It starts with one of the cutest interfaces I've ever used. It's a fluorescent origami puzzle that includes panels, dials, and buttons. It's also tactile and air-inspired, retro and high-tech, just like a holographic astrolabe. At its center is a circle filled with old chart-style oceans. Its delicate nesting contours extend beyond the dashboard and turn into turquoise mist.
In other waters
- Developer: Over age
- announcer: Senior traveler
- Platform: Viewed on Switch
- Availability: Exit now on Switch and PC
Pressing the space bar will make a wailing sound, and the triangular waterway is full of triangular waypoints and colored dots, flying or forming undulating patterns-creatures are indifferent in life, and troubled diving humans click a waypoint in the middle To scan it, this is a short but evocative description in the expanded panel on the right. Press one of the larger buttons to set that waypoint as the destination, and the six-pointer locks the entire view when clicked. Press another button to engage the set of thrusters, and then press the space when you arrive to rescan your surroundings.
You can't seem to "escape" in the "other world" interface and explore the naturalistic three-dimensional landscape implied by Ellery's sketches-annoying-of course, I would love to see a 3D interpretation of a particular colonial biological form- But this is the missing point. Artificial intelligence perspective Yes In reality, its collaboration with Ellery has created a world. This concept of co-production as a result of continuous interaction and acceptance is the abomination of the version provided by Baikal, which cynically divides existence into humans and what we use. This is a concept in "other waters", because the ocean you envision is as illusive and fragile as our own, so it makes you live, scan one by one, and one waypoint.
Disclaimer: In other waters, creator Gareth Damian Martin is a former contributor to Eurogamer.