When I say this game has ‘symbolic’ gameplay, I’m referring to moments when running from swarms of humanoid monsters reflects the suffocating torment of bullying, or retrieving shards to melt ice barriers represents the difficulty of reaching out for those who refuse help. The true effectiveness of Sea of Solitude, however, is in the way it intertwines these aspects of gameplay with darker themes of depression, self-loathing and isolation, creating an experience so visceral it was enough to leave me deeply shocked at times. Whether I was creeping Kay through a dark hall of red-eyed shadows whispering sickening threats or frantically clambering atop a raft just beyond the reach of a giant swimming monster’s teeth, close encounters of psychological terror led to some heart-pounding moments.
Quite literally.Īlthough I wouldn’t classify the game as belonging to the horror genre, there were moments that pushed it as close to the borderline as it could get. As you venture on, Kay will encounter menacing dark monsters and uncover memories revealing the reason for their existence, finding the determination to right the wrongs of her past and restore calm to the corrupted storm that overshadows her world. You journey as Kay, a young woman mysteriously transformed into a dark shape of her former self, with nothing but a glowing light and a speedboat to help her traverse the flooded city that looms deep below the sea. While minimal features and a noticeably short playtime (I managed to beat the game in less than four hours) offers an experience that is almost fleeting, its tragic story and heartfelt message leaves an everlasting impact. It envelops a highly mature and nuanced depiction of mental illness through gameplay that is simple and symbolic. Jo-Mei Games’ latest project, Sea of Solitude, is a prime example. When it’s done right, however, you’ll feel rewarded with so much more than just a completed playthrough. Incorporating these real-life themes into an interactive story is a daunting task for developers, as the traumatic and harrowing situations caused by mental illness must become the experience of the player. To be fair, when such a sensitive topic is represented through a commodifiable form of entertainment, it’s easy to see why. Mental health is a precarious subject for video games to tackle.