

There’ll be times when you’re pretty sure you’ve made a jump or calculated your timing perfectly only to be slapped down unceremoniously. Many of them are platform based which, as anyone who’s played 3D platformers before will tell you, means there’s a certain unwieldiness to them. Some of them are unforgiving though, sending you all the way back to the start of the puzzle should you happen to time something wrong.

With all the puzzles being self contained it’s usually not terribly difficult to figure out what needs to be done. Altogether Sea of Solitude is a pretty simple game mechanically and isn’t likely to challenge most players. There’s two sets of collectibles for you to track down although whether or not they actually change the game in any appreciable way is unclear. Indeed that’s pretty much Sea of Solitude in a nutshell: you’ll move between various different platforms (quite literally most of the time too), working your way through until you hit a puzzle that requires you to solve before going on. Instead I feel that games like this are more akin to puzzle platformers as their puzzles are typically self contained and usually heavily blended in platform elements. I’ve shied away from calling games like Sea of Solitude “adventure” titles as, in my mind, that’s games like the old school LucasArts titles and their more modern equivalents. Overall the games visuals are quite good for Jo-Mei’s first all inhouse, standalone title. Animations are a little on the simplistic side however, feeling like they’ve mostly been hand cranked which makes some characters look a lot more stilted than they should be. However the internal level parts are brimming with detail, each which their own distinctive style (something which I’m sure the level designers are quite proud of). The wider world isn’t exactly filled out well with a lot of noticeable asset reuse, making a lot of the more open parts of the world feel very samey. Sea of Solitude’s art style is the ever-trendy low poly chic that nearly every indie game seems to be implementing these days. It’s up to you to guide her through the pain and, hopefully, come out the other side healed. Your journey is then one of exploring her past, uncovering the trauma that has created the monsters that now inhabit this sunken world. Those monsters are of her own creation however, stemming from events in her past that she has yet to deal with fully. Her boat is her only respite from the deep waters that are inhabited by monsters who taunt her endlessly. You play as Kay who finds herself in a world that’s been consumed by the sea with only a few scarce buildings popping out over the waves.
