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Abzû

Abzû[a] is an adventure video game developed by Giant Squid and published by 505 Games for PlayStation 4, Windows, Xbox One, Nintendo Switch, and Amazon Luna. Initially released as a digital title in August 2016, a retail version for consoles was released in January 2017. Following the journey of a diver exploring the ocean and restoring life using sonar calls, the gameplay allows the player to freely navigate underwater environments ranging from open water and natural caverns to ancient ruins.

Abzû
Developer(s)Giant Squid
Publisher(s)505 Games
Director(s)Matt Nava
Programmer(s)Brian Balamut
Artist(s)Matt Nava
Composer(s)Austin Wintory
EngineUnreal Engine 4
Platform(s)
Release
  • PlayStation 4, Windows
  • August 2, 2016
  • Xbox One
  • December 6, 2016
  • Nintendo Switch
  • November 29, 2018
  • Amazon Luna
  • October 20, 2020
Genre(s)Adventure, simulation
Mode(s)Single-player

Development lasted three years, involving a team of thirteen people. Several members, including director Matt Nava and composer Austin Wintory, had previously worked on the 2012 video game Journey—the ocean setting of Abzû was both a reaction to the desert setting of Journey and inspired by Nava's love of scuba diving. The setting and story drew from Sumerian mythology and the cosmic ocean myth. Reaching high positions in sales charts, Abzû was praised by journalists: the majority of praise went to its art style, with some critics comparing it to Journey.

Gameplay edit

 
In-game screenshot, showing the playable character underwater

In Abzû, the player takes on the role of a diver in a vast ocean—after waking up floating on the ocean's surface, the diver begins exploring the surrounding underwater environments filled with plant and animal life, in addition to uncovering ancient technology and submerged ruins.[2][3] In a few areas, the diver is also able to explore land-based environments above the water.[4] As the game progresses, the diver unlocks new areas and pursues the secrets behind the forces harming the local environment.[5] The diver's course through the game follows a linear path through interconnected areas filled with marine life.[2] The player directs the diver through the environments using full analogue control, able to interact with the environment to solve switch or item-based puzzles, and the ability to meditate which grants the character the ability to sit on the shark-shaped pedestals within each area to observe the surrounding sea life. The diver can accelerate, and interact with marine life using sonar chimes.[3][4][6] The diver can grab onto the bodies of larger marine animals and ride on them.[4] Each area sports hidden collectables for the diver to find.[6]

Synopsis edit

The narrative of Abzû is told wordlessly through gameplay and using cutscenes, taking place in a vast ocean.[7] The player character, referred to as a male diver,[b] awakens floating in the ocean and begins exploring the surrounding sea: ruins and ancient murals show that an ancient civilization which shared a symbiotic connection with the ocean. As he explores, he is led by amako shark to wells, that—when activated using an energy from within him—restore life to the local seas. That energy is being forcefully harvested by robot pyramid-like devices, the development of which disrupted the ocean's balance and brought about the civilization's downfall. Upon reaching the original pyramid, the diver sees the great white shark attacking it, and the pyramid's counterattack damages the diver—revealing him to be a mechanical robot, confirming his existence as a being connected to the pyramid and capable of restoring life to the ocean—and mortally wounds the great white shark, which dies as the diver comforts it. After activating the final well, the great white shark manifests and guides the repaired diver back to the original pyramid which the diver destroys, returning life to the ocean. During the credits, the diver and great white shark swim together through the revitalized ocean. It is unclear whether the diver survived, or if the cutscene shows the diver in the afterlife with the spirit of the great white shark, referring to the circle of death and life renewal that the ocean reflects.[9]

Development edit

The origins of Abzû lay in the development of Journey, an independent video game developed by Thatgamecompany and released in 2012. Abzû's creator, director and art director Matt Nava had previously worked as art director for Journey during its three-year development. Having worked in a game featuring a desert setting, Nava wanted to change to a more vibrant and populated setting for his next title.[10] Nava began creating the pitch for Abzû before leaving Thatgamecompany and founding the game's developer Giant Squid Studios. One of the main elements Nava incorporated was his love for ancient cultures and their artwork, particularly relating to the myths surrounding the concept of Abzu. Nava's love of the ocean, which he explored through his hobby of scuba diving, also figured heavily in the design of Abzû.[11] The team at Giant Squid Studios grew to ten developers from across the industry, mainly programmers who specialized in multiple aspects of game design from gameplay to graphics, in addition to a graphical and technical artist who helped create and animate the character models.[10]

The game was first announced at the 2014 Electronic Entertainment Expo (E3).[12] It was later previewed at E3 2016.[13] The game's initial digital release was on PlayStation 4 via PlayStation Network and Windows through Steam on August 2, 2016.[14] Later it was also released digitally on Xbox One through Xbox Live on December 6, 2016.[15] The game also received a physical release for PlayStation 4 and Xbox One on January 31, 2017.[16][17] A Nintendo Switch was released through the Nintendo eShop on November 29, 2018. It was released in Japan on February 27, 2020.[18][19] It was also included in the early access release of the cloud gaming platform Amazon Luna on October 20, 2020.[20] All versions were published by 505 Games.[14][15][16][18]

Design edit

The game's title stems from Sumerian mythology, particularly the myth of the ocean goddess Tiamat and the fresh water god Abzu uniting to form all life: a reason this was chosen was that myths surrounding land-based life and their supposed origins in a cosmic ocean were a recurring theme in multiple world mythologies.[11] The title is made up of the Sumerian words "ab" (water) and "zu" (to know), translated by the developers as "Ocean of Wisdom".[1] The word provided difficulties early on, as the Sumerian spelling "Abzu" differed from the Akkadian spelling "Apsû". As a compromise, the team merged the two spellings into the game's title. The circumflex over the letter "u" caused problems for the team as hardly anyone knew how to type it and the computer programs had trouble handling it as part of the coding. The use of the word played into the game's focus on the ocean due to its mythic connections. The Middle Eastern influences extended to the game's architecture, and incorporated Nava's wish for structures to have meaning beyond being simple scenery or tools for player progression.[11]

