Aquaria (video game)

Last updated

Aquaria
Aquaria Logo.png
Developer(s) Bit Blot
Publisher(s)
Designer(s)
Artist(s) Derek Yu
Composer(s) Alec Holowka
Platform(s)
Release
  • Windows
  • December 7, 2007
  • Mac OS X
  • November 13, 2008
  • Linux
  • May 4, 2010
  • iOS
  • November 2, 2011
  • Android
  • June 18, 2013
Genre(s) Action-adventure, Metroidvania [1]
Mode(s) Single-player

Aquaria is a side-scrolling action-adventure game designed by Alec Holowka and Derek Yu, who published the game in 2007 as an independent game company Bit Blot. The game follows Naija, an aquatic humanoid woman, as she explores the underwater world of Aquaria. Along her journey, she learns about the history of the world she inhabits as well as her own past. The gameplay focuses on a combination of swimming, singing, and combat, through which Naija can interact with the world. Her songs can move items, affect plants and animals, and change her physical appearance into other forms that have different abilities, like firing projectiles at hostile creatures, or passing through barriers inaccessible to her in her natural form.

Contents

After more than two years of development, the game was released in late 2007 for Windows. A port of the game to Mac OS X was released in 2008 by Ambrosia Software, and an updated version of the game was released on the Steam service that same year. A Linux version of the game was released as part of the first Humble Indie Bundle collection in 2010, a version for the iPad was released in 2011, and an Android version debuted in 2013 alongside another Humble Bundle collection. In 2009, an album with the Aquaria soundtrack was released. It includes all of the music in the game, as well as a new nine-minute vocal track and a few remixes.

Reviews of the game were generally positive. Critics focused primarily on the visuals, music, and atmosphere as being particularly praiseworthy. The controls and gameplay were also lauded, while negative critiques more often centered on the map system and limited variety of objectives. The game won the Seumas McNally Grand Prize at the Independent Games Festival in March 2007.

Gameplay

Naija in her default form riding a seahorse next to a sea dragon. Surrounding her is the eight-note ring through which the player can play songs. Aquaria - Screenshot 02.jpg
Naija in her default form riding a seahorse next to a sea dragon. Surrounding her is the eight-note ring through which the player can play songs.

Aquaria is a 2D side-scrolling action-adventure game, heavily focused on exploration and puzzle-solving, with non-linear gameplay. The player controls Naija, a lone underwater dweller; although similar to a human woman, Naija also has several fish-like qualities, such as the ability to breathe underwater and propel herself quickly with webbed feet. The game, originally only available for personal computers, was designed to be primarily controlled solely through the mouse, though it can also be controlled with a keyboard or Xbox 360 controller. [2] The player directs Naija through an underwater world composed of several distinct regions, ranging from caves to underwater ruins to sunlit oases. [3] These areas are filled with plant and animal life, which can be hostile, friendly, or neutral towards her. Hostile plants and animals can hurt Naija, reducing her health meter, by touching her or firing projectiles at her. [4]

In general, Naija cannot interact directly with objects in the world. Instead, the majority of actions are accomplished through singing short tunes. The player does this by selecting a series of notes displayed in a circle of eight choices in the correct order. Each note corresponds with a different color. [5] Singing notes affects plants and objects of the same color as the note, while singing the tunes, once learned through the plot, can lift objects, create a shield around Naija, or change Naija into different "forms" which have different appearances and unique abilities critical to overcoming the various challenges and obstacles found in the game. [4] The specific tones that are played when the player selects a note can subtly change in different regions, matching the background music. [6] The default form, or "normal form", is the only one in which Naija can sing, and is the only one where her appearance is modifiable by the player by having Naija wear costumes found throughout the game. [7]

Other forms, which can only be used once found in-game, are the "energy form", in which Naija can shoot projectiles to attack enemy creatures, [8] "beast form", which allows Naija to swim faster through the water and eat small fish to restore health, [9] and "nature form", in which Naija can shoot seeds that produce flowers and spiky plants that can harm other creatures. [10] In this form, Naija is not harmed by thorns on any plants. The player can also learn the "sun form", which allows Naija to give off light in dark regions, [11] "spirit form", which allows the player to move to specific locations marked by blue crystals without time passing, [12] "fish form", where Naija turns into a small, fast fish, [13] and "dual form", found at the end of the game, which allows Naija and another character named Li who is met late in the game's plot to merge, with actions taken by one affecting the other. [14] [15]

