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The fate of your city hangs in the balance.

<span class="bold">Even the Ocean</span>, a thought-provoking action/platformer about an ordinary woman who must defend her futuristic city from a mysterious calamity, is available now for Windows and Mac, DRM-free on GOG.com with a 15% launch discount.

Aliph was mostly content with her technician job at the power plant of Whiteforge City. But one day, while doing the rounds, her story takes a violent yet interesting turn: a mysterious incident grants her powers she never asked for and she must now balance her Dark and Light energies to face the danger that got unleashed upon her city.
Explore Whiteforge and its surrounding locations, meet with friends, allies, or the occasional stranger that will offer you cryptic advice, and try to figure out a way to stabilize the city. The game's difficulty is fully customizable, letting you choose whether you want to be challenged by the action/platforming scenarios or just focus on the environmental issues and Aliph's struggle to cope with her diverging identities.

Help Aliph keep her Dark and Light energies in check and save <span class="bold">Even the Ocean</span>, DRM-free on GOG.com. If you've fallen in love with the atmospheric <span class="bold">Soundtrack</span>, make sure to also add it to your collection.

GOG-exclusive offer: Even the Ocean is the kind of game that can inspire interesting discussions. So grab the <span class="bold">Friend Pack</span>, which contains a second copy at a fraction of the price, gift it to a friend and get ready for some fun debates.

The Friend Pack offer and the 15% launch discount will last until November 30, 4:59 PM UTC.


https://www.youtube.com/embed/zzqkFcOoixY
Post edited November 16, 2016 by maladr0Id
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Zoidberg: Usually, trailer are QUITE different than the finished full product, it should already be a learnt lesson for movies, AND games
Yes most trailers are nothing like the product. They are in fact better because they are meant to showcase the best parts.

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Zoidberg: And you DO NOT judge a game by its trailers, even if they WERE accurate. You either judge them YOURSELF on the basis of your own opinions, preferences, both subjective and objective OR you ead several reviews.

As a member of a jury you do not judge and accused based on what you've heard in the medias or around you, you base your judgment on the most objective things and, for critique, on subjective things that you actively PUT as subjective.
Oh come on, I'm not on jury duty here. If the marketing looks boring to me I'm not going to bother with it further, and according to the dev the trailer is indeed what you do throughout the game. The only reason I'm even posting here is because you replied. It's the PR's job to show me why I should care about the game, because I don't have the time to go and check out every game on the market. If the game tickles your fancy great for you, you don't need my approval to enjoy something.

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Zoidberg: Also, on your first reaction, "ordinary" doesn't imply necessarily white, young, "presentable", non geeky, etc... maybe that was the point of the character design, don't you think?

I personally find it refreshing even if I don't seem to be having a lot in common with the main character, but that happens in the real orld you know, it doesn't force me to hate the person/character right away.
Ordinary literally means an average run-off-the-mill person. What constitutes as "ordinary" depends on where you frame of reference lies (e.g. white people are ordinary in Europe while black people are not. In Africa it would be the other way around, black people would be ordinary and white people would be special). I wasn't even trying to bash the game, I just found GOG's description really funny considering what the main character looks like.

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seagaia: ...
No need to get so defensive, I was just poking fun at the description GOG was providing where it says "an ordinary woman". And I did not mean to imply that you literally live in San Francisco, SF has become a sort of joke where all the hipster-weird looking people aggregate, if you see someone like that you associate it with SF.
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seagaia: snip
Thanks again, seagaia.
Gotta say I was pretty pleased with the Anodyne Linux port -and the game itself; pretty fun and charming ;)
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Zoidberg: Usually, trailer are QUITE different than the finished full product, it should already be a learnt lesson for movies, AND games
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HiPhish: Yes most trailers are nothing like the product. They are in fact better because they are meant to showcase the best parts.

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Zoidberg: And you DO NOT judge a game by its trailers, even if they WERE accurate. You either judge them YOURSELF on the basis of your own opinions, preferences, both subjective and objective OR you ead several reviews.