The aim from an early stage was not to simulate diving, but instead to capture the dream-like feeling of ocean exploration.[8] As part of his research, Nava experimented with other ocean simulation games and found they were not "fun".[21] By removing any time limit or air gauge, the team sought to promote a relaxing sense of exploration.[7] The meditation mechanic was added during later development from 2015 to 2016 as a means of allowing players a view of the surrounding marine life and environment.[21] When choosing their game engine, Matt Nava was still the only staff member and so they needed an easy-to-use platform with tools and technology to create the game. Unreal Engine 4 was still quite new at this time, but it was chosen after the team had vetted other developer software available at the time. The team were able to use both Unreal Engine 4's advanced developer tools and expand the engine's functionality to incorporate unique elements such as fish shoal behavior, vegetation animation, and underwater lighting.[10] Using Unreal Engine 4 allowed engineer Derek Cornish to construct unique systems for underwater lighting effects.[7]

The artistic style was meant to portray a vibrant underwater world, but the team also needed to prevent activity on-screen from overwhelming the player, so a stylized look was chosen to both maintain the game's artistic style and reduce the amount of "visual noise". Environmental editing was a big issue for the team, with much of their early development dedicated to creating editing tools that could do small-scale edits to environments after they had been locked down.[10] When creating the environments, Nava drew on his experience developing Flower for Thatgamecompany, creating sporadically scattered interaction points that triggered with player exploration and triggered new life or new elements within each environment.[11] Since there was no dedicated animator, the team needed to use multiple techniques for animating the diver, fish and flexible vegetation: the diver used a skeletal animation run through a complex state machine, vegetation such as seaweed used rope physics, while fish mainly used mathematical motion in combination with morph target posing to remove the need of individual skeletal structures.[10]

The types of fish seen in Abzû were based on real-life creatures from the oceans of Earth, and to fit them into the game each species was distilled down to its most distinctive traits.[10] The team had "tens of thousands" of fish within the game.[11] Their swimming styles were directly modeled on the behavior and physics of real fish movements.[8] The number of fish presented problems with running the game, but the programming staff developed a method of simplifying each fish's animation without compromising the game's visuals, which "multiplied the number of fish possible on screens by 10". Each fish species had its own unique artificial intelligence that had cascading levels of awareness and interaction with other species and objects in the environment. The team started with getting the fish to swim without clipping through walls, then built upon that with further expansion on fish behavior and interaction. Their most challenging task was creating realistic bait balling effects for shoals of small fish, which was only achieved and finalized near the end of development. The developers did take liberties by grouping together types of fish from different parts of the globe which would normally not be able to interact, though this fell in line with the game's overall theme and the myths it referenced. Despite this, the developers emulated the zones that each fish would be found in, whether it be a coral reef or the deep ocean where sunlight does not reach.[11] The amount of work and the team's dedication to creating a realistic and vibrant experience meant they were creating fish until development finished.[10]

Music edit

The soundtrack for Abzû was composed, conducted, and produced by Austin Wintory, who had previously worked on Journey and The Banner Saga.[10] Wintory was first shown concept art for the project by Nava before Giant Squid Studios was founded and development began. When the studio was founded, Wintory was invited on board the project.[22] The music was written from the start to be interactive and dynamic rather than based on specific cues. To achieve this, Wintory had to play the game extensively and repeatedly to get a sense for what players would experience and what would best match the mood.[23] Similar to Wintory's work on Journey, the first track written was the main theme "To Know, Water" and further tracks were created over the game's three year development based on that theme.[22] The track titles from the second piece onwards were taken either from an English translation of the Enūma Eliš, or were named after marine creatures featured in levels where the tracks featured. The credits theme was purely choral, with the lyrics sung at normal speed.[24]

The score's instrumental element began with using a harp as its base, with a choir being used later.[23] The choir sections, performed by the London Voices Choir were used to represent the spiritual elements of the story. The lyrics were the first ten lines of the Enūma Eliš used for each track with drawn-out syllables to sound alien.[24] More instrumentation was needed, with a full orchestra eventually being incorporated. As with his work on Journey and Assassin's Creed Syndicate, he used a soloist alongside an ensemble orchestra: in this case, the solo instrument was an oboe.[23] The oboe solos were performed by Kristin Naigus, whom Wintory had heard performing a cover of a track from Journey on YouTube.[22][23] The music for early levels went through extensive redrafts with an estimated fifty minutes of music being discarded for five minutes left in-game, though pieces of later sections came together quickly and remained generally unchanged. The Diver's theme formed a recurring leitmotif throughout the score.[24] Wintory worked closely with Abzû's sound designer Steve Green and created a music-based story that flowed alongside and worked with the visual narrative of Abzû.[7]

The official soundtrack was released as a digital album through Bandcamp and iTunes on August 2, 2016.[22][16] A physical edition was released on October 22 through Varèse Sarabande.[25] The album included a long piece of music in the track "Balaenoptera Musculus" that was not used in-game, but was included by Wintory as he liked the piece.[24] Music reviewers were generally positive about the soundtrack album.[26][27] The soundtrack later won the 2017 Game Audio Network Guild's "Best Original Soundtrack Album" award.[28] The soundtrack was also nominated at the 2017 BAFTA Games Awards in the "Music" category, but lost to Virginia.[29] For his work on Abzû, Wintory won the 2016 International Film Music Critics Association award for "Best Original Score for a Video Game or Interactive Media", making his second win in a row.[30] The score was also nominated at the Hollywood Music in Media Awards in the "Original Score – Video Game" category.[31] Reviewers of the game also gave unanimous praise to the soundtrack, positively comparing it to that of Journey.[4][5][6][32][33]