While exploring the world, Naija can collect various ingredients from interaction with plants and animals, mainly by combating her foes. These ingredients can be used to cook dishes, which have varying effects on Naija. The most common effects are healing and enhancing various characteristics such as speed and defense, but there are some more exotic dishes which grant her new abilities. [4] The player can learn new recipes by collecting new dishes directly, but can also learn them by combining ingredients without first knowing the recipe. [5]

Plot

Naija in the "energy form" attacking sea creatures Aquaria - Screenshot 03.jpg
Naija in the "energy form" attacking sea creatures

As the game opens, Naija has lost almost all of her memories, and is unaware of the world outside of her home as she "lives as a simple creature". [16] The player is told this in voice-over narrations in the form of a story told by a future Naija. These narrations serve as the primary source of information about Naija throughout the game, though there are occasional cutscenes. After being confronted by a shadowy figure and being shown a series of flashbacks she does not understand, Naija awakens. Feeling loneliness as the only member of her species, Naija decides to explore the world around her. [16] [17] As the player explores, Naija discovers more and more about the history of the world, "Aquaria", and about her own past. The player is not forced to go through the plotline in a set sequence. The only limiting factor is physical barriers such as areas that can be accessed only by using a specific form. Combinations of these physical limitations place some plot elements later in the game. [4] The narrative for the majority of the game is centered on Naija's exploration of a series of ruined civilizations that she finds, each with a large monster in them. These civilizations make up the different regions of the game.

Towards the end of the game, Naija discovers that all of the ruined civilizations she has found throughout the game were destroyed by a god, "the Creator", who was jealous of the rising power of that civilization or of their gods. The powerful monsters she has found and defeated in each region were once the gods of that civilization. Each of these civilizations had a unique power, symbolized by the form that Naija learns after defeating their former gods. Along with Li, a human diver from the land she meets at the top of the ocean, Naija then descends to the bottom of the sea to confront the god. There she discovers that the Creator fell into the ocean as a child, and bonded with an ancient spirit to gain god-like powers. He then created Aquaria, threading a verse of a lullaby his mother had sung to him throughout, the only part of the song he remembers. [18] The melody of this song, the "verse", is what allows Naija to sing songs that affect the world around her; parts of the melody can be heard in different forms in the songs within the game's soundtrack. [6]

The Creator, after creating Aquaria, created a series of civilizations, making a new one in turn when each one was destroyed. The Creator kidnaps Li, with whom Naija has fallen in love, and she attacks the Creator to get him back. [19] The player defeats the god as the final boss of the game, and returns home with Li. In the epilogue, Naija is shown with Li and their child. If the player has found all of Naija's memories by discovering places she remembers, they reveal that the shadowy figure at the beginning of the game was her mother, Mia. Mia was made by the Creator and had the ability, like Naija, to use the different powers of all of the civilizations. She fled the Creator, and hid herself and Naija among several communities in succession; after the destruction of the last one she erased Naija's memory so that she would find out the history of Aquaria on her own and defeat the Creator. In the extended epilogue shown if the player has found all of the memories, Mia appears, telling Naija that the two of them can conquer the civilisations above the water. After Naija refuses, Mia kidnaps her, and vanishes; the extended epilogue ends with Lucien—Naija and Li's son—leaving to find her. If the player has not found all of the memories, the epilogue instead ends with Naija asking the player to find out about her past, and revealing that the narration of the game was intended to be heard by her son. [20]

