For those of your who are new to this page, Welcome! This is where we (Jazmin Scarlett, Ed McGowan & Nadine Gabriel) review the volcanism within your favourite mainstream video games, highlighting what they get right and correcting what they get wrong!
It’s been awhile since the Inventory was updated and we’ve covered a lot of volcanism in video games since then, so its about time we added all the new completed reviews to the list.
If anyone has any suggestions of games for us to review, or you would like to review some yourself, please feel free to get in contact with us! We are open to all ideas and contributions. Similarly, if you have your own theories on the volcanism in the games we’ve reviewed, drop us a comment.
Legend of Zelda: Breath of the Wild (part 2) – This will be an extension of the first review as there is still much to cover, and not to be confused with a review of BotW2 (although that will be reviewed when its released)
Hello fellow videogame and volcano friends. I wanted to share this with you sooner, but I have been super busy and recovering from passing my PhD viva, doing my corrections and teaching duties…I also have a load of new games.
Anyway, The Shadow of the Tomb Raider. Absolutely loved this game. In part due to loving the trilogy but also the ethical questions raised in being a coloniser and just taking stuff without understanding it (although Lara did turn it around in the end). Also because of the geohazards presented. Not only was there volcanic eruptions (and related hazards) but also tsunamis and earthquakes.
Like Spyro, Lego, BoW and others, areas of the game were revisited, and walked through the feasibility of the volcanism presented using the following criteria out of 10, 1 being unrealistic and 10 being realistic:
Revisiting this game was tricky in places, as there are certain places you cannot return to because they have either been destroyed or I forgot where they were. So, I did as many as possible post-main storyline, where places were almost free of people/hungry animals wanting to kill Lara, but as this is a Tomb Raider game, the environment still had it out for her. For others, such as the tsunami/earthquake/volcanic eruption/lahar sequences, I did new game plus. So took a little longer than I would have hoped.
Before I go raiding however, I would like to introduce to you a feature I want seen in all future games: the photography mode.
Just by pausing the game, you can choose the photography mode option in the menu and you are given many options to get the perfect screenshot. Not only is there a field of view and depth perception options, there is saturation, contrast, brightness and filter options. I can hide these options with “Y” and then because these images are saved in game, I just used the Xbox’s screenshot function to get the best images. More like this please!
Results of my volcano raiding adventures: logical with a dash of “not possible”.
Because I love maps, almost the first thing I do when I start a new game, is look at the in-game map. When I saw this for a first time, my reaction was “ooohhh yes, when is the eruption?!” Turns out I had to wait a while.
During the prologue portion of the game, Lara and her friend Jonah are exploring in Mexico. The geohazards journey begins when Lara comes across a legend depicting a sequence of “cataclysms” in the form of a tsunami, storm, earthquake and a volcanic eruption.
I like this, as I have an interest in an area of research called “geomythology”. I touched upon in my From Dust review. After existing the tomb and getting into a scuffle with the main antagonist, the first geohazard occurs.
I cannot speak from experience, but tsunamis are a terrifying hazard. I think this sequence captures it well. There plenty of opportunities to kill Lara if not timing jumps right or you bump her into something you were not supposed to.
It is possible to survive them, but chances are not very high, mainly due to the force of the water and the many obstacles in the way. I talk more about them in my From Dust review.
Next part of the game, Lara and Jonah travel to Peru, but crash land in the jungle due to a storm that “came out of nowhere”. That was the second foreseen hazard. I shall skip onto a sidequest tomb I explored, I found the geology quite interesting. In this tomb, it was beneath(?) an old location where oil was extracted.
Oh and it also had wolves in it. It reminds me of the Darvaza Gas Crater in Turkmenistan. Which is related to methane gas deliberately set on fire since 1971 and is still ongoing. Not oil, but it just reminded me of it. This is certainly beyond my expertise, maybe oil does behave like this? Another location, part of the main quest, has pools which maybe oil or not, which are constantly on fire.
Another sidequest tomb had natural pockets of sulphur dioxide (as Lara remarks “uhh it smells like rotten eggs”), which can be set on fire and cause some explosions. Whilst I question how people managed to construct something to concentrate the gas, it is entirely realistic to have pockets of natural gas, as societies extract them for energy.
