Analysis 'Song of the Deep' for PS4, Xbox One and PC. Insomniac Games has done it again

UNDER THE SEA
By Oriol Vall-lloveraPC XOne PS4Category: AnalysisJuly 18, 2016 | 21:28

Share us: Tell us

Have you ever played an Insomniac Games title that disappointed you? Neither do I. Ok, it is evident that depending first on the tastes of each one, and then on the demand that each person gives to the games, that can vary. But it is also clear that, trying to be as objective as possible, playing a title from that company is usually synonymous with quality . From the original 'Spyro' trilogy on PSX, which like 'Crash Bandicoot' is the one that's really worth it, to 'Resistance' on PlayStation 3, any of the 'Ratchet & Clank' games (including the latest cool PS4 reboot), or even the loneliest 'Sunset Overdrive'. All of them always have something in common: regardless of the genre they play, they do it in a very traditional and at the same time revolutionary way , either because of the seal of identity that these American veterans have when it comes to printing the weapons in their games, for an always exquisite use of exploration, or for plots taken care of to the maximum, serious when it comes to it, and humorous when necessary.

A new benchmark for the 'Triple A' indies

But... what exactly is 'Song of the Deep'? Undoubtedly, a new benchmark for the lately quite fashionable 'big company indies'. Although in reality there have been many more, we could well say that one of the ones that started this whole shebang (or the most prominent) was Electronic Arts with its beautiful and original 'Unravel' . With an independent studio behind it, but with the American giant supporting them at all times, they came up with a brilliant game capable of offering an experience very close to the best existing indies (such as 'Limbo'), but at the same time capable of of resembling in certain aspects a great Triple A. But he was not the only one; Previously, another title such as 'Grow Home' had already come to the fore. In this case, published by Ubisoft and developed by nothing more and nothing less than the veteran Ubisoft Reflections, and a game that, although it did not receive such good reviews, once again demonstrated that large third parties could also have a place for equally exciting smaller projects. .

And this time we get a new benchmark for that: a 'Song of the Deep' that, for a very tight price (14.99 euros), offers us a title as beautiful and original as 'Unravel', developed by a company renowned and experienced as 'Grow Home', but instead much longer, more complete, and I even dare to say fun than any of them. A 'Metroidvania' that gathers the best of the genre to offer a title that, although it does not innovate practically at all, it does achieve what it proposes with a lot (a lot) of personality and charisma . A beautiful and emotional plot, a unique setting on the market (and very different from that offered by most indies), and a varied and very complete gameplay. It has its ups and downs in a perhaps too slow development at times, but its virtues end up covering those problems. Because that's what 'Song of the Deep' is: an indie with certain triple A airs on more than one occasion, and that fans of a genre that today proliferates in this type of small projects will like very much, but that is usually exposed in a somewhat "empty" way.

Once upon a time...

'Song of the Deep' is an ode to the tales of yesteryear. Those that made parents and children sit together in bed (or under a fire) and experience a beautiful sensation that is exciting, creative, and full of inventiveness. The children could let their imagination run wild, but so could the parents, telling stories that on many occasions the little ones came to believe as possible, no matter how incredible they were. And the Insomniac Games game plays with that. Inspired by the experience of 'Brian Hastings' (the company's creative director) with his daughter, the game tells us the odyssey of a girl who, after being happy with her father and having listened to the magnificent stories that he told her every time he returned from his job as a sailor, he must finally go looking for him on the sad day he does not return. Because despite having lived through many difficulties, such as food shortages, her relationship was really beautiful. So, our beloved improvised heroine builds a submarine (which is not yellow) and sets out to find out once and for all if the stories her father told were real or not , while trying to find out if he is still with her. lifetime.

From there, a story is generated that, explained in the form of a story and little by little, knows how to strike a chord with the player. It does so with aspects as important as the love between a father and a daughter, but also with the illusions, fears, and dreams of an innocent child whose only feeling is curiosity and love in equal parts . The argument of the title is not that it is especially original (beyond its setting, of course). It doesn't even have too many twists, or epic moments, but it does know how to move, and it does so with elegance, without ever having to force things. Because little by little, we are discovering how those fascinating stories that "our father" told us, were not only true, but that the passion with which he told us now we can live it in the first person. Impossible fish, sunken ships, and even much less predictable things: ancient civilizations in confrontation with some marine species, abominable beings, and great secrets in the depths of the sea . And here's the darkest or "mature" part of the game: no character in the game (be it our girl, a sea horse, or some member of the ancient civilization) speaks. Because in real time, we are going to hear everything from the voice of the narrator. In perfect English, but capable of generating a unique atmosphere in the game.