Track list
No.TitleLength
1."To know, water"1:58
2."Heaven Was Not Named"1:28
3."Seriola Lalandi"3:16
4."And the Earth Did Not yet Bear a Name"2:51
5."Delphinus Delphis"4:51
6."No Field Was Formed"1:51
7."Caranx Ignobilis"2:10
8."Myliobatis Aquila"3:30
9."No Destinies Ordained"2:08
10."Balaenoptera Musculus"3:57
11."Architeuthis"0:59
12."Chaos, the Mother"4:52
13."Arandaspis Prionotolepis"4:19
14."Elasmosaurus Platyurus"3:22
15."Ichthyosaurus Communis"2:01
16."Osteoglossum Bicirrhosum"1:15
17."Their Waters Were Mingled Together"10:13
18."Then Were Created the Gods in the Midst of Heaven"3:49
Total length:58:57

Reception edit

In its debut week on Steam, the game reached #9 in platform sales charts.[40] Abzû was at #18 among the best-selling titles on PlayStation Store's PS4 charts for August, being the third best-selling new title that month behind Batman: The Telltale Series (#7) and No Man's Sky (#1).[41] The PS4 and PC versions received scores of 78 and 83 on aggregate site Metacritic based on 19 and 72 reviews respectively, each denoting "generally favorable" reception.[34][35] Abzû was nominated at The Game Awards 2016 in the "Best Art Direction" category;[42] at the Golden Joystick Awards in the "Best Original Game", "Best Visual Design" and "PlayStation Game of the Year" categories;[43] and at the 2017 BAFTA Games Awards in the "Artistic Achievement" category.[29]

Martin Gaston of Eurogamer called it "a mechanically simple game, but a pleasurable one"—while finding early sections barren and the camera awkward at times, he enjoyed the gameplay's simplicity.[2] Scott Butterworth of GameSpot found the gameplay lacking in variety, but otherwise praised the game's immersive qualities.[3] Justin McElroy of Polygon felt that the gameplay, while generally enjoyable, was undermined by a lack of player interaction.[4] Zack Furniss of Destructoid found swimming easy and enjoyable despite simplistic controls, and found that the experience benefited from its short length.[6] Matthew Kato of Game Informer found the lack of interaction was balanced out by the sheer spectacle of environments and swimming with marine life.[5] Jose Otero of IGN enjoyed the continued rewards of exploration despite its minimal amount of gameplay mechanics,[32] while James Davenport of PC Gamer enjoyed both the exploration and the ability to meditate and observe the environment.[33] Tom Orry of VideoGamer.com enjoyed the gameplay but disliked its lack of seamless environments,[39] and David Roberts of GamesRadar+ felt that the game's biggest strength was its simplicity when compared to other titles on the market at the time.[38]

The visuals and environments were generally praised for their artistic style and beauty, with many citing the graphics as one of the game's main strengths;[2][3][4][5][6][32][33][38][39] Butterworth positively compared the graphics to the cel-shaded style of The Legend of Zelda: The Wind Waker,[3] Otero called the game's art direction "fantastic" and praised the consistent framerate,[32] while Orry praised the art style and graphics despite the simplistic models making Abzû appear "basic looking".[39] Reactions to the story were generally positive, with many critics calling it an emotive experience, with many noting its narrative as being mostly open to interpretation:[2][3][5][32][39] Kato compared the game's themes to 2001: A Space Odyssey.[5] Some reviewers were less positive: Furniss felt that Abzû's story was not as grand as its developers touted,[6] while Davenport found it overly familiar to the point of being cliche.[33] Multiple reviewers favorably compared the artistic style and gameplay experience to Journey and the previous work of Thatgamecompany.[3][6][38] Roberts in particular noted that some players might find it too similar to the likes of Journey.[38]

Notes edit

  1. ^ The title is stylized as ABZÛ, and translated by the developers as Ocean of Wisdom.[1]
  2. ^ The diver is referred to as male in the developer diary.[8]

