Journey was one of my favourite games of its release year, blending together many well-crafted elements into an enthralling experience. Long time fans of Thatgamecompany weren’t surprised at this though as the developer had a history of delivering atmospheric titles with brilliant sound tracks. For me though it was the multiplayer aspect that made Journey shine; the co-operation through minimal communication a truly inspired mechanic. However Thatgamecompany’s usual release cycle of every 3 years has come and gone without another release, leaving us wanting for the kind of experiences that they were known to deliver. In the mean time however former art director for Thatgamecompany Matt Nava has formed a new games development house called Giant Squid Studios and their first game, ABZU, has just been released.
It’s easy to see Matt Nava’s influence in ABZU, the main character sharing similar stylings to the main protagonist of Journey. Indeed the setting, whilst being the polar opposite of Journey’s desert, shares a lot of the same elements. After a short cut scene, which obviously holds some significance to ABZU’s plot, you’re dumped in a massive underwater world and set forth to explore. The how and why of everything are left up to you to figure out as there’s no dialogue nor walls of texts to explain anything. The only helping hand you’ll get is a few screens that fade in to let you know what the controls are, after that you’re on your own.
Borrowing yet again from it’s spiritual predecessor ABZU has the same highly-stylised, almost cel-shaded like aesthetic. Unlike the barren wastes of Journey ABZU is a world that teams with life, schools of fish and other sea creatures dancing about as you explore. These visuals are then accompanied by an incredible sound track done by Austin Wintory, the same composer behind Journey. I’ll endeavour to stop making comparisons between the two but calling it “Journey but in the sea” seems like the most apt description of what ABZU is on first glance.
ABZU is an exploration game, one that makes full use of the underwater environment to provide you with much more freedom than traditional platformers do. You’ll be dropped into a gated off area, one that you must explore in order to find your way out. Along the way you’ll find various collectibles, unlocks and various items that are used to unblock/unlock your way through to the next section. There’s no combat to speak of however, the game preferring to gently remind you that there’s a better way than throwing yourself head on at every problem. Overall it’s a very simple game but as we’ve seen before simplicity in game mechanics doesn’t mean it isn’t a sophisticated experience.
The exploration is done mostly well, the environments being full of detail that’s worthy of exploration just by itself. Unlocking additional creatures from their underwater prisons adds them directly to the local ecosystem, sometimes changing it radically. You move at a good speed, especially with boost, making it easy to get across a map in no time at all. What’s lacking however is an indication of how complete each section is, leaving you to wonder if you really did get everything or there was something left behind. I may have just missed the signal that showed you that but I remember Journey’s version of that being very obvious and if ABZU has a similar mechanic it was far too subtle for me to pick up on.
I did as instructed when the game asked me to use a controller however even then the controls felt a little janky. I do understand that there’s a certain amount of inertia when you’re in water however the way the character moves sometimes doesn’t quite line up with what your inputs are. It’s not unusable by any stretch of the imagination but it does make some moments far more frustrating than they need to be. I didn’t swap it out for the mouse and keyboard however, so I’m not sure if that might have resolved my issues.
The story is told through your interactions in the world, various hieroglyphics that adorn parts of the world and lots of cut scenes that paint a high level picture of what your character is trying to accomplish. Consequently there’s not a lot of meaning you can derive from ABZU directly, it’s all inferred from what you see on screen. This doesn’t prevent the game from having some truly impressive emotional moments however, many of which are reminiscent of Journey, but it does mean that the higher meaning of the game is somewhat elusive.
ABZU is a true spiritual successor to Journey, taking all of what made its predecessor great and applying it to a whole new setting. The visual and sound design both come from direct from those who worked on Journey and their influence can be seen throughout ABZU. Mechanically it plays largely the same with the added freedom granted by being underwater used to great effect. The controls are probably the one black mark against the otherwise solid experience, making some aspects of the game just a bit tedious and awkward. Overall though ABZU is a standout debut title for Giant Squid Studios and I very much look forward to what they do next.