The pillars of its gameplay

But... is the plot the only thing that makes 'Song of the Deep' such a special game? Obviously not. Because although the title of Insomniac Games does not provide anything that makes it truly revolutionary or innovative, in reality all its virtues are provided in a unique and differentiating way: the sea and everything that it entails . But let's go by parts. What are then the pillars of a classic gameplay but at the same time novel and interesting? Undoubtedly the exploration on the one hand, the action on the other, and finally the puzzles. Yes, the three main elements that any self-respecting adventure usually responds to, and of course games called 'Metroidvania' in particular. But 'Song of the Deep' is different from all of them. It is a marine adventure, in which we control a submarine, and therefore we could say that it is the first game of its kind to be played in this way. Until now we were all used to visiting large spaceships or unknown planets ('Metroid'), or the darkest dungeons we can see ('UnEpic'). But here everything happens in an environment completely unknown to the human being, much closer, and completely real .

Let's start with the exploration, which is still the most important part of the whole set, and the one that gives the game so much personality . As in all good 'Metroidvania', we will start the game without a fixed destination. The mapping is extensive, and we have to explore little by little to see where our limits are, and thus be able to see how to advance and find the next objectives. In 'Song of the Deep' that is no different. We will start in a quiet area, full of "nice" fish and algae, and where mazes and puzzles are conspicuous by their absence . Our overall goal is to find our father, but obviously we'll have to gather information first. Thus, the first few minutes will serve as a tutorial, to get hold of the controls of the submarine. In this way, we will see how the control is quite satisfactory, with a submarine capable of moving in a very realistic way, as well as ergonomically for the player . It's like we're playing the sea level of a 'Super Mario Bros.' or a 'Donkey Kong Country', but with the feeling that we are really piloting a submarine.

In search of our first skills

Where is then the difference of this game with the rest of the genre? Undoubtedly, these marine conditions offer controls, enemies, maps and, above all, abilities that are different from those of a "walking" game. Although at first we will only be able to use our submarine in a superficial way, dodging obstacles and looking for clues while we reveal which map paths are accessible and which are not yet, we will soon find our first ability: the grappling hook . In addition to serving as the first combat tool (with it we can attack hostiles), it will also allow us to solve small puzzles thanks to being able to drag objects with it . In addition, soon we will also find the accelerator of the submarine. Undoubtedly, this will not only affect the controls, providing more variety to the gameplay (because the game is always giving us situations in which to use and combine each new skill learned), but it will also mean remembering which parts of the scenario are now possible to address. Thus, if at the beginning the strong currents pushed us back, now with the accelerator we will be able to face them and advance along new paths. And who says this, says that when we have lights we can chase away jellyfish to open new paths, use our sonar to open doors or find secrets, and even obtain different types of missiles capable of knocking down barriers of different types.

In the end , the number of skills (or enhancers) is so large that the playable variety increases considerably, making this title one of the best 'Metroidvania' titles today , and from my point of view the best among the indies. But beyond the fact that it is its setting and its marine controls (more innovative after all) that distinguish it from other games, what really makes me think about it is the fact that they are used for much more than unlocking new parts of the scenario or to make use of 'backtracking'. Here they also serve a very satisfying role for the gameplay: they are not only used for exploration, but also for action and puzzles. And above all they have to be combined constantly (and in real time, without annoying pauses or cuts). Because having a hook not only serves to attack or grab objects, but also to catch the missile that we just launched and use it as a shield around us. And because when we have the ability to breathe underwater, we can even use our beloved heroine to enter the narrow places at the same time that we will surely use the knife that we just got to make our way in the way. The combinations are multiple and quite satisfactory with the player.

too fixed

Also, I have no doubt that the only really negative part to highlight in terms of exploration, is the fact that the path to follow is always marked on the map. Yes, that is tremendously extensive (and brilliantly designed, by the way), but an arrow marks us at all times, where is the path to follow. And although some people will like that because it will prevent the typical "defects" of backtracking (having to travel halfway around the world to discover where to go, for example), it will also make it less difficult , at the same time that getting new skills will not make us rack the brain, because at all times they will tell us where to go to advance in the adventure. To give an example: when we get the ability to get out of the submarine, although we have already seen many places through which we can now go, the map is in charge of telling us exactly which one will make us advance in the adventure. What does it translate into? In that we will find much less incentive to freely explore the mapping, especially in search of treasures or secrets . And that thanks to some portals that we are unlocking, many times we will not have to trace long routes to return to places already explored.