Development

Concept art of Naija Aquaria - Naija.jpg
Concept art of Naija

Aquaria was developed by Derek Yu and Alec Holowka over the course of two years, off of a concept that Holowka had thought of a year prior. [21] Yu was the lead artist, and Holowka handled the programming and audio components. Both designers had previously worked in video games; Yu had made several freeware games, including I'm O.K with Holowka and others, while Holowka had worked for several video game start-ups, none of which had ever gotten a game published. [2] Some additional work on the game, including some level design and scripting for some enemies, was done by Brandon McCartin. [6] Holowka and Yu officially formed the studio Bit Blot to back the game a week before submitting it to the 2007 Independent Games Festival. Aquaria was the studio's only game. [2] Both members of the team continued to make video games, but not as a partnership; Holowka went on to form a separate team called Infinite Ammo, and Yu went on to work on Spelunky . [22]

The initial prototype of the game had styling similar to a text-based role-playing game, with a large open world and many sub-quests. After moving towards "multiple-choice text answers" and a complicated gameplay system, the team decided to simplify the game and set the 2007 Independent Games Festival as a deadline to complete everything. With this time pressure, they forced themselves to cut out a lot of what they felt was unneeded complexity, bringing the game to its core. After removing many of what they decided were extraneous elements they then added back in the cooking system, which they felt fit well with the rest of the game, as well as a map system. [23] They then developed the game world and story in a roughly linear manner, creating basic designs of each region and then coming back to fill in details. They felt that this allowed them to create interesting ideas at the beginning of the game and then fill them out and resolve them at the end. One of these ideas was that of the "verse"; Holowka realized partway through development that he had been using the same twelve-note sequence transposed into different keys throughout the music, and realized that the idea of a pervasive musical theme to the world fit with the story. [6] The game also includes a level and animation editor; several mods have been made for the game. [21]

The game was developed to be able to be controlled by the player with only the mouse, after it was suggested by Yu's father. The developers felt that this control scheme forced them to make the gameplay fluid and easy to grasp, though they also added the option to control the game with a keyboard or Xbox 360 controller. [2] Yu and Holowka considered the "hallmark" of exploratory games to be a sense of loneliness, which they made a part of the narrative, but also wanted the player to get a sense of Naija's character. To that end, they used voice-overs to demonstrate to the player what Naija was feeling during key points of the game. [24] The voice of Naija was performed by Jenna Sharpe, who was chosen after auditioning several other voice actresses. [2] She additionally sang the vocals for one song on the soundtrack, "Lost to the Waves". [6] She also sang a nine-minute vocal piece, "Fear the Dark", for the release of the Aquaria soundtrack album, which was published by Bit Blot on November 14, 2009. The album features 50 tracks on two discs, including all of the music in the game as well as the new vocal track and a few remixes. [25]

The game was released for Windows computers on December 7, 2007. [26] A patch was later released which added new functionality to the in-game map, added widescreen support, and tweaked several game settings. [27] A Macintosh port was released November 13, 2008, courtesy of Ambrosia Software. [28] The game was released on Steam on December 15, 2008; it included the addition of 27 Steam Achievements. [29] A Linux version of the game was developed by Ryan C. Gordon in 2009; an open beta ran until February 6, 2010, and the Linux version of the game was released as part of the first Humble Indie Bundle. [30] The source code for the game's engine was released under the GNU General Public License on June 3, 2010. [31] [32] A modified version was released on the iPad on November 2, 2011. This version, which includes touchscreen support and changes to the way the map works, was created by Andrew Church, who was approached to do the port by Holowka after he did an unofficial PlayStation Portable source port. [33] The Humble Bundle with Android 6 collection, which was launched on June 18, 2013, debuted an Android version of Aquaria. [34]

Reception

Aquaria was the Seumas McNally Grand Prize winner of the 2007 Independent Games Festival, and was also a finalist in the categories of Design Innovation, Excellence in Visual Art, and Excellence in Audio. The festival praised the game's "fluid controls, unique, non-linear gameplay, and vibrant hand-drawn storybook-style graphics". [38] The game received praise from many different reviewers; Cam Shea of IGN called it "a stunning effort from such a small team", [4] Richard Naik of GameCritics called it "an extremely high-quality product" and a fine example of the side-scroller genre, [3] while Chris Dahlen of The A.V. Club termed it "not so much a retro adventure as a fresh take on everything that made the old 2D adventures great". [39] Praise for the game was centered primarily on its visuals and atmosphere. Hyper 's Tim Henderson commended the game for "a rare and genuine sense of exploration, wonder and discovery". [40] A review by Scott Colbourne from The Globe and Mail termed Aquaria "drop-dead beautiful" with a "deep and affecting story" and summarized it as "a game you can get comfortably lost in". [41]