References edit

  1. ^ a b "Abzû". Abzu Official Website. from the original on January 29, 2017. Retrieved August 3, 2016.
  2. ^ a b c d e f Gaston, Martin (August 2, 2016). "Abzu review - Wetter is better". Eurogamer. from the original on September 14, 2016. Retrieved April 22, 2017.
  3. ^ a b c d e f g h Butterworth, Scott (August 2, 2016). "Abzu Review - Holy Diver". GameSpot. Archived from the original on March 30, 2017. Retrieved April 22, 2017.
  4. ^ a b c d e f g McElroy, Justin (August 2, 2016). "Abzu Review". Polygon. from the original on September 21, 2016. Retrieved April 22, 2017.
  5. ^ a b c d e f g Kato, Matthew (August 2, 2016). . Game Informer. Archived from the original on September 5, 2016. Retrieved April 22, 2017.
  6. ^ a b c d e f g h Furniss, Zack (August 2, 2016). "Review: Abzu". Destructoid. from the original on September 24, 2016. Retrieved April 22, 2017.
  7. ^ a b c d Peel, Jeremy (August 1, 2016). "Making it in Unreal: get to know the ocean in Journey-like diving adventure Abzu". PCGamesN. from the original on August 2, 2016. Retrieved April 22, 2017.
  8. ^ a b c Giant Squid Studios, 505 Games (July 19, 2016). ABZÛ Dev Diary with Matt Nava. YouTube (Video).
  9. ^ Tamburro, Paul (August 8, 2016). . CraveOnline. Archived from the original on August 9, 2016. Retrieved April 22, 2017.
  10. ^ a b c d e f g h Tokarev, Kirill (December 9, 2016). "Interview with the Creative Director of ABZÛ". 80Level. from the original on March 9, 2017. Retrieved April 22, 2017.
  11. ^ a b c d e f Haske, Steve (September 27, 2016). "Exploring the Hidden Depths of 'Abzû'". Inverse. Archived from the original on March 9, 2017. Retrieved April 22, 2017.
  12. ^ Petit, Carolyn (June 17, 2014). "E3 2014: Debut Game from Journey Art Director's Studio Announced, Called Abzu". GameSpot. Archived from the original on August 6, 2016. Retrieved April 22, 2017.
  13. ^ Meli, Jowi (June 15, 2016). "E3 2016 ABZU Preview An Underwater Journey (PS4)". PlayStation Lifestyle. from the original on October 17, 2016. Retrieved April 22, 2017.
  14. ^ a b Yin-Poole, Wesley (July 20, 2016). "Underwater adventure Abzû surfaces in August". Eurogamer. from the original on September 25, 2016. Retrieved April 22, 2017.
  15. ^ a b Helm, Jordan (December 5, 2016). "Abzû Launching on Xbox One Tomorrow". Hardcore Gamer. from the original on February 4, 2017. Retrieved April 22, 2017.
  16. ^ a b c Hevia, Dan (October 27, 2016). . 505 Games. Archived from the original on April 1, 2017. Retrieved April 22, 2017.
  17. ^ . Electronic Gaming Monthly. January 31, 2017. Archived from the original on April 22, 2017. Retrieved April 22, 2017.
  18. ^ a b Theriault, Donald (November 13, 2018). "Abzu Dives Into eShop November 29". Nintendo World Report. from the original on November 13, 2018. Retrieved December 10, 2021.
  19. ^ 海中探索アドベンチャー,「ABZÛ(アブズ)」のSwitch版が配信開始. 4Gamer.net (in Japanese). March 4, 2020. from the original on March 16, 2020. Retrieved December 10, 2021.
  20. ^ Hollis, Daniel (October 21, 2020). "Amazon kicks off early access for cloud gaming service Luna". NME. from the original on October 24, 2020. Retrieved December 10, 2021.
  21. ^ a b Takahashi, Dean (June 10, 2016). "Hands-on with the sharks, the drones, and the underwater beauty of Abzû". VentureBeat. from the original on July 9, 2016. Retrieved April 22, 2017.
  22. ^ a b c d Greening, Chris (July 31, 2016). "Austin Wintory set to release intricate score to Abzû". Video Game Music Online. Archived from the original on April 22, 2017. Retrieved April 22, 2017.
  23. ^ a b c d Fekete, Bob (July 29, 2016). . Digital Times. Archived from the original on October 6, 2016. Retrieved April 22, 2017.
  24. ^ a b c d Wintory, Austin (April 9, 2021). Abzû soundtrack complete OST - Music by Austin Wintory, with text commentary (Web video). YouTube.
  25. ^ . Varèse Sarabande. Archived from the original on March 22, 2017. Retrieved April 22, 2017.
  26. ^ Paquet, Ryan (September 15, 2016). . Original Sound Version. Archived from the original on February 8, 2017. Retrieved April 22, 2017.
  27. ^ Lappalainen, Markus (February 3, 2017). "Abzû Review". Video Game Music Online. from the original on March 15, 2017. Retrieved April 22, 2017.
  28. ^ Wilkes, Brenna (March 7, 2017). . Original Sound Version. Archived from the original on March 7, 2017. Retrieved March 7, 2017.
  29. ^ a b Skrebels, Joe (April 7, 2017). "BAFTA Games Awards 2017 Winners Revealed". IGN. from the original on April 20, 2017. Retrieved April 22, 2017.
  30. ^ "IFMCA Award Winners 2016". International Film Music Critics Association. February 23, 2017. from the original on February 28, 2017. Retrieved April 22, 2017.
  31. ^ McNary, Dave (November 2, 2016). "'La La Land' Scores Three Hollywood Music in Media Nominations". Variety. from the original on January 30, 2017. Retrieved April 22, 2017.
  32. ^ a b c d e f Otero, Jose (August 2, 2016). "Abzu Review". IGN. from the original on September 8, 2016. Retrieved April 22, 2017.
  33. ^ a b c d e Davenport, James (August 2, 2016). "Abzu Review". PCGamer. from the original on September 26, 2016. Retrieved April 22, 2017.
  34. ^ a b "ABZU for PC Reviews". Metacritic. CBS Interactive. from the original on March 13, 2017. Retrieved April 22, 2017.
  35. ^ a b "ABZU for PlayStation 4 Reviews". Metacritic. CBS Interactive. from the original on March 13, 2017. Retrieved April 22, 2017.
  36. ^ "ABZU for Xbox One Reviews". Metacritic. CBS Interactive. Retrieved September 26, 2018.
  37. ^ "ABZU for Switch Reviews". Metacritic. CBS Interactive. Retrieved August 31, 2019.
  38. ^ a b c d e Roberts, David (August 2, 2016). "Abzu Review". GamesRadar. from the original on September 16, 2016. Retrieved April 22, 2017.
  39. ^ a b c d e Orry, Tom (August 2, 2016). "Abzu Review". VideoGamer.com. from the original on March 30, 2017. Retrieved April 22, 2017.
  40. ^ Linken, Andre (August 8, 2016). "Steam-Charts - Nummer 1 noch gar nicht veröffentlicht". GameStar (in German). from the original on September 12, 2016. Retrieved April 22, 2017.
  41. ^ Brotherson, Corey (September 13, 2016). "No Man's Sky was the best-selling game on PlayStation Store last month". PlayStation Blog. from the original on September 21, 2016. Retrieved April 22, 2017.
  42. ^ Stark, Chelsea (December 1, 2016). "The Game Awards: Here's the full winners list". Polygon. from the original on March 1, 2017. Retrieved April 22, 2017.
  43. ^ . Green Man Gaming. November 18, 2016. Archived from the original on November 28, 2016. Retrieved April 22, 2017.