Next hazard was the earthquakes, first when I reach a main quest tomb:
I have to hand it to Lara, she somehow knew that it was a foreshock? There were 2 foreshocks, before the larger, final earthquake happened within this sequence:
I think my confusion here is the terminology used, as it conflicts with what the earthquakes were described as in the next area of San Juan’s Mission. In this area, right in the shadow of a volcano , people describe the earthquakes as volcanic tremors. Tectonic earthquakes and volcanic earthquakes are different.
They mainly differ because of their origins: whilst tectonic earthquakes are the result of tensions within the plate tectonics and fault lines, volcanic earthquakes are related to magma movement, the fractures they cause but also strong volcanic explosions. Of course, it can be hard to distinguish between the two without the proper instruments, the perceptions and life experiences people have had.
Approaching near the end of the game and emerging from a tomb, the volcano just is…erupting. With no other earthquakes or signs that its activity was increasing. It was confusing. From the following screenshots, you can see it is a kind of eruption that would not go unnoticed. Or it is maybe because Lara was underground in between the earthquakes and the eruption taking place. I do not know, I feel like something was missing in letting me know that a full on eruption was happening.
Critiquing the eruption itself, there are some good elements and some missing opportunities. Good thing: the eruptive column. It dominates the sky, it does appear to drift in the direction of behind the volcano, making that part of the sky dark. The lava fountaining is also realistic, but I do wonder if certain hazard processes are missing here. The shape of the volcano is similar to Mt. Mayon in the Philippines. This video has shows the features I think are missing. Namely a little bit more lava spatter but also pyroclastic density currents (PDCs). But, perhaps they could have occurred behind the volcano where we cannot see? PDCs can travel down a defined river valley path but also blanket the flanks of volcanoes.
One thing I neither fully agree with or disagree with is the depiction of ashfall. What is different compared to games reviewed so far (apart from Pokémon Emerald), is that ash actively represented. What I do question is all the little specks of embers. Volcanic ash is not as incandescent as what is shown here. On the same note, Lara and all others in the area, should have been wearing eye and breathing protection. Volcanic ash are tiny particles of rock and if inhaled, can cause serious respiratory problems and an irritant to your eyes. Nonetheless, it is the most realistic in what has been reviewed to date.
After fighting a bunch of people and losing the artefact to the antagonist of the game, something unexpected happened. Interestingly, this earthquake (and there was a distant sound of an explosion) happened first:
And then this:
A lahar! Lahars are volcanic mudflows: slurry mixtures of volcanic material, debris and water (or ice). Generally was surprised that this was put into the game but the rest of the sequence…I had questions. First is that this begins in a street. Has this place been built on an old river channel? If so, that is serious neglect of land-use planning. If not…I do not know, volcanologists should have mapped this area and produced a hazard map. The lahar does seem like the right consistency, then again, lahars have different categories depending on the ratio of water and sediment content. You may also see a volcanic bomb just before the camera pans around. I cannot tell what the distance from the volcano to Lara’s position is, but generally speaking, volcanic bombs do not travel beyond 5km from a volcanic centre – mainly because they are too heavy to travel any further.
Second issue I had are the huge gaps that appear in the ground? I honestly cannot explain if and how it is connected to the volcanic eruption and the lahar. Maybe loads of sinkholes just happened coincidentally?
Actually, this was the biggest issue I had with the lahar sequence. I cannot understand it at all.
Last issue was how the sequence ended. There just happened to be a coastal area nearby, some debris flowed out with the lahar and then it just…ends? It was quite a substantial lahar, I think it would carry on pouring into the coastal area for a lot longer than it did.
That was the last of hazards in the main game. But, there are two DLC (downloadable content) called “The Forge” and “The Grand Caiman”, where volcanism returns. The Forge started it off when you first arrive in an area where you fight off some wolves:
After a bit of navigating the environment, Lara reaches the main puzzle area:
Exploding sulphur dioxide pockets also feature, which are used to turn the central tower. I am intrigued how a wood, metal and brick could endure the lava and extreme heat for so long, however the base of the tower seems to be constructed into the local rock. I am also uncertain how far below ground we are, but is it possible to reach a cave system that has a lava lake area? I do not think we have real life examples to help us with that answer.
The second DLC was more interesting. We have a volcano in eruption, but the ashfall is more realistic. Moreover, Lara reacts to the ash but putting her hand over her mouth and coughing. In fact, it causes damage to her.