Jenna Sharpe, Alec Holowka and Derek Yu accepting the grand prize at the 2007 Independent Games Festival Aquaria - IGF.jpg
Jenna Sharpe, Alec Holowka and Derek Yu accepting the grand prize at the 2007 Independent Games Festival

Other reviewers, such as Tom Bramwell of Eurogamer and Chris Holt of Macworld echoed the praises for the graphics and atmosphere, while Craig Pearson of PC Gamer UK added praises for the music and voiceovers and Suzie Ochs of MacLife praised the music and story. [5] [7] [15] [37] Other praises for the game came for its control scheme and for the gameplay mechanics, with Holt calling out the cooking system as worthy of praise. [5] Though noting that the visuals and presentation of the game would be the first thing players noticed, Nathan Cocks of PC PowerPlay claimed that "from a design standpoint, Aquaria is a triumph," with the right amount of complexity and level design that is "spot on". [42]

Several reviewers, such as Bramwell and Holt, criticized the map system present in the initial version of the game as being confusing and difficult. [5] [7] Other reviewers had different concerns, such as Henderson, who critiqued the initial release version for "lack of widescreen support and being occasionally fiddly", [40] or Naik, who felt that the control scheme was not as intuitive when using an Xbox 360 controller. [3] Shea and Pearson felt that the game could have used more puzzles or a wider variety of quests and objectives to balance out the exploration and combat. [4] [37] They did not feel, though, that these downsides compared to the game's positives, with Pearson saying that "the good far outweighs what are, essentially, niggles." [37]

Related Research Articles

<i>Freeciv</i> Open-source turn-based strategy game

Freeciv is a single- and multiplayer turn-based strategy game for workstations and personal computers inspired by the proprietary Sid Meier's Civilization series. It is available for most desktop computer operating systems and available in an online browser version. Released under the GNU GPL-2.0-or-later, Freeciv is free and open-source software. The game's default settings are closest to Civilization II, in both gameplay and graphics, including the units and the isometric grid. However, with a lot of multiplayer games being played in longturn communities, rulesets and additional variants have evolved away from the original ruleset. Freeciv is playable online at Longturn.net, freecivx.net, freecivweb.org and some temporary private servers.

<span class="mw-page-title-main">LucasArts adventure games</span> Adventure games produced by LucasArts

From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions.

Video game modding is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.

<span class="mw-page-title-main">4X</span> Genre of strategy-based video and board games

4X is a subgenre of strategy-based computer and board games, and includes both turn-based and real-time strategy titles. The gameplay generally involves building an empire. Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy.

Tactical role-playing games, also known as strategy role-playing games and in Japan as simulation RPGs, are a video game genre that combines core elements of role-playing video games with those of tactical strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as Chainmail, which were primarily concerned with combat.

<i>Im O.K – A Murder Simulator</i> 2006 video game

I'm O.K – A Murder Simulator is a 2006 freeware video game developed by Derek Yu, Chris Hanson, Philippe Jones, Alec Holowka and Christopher Howard Wolf. It was created as a satirical response to a challenge by anti-video game-violence activist and disbarred attorney Jack Thompson.

<i>Peggle</i> 2007 puzzle video game

Peggle is a casual puzzle video game developed by PopCap Games. Initially released for Microsoft Windows and Mac OS X systems in 2007, it has since had versions released for Xbox Live Arcade, PlayStation Network, the Nintendo DS, Windows Mobile, iOS, Zeebo, and Android; the game has also been ported as a Java application, and an extended minigame incorporated into the massively multiplayer online game World of Warcraft. A sequel was released in September 2008, titled Peggle Nights. PopCap, a subsidiary of Electronic Arts, announced Peggle 2 at E3 2013.

