Sword of the Sea review: “Joyous, fluid hoverboarding connects together everything I loved about Journey and The Pathless”

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For some, Sword of the Sea will feel familiar. An unnamed protagonist is tasked with cleansing a bygone realm by restoring mythical landmarks to defeat an ancient evil. It’s a story that creative director Matt Nava has been telling for over a decade, from indie royalty Journey back in 2012 for Thatgamecompany to 2016’s aquatic adventure Abzu and 2020’s airborne adventure The Pathless under Giant Squid Studios.

It may seem like a fourth retelling, but Sword of the Sea isn’t simply a reproduction, it’s a bridge. The majesty of Journey, the action of The Pathless, the tranquillity of Abzu – Sword of the Sea connects them all, the four sharing not only a bold artistic vision but, surprisingly, a shared overarching story too. The result not only reinforces Giant Squid’s reputation for creating artful, evocative games that celebrate the joys of fluid movement, but also manages to unite a decade’s worth of storytelling into a complete whole.

Playing as a mysterious entity (A soldier? A spirit? Both? Neither?), you need to use your hoversword to explore the remains of a lost culture buried beneath a vast desert and restore a lost ocean to this desolate world by transforming sandy runes to rolling waves.

Fish spiral through the air in Sword of the Sea

(Image credit: Giant Squid)

Fast facts

Release date: August 19, 2025
Platform(s): PC, PS5
Developer: In-house
Publisher: Giant Squid


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