Beneath the Waves – Kongregate Helper’s OFFICIAL Review
Beneath the Waves Walkthrough! Beneath the Waves is another fantastic art-game by Gregory Weir, the developer of numerous other titles such as The Majesty of Colors, How to Raise of Dragon, Exploit and much, much more! This time Gregory brings up another phenominal game entirely focused on retrieving idols deep beneath the seas and returning them up-top high peaks to the sun. Each idol represents an evil creature. The idols were given to the sea by the sun when they were lovers, but as they grew distant a new world emerged, a one of life. The sea turned each idol into a terrible monster. The sun decided to take back his idols, but you must first retrieve them for him! This adventure game, taking place in both the sea and on land challenges you to collect all eight idols and place them on top of the nearby mountains! Fun fact, this is Weirs largest game to date being thousands of pixels wide and thousands of pixel tall.
Like I mentioned, Beneath the Waves is an extremely awesome platformer. If you know Gregory Weir, or have played a couple of his games before, you’ll know that most of them are on the easier side (except Exploit, which was a pretty good challenge). Beneath the Waves is much like Weir’s previous games – it’s easy, but at the same time is very enjoyable. There was some skill involved, but for the most part is was a very easy game. I think that the most challenging part of this game was trying to dodge the fish and other critters while in the water. When you had the idol it was a kind of three lives situation. I often lost the item after I’d get hit a couple of times because of the character physics when in the water, but then you could just swoop down and grab the idol again. Also, when you were climbing a mountain there were sometimes dead end paths and then you’d have to find a new path. Often the new path that you must seek is hidden in some form or manner.
I thought that the gameplay was excellent. I loved the storyline. To me the character seems like a serif to the sun. He must collect/retrieve all of the idols for the sun so he can take them away from the sea. To me it looks like the sun is unable to take the idols unless their on land because the light can’t pass through the water to the idol, therefore you must present the idol to sunlight for the sun to accept it. Or maybe the ancient rocks and shrines for the idols have something to do with how the sun accepts the idols. In my mind, when the sun collects all of the idols and the light takes over the world it’s a sign that the sun is now ruling the world or some other meaning. It was hard for me to understand the meaning of the sea serpent’s, or sea’s words. It seems that the human race has betrayed the sea in some way. Nevertheless, I liked this game. I loved the sea diving part and by the way you have unlimited breath. A feature that I liked was that you could loose the idols if you’re hit three times. It made the game more difficult and forced you to make evasive maneuvers at times. I also liked the idea that you could pick up the idol again as it fell towards the bottom of the sea. I’d hate to have seen it just return to the bottom of the sea upon taking three hits.
I thought that the pixel art was fantastic! If I remember correctly, Weir does all of the art in the games, as well as programs them. The art was really good and I love the pixel art/retro style and theme of the game. There were some really good tile-able patterns in the game, such as the sea walls that you can see above and the sea floor texture and design. The surface of the water was exceptionally good. The wavy design and animation made the water look even more realistic. I also liked how when you entered the water, bubbles would appear and when you popped out of the water, it’d fly into the air. It made the water very animated and realistic. The fish were simply designed, but their swarm movement made them very interesting and it appealed to the eye. When you get further in the game and the camera is more zoomed out a lot of things look their once pixelated look. All of the character design, as well, was very good and admirable. In all, the art in general was very good!
There were a ton of sound effects. I was looking at the credits and there must have been at least 30 or so sound effects in the game. I think that the sound effect that we notice the most was the wave sound effect which we heard throughout the entire game. Beneath the Waves was a game that focused entirely on sound effects. If you notice there is no music, but there is a sound effect for everything imaginable! One thing that has to be highlighted about the sound is that when you’re underwater, all of the sounds seem deeper and quieter, as if you were really underwater. If you notice it is very difficult to hear the waves when underwater and the seagulls are not hear-able while underwater.
There wasn’t much replay value in my opinion. I noticed that in many of Gregory Weir’s previous games you’ll notice that there are multiple endings. Actually, almost all of Weir’s games have multiple endings. If you remember The Majesty of Colors, you’l recall that there must have been eight or so endings and Weir encouraged that you find all of these endings. Usually there were endings based on what you did in the game, for example if you saved people (in The Majesty of Colors) then people would know of you and people might try to harm or kill you, while if you kill everyone that sees you they won’t kill you. Same thing goes for How to Raise a Dragon. Much the same principle and the endings are based upon what you choose to do. Underneath the Waves was a much different game in my opinion and little room for making your own decisions was allowed. Even the sea told you that your fate is not up to you. I don’t think that this game has much replay value in my opinion. The game just doesn’t allow or have room for such things as an achievement system of sorts, but what I would like to see is a timer and leader board for the fastest times.
All in all, Beneath the Waves was an excellent adventure games that took place both under the sea and above it on land. I really liked that idea because more games see water as a location where the user should not travel and where the user, if under it for too long will die. Beneath the Waves did just the opposite and made it a land where you could explore! In review, the difficulty was lacking, but I think that’s what made the game so good. Beneath the Waves is primarily telling a story and I’d hate to loose the momentum of the story with a challenging level. The gameplay was awesome. I loved the idea of being able to explore the sea and retrieving the idols. I also liked that you could only take three damage with an idol, but then you could pick it up while it fell again. The art was perfect. I loved the pixelated style. The characters, creatures, land and water, plus animation were all fantastic. There were a bunch of sound effects and it really made the playing experience more and more realistic. I love how when you went underwater that the sounds changed. There wasn’t much replay vlaue and I can only see one way that could be improved and that is with a timer. I’d like to see a leaderboard with a timer so that we could see others fastest times. In conclusion, Beneath the Waves is another excellent adventure/art game by Gregory Weir!
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