In an empty world like Far: Changing Tides, it’s hard not to be overly reliant on the silliest things. Toy carousel. A potted plant. A wood duck. Delightful royal deer statue.
But in the depths of the deep, dark ocean, and my stove is dark and cold, I have no choice, do I? Either stay here, swarms of fish circling my ankles, or sacrifice the wood duck and throw it into the engine’s hungry mouth. Yes, I’m still very upset.
Of course, on the surface, nothing I recover from the bottom of the sea or the interior of a water-damaged house has any sentimental value. Everything I clean up on the road has one purpose: to power my vehicle, the odd boat-submarine-land car that pushes the toes—that’s us—forward.
Yet I can’t seem to extricate myself. Yes, fuel tanks can burn. Yes, I’ll sacrifice those discarded suitcases and bags – wonder who packed them? where are they now? Where did these bags come from? – But when it comes to the more unusual stuff, the clockwork carousel, the deer and the ballet music box, I want to keep them. I want to cherish them. Because if I don’t, Toe is nothing.Most importantly, I feel like the toes should have something. We don’t know who they were or what they went through, but I feel a lot. I think that’s enough for a short life.
It’s hard to describe what Far: Changing Tides is, because unless you spend time with its predecessor, Far: Lone Sails (which Edwin recommended in 2018; I absolutely love it), you’ve probably never played anything like it Part puzzler, part vehicle adventure game that feels and looks a bit like PlayDead’s Limbo and Inside, but without the spooky shenanigans and WTF-ness. You’re not told who you are, where you’ve been, where you’re going, or even how you’re going to get there, but you’ve learned enough to keep you going. The rest you pick up – sometimes quickly, sometimes not – along the way. There is no button prompt. There are no waypoints. There is no audio diary. Everything you discover, everything you do, can only be revealed through your own curiosity.
The toes won’t die, and they won’t encounter any enemies in the waterways, although you should keep your ship in top shape. From the outside, it appears to be a patchwork of wood, steel, chewing gum and desperate hope. Inside, it’s a hustle and bustle of pistons, gears and gadgets. You’ll soon see it as not just your transportation or even your home, but your only friend and travel companion.
While Lone Sails can be done in one go, Changing Tides is a much more lazy affair. It’s over in about 10 hours – depending on how fast you solve the puzzles, of course – it’s not very strenuous either, but it allows us to sit in the world longer, forgive the pun, and soak up its atmosphere . Those who’ve played the original should be familiar with the mechanics, and those who haven’t, shouldn’t be too hard to grasp; when wind isn’t available, you can use the sails to glide as far as possible and start the engine. This time around, though, you can also dive into the sea from inside or outside your car.
Given the longer adventure this time around, there’s so much more to explore, from the flooded streets you set out on to the icy, iceberg-encircled waters you’ll traverse later, and I loved every moment of it. The soundtrack is the perfect accompaniment and is as much a part of the experience as the visuals and puzzles, but sometimes it’s just you and the sound of the sea, which is also great.
There are better visual cues to help you identify wind currents and maximize your cruising speed, which makes it super easy to decide when to switch from wind to furnace power. Sometimes Toe will find their route blocked, so they will jump off their boat/sub/truck and explore the world to find a way around it. Well, what’s left of it.
Far here: The changing tides really sing. Again, you’re never explicitly told anything, but the ruins of the world around you and the clues left by people – flooded streets and rusted prefabs, and thin mattresses littered on roofs and Empty tin can – enough to tell you. Rusted steel sticks out of the water like copper bones. The crane towered above the waves, teetering dangerously in the wind. Some of the structures extending from the waves are so strange and unfamiliar that it’s hard to know what role they once played. But you know, whatever they’ve done, they won’t do it again. The once cluttered industrial landscape is now silent. cold. dead.
However, there were a few times when my fuel ration was horribly low. I have to take some responsibility – I’ve told you I can’t burn everything I find, and when I finally finish the adventure, three quarters of my stash is still something to be proud of – but I also accidentally Headbutt the button that moves your salvage into the furnace while something is burning, wasting fuel. The key is to be vigilant and explore thoroughly, including under the waves, and take advantage of everything you find. All interactable items are painted the same sky blue color, making it easier to distinguish between environmental cues and interactive puzzle elements.
“Distant: The tidal change is as enchanting as the previous work…”
Is it perfect? incomplete. Limited viewing angle means you’ll struggle to remove the mast in time before it collides with an obstacle – unfairly forces you to repair your ship when repair tools are scarce – sometimes, there are too many interactable items in one place , you may find yourself accidentally grabbing the wrong item or moving the wrong switch or gear.
This time, though, the puzzling question is almost perfect. Neither frustratingly obscure nor humiliatingly simple—sometimes its predecessor was guilty of both—I found that I passed Tidal Shift with satisfying speed, not too So many obstacles, only one weird puzzle killed my nerves. They also come in different forms. For example, a puzzle might require you to make modifications to the ship, while other times you’re trying to open a rusted door. I think I prefer the latter; it gives Toe an excuse to further explore this water world.
There’s more to come, but some of Changing Tides’ biggest surprises are also its biggest spoilers, so let’s leave it there. However, I can say that its most important story beat is a very satisfying ending to Toe’s journey. Of course, the long sailing sequence might be too peaceful for some. But this is one of those times when you have no choice but to sit back and relax and then the journey… wherever it takes you.
After liking the first game, I’m glad the sequel – or “companion work” – is coming, but admit I’m worried too. I’m concerned that the unique appeal of Far: Lone Sails won’t extend to a sequel that includes a longer running time, and I’m not sure the puzzling issues that come up a second time will be so endearing. If you’re worried about the same thing, don’t worry. Far: Change Tides has proven to be just as captivating as its predecessor, thanks to its stunning demo, unforgettable soundtrack, and completely unique gameplay and puzzle-solving mechanics. Don’t miss it.