<i>Civilization Revolution</i> 2008 video game

Sid Meier's Civilization Revolution is a 4X, turn-based strategy game developed in 2008 by Firaxis Games with Sid Meier as designer. It is a spin-off of the Civilization series. The video game was released for the PlayStation 3, Xbox 360, Nintendo DS, Windows Phone, and iOS. A Wii version was originally expected but was cancelled. The absence of a PlayStation Portable version was attributed to a lack of development manpower.

Spore is a video game developed by Maxis and designed by Will Wright, released in September 2008. The game has drawn wide attention for its ability to simulate the development of a species on a galactic scope, using its innovation of user-guided evolution via the use of procedural generation for many of the components of the game, providing vast scope and open-ended gameplay.

<span class="mw-page-title-main">Derek Yu</span> American video game designer and blogger

Derek Yu is an American independent video game designer, video game artist, and blogger. Yu has designed and co-designed several award-winning games, most famously Spelunky, Aquaria, and Eternal Daughter. He is also notable as a blogger and custodian of the influential TIGSource blog/community about independent video games. He has been called an "indie superstar" and a "genuine icon" of the video game industry.

<i>Spore</i> (2008 video game) 2008 video game

Spore is a 2008 life simulation real-time strategy god game developed by Maxis and published by Electronic Arts for Microsoft Windows and Mac OS X. Designed by Will Wright, it covers many genres including action, real-time strategy, and role-playing games. Spore allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation. Throughout each stage, players are able to use various creators to produce content for their games. These are then automatically uploaded to the online Sporepedia and are accessible by other players for download.

<span class="mw-page-title-main">Alec Holowka</span> Canadian video game developer (1983–2019)

Alec Holowka was a Canadian indie game developer and co-founder of independent game companies Infinite Ammo, Infinite Fall, and Bit Blot. He was mainly known for the award-winning titles Night in the Woods and Aquaria.

<i>Bit.Trip Beat</i> 2009 video game

Bit.Trip Beat, marketed as BIT.TRIP BEAT, is an arcade-style music video game developed by Gaijin Games and published by Aksys Games for the Wii's WiiWare download service. It was released in 2009 in North America, and released in Japan and PAL regions in the same year. It was later released for the Windows and Mac OS X through the download service Steam in 2010, while Namco Bandai published it for iOS on iPod Touch, iPhone, and iPad in both Bit.Trip Beat and Bit.Trip Beat HD versions. Android and Linux versions debuted in the Humble Android Bundle 3.

Chocolate Castle is a puzzle video game developed by New Zealand–based company Lexaloffle and published on April 2, 2007. The game was developed by Lexaloffle's owner and operator Joseph White, who designed Chocolate Castle as a platform for further puzzle games. In this game, players clear a castle's rooms of chocolate by combining smaller pieces into large bars and commanding animals to consume them. After clearing a room, they can select new rooms that are still yet to be cleared. The full version of the game includes a room editor for players to create their own rooms; players may upload these newly created rooms to Lexaloffle's website for other players to attempt.

<i>Desktop Dungeons</i> 2013 video game

Desktop Dungeons is a single-player roguelike-like puzzle video game developed and published by QCF Design. Released in November 2013, the game underwent a lengthy public beta phase, during which it was available to customers who pre-ordered the game. In the game, players navigate a dungeon filled with monsters before battling a final dungeon boss. The game has qualities of a puzzle as players must find the best methods to use items, spells, and upgrades to reach the final boss without losing too much of their character's health. Desktop Dungeons has been compared to a roguelike but with condensed gameplay. Desktop Dungeons received an award for Excellence in Design at the 2011 Independent Games Festival. The game is available for Windows, Mac, Linux, iOS, and Android. A video game remake titled Desktop Dungeons: Rewind was announced in 2022 and released April 18, 2023.

<i>TowerFall</i> 2013 action video game

TowerFall is an action indie video game created by Maddy Thorson through her company Maddy Makes Games. In the game, players control up to four archers in a multiplayer platform fighter. It was released on the Ouya microconsole in June 2013 and was later ported to PlayStation 4, Xbox One, Linux, OS X, and Windows as TowerFall Ascension and to the Nintendo Switch under its original title of TowerFall.