That is if Thatgamecompany don’t release something before them, of course!
ABZU is available on PC and PlayStation 4 right now for $19.99 on both platforms. Game was played on the PC with 2 hours of total play time and 58% of the achievements unlocked.
If there’s one thing that SpaceX has shown us is that landing a rocket from space onto a barge in the middle of the ocean is, well, hard. Whilst they’ve successfully landed one of their Falcon-9 first stages on land not all of their launches will match that profile, hence the requirement for their drone barge. However that barge presents its own set of challenges although the last 2 failed attempts were due to a lack of hydraulic fluid and slower than expected throttle response. Their recent launch, which was delivering the Jason 3 earth observation satellite into orbit, managed to land successfully again however failed to stay upright at the last minute.
Elon stated that the failure was due to one of the lockout collets (basically a clamp) not locking properly on one of the legs. Looking at the video above you can see which one of those legs is the culprit as you can see it sliding forward and ultimately collapsing underneath. The current thinking is that the failure was due to icing caused by heavy fog at liftoff although a detailed analysis has not yet been conducted. Thankfully this time around the pieces they have to look at are a little bigger than last times rather catastrophic explosion.
Whilst it might seem like landing on a drone ship is always doomed to failure we have to remember that this is what the early stages of NASA and other space programmes looked like. Keeping a rocket like that upright under its own strength, on a moving barge no less, is a difficult endeavour and the fact that they’ve managed to successfully land twice (but fail to remain upright) shows that they’re most of the way there. I’m definitely looking forward to their next attempt as there’s a very high likelihood of that one finally succeeding.
The payload it launched is part of the Ocean Surface Topography from Space mission which aims to map the height of the earth’s oceans over time. It joins one of its predecessors (Jason-2) and combined they will be able to map approximately 95% of the ice-free oceans in the world every 10 days. This allows researchers to study climate effects, providing forecasting for cyclones and even tracking animals. Jason-3 will enable much more high resolution data to be captured and paves the way for a future, single mission that will be planned to replace both of the current Jason series satellites.
SpaceX is rapidly decreasing the access costs to space and once they perfect the first stage landing on both sea and land they’ll be able to push it down even further. Hopefully they’ll extend this technology to their larger family of boosters, once of which is scheduled to be test flown later this year. That particular rocket will reduce launch costs by a factor of 4, getting us dangerously close to the $1,000/KG limit that, when achieved, will be the start of a new era of space access for all.
Reducing the cost of getting things into orbit isn’t easy, as the still extremely high cost of getting cargo to orbit can attest. For the most part this is because of the enormous energy requirement for getting things out of Earth’s gravity well and nearly all launch systems today being single use. Thus the areas where there are efficiencies to be gained are somewhat limited, that is unless we start finding novel methods of getting things into orbit. Without question SpaceX is at the forefront of this movement, having designed some of the most efficient rocket engines to date. Their next project is something truly novel, one that could potentially drop the total cost of their launches significantly.
Pictured above is SpaceX’s Autonomous Spaceport Drone, essentially a giant flat barge that’s capable of holding its position steady in the sea thanks to some onboard thrusters, the same many deployable oil rigs use. At first glance the purpose of such a craft seems unclear as what use could they have for a giant flat surface out in the middle of the ocean? Well as it turns out they’re modifying their current line of Falcon rockets to be able to land on such a barge, allowing the first stage of the rocket to be reused at a later date. In fact they’ve been laying the foundations of this system for some time now, having tested it on their recent ORBCOMM mission this year.
Hitting a bullseye like that, which is some 100m x 30m, coming back from orbit is no simple task. Currently SpaceX is only able to get their landing radius down to an area of 10KM or so, several orders of magnitude higher than what the little platform provides. Even with the platform being able to move and with the new Falcon rockets being given little wings to control the descent SpaceX doesn’t put their chances higher than 50% of getting a successful landing the first time around. Still whilst the opportunity for first time success might be low SpaceX is most definitely up to the challenge and it’ll only be a matter of time before they get it.
