![]() ![]() Later in the first section, her path is blocked by a monster, requiring her to leave her boat. Shoot a flare and you’ll receive a hint of where you need to go, but it won’t necessarily tell you what you need to do. Everything has meaning everything connects to Kay in ways that may not immediately be clear.Įarly on, Kay receives a flare from a girl who figures to play a big role in the story. Jo-Mei has been straightforward about the pitch, but Sea of Solitude speaks in metaphors. Everything from the water level to the weather to the boat to the environment around you works together. It’s not just the monsters that inform you of Kay’s story. ![]() “I want you to slowly figure out step by step what is going on,” Geppert said. ![]() Everything they say connects to her story, offering clues to help you piece the story together. It’s your job to figure out how all of the shadowy monsters you meet connect to Kay. A large monster emerges from the water and slings a flurry of insults her way before pushing her back. In the stormy opening section, Kay travels by boat through the urban streets. Depression, anxiety, anger - Kay’s journey comments on all of these related afflictions and more. Sea of Solitude employs loneliness as a vessel to touch on what happens when we become lonely. Kay suffers from “ such strong loneliness that her inner feeling of darkness, of anger, the feeling of hopelessness and worthlessness turns to the outside and she becomes a monster,” Geppert said. When darkness blankets the sky and storms brew, Sea of Solitude evokes a haunting uneasiness. When the urban landscape is flush with sunlight, the world is beautiful and full of hope. It’s a sort of high brow cartoon aesthetic that admirably showcases multiple emotional ranges. The captivating art style creates a stirring atmosphere and instantly grabs your attention. In Sea of Solitude, you play as a young woman named Kay in a sunken city based on Berlin. They told me their forms of loneliness, problems with family, problems their friends had.” Geppert told Digital Trends that anyone working on the game - Jo-Mei has 12 developers - could present an idea for consideration. “When I presented the concept to my co-workers, they all got highly inspired. So even though the idea grew from her own plight, she wanted to tell a universal story about loneliness. Geppert is a firm believer in democratic design. “It’s based on a true story, what happened to me. “I made Sea of Solitude at a point in my life when I felt the loneliest, in private and in work life,” Geppert said. Bold and beautiful, Sea of Solitude artfully explores the concept of loneliness. I sat in on a private preview at EA Play led by Jo-Mei Games CEO and creative director Cornelia Geppert. Developed by Jo-Mei Games, a small independent studio based in Berlin, Germany, Sea of Solitude will be published by Electronic Arts as part of the EA Originals program. From Hellblade: Senua’s Sacrifice to Night in the Woods to Celeste, independent developers have gone where AAA studios haven’t. Games tackling mental health issues have become more common in recent years. ![]()
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