External links edit

  • Official website

abzû, other, uses, abzu, disambiguation, adventure, video, game, developed, giant, squid, published, games, playstation, windows, xbox, nintendo, switch, amazon, luna, initially, released, digital, title, august, 2016, retail, version, consoles, released, janu. For other uses see Abzu disambiguation Abzu a is an adventure video game developed by Giant Squid and published by 505 Games for PlayStation 4 Windows Xbox One Nintendo Switch and Amazon Luna Initially released as a digital title in August 2016 a retail version for consoles was released in January 2017 Following the journey of a diver exploring the ocean and restoring life using sonar calls the gameplay allows the player to freely navigate underwater environments ranging from open water and natural caverns to ancient ruins AbzuDeveloper s Giant SquidPublisher s 505 GamesDirector s Matt NavaProgrammer s Brian BalamutArtist s Matt NavaComposer s Austin WintoryEngineUnreal Engine 4Platform s PlayStation 4WindowsXbox OneNintendo SwitchReleasePlayStation 4 WindowsAugust 2 2016Xbox OneDecember 6 2016Nintendo SwitchNovember 29 2018Amazon LunaOctober 20 2020Genre s Adventure simulationMode s Single playerDevelopment lasted three years involving a team of thirteen people Several members including director Matt Nava and composer Austin Wintory had previously worked on the 2012 video game Journey the ocean setting of Abzu was both a reaction to the desert setting of Journey and inspired by Nava s love of scuba diving The setting and story drew from Sumerian mythology and the cosmic ocean myth Reaching high positions in sales charts Abzu was praised by journalists the majority of praise went to its art style with some critics comparing it to Journey Contents 1 Gameplay 2 Synopsis 3 Development 3 1 Design 3 2 Music 4 Reception 5 Notes 6 References 7 External linksGameplay edit nbsp In game screenshot showing the playable character underwaterIn Abzu the player takes on the role of a diver in a vast ocean after waking up floating on the ocean s surface the diver begins exploring the surrounding underwater environments filled with plant and animal life in addition to uncovering ancient technology and submerged ruins 2 3 In a few areas the diver is also able to explore land based environments above the water 4 As the game progresses the diver unlocks new areas and pursues the secrets behind the forces harming the local environment 5 The diver s course through the game follows a linear path through interconnected areas filled with marine life 2 The player directs the diver through the environments using full analogue control able to interact with the environment to solve switch or item based puzzles and the ability to meditate which grants the character the ability to sit on the shark shaped pedestals within each area to observe the surrounding sea life The diver can accelerate and interact with marine life using sonar chimes 3 4 6 The diver can grab onto the bodies of larger marine animals and ride on them 4 Each area sports hidden collectables for the diver to find 6 Synopsis editThe narrative of Abzu is told wordlessly through gameplay and using cutscenes taking place in a vast ocean 7 The player character referred to as a male diver b awakens floating in the ocean and begins exploring the surrounding sea ruins and ancient murals show that an ancient civilization which shared a symbiotic connection with the ocean As he explores he is led by amako shark to wells that when activated using an energy from within him restore life to the local seas That energy is being forcefully harvested by robot pyramid like devices the development of which disrupted the ocean s balance and brought about the civilization s downfall Upon reaching the original pyramid the diver sees the great white shark attacking it and the pyramid s counterattack damages the diver revealing him to be a mechanical robot confirming his existence as a being connected to the pyramid and capable of restoring life to the ocean and mortally wounds the great white shark which dies as the diver comforts it After activating the final well the great white shark manifests and guides the repaired diver back to the original pyramid which the diver destroys returning life to the ocean During the credits the diver and great white shark swim together through the revitalized ocean It is unclear whether the diver survived or if the cutscene shows the diver in the afterlife with the spirit of the great white shark referring to the circle of death and life renewal that the ocean reflects 9 Development editThe origins of Abzu lay in the development of Journey an independent video game developed by Thatgamecompany and released in 2012 Abzu s creator director and art director Matt Nava had previously worked as art director for Journey during its three year development Having worked in a game featuring a desert setting Nava wanted to change to a more vibrant and populated setting for his next title 10 Nava began creating the pitch for Abzu before leaving Thatgamecompany and founding the game s developer Giant Squid Studios One of the main elements Nava incorporated was his love for ancient cultures and their artwork particularly relating to the myths surrounding the concept of Abzu Nava s love of the ocean which he explored through his hobby of scuba diving also figured heavily in the design of Abzu 11 The team at Giant Squid Studios grew to ten developers from across the industry mainly programmers who specialized in multiple aspects of game design from gameplay to graphics in addition to a graphical and technical artist who helped create and animate the character models 10 The game was first announced at the 2014 Electronic Entertainment Expo E3 12 It was later previewed at E3 2016 13 The game s initial digital release was on PlayStation 4 via PlayStation Network and Windows through Steam on August 2 2016 14 Later it was also released digitally on Xbox One through Xbox Live on December 6 2016 15 The game also received a physical release for PlayStation 4 and Xbox One on January 31 2017 16 17 A Nintendo Switch was released through the Nintendo eShop on November 29 2018 It was released in Japan on February 27 2020 18 19 It was also included in the early access release of the cloud gaming platform Amazon Luna on