The reason why this is such a big deal is that any stage of the rocket that can be recovered and reused drastically reduces the costs of future launches. Many people think that the fuel would likely be the most expensive part of the rocket however that’s not the case, it’s most often all the other components which are the main drivers of cost for these launch systems. Thus if a good percentage of that craft is fully reusable you can avoid incurring that cost on every launch and, potentially, reduce turnaround times as well. All of these lead to a far more efficient program that can drive costs down, something that’s needed if we want to make space more accessible.
It just goes to show how innovative SpaceX is and how lucky the space industry is to have them. A feat like this has never been attempted before and the benefits of such a system would reach far across all space based industries. I honestly can’t wait to see how it goes and, hopefully, see the first automated landing from space onto a sea platform ever.
I spend an awful lot of time here (and elsewhere, for that matter) staring up at space that you’d be forgiven for thinking that I don’t pay as much attention to things that are going on back down on Earth. Whilst my true passions lie in the final frontier I still have a keen interest in the multitude of projects that have the same level of complexity as running about in space does and you’ll often see me getting lost in all manner of weird things like deep sea drilling rigs or military hardware. One project that’s really captured my attention of late, mostly due to the fact that I knew nothing about it until just recently, is James Cameron’s Deepsea Challenger project which has just begun its journey to the bottom of the ocean.
The purpose of Deepsea Challenger is to travel to what we believe is the deepest part of the ocean, the Mariana Trench. Now this isn’t the first manned dive to visit this part of the ocean as back in 1960 the Bathyscape Trieste was the first manned craft (and first craft overall) to land on the bottom of the world’s oceans. They didn’t spend much time on the bottom though, only staying for a mere 20 minutes after the nearly 5 hour journey to get there, and the craft kicked up quite a bit of silt which limited their view. Despite that though they did report that there was vertebrae life forms down there meaning that even at the most extreme of conditions complex life could still form.
Deepsea Challenger is straight out of a science fiction novel by comparison. It’s about half the size of the Trieste but it’s jam packed with all manner of equipment that Cameron intends to use whilst he’s down there. It’s also quite novel in its design favouring a torpedo like structure rather than the sub + pressure sphere that the Bathyscapes had. This design will allow Deepsea Challenger to reach the bottom in a mere 2 hours, an incredible improvement over nearly all other deep sea submersibles. Cameron then intends to spend up to 9 hours filming (in high-def 3D no less) and collecting samples before making the trip back to the surface.
The reasons why this sub matters is simple: the insights it can give us to how life evolved and continues to thrive down there gives us a much clearer idea of where life could possibly evolve elsewhere. With such extreme low temperatures and high pressures you wouldn’t expect to see anything above simple life forms, but the observations from the Trieste indicate that complex life has managed to thrive down there. Extrapolating this idea further it then means that the possibility of life on other planets in our solar system, like Jupiter’s moon Europa, is much more likely than we previously would have thought.
The reveal of Deepsea Challenger coincided with Sir Richard Branson’s announcement of yet another arm of his Virgin line of companies. This time it’s Virgin Oceanic and they’re looking to offer trips to the Mariana Trench (and other deep sea locations) to willing punters. This year will see their craft, called DeepFlight Challenger, visit 5 different locations around the world to both test the craft and generate some PR. Compared to the Deepsea Challenger its quite different, opting for a kind of submersible plane configuration that uses wings to “fly” through the water. This means that unlike the Trieste or Deepsea Challenger DeepFlight will be able to cover some serious ground while its down there. It will be very interesting to see how that craft goes in comparison to its predecessors, especially considering it’s future as a commercial venture.
Considering that we’ve only explored a mere 3% of the ocean depths the progress being made here will open up a whole new frontier for scientific research, as well as a little tourism on the side. I can’t wait to see what these two vessels discover on their journey down there and I’m sure that the discoveries will keep coming for a long time to come after their initial journeys down there. It’s hard to believe that we still have so much of our world undiscovered when we’re so connected these days but it shows that there are still many challenges to be had, and those willing to take them on.