Something went wrong. Try again later
    Follow

    Water Level

    Concept »

    A level that takes place either in or near water.

    Short summary describing this concept.

    Water Level last edited by gamer_152 on 04/15/23 05:54AM View full history

    Overview

    The water level is a trope of platforming and action games, and some FPS games. This type of level is characterized by an environment covered in or completely submerged in water. The water is typically used to affect the player character's movement, making them move slower, often with "floaty" movement and an effective increase to their jump height. While in the water, the player's height may drop over time or they may be able to float static in any section of water. In this state, they are also effectively able to move an unbounded distance in any direction, whereas most platformers usually limit the player's movement along the Y-axis with a strong gravitional pull. Movement through a water level may also be affected by running streams, strong currents or waterfalls. These geographical features may push a player in a certain direction, meaning that the player must course correct when moving through them or avoid them entirely.

    Depending on the game, the water may pose be a drowning hazard to the player character. Over time, the character runs out of air and dies should they be starved of oxygen entirely. A warning sound effect or music typically accompanies this proximity to death. In these scenarios, it is common that players can refill their air supply by finding oxygen sources or rising above the water. Ecco the Dolphin and Sonic the Hedgehog feature particularly famous examples of these drowning and air refill mechanics. Water levels have historically received a mixed reception among gamers, garnering criticism for their restriction of player movement. Many 3D subaquatic areas have also been criticised for being difficult to navigate due to the player being provided full range of movement along all three axes.

    Water levels may contain appropriately-themed enemies such as fish, sharks, squid, urchins, crabs, and other underwater creatures. In relatively modern games, they also have been a vehicle for developers to showcase realistic water graphics, one of the more technically challenging areas for software engineers due to the complex reflections, refractions, and fluidity of water. Water levels have often also been accompanied by distinctive water-themed music which often makes use of strong reverb, notes held for long periods, and/or "chilled" sounds. The underwater theme from the original Super Mario Bros. and the Dire Dire Docks theme from Super Mario 64 constitute some of the most famous water level music in games.

    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.