She is seriously under prepared in exploring in these areas.
However, further into the DLC quest tomb we hit familiar territory:
And with that, let us have the verdict on The Shadow of the Tomb Raider’s representation of volcanism (and other hazards).
9 – It is unmistakably a beautiful game in an environment made to be as believable as possible. Texture on the lava appears accurate with the darkened patches related to cooling.
8 – If the invisible boundaries are not there, then falling into the lava is possible. The tsunami and lahar sequences put you right into the action, so highly accessible on purpose. The earthquakes and volcanic eruption are mainly for driving the story forward and are background imagery.
6 – This was hard to determine, but as per usual in videogames, it appears too runny.
9 – If you know your Tomb Raider games, then the death sequences are sometimes too graphic. In all sequences apart from the earthquakes and volcanic eruptions can you be killed by the hazards. However, and I apologise that I did not record a clip to show, if you fall in lava, you simply just disappear. Lahar was a bit more realistic by sinking into it.
8 – The game’s environment was made to be believable, so the hazards tried to be too. Whilst I have some issues with the earthquake and lahar sequences, overall, it does a pretty good job in my opinion.
There you have it, very long overdue. I hope it was enjoyable! I will not be reviewing for a while now, but hopefully will be back reviewing next year. There are plenty of volcano-videogame reviews if you have not already seen them:
Welcome back volcano-videogame friends, Ed McGowan is back with another review for a little known series called Monster Hunter.
*In my best John Hammond impression* Welcome, to Monster Hunter!
This is the ultimate game where Jurassic Park meets Japanese anime (very literally in the case of the MH anime), where the aim is to run across various landscapes, hunting down a multitude of dinosaurs and dragons, and repeatedly smashing them over the head with an oversized sword, club, or axe in my case (love a good switch axe).
Just like any fantasy exploring game, especially one that has literal dragons, each of the Monster Hunter installments has its own active volcanic region. All are amazingly decorated with the franchise’s signature visuals, containing flowing lava rivers and exploding volcanic peaks. In Monster Hunter Generation Ultimate (the ‘ultimate’ is MH’s way of saying ‘+’ or ‘2.0’) there are two main volcanic regions to explore. The first is accessible upon reaching level 4. The other is not available until level 8! Because it takes long enough to reach level 4 (let alone 8). I shall focus this review on the first volcanic region and leave the second region for another review.
Once again, as with all our other previous reviews, the game will be reviewed using a criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: Visually stunning. Biodiversity interesting. Volcanic accuracy? Not quite.
The aptly named ‘Volcano’ region in MH is one of my favourite places to quest. First arriving on a small white sandy beach within a small cove (Fig. 1), this actually kicks off the volcanic inaccuracies within this game. The cliffs that surround the cove are made up of dark grey rock (presumably lava) and the further inland you go, the darker the rocks get. Natural beaches are nearly always made up of the local rocks, eroded out of the surrounding cliffs and washed back and forth along the beach to produce the sand. This means that beaches do not have to be your standard sandy white. In circumstances like this on volcanic islands, the beaches are often black! Where the sand originates from the erosion of the local dark, mafic lavas. One of the most famous real-world examples is Hawaii, that has many black sand beaches (Fig. 2), and even green ones comprised of small olivine crystals eroded out of the nearby lava!
Fig. 1a Landing on the volcano’s sandy beach
Fig. 1b Wave ripples in the sand from high tide
Fig. 2 Hawaii’s famous black sand made from the erosion of the local basaltic lava
Venturing into Zone 1, the walls are made up of several volcanic rock layers (Fig. 3). It is unclear if these are successive layers of lava stacked up over numerous eruptions, or if they are successive pyroclastic flow deposits known as ignimbrites. Pyroclastic flows are terrifying clouds of extremely hot ash, gases and volcanic rocks that barrel down volcanic slopes at amazing speeds (they can move at 200 m/s!). Chances are you would have seen one in the latest Jurassic World movie, however, I am sorry to announce Chris Pratt should have died when he was engulfed in the cloud. The hot gases alone would have incinerated his lungs.
