It takes time to adjust to Abzû in other ways too. This is a fashionably chic independent game, with no ugly and intrusive HUD elements to spoil your view of its watery domain. But it bucks many other expected contemporary game-design conventions too. There’s no map, for example, and no blinking mission-marker drawing you toward your next objective. There are, in fact, few objectives at all, at least in the usual video game sense. There’s no health bar, no experience points, nor ways to level up your character’s abilities. A single button is used to interact with the world, one catch-all interface used to free shoals of fish from meshes of imprisoning fronds, or to send orbiting mechanical devices to cut a window through the coral, or to loose a shark from some collapsed masonry.
While, much later, there are dangers in the form of unexploded mines which will go off if you drift too close, it’s not possible to die in Abzû. At worst you get an electric shock that sends you tumbling through the water for a few seconds until you recover and rediscover your bearings. No, this is a wistful, thoughtful kind of a game: a digital sightseeing tour of an underwater realm, which allows you to marvel at the watery vistas and swim eye-to-eye with great whales. Like Flower and Journey, two contemplative PlayStation games on which Abzû’s creator Matt Nava has previously worked, this is a game about experience rather than challenge, about the journey rather than the destination.
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