<span class="mw-page-title-main">Adam Saltsman</span> American video game designer

Adam Saltsman, also known as Adam Atomic, is an American indie video game designer best known for creating the endless runner Canabalt. He is a founder of Semi Secret Software and Finji video game studios.

<i>Night in the Woods</i> 2017 video game

Night in the Woods is a 2017 single-player adventure video game developed by Infinite Fall and published by Finji. Set in a world of zoomorphic humans, the story follows a young feline person named Mae, who drops out of college and returns to her hometown to find unexpected changes, alongside Bea, a gothic crocodile woman and her childhood best friend. The game was funded via Kickstarter, where it earned over four times its initial US$50,000 funding goal.

<i>Evoland 2</i> 2015 video game by Shiro Games

Evoland 2: A Slight Case of Spacetime Continuum Disorder is a 2015 role-playing video game developed and published by Shiro Games. Like its predecessor, the 2013 game Evoland, Evoland 2 is a role-playing game that draws influence from a number of different video games, frequently implementing other genres and gameplay styles during its story campaign.

References

  1. Szczepaniak, John. "Backtracking: The History of Metroidvania". GamesTM . No. 116. Imagine Publishing. pp. 148–53.
  2. 1 2 3 4 5 Wallis, Alistair (2006-10-23). "Road To The IGF: Bit Blot's Aquaria". Gamasutra . Archived from the original on 2009-11-13. Retrieved 2009-12-10.
  3. 1 2 3 4 Naik, Richard (2009-05-16). "Aquaria Review". GameCritics.com. Archived from the original on 2009-05-21. Retrieved 2009-12-11.
  4. 1 2 3 4 5 6 7 Shea, Cam (2008-01-09). "Aquaria AU Review". IGN . Archived from the original on 2009-02-20. Retrieved 2009-12-11.
  5. 1 2 3 4 5 6 Bramwell, Tom (2007-12-18). "Aquaria". Eurogamer . Archived from the original on 2009-06-04. Retrieved 2009-12-11.
  6. 1 2 3 4 5 Jeriaska (2009-12-07). "Interview: Aquaria Piano Jam – Alec Holowka's Watershed Soundtrack Release". Gamasutra . Archived from the original on 2010-05-10. Retrieved 2009-12-14.
  7. 1 2 3 Holt, Chris (2009-02-03). "Aquaria Review". Macworld . Archived from the original on 2011-05-07. Retrieved 2009-12-11.
  8. Naija: The song of the deceased energy god allowed me to transform into an energy being, granting me the power to combat my foes. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  9. Naija: In beast form my strong animal legs allowed me passage through difficult currents, and my sharp, jagged teeth proved invaluable for devouring my prey. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  10. Naija: In this form, the natural world whispered to me, and I could feel the promise of creation stirring within. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  11. Naija: In the sun form, I gained the ability to focus the Verse into rays of light, bringing clarity to shadowed depths. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  12. Naija: After singing the song of the spirit form, I would detach from my mortal frame, and enter the world between the living and the dead. Thankfully, I could only hold this form for brief distances. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  13. Naija: By entering the fish form, I became one with the simple creatures of Aquaria. I could swim past some of my enemies without detection, and navigate small passageways with ease. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  14. Naija: In dual form Li and I would bond together to become one new being. Our combined form had two sides, and by using each side properly, we could unleash a devastating attack. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  15. 1 2 Ochs, Suzie (2009-01-16). "Aquaria". MacLife . Archived from the original on 2009-06-25. Retrieved 2009-12-11.