Based on the ~10+ ft deep incised paths and even deeper cavern through the layers I am more inclined to believe these are ignimbrites (Fig. 3). Lava is a notoriously stubborn rock to erode out paths like this. Ignimbrites on the other hand, are most up of volcanic sediment and boulders that were mixed up in the density cloud, meaning they can often end up as a sort of poorly consolidated soil. This makes them much easier to erode, especially if rain falls on the volcanic slopes, as it rushes down as a lahar (a volcanic mudflow) that carve out deeper and deeper riverbeds with each flow. Here is an example of a lahar-cut pyroclastic deposit I had the amazing opportunity to see (Fig. 4a) and a lahar along another deposit (Fig. 4b), both around Volcán de Colima, Mexico.
Fig. 4a A deeply cut section into a PDC
Fig. 4b An active lamar rushing past through a PDC!
In Zone 2 we get our first look at a definite lava flow! A glowing red looking mulch of an active lava flow (Fig. 5a), stuck in a constant motion of advancing forwards, but never making it any further due to the way the game was programmed with fixed maps. A path to Zone 3 looks to be a lava tube (Fig. 5b), the hollowed outer shell of a previous lava flow, where the internal, still molten lava passed through. The lava tube also directly lies on top of the layered rocks (on the right of my character’s head), showing a distinctly different texture. This adds further support to my belief the layers are successive ignimbrites.
Advancing further inland (in any direction) and the scenery changes dramatically. The greys become black and lava is everywhere, glowing a bright reddy-orange. The lava comes in two forms: 1) black advancing lava (Fig. 6) lava rivers/lakes (Fig. 7).
The advancing lava seen in Fig. 6 is a very common occurrence, where the outside has cooled to a solid black rock with patches of still hot molten liquid. This forms a very rough, craggy texture called A’a lava. Fig. 8 is an example of such lava from Parícutin volcano in Mexico that erupted between 1941-52. Here is also a video from YouTube of a’a lava advancing across a road in Hawaii during the 2018 eruptions, which brilliantly shows how the lava cools and crumbles as it moves forward. Due to MH’s graphics, this rough texture has been smoothed over. Also, because of the map being set to fixed dimensions the lava doesn’t advance otherwise after a few missions Zone 2 would be hard to run through. Instead the molten lava inside is animated to look like it is trying to advance.
Lava rivers and lakes also occur in the real world, and are a spectacular site, as shown in this BBC clip! However, as seen in the clip, the lava flowing in the rivers has a thin black skin (like on a cold soup) of cooled lava. The only orange parts seen are in freshly exposed sections that have yet to be cooled by the open air.
Within MH they have made it so that you cannot walk on the lava, prevented so by an invisible wall. I therefore suspect that the developers removed the black ‘skin’ from the lava graphics to help these boundaries more easily visible. There is nothing more annoying than trying to dodge a monster’s attack and being unable to because of a hard-to-see obstacle!
After quite a trek you finally reach the heart of the volcano in Zone 6, where you can run up to the lower crater edge and stare into the upwelling molten liquid (Fig. 9). There are not actually many volcanoes with constantly sustained lava lakes in their crater in the world. And those that do tend to be shorter, shield volcanoes like Kilauea in Hawaii, or Erta Ale in Ethiopia (Fig. 10). Instead, with most strato-volcanoes (the taller, stereotypical mountain peak shaped) the lava within their crater solidifies, leaving a rocky pit (Fig. 10). When the volcano is active the lava is either slowly forced up by rising magma underneath forming what is called a ‘lava dome’, which looks like a giant, rocky mole hill, or, if the pressure under the solidified lava builds up enough the top can explode like a cork out a champagne bottle. Only in the latter scenario would you be temporarily able to see the molten lava within the volcanic crater. However, you would also see the lava being thrown in the air as either ‘spatter’ or more deadly volcanic bombs, along with the ash plume that we can see here in this one (Fig. 9).
There are other ways a volcano like the one here in MH can grow and erupt, such as lateral-blasts (Mt. St. Helens, USA) or sector collapse (Teide, Tenerife). But for the purpose of keeping this review short and not bore you too much, I will keep these for another review.
One of the interesting things with MH’s ash plume, which is better seen by continuing to Zone 8 (the crater summit), is the inclusion of a prevailing wind direction. This is mainly interesting because it is an animation feature that is missed out in many video game volcanoes (e.g. The Legend of Zelda: Breath of the Wild or LEGO Marvel Superheroes 2), where they simply have the ash plume rising directly upwards and outwards evenly in all directions.