As a member of a jury you do not judge and accused based on what you've heard in the medias or around you, you base your judgment on the most objective things and, for critique, on subjective things that you actively PUT as subjective.
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HiPhish: Oh come on, I'm not on jury duty here. If the marketing looks boring to me I'm not going to bother with it further, and according to the dev the trailer is indeed what you do throughout the game. The only reason I'm even posting here is because you replied. It's the PR's job to show me why I should care about the game, because I don't have the time to go and check out every game on the market. If the game tickles your fancy great for you, you don't need my approval to enjoy something.

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Zoidberg: Also, on your first reaction, "ordinary" doesn't imply necessarily white, young, "presentable", non geeky, etc... maybe that was the point of the character design, don't you think?

I personally find it refreshing even if I don't seem to be having a lot in common with the main character, but that happens in the real orld you know, it doesn't force me to hate the person/character right away.
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HiPhish: Ordinary literally means an average run-off-the-mill person. What constitutes as "ordinary" depends on where you frame of reference lies (e.g. white people are ordinary in Europe while black people are not. In Africa it would be the other way around, black people would be ordinary and white people would be special). I wasn't even trying to bash the game, I just found GOG's description really funny considering what the main character looks like.

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seagaia: ...
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HiPhish: No need to get so defensive, I was just poking fun at the description GOG was providing where it says "an ordinary woman". And I did not mean to imply that you literally live in San Francisco, SF has become a sort of joke where all the hipster-weird looking people aggregate, if you see someone like that you associate it with SF.
Well then if the trailer is true to the game, why whine? :P

Joking, joking, all in all and after all, there's no problem then, right?
Even the characters look uninterested.
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Starmaker: Sent you a link. I'm still not allowed to play Windows games at home without "adult supervision".
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IAmSinistar: Very kind of you, thanks! I will share my impressions if they are of any value. And don't feel bad, I'm still only allowed safety scissors. ;)
Progress report: managed to find time to play the game at work. Cleared the tutorial and the next easiest level.

The trailer is accurate.

The fancy natural areas with blurred edges are lore areas where you can jump/run around and talk to NPCs. The areas with sharply pixellated edges are the actual challenge areas. I was kinda suspicious of the blurred edges but there's absolutely no confusion what's solid and what's not where it matters.

Overworld is 3d which predictably made me motion-sick; however, there's an option to disable the effect (I did).

Rooms are spacious and there's usually one challenge per screen. You can't grab onto ledges but you can wall-jump (and slowly slide down when not jumping). This makes the character very mobile and the gameplay super fast (whoosh whoosh whoosh).

Controls are excellent, precise, super responsive, except (perhaps) for one thing: I couldn't figure out how to jump down from a ledge and keep myself shielded. (Jumping down from a ledge is jump+down by default; there's an option to change to down only, maybe that'll work).

The main challenge comes from the fact that, unlike in other platformers, the reactivity of the controls (speed and jumping height) are unreliable by design and depend on the green/purple balance (green for jumping, purple for speed).

There are no explicit difficulty levels (story-only means exactly that, only npcs and lore) but many, many itemized settings which impact difficulty, from god-mode immortality and flying to additional platforms, always-enabled shield and slower energy adjustments. Basically, each single complication can be switched off in the settings.

Checkpoints accompany each potentially lethal challenge. The death animation is reasonably fast with automatic reloads (though slower than in Teslagrad) but can be switched off. Saving at checkpoints is automatic (again, can be switched off). Multiple save slots.

I got semi-stuck exactly once when I jumped down a smooth-walled pit and only got out via some weird momentum trick which I'm not sure I'll be able to repeat.

No puzzles and no secrets so far that I was able to find.
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Starmaker: snip
Thanks, very good info! I just started Ori and the Blind Forest last night, so my platformer muscle memory is returning. This sounds like it will be a good one to hit next.

