough balance to get right, and unfortunately they weren't able to do so.

When I heard Pathless had more "gamey" elements in it despite utilizing the same formula, I was dumbfounded, but maybe it's not completely off... maybe.

1 year ago

I agree. I can't say I disliked it but I found it all so very disappointing by the end. Perhaps that was my own fault for expecting too much of it going in. I expected Journey underwater but with a bit more freedom and instead as you mentioned, got a linear adventure that railroaded you into these set pieces but a bit too much. Journey was also linear but felt free in it's approach.

Pretty game though.
@FallenGrace I said this on my Twitter, but whereas Journey and Flower were continuously alluring and strumming my heartstrings as I kept playing, Abzu left me feeling bored and bothered by its design choices within 45 minutes. My PC was able to up the render scale to 200% though, so the detail of the textures and environment looked super crisp, props to Matt Nava and co. still having the skills there.

7 months ago

I was thinking of writing a review about Abzu after playing it, but I think you have said everything I would have wanted to lol. Well said

7 months ago

@LordDarias Of the games I've dabbled in this year, I tend to forget I played Abzu. Now granted, this was way back in January, and I went through numerous other titles since then means, so it's a given my memory banks will be on the fritz. Even then, I have a bigger struggle on remembering what exactly I did in this aside from my qualms and one or two setpieces so... oof.