MH’s ash plume being blown to one side is an accurate representation of what occurs in the real world, where the wind is blowing strong enough to direct the ash. However, this normally occurs higher up where the plume reaches maximum height, or the wind is stronger than the heat that is forcing the ash straight up. This was perfectly demonstrated in 2010 by Iceland’s famous eruption of Eyjafjallajökull. In this case a south-westerly wind blew all the ash towards Europe, causing a major hazard to all the planes engines within Europe’s airspace. Funnily enough though, the airspace over Iceland was not shut down to planes approaching from America in the East as none of the ash was directed that way.
And this volcano is not the only one that shows a prevailing wind direction. Looking out away from the main volcano others can be seen with massive plumes blowing to the NE (Fig. 11a). In other maps within the game there are other active volcanoes, also with directed plumes (Fig.11b-c).
Now that we have managed to travel from Basecamp on the beach all the way to the summit of the active volcano, it is time for the scores.
The aesthetics of the deposits in the cliffs within the lower zones is texturally very nice. The lava takes a few points deduction due to the rounding of the texture on the end of the lava flows in Zone 2 & 9, and a lack of a black ‘soup skin’ of cooled lava. However, the rest is fairly accurate. Points are also given back due to the wind direction visible in the ash plume.
The volcano is limited in its accessibility as there are set areas you can visit, with only an image of the map filling the screen as you transition from area to area. You can only climb up certain cliffs within the area as well. However, the map does provide you 11 areas that you can run around and explore, all with their own unique look, showing off a range of volcanic features.
This one was going to score fairly well until I thought a Rathalos (big scary dragon) that ran, crashed on and stood on top of the lava without sinking a millimetre. It would seem that dragons can walk on lava like Jesus could walk on water (Fig. 12).
For lava to have travelled as far away from the Central volcano all the way down to Zone 2 (possibly even right down to the Base camp if they are lava deposits and not pyroclastic deposits) then it has to have a very low viscosity. This is especially true if it is to flow like a meandering river in Zone 7. High viscosity lava is too sticky and unable to travel as far away from its source.
However, lava with a low viscosity doesn’t tend to result in explosive eruptions that cause fragmentation that produces ash. Therefore, the lava’s viscosity does not match the massive plume being produced at the crater, nor match with the idea that there are pyroclastic deposits in Zone 1…
Low viscosity volcanoes also tend to be a flatter type of volcano known as shield volcanoes. These grow outwards more than they do upwards, and so look like a shield lying flat. Higher viscosity volcanoes, because the lava is unable to travel away from its source as well as low viscosity, grow into taller strato-volcanoes.
Despite the contradicting viscosities, it is possible for a magmatic plumbing system to be so complex that volcanoes in the real world can produce both basalt (associated with low viscosity lava) and rhyolite (associated with high viscosity lava). Examples of such ‘bimodal’ systems can be found in the Tarawera Volcanic Complex, New Zealand (Leonard et al., 2002) and the Snake River Plain, USA (Morgavi et al., 2011). So there is some plausibility for the contradicting lava, unknown bedded deposits and the volcanoes shape in MH.
But then the Rathalos happened… Nothing that size, even if it has wings, could splash into lava and not sink straight in!
While you cannot be killed by the lava directly due to the invisible walls (which to be honest is realistic because no one would be stupid enough to run over lava as molten as it is in this game), there are still environmental effects that can slowly kill you.
The first is the heat. As soon as you enter Zone 6 or 8 you must quickly drink a ‘Cool Drink’ to prevent taking heat damage. The heat also causes the avatar to start sweating and even keel over panting if you stand around too long without having had a drink (Fig. 13). ‘Cool Drinks’ may not be a real thing to allow volcanologists to walk around flowing lava without breaking a sweat, but it does highlight the importance of having a drink to stay hydrated in such a hot environment.
The other way you can take damage is if you stand on the hot surfaces at the edge of the lava/invisible wall (Fig. 14). These spots are so hot that not even a ‘Cool Drink’ can keep you safe. Although saying that, damage is slow, and my avatar didn’t seem to react at all to being burnt alive…
Overall plausibility: 4
I think with Monster Hunter they tried to combine too many aspects of volcanology into one area to up the dramatics and the level of hostility. As you increase through the levels the areas monster’s get tougher and deadlier, and therefore, so must the landscapes they live in.
