I picked up this game some time in 2023 with my only knowledge of it being that someone said it was reminiscent of Star Wars Galaxies in it’s vibe - that should have been enough for me to immediately play it, but I only got around to it towards the end of 2024 as I browsed through my library on my Steam Deck (seems that’s how I decide to play most things these days). Developed by Antonio Freyre, and published by Merlino Games, It Comes In Waves is touted as a short, minimalist, experimental open-world adventure about guilt and grief. Quite a mouthful, but as you’ll see, it delivers in what it promises.
Upon loading up, it’s obvious that this was a passion project for Freyre, and that it’s the realisation of an idea - which is quite the feat, as realising one’s own ideas can be quite the challenge. The game is sparse, almost to the extreme, and it’s through this spartan design that the quality of it shines through - low poly models and jagged landscapes make up the world, but nothing about the lack of visual complexity does this game a disservice - on the contrary, in fact, it only adds to the mystique. Nothing seems to be included that wasn’t required, and what little dressing there is serves to create an incredibly well realised world, using nothing but the low poly environment, a little bit of text, and some imaginative design choices to convey an entire world.
The beautiful imagination of this game is what makes it so evocative, and it wears it’s inspiration on its sleeves. Dune and Conan are clearly primary sources, as is Star Wars (specifically Galaxies). The mythology, archaeology, environment, and culture screams ancient worlds and alien life. As for the Star Wars Galaxies of it - well you just have to look at it. At any moment you could be on Tatooine, and not just because of the desert setting, but because of the style. The main characters clothing, even down to the backpack, is reminiscent of the choices available to players in Galaxies, and the layout and architecture of the settlements are clearly Tatooine-esque, with a leaning towards Tusken Raider camps. The world beyond the settlement is also very reminiscent of the Sith planet of Korriban, but there are shared values here, most notably with Conan - the colossal statues, skulls, and weather worn skeletons.
The gameplay loop is as basic as the game itself, your task is to ferry a specimen to a sanctuary across the dunes, but the caveat is that you can’t pass the barrier unless your specimen is fully grown. This process can be accelerated with growth pickups, but it’s a long way, and the thing grows slow. This wouldn't be too much of an issue, but crossing the desert is thirsty work, and your stores of water are both limited and quick to drain. In order to survive, replenishing your water supply is absolutely vital, and this is made worse by any health you lose being fixed by further draining your supply. Dead enemies can yield additional water, as can pickups, but beware approaching these sand dwelling people, as they are handy with a blaster. Your own gun can be replaced with those you find in the wild, with different accuracy, cooling, and damage stats. Combat is simple and effective, but by no means the focus. Aside from the specimen and thirst mechanics, and of course the combat, the draw of this game, at least for me, is the exploration of the alien world, and the mystery of it.
Approaching enemy camps, exploring strange ruins of forgotten cultures, wandering around colossal skeletal remnants, and taking in beautiful vistas is that makes this game so uniquely enjoyable - even if you fail your mission, which you might well do, at least the first time through - I certainly did. In my second try, I had the benefit of prior knowledge, and it seems that a little of the mystery of the game is lost on subsequent plays, but the chance to continue the exploration of Eremar Prime (the name of the world) is wonderful still, and captures some of the magic of the likes of Shadow of the Colossus, which also dumps you in a world of mystery. I won’t speak too much more of the narrative and the ending, it’ll be for you to make your own assumptions, guesses, and interpretations - all I will say is that if you can grab this little game, do. It’s strange and wonderful, if only for a brief visit.
Have you played this one? What did you think? I’ve not yet sampled anything else from Freyre’s catalogue, but judging by the quality of It Comes In Waves, and the descriptions of his other titles, the rest of his creative output is definitely worth a look (they’re all available on Steam in a discounted bundle).
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Jamie B