And it's great that they let you tinker with the settings so much! Some games are ruined by not giving you the tweaks you need (like the ability to invert the X or Y axis). It sounds like they've put the player first here.
A couple hours in and I'm digging it so far. Already getting these entrancing character encounters which reming me of my great time with Anodyne. And the game mechanics are pretty unique, defintely great for speedrunning (which I don't usually do, but feel like I wanna try with thiis one).
yay man goty 2016
Immediately after reading the description platformer I was ready to dismiss the game, but further investigation has left me intrigued by the gameplay, the very cool friend concept and the option to avoid the platformer stuff in order to enjoy the more adventure/storyline aspects of the game. kudos and wishlisted
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Hollyhock: Watching a related video about the development of this game, I learned that the main dev didn't include any attacking or levelling up mechanics because he considers levelling up and combat to be capitalistic tropes. I got the impression the devs might haven't crafted the gameplay mechanics as a result of finding them to be more entertaining, but instead because fuck Wall Street and we are the 99% and wake up sheeple.

If we add the tumblerite appearance of the main character, I can sense a gigantic "social awareness" vibe emanating from this game, which raises a red flag for me. Past bad experiences have made me wary. After paying for a game, I don't want to get lectured mid-game about some political views, nor discover that the white cis male authority figure turns out to be the evil imperialistic antagonist to beat.

Still, the game looks good, is definitively not a walking simulator, belongs to a genre I like, and I enjoyed their previous game Anodyne. I don't mind the background of the devs as long as they don't shove any political bullshit into the story. That's why I liked Undertale but I loathed Gone Home. So, I would like to ask if anyone knows which is the extent of political propaganda (if any) that permeates into the story of Even the Ocean.
Not attacking things and discouraging leveling up were the most refreshing parts of the Undertale gameplay experience for me. I think these mechanics are over-represented in games as it is, and completely unnecessary for this game in particular. The gameplay mechanics that are here are interesting, and despite being conceptually simple (dark fast, light high), they very effectively open the movement options up to different play styles.

Social awareness is probably not as much a red flag for me as it is for you. (Brief tangent: historically, I think it's been a good thing - consider George Orwell (1984), Rod Serling (Twilight Zone), Pink Floyd, etc... All known for embedding their social views into their universally acclaimed work). However I think I can understand where you're coming from - seeing things that you wouldn't consider "games" celebrated as such and promoted *just* because they're socially aware, despite having very little in terms of traditional gameplay.

I'm happy to field this question for you - this game as a platformer stands up very well on its own merits! :) There's a wealth of thoughtfully-crafted levels with interesting movement puzzles, enough to last even seasoned platformer players about 6 hours casually. I'm actually thrilled beyond words that there's an example that is a game with fantastic gameplay *and* a reasonably realistic spread of demographics in the cast. Speaking as someone who doesn't go to Tumblr or closely follow either side of the whole feminism-vs-gamers debacle.

Not gonna lie though: The game definitely has something to say about society, much of it told indirectly, but I wouldn't call it propaganda by any means. Yes, the main character's a woman, but so are half of people. Yes, the mayor's a white guy, but that's because he's the portrait of an average politician :P (And conceptually, a game with a diverse cast doesn't seem like propaganda to me as much as "a game in an idealized world with only beautiful white people" does - but we're probably so used to the latter that it doesn't even register when it does happen)

Even still, if a game having a message or moral-of-the-story at all turns you off, there's a "Gauntlet" mode that bypasses the story and just lets you play the action stages. I've actually taken to speedrunning that mode - the dark/light energy mechanic is a great way to inject some creativity into coming up with speedrun routes. You'd be doing yourself a disservice to give this game a pass for fear that your political feathers might risk getting ruffled a bit ;)

edit: ah, and the "tumblerite" look of the main character - I'm guessing you're talking about the two colors of hair at the front? That's a visual nod to the energy bar mechanic/motif.
Post edited November 21, 2016 by lifning
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Hollyhock: Watching a related video about the development of this game, I learned that the main dev didn't include any attacking or levelling up mechanics because he considers levelling up and combat to be capitalistic tropes. I got the impression the devs might haven't crafted the gameplay mechanics as a result of finding them to be more entertaining, but instead because fuck Wall Street and we are the 99% and wake up sheeple.