While I do believe that there are many accurate representations in the game, such as the lava flow in Zone 2, the lahar carved trenches and the bellowing ash plume, I believe that all of these going on all at the same time is beyond the scope of what we see going on in the real world.
Once I get sufficient time, I will get around to reviewing the second volcanic region in MH, the Volcanic Hollow!
Don’t forget to check out our other volcanic video game reviews!!
Welcome back volcano-videogame friends, we have a new blog and a new guest! Nadine Gabriel takes us through the volcanism of another Pokémon game: Emerald version.
Pokémon Emerald is the enhanced version of Pokémon Ruby and Sapphire, and was released in 2004/2005 for Game Boy Advance. It’s the final game of the third generation of Pokémon. Although the plot is pretty similar to Ruby and Sapphire, there are some extras such as three different legendary Pokémon and the presence of both Team Aqua and Team Magma – you can read more about the differences here.
Pokémon Emerald takes place in Hoenn which is based on the Japanese region of Kyushu but rotated 90° anticlockwise. The map below shows the locations featured in this review.
As usual, the following criteria will be rated out of 10, with 1 being unrealistic and 10 being realistic:
Verdict: Lava, lava everywhere! There are lots of chances to explore volcanic landforms in Hoenn!
To the north of Hoenn lies the volcano Mt. Chimney. You can access its fiery peak via Jagged Pass (a steep mountain path) or the more scenic and relaxing cable car. As the cable car carries you towards the top of Mt. Chimney, ash starts to appear in the air.
Once at the top, you’re free to explore the bubbling lava in the crater or battle various Pokémon trainers. Many trainers seem fine with standing right next to a bubbling lava lake, although one person does complain about the heat. Right outside the cable car station is an old lady who sells Lava Cookies. These tasty treats don’t contain lava but they can heal your Pokémon’s status conditions.
Early on in the game, exploring Mt. Chimney reveals a subplot which involves stopping Team Magma from using a stolen meteorite to intensify the volcano’s activity and create new land. While it’s true that volcanism is responsible for creating various landmasses all over the world (e.g. Hawaii), Team Magma’s evil plan sounds very questionable. After you foil the meteorite plot, Team Magma resort to using jet fuel to trigger Mt. Chimney – I guess that sounds a little bit more plausible!
To the north of Mt. Chimney lies Route 113. Along this route, ash is constantly falling from the sky and blanketing the ground in thick grey ash. Since this is the only place in Hoenn with ash, it shows that the prevailing wind direction is southerly. The ash fall is so intense it blocks out the Sun so this area doesn’t get very warm. Despite the suffocating cloak of the ash, people seem to get along with their lives: some children hide in deep piles of ash, others enjoy taking walks through ash-covered grass, and one person tries to crack a joke about it.
Once you obtain the soot sack, you can collect volcanic ash. You can only collect ash by walking through tall grass so you’ll be at risk of Pokémon battles; it’s best to collect ash while using some Repel. If you take the collected ash to the local glassmaker, they’ll be able to turn it into one of the following glass items.
Blue flute (250 steps): Wakes a sleeping Pokémon during battle
Yellow flute (500 steps): Snaps a Pokémon out of confusion during battle
Red flute (500 steps): Snaps a Pokémon out of infatuation during battle
Black flute (1000 steps): Reduces wild Pokémon encounter rate by 50%
White flute (1000 steps): Increases wild Pokémon encounter rate by 50%
Pretty chair (6000 steps): Furniture for the player’s Secret Base
Pretty desk (8000 steps): Furniture for the player’s Secret Base
On the southwestern foothills of Mt. Chimney is Lavaridge Town. It has a hot spring which is a hit with the local old people who claim it calms nervous tension, relieves aching muscles, solves romantic problems and attracts money. Next to the hot spring, other people relax by burying themselves in warm sand. This is likely based on sand bathing on Ibusuki Beach in Kyushu, Japan where people bury themselves up to their necks in sand warmed by Kaimondake Volcano.
This city is built on the crater of a volcano. It’s nice that so many of the locals are happy to tell you about the geological history of the city. Many years ago, an underwater volcano erupted and soon emerged from the sea. Over time, its crater became filled with rainwater and then the city was built on the inner crater wall. Sootopolis City can only be accessed with a flying Pokémon or by diving underwater and through the crater rim. Inside the city, several houses and steps are built on the steep crater walls.
