EDGE

Call Of The Sea

PC, Xbox One, Xbox Series

- Developer Out Of The Blue Publisher Raw Fury Format PC (tested), Xbox One, Xbox Series Release Out now

As her boat pulls into shore, Norah Everhart’s curiosity is aroused. “There’s definitely something strange about this place,” she muses. Not half. Set in the 1930s, her voyage begins with eerie Cthuvian whispers, bizarre underwater dreams and then a note written in French, of which she can translate two words: ‘island’ and ‘death’. These are the kinds of portents you’d find at the opening of a schlocky B-movie horror. But while this South Pacific island certainly isn’t the sun-kissed paradise it first appears to be as she steps onto its pristine sands, that opening is equally misleading. Out Of The Blue’s firstperso­n adventure is far from done wrongfooti­ng you – though it’s confoundin­g in bad ways as well as good.

It starts unpromisin­gly, with some of the clumsiest exposition we’ve encountere­d in some time – and that’s going some given how many videogames we’ve played in 2020. “Those horrible dreams again!” Norah gasps. “I’ve had them repeatedly ever since my mother died and left me that music box in her will.” It’s not the only time we’re treated to this kind of info dump, either. With very little prompting, we learn the precise nature of Norah’s voyage: she’s investigat­ing the disappeara­nce of her husband Harry, who has failed to return from an expedition. In her room she finds a photograph with a key taped to the back and a set of supposedly ‘enigmatic’ instructio­ns, which appear to be fairly straightfo­rward directions to his last-known location. In case we were in any doubt as to her mission, she’s considerat­ely defaced the picture by writing ‘find him’ in capitals on the front.

Things do improve as the developer finds its storytelli­ng feet, though this kind of excessive detail is a persistent problem. To a point, it’s understand­able. This is, after all, the studio’s debut, and it’s evidently keen not to leave anyone behind – particular­ly as the plot takes a sharp left turn or two. And it’s certainly not the only game this month to diminish the sense of discovery by having a character respond to something before you’ve had chance to take it in – whether that be a surprising sight, an unexpected revelation or the meaning of a particular find. We’ve long been fans of Cissy Jones’ voice work, but during her search for Harry (although in Jones’ laudable attempt at a clipped RP accent, it comes out more like ‘Herry’) we sometimes find ourselves wishing she’d shut up for five minutes. All the same, there’s something about her palpable delight at being on a proper adventure that just about compensate­s for the times we wish she’d give us room to think.

You’ll need to do a bit of that to solve the environmen­tal puzzles that slow her journey inland. And here, at last, Out Of The Blue does hold back a little, as you wrangle with a variety of stone and wooden contraptio­ns, pulling levers to open gates and rotating segmented tiki statues to reveal secret rooms. Though

ISLE OF VIEW

This is a very pretty game in places, overcoming its technical limitation­s to produce delightful sights. We might roll our eyes a little when Norah gushes “What a beautiful mountainou­s landscape!” while peering through a hole in a carved figure, but she’s not wrong: the stylised aesthetic combined with the almost total absence of UI means some views look like hand-painted postcards. There’s plenty of environmen­tal diversity, too, particular­ly as we head inland: indigenous idols are juxtaposed with colossal basalt formations that don’t seem entirely of this world, while fantastica­l late-game sequences create dreamlike imagery from everyday surroundin­gs. It’s only a pity we can’t admire all this without being told how to feel.

Norah will scribble down items of importance in her journal, you’re otherwise left to solve these on your own. There are no subtle musical shifts to let you know you’re on the right track; it’s only when you have the full solution that the way forward will reveal itself. The challenges gradually become more complex, too, with the explorable area often scaling up to match. As such, Norah’s painfully slow movement, even when sprinting, makes a few of these puzzles laborious – particular­ly those involving fiddling with ancient mechanisms that trigger environmen­tal changes elsewhere. At times, it feels like a firstperso­n Zelda on Valium, or Myst if its arcane conundrums had all been half-solved by a previous visitor (in the majority of cases, you’re aided by notes left behind by Harry, who’s already had to figure all this out) and just needed completing by someone whose inner monologue barely pauses for breath. Yet you’re only ever given nudges in the right direction. How the various pieces fit together is left to you to chew over – and in a few cases, while you’re constantly aware of Norah’s ultimate goal, it’s not always immediatel­y clear what your next objective might be.

That in itself is bracing; meanwhile, as discoverie­s get stranger, and you stumble across disturbing evidence of the way the expedition fell apart, the central plot thickens and grows more absorbing. There is a change in Norah, too, and not just in the way her newfound confidence and courage seems to be having a positive effect on the debilitati­ng illness for which Harry first set out to find a cure. While it would be ungracious to detail precisely how the island’s deepest, darkest secrets affect her (at least, within the confines of a review; our Post Script over the page gives the game away) suffice it to say it’s a transforma­tive experience for our protagonis­t in more ways than one. The Lovecraft influence becomes more explicit with the presence of a viscous black ooze with seemingly otherworld­ly properties, alongside murals depicting a race of fish-like creatures. Yet while the influence of a higher power is felt, it’s not necessaril­y a hostile one. This is never a scary game – albeit partly because we’re always privy to Norah’s instant reaction to unusual occurrence­s before we’ve had time to process our own thoughts. The writers fail to realise that having your protagonis­t remark upon something being ominous instantly makes it less so.

If moments like these betray a slight lack of selfconfid­ence from the studio – in either its storytelli­ng or players’ ability to follow the plot – the final third suggests otherwise. As the developer makes some bold choices (with most paying off) Nora faces a big decision of her own, with one option leading to a particular­ly striking end that leans into the game’s weirder side. So yes, there’s definitely something strange about this place – and it’s those peculiarit­ies that, for all its flaws, make this Call worth heeding.

The challenges gradually grow more complex, with the explorable area often scaling up to match

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