And speaking of treasures and secrets... that's another grace of the exploration part. The game contains more than 200 well-hidden treasures, which will make us sweat a lot if we want to achieve them all . Although most of them are simply hidden in places where we will have to make use of that so-called 'backtracking' (for example, return when we have fire missiles to break an ice wall), others will simply be part of small puzzles or secrets. From knowing what exactly we have to feed an oyster , to discovering that there is a secret path behind a rock even though it is not reflected on the map. And if you ask yourself... what is the use of finding them? We will tell you that, although as we have said, the "fixed" development does not invite us to explore beyond what "catch us on the way", these will serve enormously because they give us points in the form of "coins" to spend . Where are we going to spend "money" in a game that takes place under the sea? Where we find our beloved crab on the wheel, of course. And what good will it do us? To further improve skills or power-ups. From making the submarine's accelerator recharge faster (of course it only lasts a few seconds), to making objects approach our submarine from further away, as if we had a magnet attached to us.

marine hazards

Since we are talking about the "coins" that we are going to find as we collect treasures, you will like to know that these will not be the only way to get them. Enemies will also drop coins upon death. And here is the second of the fundamental pillars of the gameplay of 'Song of the Deep': the action . Although we have to make it clear from the beginning that the variety of enemies will not be its strong point, and that in addition the moments of action are not exposed in the game in the most balanced way (not only because of difficulty, but also because of the rhythm), the The truth is that sometimes they are also very funny . Although at first the fights will be simple, and in addition we will only be able to use our hook as a weapon (although with it we will be able to pick up objects and throw them at the "fish"), with time they will gain depth. Especially when we have missiles at our disposal (in the long run we will have up to three types of them: electrifying, fire and ice, which freeze enemies). In addition, thanks to the power-ups that we can buy, our skills will also increase and we will be able to feel powerful in battle. The problem? The difficulty is very increasing in that sense , and towards the end of the game we are bombarded with waves of combat that are not exposed in a fun way, and that can overwhelm, precipitating the last hour of the game (final boss included).

Of course, that part will be less negative if we have previously dedicated ourselves to exploring the stage (separate main story), with the aim of finding some hidden objects that provide us with a larger health or attack bar (missiles) . Because there are few objects of this type that "come on the way", and if we do not manage to improve our health from the beginning of the game, it is likely that we will have a little worse later. Also, it is a pity that the final bosses are also not abundant in the game. There are really only two "big" ones, and a few smaller ones, and considering how truly exciting the first of those fights is, it's a real shame that it hasn't followed that path with the rest of the title. You better check it out for yourself, but I'm sure you'll agree with us that the first of those battles is just epic. In conclusion, it is clear that the worst part of the game is undoubtedly the action part, where it also loses out with other similar games, but that does not mean that it is boring or redundant . Because beyond those small "handicaps", more than one will find a lot of fun in the possibility of facing small constant combats while exploring or solving puzzles, and that part is indeed better resolved than when they force us to fight in certain waves.

Traps, obstacles, chases

Before we get to the puzzles, I think it's imperative that we dwell for a moment on the other part of the action that differs from the fighting. And although it is much less frequent than combat, the truth is that it is much more fun. We are referring to the moments in which, beyond the puzzles, we have to face dangerous moments of all kinds. From dodging electrifying objects , or lightning that force us to constantly change our height, to escaping at full speed from invincible sea creatures that suck us in before exploding, in a clearly deadly journey. All of them shine quite a bit and bring much more variety to the set. It is a pity that they are so infrequent, because they are often better resolved than other more common parts. In addition, and to finish the pillar of the action, it must be made clear that although we will die many times in the game, this will not be a problem: every time that happens, we are resurrected in the last save portal that we have touched . Oh, and even the way of explaining that "check point" is tremendously original in the plot.

Let's now talk about the last great pillar of the development of 'Song of the Deep': the puzzles. From my point of view the second most important, and one that has created the most controversy in the press these days. While some see something brilliant and offers the best of the genre, others complain that they are not innovative. And honestly, I believe that both are right , and that the point is to judge the game for what it is and what it has tried to be from the beginning. In other words, although they are not puzzles that in some way or another we have not seen in other similar games, they are quite intelligent, fun and frequent. Yes, as in many other games, and as happens with the action part, there are some that are more satisfying than others, and I even dare to say that the best ones are those that are less abundant (the most common consist of combining the skills to activate switches). But let's not fool ourselves, what more can you ask for when most games today are much worse in that regard? Even more so when in reality, removing some gems such as 'Braid', 'Limbo' or recently 'Inside', there are few games that manage to maintain the level of puzzles during the entire course of the game.

