Disclaimer:
This review is based on four hours of gameplay.
Sea of Solitude, the latest adventure game by Jo-Mei Games and EA Games, takes a sobering look at loneliness. It represents this loneliness visually, using light and dark environmental changes, as well as creatures players must encounter. The main character, Kay, must make it through the sea without finding herself trapped in a sea of loneliness. She meets fantastical creatures along her journey, and she must help them solve their challenges while keeping herself in a sane environment.
The
game is systematic in the way it represents its important aspects. It starts
with a striking visual art style and a soft storyline, which gives characters a
chance to absorb the beauty of the game. As one gets a hang of the controls and
used to the art style, the story kicks it up a few notches to reveal the harrowing
backstories of the creatures that reside in the sea Kay must travel.
In
particular, it features a creature that keeps flying away from Kay. This was
frustrating because the previous chapter of the game presents a backstory for
the creature that was not only devastating to the main character, but also to
the player. Once Kay meets this creature, players must be ready to cry. It’s a
brilliantly crafted story and hats off to Jo-Mei Games for being great
storytellers.
Cornelia Geppert, CEO of Jo-Mei Games, told EA: “Sea of Solitude centres on the essence of loneliness and tugs on the heartstrings of its players by mirroring their own reality. It’s by far the most artistic and personal project I’ve ever created, written during a very emotional time in my life. Designing characters based on emotions was a deeply personal achievement for our team and we’re so excited for players to soon experience Kay’s powerful story of self-discovery and healing.”
Generally,
I steer clear of games that are metaphors about mental health issues because
they tend to be crass in how they address mental health. Sea of Solitude
is quite different because of its level of relatability. Other games about
mental health tend to be about a specific disorder that not many people experience,
while loneliness is something that so many of us experience. Additionally, the
representation of how loneliness affects Kay in the real world is sharp but
tasteful. The combination of relatability and respectful representation is what
makes the game’s story so brilliant.
Another
great aspect of this game is the music scoring. It uses sound and the absence
of sound very carefully to invoke the right feelings expected from players. The
game wouldn’t be as good with the sound off and subtitles on, so future players
are recommended to turn up the volume or put on headphones.
The
game is long for an indie game, at around three or four hours of gameplay until
the end is reached. Several sources say there is a hidden ending, so players
can look out for that in a second playthrough.
The
game’s story isn’t perfect, though. The eventual sameness of creature
encounters is a little disappointing. This may be down to the expectation of
being extremely devastated by all the stories of the creatures, especially when
one is less than devastated by the subsequent stories. One of the most
affecting creature stories was also presented at the beginning of the game,
which set the bar very high for the rest of the creatures.
One
creature, in particular, tries very hard to have the greatest emotional impact,
but this comes across as blunt and dampens the meaning of what it was supposed
to represent.
While
I didn’t mind sharp representation, the perception of themes like bullying,
estrangement, and suicidal thoughts may vary in appropriateness from player to
player. Prospective players with existing painful mental health issues should
consult gameplay videos, like the one below, before purchasing the game, to
gauge appropriateness.
Overall,
the game is incredible at connecting with what it is to be human and what it
means to be lonely. Dealing with issues as physical creatures is a great touch,
as the main character tends to resolve the problems of the creature by
understanding what the problems mean.