Without a doubt, Sword of the Sea is the most effortless fun I’ve had playing a game in 2025. Sit down, start up, be amazed. It’s really that simple.
I almost started this review by saying that Sword of the Sea was the BEST game I’ve played in 2025, but then I remembered that I finished God of War 1 earlier in March and decided not to dethrone that giant so whimsically for a pint-sized tale I finished in an afternoon. But I heavily considered it.
And perhaps that’s because the two games have quite a few elements in common though I find it unlikely they would ever come up in the same conversation at a party. Both take an unorthodox — and frankly awesome — approach to weaponry (chain-blades vs surf-sword). Both have absolutely larger-than-life epic settings filled with enormous statues, rich lore, and an evolving map which becomes more and more incredible with each new puzzle solved.
For Sword of the Sea, obviously the main draw of the setting is the kind of “hidden ocean” which lurks just underneath the surface, causing vast sandy deserts to ripple in waves (reminiscent of the spore oceans in Tress of the Emerald Sea), or a snowy tundra to . . . well also behave like the sea.
It seems like Giant Squid knew exactly what they were doing in making such an strange but cool concept compulsively playable. By adding an understated, yet instinctual, Tony-Hawk-style trick system, complete with grabs, spins, sword-flips and chain-grinds, players have as much fun just moving about the world as they do solving the puzzles or progressing the story.
And boy is that story compelling for all that it is pretty sparsely told. After the initial cut scene of the main character’s initial ‘awakening’ (a drop of water hits a terracotta-like statue animating it), the player is pretty much left to their own devices, exploring the world, and receiving dribs and drabs of story through the discovery of poems etched in stellae throughout the various environments. A few more cut scenes are sprinkled in here and there which showcase a few twists, but even these leave most of the heavy narrative lifting for the player as there is (I think) zero dialogue in the game.
In a show like PRIMAL, or a comic like Age of Reptiles Ancient Egyptians, the lack of dialogue is a choice that imparts several messages to the viewer/reader. It reinforces the ancientness of the setting, and the brutality of the world. It increases the sense of tension as most people are generally ill equipped to handle silence. It’s why the best reporters generally ask the least amount of questions during interviews, allowing the other person to fill in the “blank air”, which they often do compulsively.
The lack of dialogue functions a bit differently in Sword of the Sea. It still prompts the player’s mind to fill in the “blank air” when it comes to the story, however the experience is wholly less anxiety inducing, and even perhaps the opposite: a calm (dare I say cozy?) experience in which the imagination is inspired to wander, much as the player wanders each landscape.
Another aspect of the game which provides a sense of calm (and beauty) is its soundtrack. I did not go back to verify this, but as the credits scroll by at the end, it feels like a solid third to half of the names listed are involved in music production or sound design in some capacity, with a host of choirs and other performers noted for their contributions to the game. You can just tell that a lot of thought and effort was put into this game’s soundtrack, and the results are absolutely stunning to listen to. There were several moments throughout the game where I stopped surfing around just to listen to the music (usually overlooking some incredible scenery).
Finally, and perhaps most obviously, Sword of the Sea is just a beautiful game to look at. Whether it’s a vast expanse of sun-bathed desert, spots of crystal-clear sea out of which fly a pilgrimage of emancipated sea creatures, or some massive superstructure which looms large like the Tower of Babel reaching for the heavens, every visual in this game is meant to impress. To inspire awe. To take one’s breath away.
I had been (ahem) speechless at the beauty on display in Chants of Sennaar (ayy speaking of big towers), but I think Sword of the Sea may be even a bit more impressive. And seemingly limitless in its capacity for photo ops. Like what other game allows you to do tail grabs while riding a great white shark? Or uncover an Elasmosaur tomb? Simply incredible.
I suppose I don’t HAVE TO offer any criticism about Sword of the Sea, however I did have one small complaint, which was that the final encounter felt a bit weak. I really LOVE that Sword of the Sea is really NOT a combat focused game. Aside from the final encounter at the end, I’m not sure the player even has the opportunity to KILL anything which was refreshing and inspiring. However, in the final scene of the game, their is a kind of snake-like enemy which you ‘fight’ to save the newly freed sea-world you’ve worked all game to unchain. And the fight just felt a bit . . . easy?
It relies on a kind of timed sequence of button presses to complete attacks, actually very similar to the cinematic fights in the aforementioned God of War games. However, in God of War, these sequences are randomized, and (for me) actually pretty tough to complete, often requiring several ‘deaths’ and repetitions to get the timing right. I kinda wish Sword of the Sea would have leaned a little more heavily into that for its final scene.
So, give Sword of the Sea a playthrough?
Absolutely! As I stated in the opening, this is some of the most fun I’ve had playing a videogame in 2025. The initial premise of a hidden ocean on which you surf atop a giant sword is already cooler than nearly anything else I’ve heard of this year. Combine that with a compelling (but silent) story, an incredible soundtrack, and stunning visuals, and you’ve got me shopping around for awards for which to submit this too.
My only criticism is that I think the ending could have been a little more challenging, however, I loved that Sword of the Sea is not a ‘fighting game’, and so it seems to make sense that the only real fight in the story would feel kind of glossed over.
What does everyone else think? Is this game on your to-play list? Have any already sped through it like I did? What was your favorite part? Which setting did you want to spend more time in? And what questions are you still thinking about when it came to plot?
As always, leave your answers in the comments. I can’t wait to talk about this one!
See you next time . . .