October 20 2020 20 All versions were published by 505 Games 14 15 16 18 Design edit The game s title stems from Sumerian mythology particularly the myth of the ocean goddess Tiamat and the fresh water god Abzu uniting to form all life a reason this was chosen was that myths surrounding land based life and their supposed origins in a cosmic ocean were a recurring theme in multiple world mythologies 11 The title is made up of the Sumerian words ab water and zu to know translated by the developers as Ocean of Wisdom 1 The word provided difficulties early on as the Sumerian spelling Abzu differed from the Akkadian spelling Apsu As a compromise the team merged the two spellings into the game s title The circumflex over the letter u caused problems for the team as hardly anyone knew how to type it and the computer programs had trouble handling it as part of the coding The use of the word played into the game s focus on the ocean due to its mythic connections The Middle Eastern influences extended to the game s architecture and incorporated Nava s wish for structures to have meaning beyond being simple scenery or tools for player progression 11 The aim from an early stage was not to simulate diving but instead to capture the dream like feeling of ocean exploration 8 As part of his research Nava experimented with other ocean simulation games and found they were not fun 21 By removing any time limit or air gauge the team sought to promote a relaxing sense of exploration 7 The meditation mechanic was added during later development from 2015 to 2016 as a means of allowing players a view of the surrounding marine life and environment 21 When choosing their game engine Matt Nava was still the only staff member and so they needed an easy to use platform with tools and technology to create the game Unreal Engine 4 was still quite new at this time but it was chosen after the team had vetted other developer software available at the time The team were able to use both Unreal Engine 4 s advanced developer tools and expand the engine s functionality to incorporate unique elements such as fish shoal behavior vegetation animation and underwater lighting 10 Using Unreal Engine 4 allowed engineer Derek Cornish to construct unique systems for underwater lighting effects 7 The artistic style was meant to portray a vibrant underwater world but the team also needed to prevent activity on screen from overwhelming the player so a stylized look was chosen to both maintain the game s artistic style and reduce the amount of visual noise Environmental editing was a big issue for the team with much of their early development dedicated to creating editing tools that could do small scale edits to environments after they had been locked down 10 When creating the environments Nava drew on his experience developing Flower for Thatgamecompany creating sporadically scattered interaction points that triggered with player exploration and triggered new life or new elements within each environment 11 Since there was no dedicated animator the team needed to use multiple techniques for animating the diver fish and flexible vegetation the diver used a skeletal animation run through a complex state machine vegetation such as seaweed used rope physics while fish mainly used mathematical motion in combination with morph target posing to remove the need of individual skeletal structures 10 The types of fish seen in Abzu were based on real life creatures from the oceans of Earth and to fit them into the game each species was distilled down to its most distinctive traits 10 The team had tens of thousands of fish within the game 11 Their swimming styles were directly modeled on the behavior and physics of real fish movements 8 The number of fish presented problems with running the game but the programming staff developed a method of simplifying each fish s animation without compromising the game s visuals which multiplied the number of fish possible on screens by 10 Each fish species had its own unique artificial intelligence that had cascading levels of awareness and interaction with other species and objects in the environment The team started with getting the fish to swim without clipping through walls then built upon that with further expansion on fish behavior and interaction Their most challenging task was creating realistic bait balling effects for shoals of small fish which was only achieved and finalized near the end of development The developers did take liberties by grouping together types of fish from different parts of the globe which would normally not be able to interact though this fell in line with the game s overall theme and the myths it referenced Despite this the developers emulated the zones that each fish would be found in whether it be a coral reef or the deep ocean where sunlight does not reach 11 The amount of work and the team s dedication to creating a realistic and vibrant experience meant they were creating fish until development finished 10 Music edit The soundtrack for Abzu was composed conducted and produced by Austin Wintory who had previously worked on Journey and The Banner Saga 10 Wintory was first shown concept art for the project by Nava before Giant Squid Studios was founded and development began When the studio was founded Wintory was invited on board the project 22 The music was written from the start to be interactive and dynamic rather than based on specific cues To achieve this Wintory had to play the game extensively and repeatedly to get a sense for what players would experience and what would best match the mood 23 Similar to Wintory s work on Journey the first track written was the main theme To Know Water and further tracks were created over the game s three year development based on that theme 22 The track titles from the second piece onwards were taken either from an English translation of the Enuma Elis or were named after marine creatures featured in levels where the tracks featured The credits theme was purely choral with the lyrics sung at normal speed 24 The score s instrumental element began with using a harp as its base with a choir being used later 23 The choir sections performed by the London Voices Choir were used to represent the spiritual elements of the story The lyrics were the first ten lines of the Enuma Elis used for each track