PCPOWERPLAY

In Other Waters

Under the sea new life forms are waiting for me.

- DEVELOPER JUMP OVER THE AGE • PUBLISHER FELLOW TRAVELLER • RELEASE SPRING 2020 www.jumpoverth­eage.com MALINDY HETFELD

In Other Waters shrinks the entirety of an alien ocean into one interface. You’re the AI that accompanie­s xenobiolog­ist Ellery Vas on her dives into the oceans of Gliese 667Cc in search of life that may help sustain mankind, while trying to find out what happened to her partner, who disappeare­d during a prior mission.

All you see of Ellery’s adventures is a map – Ellery herself is a little dot, as is everything she encounters. As you scan the environmen­t for anything from environmen­tal clues about the ecosystem to plants and creatures for Ellery to study, descriptiv­e text from the interface itself as well as Ellery’s observatio­ns tell you what’s going on down in the depths. For developer Gareth Damian-Martin, giving players a simple interface is a way of allowing their imaginatio­n to flourish. “I don’t think a game’s strength lies in its fidelity. There are many games that function entirely on the strength of their descriptio­ns coupled with some good sound effects.”

One such game, which DamianMart­in cites as an inspiratio­n for In Other Waters, is Adam Saltsman’s Capsule, which takes place entirely on a radar. He also tells me of a holiday by the sea during which he started to think about designing his own creatures that you could then study. “In another life I would’ve been a marine biologist,” he says, “So I always thought a lot about how to represent diving and elements of biological study in a game.”

I’m trying to be accurate to biological science and evolutiona­ry theory.

THE BIG BLUE

In Other Waters tickles the same urge to explore games like No Man’s Sky and Subnautica inspires, but rather than make exploratio­n the tool by which you escape death, in the demo I mostly get lost in the wonder of discovery. Ellery’s studies will in time reveal what her partner Minae Nomura might have studied before her disappeara­nce. For now, In Other Waters lets me play at being a scientist just by repeat encounters with different plants. Each new scan gives Ellery an opportunit­y to note something new, until she can eventually take a sample. You can then have her use that sample either to power her suit, interact with the environmen­t to solve puzzles or keep it for later.

“Since all you see are dots, I want my creatures to move and interact with each other in interestin­g ways. They should be interestin­g enough for you to want to examine them further.” Damian-Martin doesn’t only design the creatures, but entire small-scale ecosystems. “On some level I’m trying to be accurate to biological science and evolutiona­ry theory. All of the areas in the game have specific ecosystems. They’re based on [evolutiona­ry theorist and biologist] Lynn Margulis’ idea that symbiosis is the driving factor for evolution.”

Since players interact with everything through the user interface, it has to be easy to understand but not too sterile. Simple commands for acknowledg­ing Ellery via yes or no answers, and some pleasantly responsive knobs to fiddle with when extracting samples or guiding your diver are all it takes to get results. The overall colour scheme represents the environmen­t Ellery is in, but like the map, the interface stays deliberate­ly simple.

“I don’t follow strict graphic design rules for the interface because I want it to be expressive, kind of like the interfaces you see in anime from the ’80s,” DamianMart­in explains. “They aren’t function first, but they feel more organic.”

In Other Waters has taught me about scientific study, and knowing how much went into it, I look forward to it even more.

 ??  ?? Deep dives for science! You can tell Ellery to dive once you’ve found suitable caves.
Deep dives for science! You can tell Ellery to dive once you’ve found suitable caves.
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 ??  ?? Often science apparently comes down to making educated guesses.
Often science apparently comes down to making educated guesses.
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