  16. 1 2 Naija: If she had not appeared before me in that moment, I might have stayed in those waters for the rest of my days, living as a simple creature. But I was compelled to follow. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  17. Naija: If I had stayed there, I might have found peace. But eventually, loneliness and restlessness drove me away. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  18. Creator: I created all that you have witnessed... It all spring from my mind, my efforts. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  19. Naija: Just like that, after so much, I was alone again... Though it scared me to have such thoughts, I knew that I would hunt down that dark creature—and kill it. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  20. Naija: Return to the waters, and follow the trails hidden in my memories. The story of my childhood. Find me, before the world is lost... my son. Bit Blot (2007-12-07). Aquaria (Windows). Bit Blot.
  21. 1 2 Naik, Richard (2009-05-23). "Interview with Alec Holowka and Derek Yu, creators of Aquaria". GameCritics.com. Archived from the original on 2009-05-27. Retrieved 2010-07-01.
  22. Holowka, Alec (2008-12-31). "New Year's Eve: A Time for Change". Bit Blot. Archived from the original on 2009-05-25. Retrieved 2009-12-10.
  23. "IGS: Inside The Making Of Aquaria". Gamasutra . 2008-02-18. Archived from the original on 2010-05-10. Retrieved 2009-12-10.
  24. Linn, Demian (2007-12-21). "The 1UP Show: No More Heroes, Gran Turismo 5: Prologue, and Aquaria". 1Up.com . Archived from the original on 2012-10-15. Retrieved 2010-06-30.
  25. Holowka, Alec (2009-11-09). "Aquaria: OST Launches Saturday w/ Live PJ Jam". Bit Blot. Archived from the original on 2011-05-07. Retrieved 2009-12-10.
  26. Holowka, Alec (2007-11-30). "Seven Days of Aquaria: Release Imminent!". Bit Blot. Archived from the original on 2009-03-02. Retrieved 2009-12-11.
  27. Holowka, Alec (2008-07-27). "Test Aquaria 1.1.0 for Windows!". Bit Blot. Archived from the original on 2009-06-07. Retrieved 2009-12-11.
  28. Holowka, Alec (2007-11-13). "Aquaria 1.1.0 for Mac Released!". Bit Blot. Archived from the original on 2009-03-02. Retrieved 2009-12-11.
  29. "Aquaria Swims Onto Steam". Valve. 2008-12-15. Archived from the original on 2009-06-09. Retrieved 2009-12-11.
  30. Holowka, Alec (2009-12-14). "Aquaria for Linux: Open Beta". Bit Blot. Archived from the original on 2011-05-07. Retrieved 2009-12-14.
  31. Holowka, Alec (2010-06-03). "Aquaria Source Released!". Infinite Ammo. Archived from the original on 2011-05-07. Retrieved 2010-08-24.
  32. Current repository
  33. Davis, Justin (2011-09-27). "Aquaria iPad Details Revealed". IGN . Archived from the original on 2011-10-01. Retrieved 2011-09-28.
  34. O'Connor, Alice (2013-06-13). "Humble Bundle with Android 6 launches". Shacknews . Archived from the original on 2013-06-27. Retrieved 2019-12-11.
  35. "Aquaria (pc): Reviews". Metacritic . Archived from the original on 2012-10-22. Retrieved 2009-07-01.
  36. "Aquaria for iPhone/iPad Reviews". Metacritic . Archived from the original on 2012-10-22. Retrieved 2015-01-09.
  37. 1 2 3 4 Pearson, Craig (February 2008). "Aquaria: Friends Close, Anemones Closer". PC Gamer UK (184). Future plc: 83. ISSN   1080-4471.
  38. "2007 Independent Games Festival Winners". Independent Games Festival. Archived from the original on 2010-10-27. Retrieved 2009-12-10.
  39. Dahlen, Chris (2008-01-20). "Aquaria". The A.V. Club . Archived from the original on 2011-05-07. Retrieved 2010-07-01.
  40. 1 2 Henderson, Tim (June 2008). "Aquaria". Hyper (176). Next Media: 62. ISSN   1320-7458.
  41. Colbourne, Scott (2008-01-18). "In This Undersea Fairy Tale, It's Better To Go with the Flow". The Globe and Mail . Archived from the original on 2011-05-07. Retrieved 2010-07-01.
  42. Cocks, Nathan (March 2008). "Aquaria". PC PowerPlay (151). nextmedia: 63. ISSN   1362-2722.

Commons-logo.svg Media related to Aquaria (video game) at Wikimedia Commons