with drawn out syllables to sound alien 24 More instrumentation was needed with a full orchestra eventually being incorporated As with his work on Journey and Assassin s Creed Syndicate he used a soloist alongside an ensemble orchestra in this case the solo instrument was an oboe 23 The oboe solos were performed by Kristin Naigus whom Wintory had heard performing a cover of a track from Journey on YouTube 22 23 The music for early levels went through extensive redrafts with an estimated fifty minutes of music being discarded for five minutes left in game though pieces of later sections came together quickly and remained generally unchanged The Diver s theme formed a recurring leitmotif throughout the score 24 Wintory worked closely with Abzu s sound designer Steve Green and created a music based story that flowed alongside and worked with the visual narrative of Abzu 7 The official soundtrack was released as a digital album through Bandcamp and iTunes on August 2 2016 22 16 A physical edition was released on October 22 through Varese Sarabande 25 The album included a long piece of music in the track Balaenoptera Musculus that was not used in game but was included by Wintory as he liked the piece 24 Music reviewers were generally positive about the soundtrack album 26 27 The soundtrack later won the 2017 Game Audio Network Guild s Best Original Soundtrack Album award 28 The soundtrack was also nominated at the 2017 BAFTA Games Awards in the Music category but lost to Virginia 29 For his work on Abzu Wintory won the 2016 International Film Music Critics Association award for Best Original Score for a Video Game or Interactive Media making his second win in a row 30 The score was also nominated at the Hollywood Music in Media Awards in the Original Score Video Game category 31 Reviewers of the game also gave unanimous praise to the soundtrack positively comparing it to that of Journey 4 5 6 32 33 Track listNo TitleLength1 To know water 1 582 Heaven Was Not Named 1 283 Seriola Lalandi 3 164 And the Earth Did Not yet Bear a Name 2 515 Delphinus Delphis 4 516 No Field Was Formed 1 517 Caranx Ignobilis 2 108 Myliobatis Aquila 3 309 No Destinies Ordained 2 0810 Balaenoptera Musculus 3 5711 Architeuthis 0 5912 Chaos the Mother 4 5213 Arandaspis Prionotolepis 4 1914 Elasmosaurus Platyurus 3 2215 Ichthyosaurus Communis 2 0116 Osteoglossum Bicirrhosum 1 1517 Their Waters Were Mingled Together 10 1318 Then Were Created the Gods in the Midst of Heaven 3 49Total length 58 57Reception editReceptionAggregate scoreAggregatorScoreMetacriticPC 83 100 34 PS4 78 100 35 XONE 83 100 36 NS 80 100 37 Review scoresPublicationScoreDestructoid7 10 6 EurogamerRecommended 2 Game Informer8 10 5 GameSpot9 10 3 GamesRadar nbsp nbsp nbsp nbsp nbsp 38 IGN8 4 10 32 PC Gamer UK 88 100 33 Polygon7 5 10 4 VideoGamer com8 10 39 In its debut week on Steam the game reached 9 in platform sales charts 40 Abzu was at 18 among the best selling titles on PlayStation Store s PS4 charts for August being the third best selling new title that month behind Batman The Telltale Series 7 and No Man s Sky 1 41 The PS4 and PC versions received scores of 78 and 83 on aggregate site Metacritic based on 19 and 72 reviews respectively each denoting generally favorable reception 34 35 Abzu was nominated at The Game Awards 2016 in the Best Art Direction category 42 at the Golden Joystick Awards in the Best Original Game Best Visual Design and PlayStation Game of the Year categories 43 and at the 2017 BAFTA Games Awards in the Artistic Achievement category 29 Martin Gaston of Eurogamer called it a mechanically simple game but a pleasurable one while finding early sections barren and the camera awkward at times he enjoyed the gameplay s simplicity 2 Scott Butterworth of GameSpot found the gameplay lacking in variety but otherwise praised the game s immersive qualities 3 Justin McElroy of Polygon felt that the gameplay while generally enjoyable was undermined by a lack of player interaction 4 Zack Furniss of Destructoid found swimming easy and enjoyable despite simplistic controls and found that the experience benefited from its short length 6 Matthew Kato of Game Informer found the lack of interaction was balanced out by the sheer spectacle of environments and swimming with marine life 5 Jose Otero of IGN enjoyed the continued rewards of exploration despite its minimal amount of gameplay mechanics 32 while James Davenport of PC Gamer enjoyed both the exploration and the ability to meditate and observe the environment 33 Tom Orry of VideoGamer com enjoyed the gameplay but disliked its lack of seamless environments 39 and David Roberts of GamesRadar felt that the game s biggest strength was its simplicity when compared to other titles on the market at the time 38 The visuals and environments were generally praised for their artistic style and beauty with many citing the graphics as one of the game s main strengths 2 3 4 5 6 32 33 38 39 Butterworth positively compared the graphics to the cel shaded style of The Legend of Zelda The Wind Waker 3 Otero called the game s art direction fantastic and praised the consistent framerate 32 while Orry praised the art style and graphics despite the simplistic models making Abzu appear basic looking 39 Reactions to the story were generally positive with many critics calling it an emotive experience with many noting its narrative as being mostly open to interpretation 2 3 5 32 39 Kato compared the game s themes to 2001 A Space Odyssey 5 Some reviewers were less positive Furniss felt that Abzu s story was not as grand as its developers touted 6 while Davenport found it overly familiar to the point of being cliche 33 Multiple reviewers favorably compared the artistic style and gameplay experience to Journey and the previous work of Thatgamecompany 3 6 38 Roberts in particular noted that some players might find it too similar to the likes of Journey 38 Notes edit The title is stylized as ABZU and translated by the developers as Ocean of Wisdom 1 The diver is referred to as male in the developer diary 8 References edit a b Abzu Abzu Official Website Archived from the original on January 29 2017 Retrieved August 3 2016 a b c d e f Gaston Martin August 2 2016 Abzu review Wetter is better Eurogamer Archived from the original on September 14 2016 Retrieved April 22 2017 a b c