If we add the tumblerite appearance of the main character, I can sense a gigantic "social awareness" vibe emanating from this game, which raises a red flag for me. Past bad experiences have made me wary. After paying for a game, I don't want to get lectured mid-game about some political views, nor discover that the white cis male authority figure turns out to be the evil imperialistic antagonist to beat.

Still, the game looks good, is definitively not a walking simulator, belongs to a genre I like, and I enjoyed their previous game Anodyne. I don't mind the background of the devs as long as they don't shove any political bullshit into the story. That's why I liked Undertale but I loathed Gone Home. So, I would like to ask if anyone knows which is the extent of political propaganda (if any) that permeates into the story of Even the Ocean.
We went throught the same experience, thanks for the warning. I did not appreciate the plot "switcharoo" in Gone Home either, and unsolicited preaching from video games is a big no-no.

I'm with you, I don't care much about the background or political opinions of devs, but as soon as they're pushing political crap at me in that overt and blunt way (like Gone Home) they can kindly go forth and self-procriate.

On the positive side, for a 2D pixelart game, there is a really nice amount of options for gameplay and graphics that go above and beyond *most* other similar games. That's nice.
Post edited November 21, 2016 by Atlantico
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Starmaker: snip
Just a quick follow-up, was able to play some over the weekend. The game does play very smoothly and control is a breeze so far. The shield mechanic works quite well, though there are a few places were holding multiple buttons gets a little fudgy. The characters are all quirky, similar to a lot of JRPGs. And some of the scenery is especially gorgeous. I'm in the dream canyon section currently and I love how it's done.

Thanks once more!
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IAmSinistar: And some of the scenery is especially gorgeous. I'm in the dream canyon section currently and I love how it's done.
Library level is best level.

I'm very impressed by just how much awesome scenery pixel art and game elements (with mechanics!) were made for level entrances and such.

(I am NOT impressed by Aliph's lolrandom assholery in the third act. Like, what the actual fuck? I understand being weak-willed and going with the flow, but to display proactive assholery -- why?)
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Starmaker: (I am NOT impressed by Aliph's lolrandom assholery in the third act. Like, what the actual fuck? I understand being weak-willed and going with the flow, but to display proactive assholery -- why?)
Ah, I'm in Act 2 at the moment. That sounds unfortunate. Maybe it's justified later on? The characters are really quirky, to the point of being more exaggerated story elements than actual people. But lots of other games have gone this route too. Hopefully they explain the personality shift later.
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IAmSinistar: Ah, I'm in Act 2 at the moment. That sounds unfortunate. Maybe it's justified later on? The characters are really quirky, to the point of being more exaggerated story elements than actual people. But lots of other games have gone this route too. Hopefully they explain the personality shift later.
It's not a shift, just a single assholish action that (now that I finished the game) does not impact the other events, plot-wise (so it's not like the game justifies assholery or blames the player for a scripted scene). It's kinda explained, partially by quirkiness (as in, I should assume the short scenes that I get to see stand in for realistic human interactions and accept that the character realistically bought into something that I the player, after seeing the short scene, would not) and partially by a later scene.

Yara is consistently awesome.

Pixel art is amazing (although library level is still best level). One particular special effect in a non-challenge room unexpectedly murdered character movement speed (but only movement speed) so I had to turn down the graphics quality for that room only. (It still looked okay.)

I wish there were more rooms where the exact balance of light/dark actually mattered (there are some, but not many; it mostly acts as a health meter). Lenses are my favorite element and there's a lot of them in later levels. Even rabid hairbrushes (you'll see) became fun once I figured out how they work.

I didn't find a single secret so I assume most if not all of them are in postgame (like in Anodyne).

Total playtime of the main game: 9 h 15 min.