It’s not just Hoenn that’s volcanic. There are a few volcanic Pokémon too!
Slugma: This slug-like Pokémon is composed of magma and lives near volcanic areas to prevent itself from cooling down (if it does cool down, its skin will harden and become brittle)
Numel: This camel-like Pokémon has a volcanic hump on its back filled with 1200 °C magma (this is a similar temperature to the lava erupted by Kīlauea in Hawaii)
Camerupt: This Pokémon evolves from Numel when it reaches level 33. It has two volcanoes on its back which erupt every 10 years
Groudon: One of the three legendary Pokémon in Emerald (the other two are Rayquaza and Kyogre). Towards the end of the game, it can be found sitting in a lava lake inside Terra Cave. The location of Terra Cave moves across Hoenn, which suggests that lava lakes are common throughout the region
Aesthetics: Bearing in mind that this game was released back in 2004, the graphics are pretty decent. The bubbling animation of the lava really brings it to life, there’s animated steam in volcanic regions, and the visual effects when walking through ash are nice. Score = 8
Accessibility: Chimney is very accessible. If you’re not able to make the climb up the steep Jagged Pass, the cable car will take you right to the top so you can easily explore the crater. Also, there are lots of places where you can walk right to the edge of lava lakes. Score = 9
Viscosity: This is a bit hard to rate as there’s no flowing lava in the game. The lava lakes bubble quite vigorously so viscosity seems to be low. Also, Groudon manages to swim quite easily through a lava lake. Score = 9
Death: Several people stand right next to bubbling lava lakes without any ill effects even though they don’t have any protective equipment. Luckily it’s not possible to jump into any of the lava lakes. The glassmaker on Route 113 has a terrible wheezing cough due to ash inhalation – Mt. Chimney does have negative health effects but it doesn’t seem to be lethal. Score = 1
Overall plausibility: Other than the not so hot lava and the weird meteorite-powered eruption subplot, overall plausibility is not so bad. The hot springs and sand bathing are based on real-world examples. The ash causes realistic respiratory problems. Score = 5
If you enjoyed this review, do check out others by myself and guest blogger Ed McGowan.
Hello, welcome back volcano-videogame enthusiasts. I am on the PC this time with a game I missed out on playing when I was younger, so was happy to pick it up and give it a go.
From Dust is a short but fulfilling “God” game mixed with survival. You are the “breath”, an omnipotent spirit/God that a masked indigenous peoples command to help them repopulate and survive across 12 unforgiving, hazardous islands. You use the mouse to move the breath around, and click the right button to pick up either certain plants that store water and then burst and can cause a flood if grouped together, or burst forth flames and cause a wildfire or explode when exposed to heat, creating craters. You can also pick up water, lava, earth and the village totem. With the left button, you either drop the object or the element.
You are up against a number of hazards: flooding, tsunamis, volcanic eruptions and wildfires. With every village successfully built (if the terrain is not too flooded with water or lava), you gain “powers” drawn from the totem to help make the island more habitable for people. In addition, “shamans”, can be sent out to reclaim lost knowledge in how to keep their villages safe from lava and water, and when in action, these take the form of an instrumental ensemble. Once all villages are safely built, you have to make safe passage for 5 people to the next area via a subterranean cave.
Apart from the sadness by accidentally killing the people and/or destroying villages, this game demonstrates some parts of theory and practice in my area of social volcanology in the form of indigenous knowledge, geoculture and geomythology. I will explain these terms throughout the piece.
As per usual, I had a criteria out of 10, 1 being unrealistic and 10 being realistic:
Results: I could not complete the last level, but learned a lot.
There is quite a bit of lore within this game which you can unlock if you either find a “lore stone” and have a shaman go study it, or when you which 100 % on the vegetation metre, which slowly increases when your people plant seeds on the earth.
We as humans have been living on a hazardous planet for a long time, so we naturally accumulate information about our environment in order to continue survival. Some societies live well in these environments and some do not, it depends on loads of individual, household, community and national tolerance levels. “Indigenous” or “traditional” knowledge would include an understanding of important environmental factors that people would benefit from and know what “signs” to look out for, such as animals, geology, territory and vegetation, covered within this game.