d e f g h Butterworth Scott August 2 2016 Abzu Review Holy Diver GameSpot Archived from the original on March 30 2017 Retrieved April 22 2017 a b c d e f g McElroy Justin August 2 2016 Abzu Review Polygon Archived from the original on September 21 2016 Retrieved April 22 2017 a b c d e f g Kato Matthew August 2 2016 Abzu Finding The Way Through The Darkness Game Informer Archived from the original on September 5 2016 Retrieved April 22 2017 a b c d e f g h Furniss Zack August 2 2016 Review Abzu Destructoid Archived from the original on September 24 2016 Retrieved April 22 2017 a b c d Peel Jeremy August 1 2016 Making it in Unreal get to know the ocean in Journey like diving adventure Abzu PCGamesN Archived from the original on August 2 2016 Retrieved April 22 2017 a b c Giant Squid Studios 505 Games July 19 2016 ABZU Dev Diary with Matt Nava YouTube Video Tamburro Paul August 8 2016 ABZU Ending Explained Our Theory on the Journey Successor s Plot CraveOnline Archived from the original on August 9 2016 Retrieved April 22 2017 a b c d e f g h Tokarev Kirill December 9 2016 Interview with the Creative Director of ABZU 80Level Archived from the original on March 9 2017 Retrieved April 22 2017 a b c d e f Haske Steve September 27 2016 Exploring the Hidden Depths of Abzu Inverse Archived from the original on March 9 2017 Retrieved April 22 2017 Petit Carolyn June 17 2014 E3 2014 Debut Game from Journey Art Director s Studio Announced Called Abzu GameSpot Archived from the original on August 6 2016 Retrieved April 22 2017 Meli Jowi June 15 2016 E3 2016 ABZU Preview An Underwater Journey PS4 PlayStation Lifestyle Archived from the original on October 17 2016 Retrieved April 22 2017 a b Yin Poole Wesley July 20 2016 Underwater adventure Abzu surfaces in August Eurogamer Archived from the original on September 25 2016 Retrieved April 22 2017 a b Helm Jordan December 5 2016 Abzu Launching on Xbox One Tomorrow Hardcore Gamer Archived from the original on February 4 2017 Retrieved April 22 2017 a b c Hevia Dan October 27 2016 Abzu Coming to Retail on PS4 and Xbox One 505 Games Archived from the original on April 1 2017 Retrieved April 22 2017 The biggest new games out this week January 31st February 6th Electronic Gaming Monthly January 31 2017 Archived from the original on April 22 2017 Retrieved April 22 2017 a b Theriault Donald November 13 2018 Abzu Dives Into eShop November 29 Nintendo World Report Archived from the original on November 13 2018 Retrieved December 10 2021 海中探索アドベンチャー ABZU アブズ のSwitch版が配信開始 4Gamer net in Japanese March 4 2020 Archived from the original on March 16 2020 Retrieved December 10 2021 Hollis Daniel October 21 2020 Amazon kicks off early access for cloud gaming service Luna NME Archived from the original on October 24 2020 Retrieved December 10 2021 a b Takahashi Dean June 10 2016 Hands on with the sharks the drones and the underwater beauty of Abzu VentureBeat Archived from the original on July 9 2016 Retrieved April 22 2017 a b c d Greening Chris July 31 2016 Austin Wintory set to release intricate score to Abzu Video Game Music Online Archived from the original on April 22 2017 Retrieved April 22 2017 a b c d Fekete Bob July 29 2016 Abzu Soundtrack Composor Austin Wintory On How Music And Gameplay Can Go Hand In Hand Digital Times Archived from the original on October 6 2016 Retrieved April 22 2017 a b c d Wintory Austin April 9 2021 Abzu soundtrack complete OST Music by Austin Wintory with text commentary Web video YouTube Varese Sarabande releases Abzu Varese Sarabande Archived from the original on March 22 2017 Retrieved April 22 2017 Paquet Ryan September 15 2016 An Immersive Oceanic Ballet Abzu Original Soundtrack Review Original Sound Version Archived from the original on February 8 2017 Retrieved April 22 2017 Lappalainen Markus February 3 2017 Abzu Review Video Game Music Online Archived from the original on March 15 2017 Retrieved April 22 2017 Wilkes Brenna March 7 2017 2017 G A N G Awards Winners Original Sound Version Archived from the original on March 7 2017 Retrieved March 7 2017 a b Skrebels Joe April 7 2017 BAFTA Games Awards 2017 Winners Revealed IGN Archived from the original on April 20 2017 Retrieved April 22 2017 IFMCA Award Winners 2016 International Film Music Critics Association February 23 2017 Archived from the original on February 28 2017 Retrieved April 22 2017 McNary Dave November 2 2016 La La Land Scores Three Hollywood Music in Media Nominations Variety Archived from the original on January 30 2017 Retrieved April 22 2017 a b c d e f Otero Jose August 2 2016 Abzu Review IGN Archived from the original on September 8 2016 Retrieved April 22 2017 a b c d e Davenport James August 2 2016 Abzu Review PCGamer Archived from the original on September 26 2016 Retrieved April 22 2017 a b ABZU for PC Reviews Metacritic CBS Interactive Archived from the original on March 13 2017 Retrieved April 22 2017 a b ABZU for PlayStation 4 Reviews Metacritic CBS Interactive Archived from the original on March 13 2017 Retrieved April 22 2017 ABZU for Xbox One Reviews Metacritic CBS Interactive Retrieved September 26 2018 ABZU for Switch Reviews Metacritic CBS Interactive Retrieved August 31 2019 a b c d e Roberts David August 2 2016 Abzu Review GamesRadar Archived from the original on September 16 2016 Retrieved April 22 2017 a b c d e Orry Tom August 2 2016 Abzu Review VideoGamer com Archived from the original on March 30 2017 Retrieved April 22 2017 Linken Andre August 8 2016 Steam Charts Nummer 1 noch gar nicht veroffentlicht GameStar in German Archived from the original on September 12 2016 Retrieved April 22 2017 Brotherson Corey September 13 2016 No Man s Sky was the best selling game on PlayStation Store last month PlayStation Blog Archived from the original on September 21 2016 Retrieved April 22 2017 Stark Chelsea December 1 2016 The Game Awards Here s the full winners list Polygon Archived from the original on March 1 2017 Retrieved April 22 2017 Golden Joystick Awards 2016 Winners Announced Green Man Gaming November 18 2016 Archived from the original on November 28 2016 Retrieved April 22 2017 External links editOfficial website Retrieved from https en wikipedia org w index php title Abzu amp oldid 1183018349, wikipedia, wiki, book, books, library,

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