Underwater levels need to disappear from games

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Thursday, November 01, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

My horrific underwater-level memory comes from the original Teenage Mutant Ninja Turtles game on the Nintendo Entertainment System. Just the thought of electric kelp gives me the chills….

The Legend of Zelda: Ocarina of Time 3D

Do you want to know what my nightmares sound like?

Something like this.

I guess you could say that I’ve always been somewhat biased against underwater levels in my gaming experiences given that Sonic the Hedgehog was the first title I ever owned. Those nightmarish “outswim the timer” stages led to about 1,000 of my little beloved hedgehog’s deaths.

But let’s be serious. Something is inherently wrong with these submerged sequences. Think about it. Ask gamers who grew up with a Nintendo 64 what the most difficult levels they ever had to play through were. I can guarantee you that the a number of them will burst into fits of sobbing as repressed memories of the water temple from The Legend of Zelda: Ocarina of Time bubble to the surface.

Or maybe that's just me. 

 

Even more than escort missions, underwater levels piss me off. They’re almost always shoehorned into an adventure, and they stick out (even in great games) because they don’t mesh with the other elements.

What are the dullest parts of Kingdom Hearts? Atlantica. Or God of War? The challenge of Poseidon. Yeah, yeah, I know you could make the argument that you had to have an aqueous bit for God of War to touch every mythological thread, but that’s not my issue. The basic idea of one of these levels in itself is not a bad one. The developers behind some of these endeavors -- from Nintendo to Sony Santa Monica -- have violated the first tenet of game design: creating an immersive experience. 

Underwater levels pull me out of that experience because they’re monotonous. It’s not that they’re too difficult. They’re just not fun. I'm no longer Sonic or Mario or Kratos; I'm just an angry dude holding a controller.

Exceptions exist, however, but these releases have one thing in common. Most of them take place underwater: Jaws Unleashed, Ecco the Dolphin (what a trippy title that was), and Derrick the Deathfin. None of the controls in these offerings are frustrating, timers aren’t simultaneously screeching and glaring at you, and nothing feels forced. You immediately have the expectation that you’re going to be spending your time in the ocean.

Ecco the Dolphin

Thankfully, designers seem to realize that these stages are relics. We still get to play through these wet sections, of course, but, more often than not, they're mercifully brief and sometimes don't even feel unnecessary. The quest in Fallout 3 where you swim beneath the naval-ship community in search of someone is both appropriate and relatively painless.

In short, I think underwater escapades should remain a thing of the past … for the sake of my sanity at the very least.

 
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Comments (7)
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November 01, 2012

Some games do a mechanic bad; BAN THAT MECHANIC.

No. As you even admitted, some underwater sections are good and necessary. Why should we get rid of an entire mechanic because some developers don't do it right? Using that logic, we'll have to get rid of EVERY mechanic, setting, story, and character archetype.

I had a lot of fun with EVO, where you start as a fish and "evolve", eventually, into a mammal. A lot of that game would have been lost if you started as a reptile.

While the Water Temple in Ocarina of Time was painful, that was more because of  the temple layout than the fact that it was underwater. And the water sections of Majora's Mask were amazing; I spent hours just swimming around with the Zora mask on because it was so much fun.

And once you get into open-world games (Fallout 3/New Vegas, Elder Scrolls, GTA, Assassin's Creed II), you really need to at the very least allow the player to enter the water (unless you're in a desert), because it's way more frustrating if you just die instantly in a puddle (Assassin's Creed, looking at you) or have your progress totally blocked by a tiny stream (basically every RPG that isn't from Bethesda).

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November 01, 2012

Ohhh, those timed, underwater Sonic levels...those were probably the most traumatic moments of my young life.  Absolutely horrified me. 

Dcswirlonly_bigger
November 01, 2012

For some resaon I have never had a problem with an underwater level or underwater controls in any game ever. I can't explain it, but I do not at all understand why underwater in gaming is so unpopular.

I keep hearing about how infamous the swimming in Metal Gear Solid 2 was but I didn't even have trouble with that. I even found the swimming motion controls in Skyward Sword to be very intuitive.

*shrugs*

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November 01, 2012

Jolly Roger's Lagoon for SM64. I was so terrified of that giant eel. Now that I look back on the dated graphics, it looks even more horrific as a pixelated mess.

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November 02, 2012
I always get anxiety when a game has an underwater part :( especially with tomb raider, and that's mostly because your not alone in that dark water...
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November 03, 2012

"The developers ... have violated the first tenet of game design: creating an immersive experience."

Really? Whose tenet is that? Even if that were a tenet of some school of game design theory, I can't possibly see it being the first. If you happen to like video games that are adequate simulators, that's fine, but games never had that goal until video games came along, and there's plenty of games that put simulation on the back burner or even in the garbage in order to pursue being a great game in its own right.


But okay, I'll walk with you on this simulation idea. If you really want perfect simulators, it seems like there's a far more pressing things you could complain about rather than issue a blanket statement about levels that happen to be themed in an underwater environment. Speaking from a simulation standpoint it seems that being able to control your avatar in a wider variety of situations might even enhance the simulation in some way. It's hard to imagine why you don't think so seeing as you didn't bother to say even the first thing about why these sections are bad other than naming them and stating that you didn't like them (Oh yeah, apparently they're also "hard," how dare a game do that?).


If you can't objectively identify weaknesses in a game's design, it's hard for me to identify with your point. I'm just lost, and it points to a lack of criteria for what makes a good game in the first place. Until you can properly do that, yeah it's just you.

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November 03, 2012

I think immersiveness and being a simulator are two very different things. Zelda is by no means a simulator of 'sword fighting young pixie boys' and yet I feel they are close to the most immersive games I've played. However, I never found the Water Temple to lack immersiveness either. It was tough, sure, it was definitely not my favourite temple yet I am repeatedly engrossed. It looked beautiful and I love its music. I agree that the level design is a bit confusing though.

I feel you're unfairly picking apart a pretty reasonable opinion piece. Swimming in games generally isn't as much fun as normal movement but I feel that's mostly because you just cannot move as efficiently as you normally can. Additionally, the majority of games don't allow for combat whilst underwater (*shakes fist at Fallout*). 

Sam makes a good point though, just fix the bad mechanics. It really isn't beyond repair.

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