a whole puzzle

Also, those who do shine within 'Song of the Deep' do so with force. Probably highlighting all those that have to do with lasers in a certain part of the game . They only occur once in the entire title, but we probably spent more than an hour in that "dungeon", and they also give meaning to the entire room in which they take place, because they make all the rooms connected and it seems that all the scenarios be just one. Masterly. The same with other puzzles that, even having the switches and the hook as main elements, manage to be more ingenious and even mix elements such as platforms. For example, those that play with the "gravity" of some explosives that can be frozen, and that we must guide so that they do not explode before reaching the correct space-time. In general (and except in the exploration), all the sections have ups and downs, but you should know that the important thing is that the pace of the game is so varied, and the wealth of playable options is so great for an indie, that they never get in the way set. At best they tarnish it, so that it doesn't become something much better.

Graphically, 'Song of the Deep' is one of the most beautiful, beautiful and spectacular titles on an artistic level that I have seen in recent times . And without a doubt the best of all within the indie catalogue. He has so much personality, so much charisma, and he manages to print such an outstanding setting, that it really got to me. To give you an idea (and I think a picture is worth a thousand words), we could equate the hand drawings in this game with those in games like 'Rayman Origins' , which is saying a lot. But the most important thing of all is not exactly obvious: zero loading times. Many people have not valued it when analyzing this game, but I think it is fundamental . When we start it, we will attend a fairly long load (which is still not that long), but in the end, that will benefit the game, because once the game has started, we will have no more. In fact, every time we hit a save point, the game will experience a "small slowdown", which it really isn't. It is as if we activated a kind of bullet time for a few tenths of a second. In other words, even to save we will not have to cut the rhythm of the game, and that is very important. Add to all this a much greater variety of scenarios than could be expected in advance from a game that takes place under the sea, and above all an amazing design of marine species, and you have an exceptional game on a technical level.

mystical ears

Or should I say at the "audiovisual" level? Indeed, because I don't know to what extent the game is better graphically or sound-wise. Because both things coexist in harmony in a captivating set. The melodies are very mystical, perfect for setting the environment in which we are , and capable of perfectly transferring the action on the screen to the person who is playing. It is not the same to be in an apparently calm place, to go through an area where there are strange and dangerous creatures , or to find ourselves in the old ruins of a forgotten civilization. Normally indie games have good music (usually one of the most careful sections), but 'Song of the Deep' comes to seem more like a triple A in that sense than a game with such a low budget . Because in addition, the narrator who tells everything gives the game much more personality, just like the sound effects, capable of making us truly feel under the sea. Honestly, when 'Brian Hastings' spoke about the fears, illusions or thoughts that every human being has when thinking about the seabed, he did not understand very well what he was referring to. After playing the game, I fully understand. That is, without a doubt, his greatest virtue in that regard.

In short, although 'Song of the Deep' is not revolutionary at all, and much less does it offer anything we haven't already seen, it is capable of doing it much better than any other indie had tried to do so, with a game much deeper, complete, varied and above all longer than normal in a project of this caliber. Because that's another: ignore those who have commented that the game lasts 6 hours . They have fallen into a grave error. Yes, I also marked 6 at the time of finishing it, but in reality I had 9 and a half. Where are those 3 hours and a half lost? The explanation is simple: the game does not count at any time the time we spend looking at the map, watching the scenes that tell the plot, or even the time that has passed in a "game" in which we have died. And since here dying implies resuscitating immediately, we have to count that duration. Thus, we have a title that offers between 8 and 10 hours of very good durability, and that can be increased to 12-13 if you want to go all out . However, the default path is not the only drawback in this regard; the trophies/achievements of the game don't invite you to do it either, because not only is there no "Platinum", but they also don't even give us a Gold to get all the objects on the map. Concluding, 'Song of the Deep' has been a pleasant surprise. A game that has made me fall in love with its own entity, a very varied gameplay (perhaps too slow for some), and some constant and very fun puzzles . Forget the scores (including this one): if you like 'Metroidvania' it's completely essential; because things must also be valued for their price. And for 15 euros you will not find a single one as good .

8.5

The best:

- Its audiovisual section is beautiful. - Some puzzles are as clever as they are fun. - He has a lot of personality. - Like 'Metroidvania' it's unique, very complete and quite varied.

Worst:

- Has ups and downs in difficulty. - Bosses are very rare. - Even offering a very extensive map, the path to follow is always defined. - The trophies/achievements leave a lot to be desired.

Recommended Articles

COMMENTSYou cany , or comment by filling in the fields below.