In game, there are further examples of this knowledge, as well as “geoculture” and “geomythology”:
Geoculture refers to the cultural ways in which people cope with geohazards (volcanic eruptions, earthquakes and tsunamis), whilst geomythology are the stories, folklore, myths and legends surrounding recent to ancient hazardous (not necessarily geohazard) events. For example, some believe that the myth of Atlantis relates to an eruption of Santorini (Thera) during the Late Bronze Age and destroyed the Minoan settlement of Akrotiri. We do like to make things dramatic though, so more often than not, the stories you do hear are exaggerated in some way and the truth can be buried. Look no further then modern-day newspaper reports when any sort of hazardous event occurs or is forecast.
Let us jump into the level that first introduces us to tsunamis. I had built my first village in the level when the warning that the Shaman sensed the danger of tsunamis. I did not have long to find the “repel water” lore stone to protect the village. It was a close call between the Shaman getting back and teaching the villagers the song associated with repelling water and the tsunami arriving, but the village survived.
In reality, we cannot escape a tsunami in such a way. But they do occur with their signs. Tsunamis are rare and can be triggered a number of ways. They are triggered by either:
A high magnitude submarine earthquake for example, the 2011 Tohoku earthquake and the 2004 Indian Ocean earthquake.
This is all down to what a difference between what a tsunami and a tidal wave is. Whilst a tidal wave is controlled by the gravitational pull of the moon/sun, a tsunami is generated when there is a large displacement of water.
In the game, the tsunami wave appears uniform and only singular, in reality, the waves can be numerous and of different heights and speeds. This what makes them particularly dangerous and unpredictable. However, besides our early warning systems, the most immediate visual sign to know that the first tsunami wave is coming is called “drawback”. This is when the water significantly recedes from the coastline. When this happens, the only solution is to seek high ground and preferably, the highest ground possible. Take the screenshots below when playing a level later in the game, the wave nearly tops the volcano. The highest recorded tsunami wave we know of is the 524 metres (1720 feet) wave that hit Lituya Bay in Alaska, after an earthquake and subsequent rockfall in 1958.
I will now move onto the volcanism in this game, starting with my first encounter.
The volcano starts off a safe distance from the people, so was able to build the first two villages easily enough. However…then it erupted. And then kept on erupting and slowly, the lava flows were solidifying when it met the only bit of water between the villages and the volcano. Then of course, the lava started flowing over the older lava, leading to wildfires and chaos. But that was not all…the game decides to throw me into a panic and tell me a tsunami was coming. It was intense, to say the least (and this was not even the most difficult level!)
Lava reaching the sea and solidifying to create new land is widely documented, most recently with the 2018 eruption of Kilauea on Hawai’i. The small vent to the left of the larger volcano is also quite realistic. Smaller (or sometimes bigger) cones/mounds/domes/craters that form at the side or on the flanks of the main vent of a volcano are called parasitic cones. These are formed similarly to the main vent, whereby there is a weakened pathway for magma to ascend and sometimes can erupt either in unison or interdependently from the main vent. Here are some of the ones of Mt. Etna, Sicily.
For another interesting look of the volcanism portrayed in this game, we move to another level, where one volcano is doing a lot of things.
Here is a volcano that has two parasitic cones and two fissure eruptions (left and right of the volcano) happening at the same time. The fissure on the left gets more problematic:
Fissure eruptions occur when there is a propagation of magma away from the main vent and then erupt, usually forming multiple linear fissure vents, sometimes also called “spatter” cones. Some examples of fissure eruptions from Iceland include the 2014 eruption of Bardabunga-Holuhraun and the 1783-1784 fissure eruption of Laki, whose magma source was from the volcano Grimsvötn. What is missing is the amount of volcanic gases these types of eruptions give off, which can be deadly. So much so, that the Laki eruption caused high mortality rates in Iceland and across Europe due to the widespread famine caused.
You think this was it and all I had to deal with, right? Well reader, it was not.
Although not as pronounced in the game, the outpouring of lava from the two parasitic cones reminds me of “breached cones”:
Breached cones are the result of lava flowing out from underneath a cone, leading to the undermining and collapse, of the cone. Eruptions that produce some sort of cone, could be at risk of them becoming breached.
Eventually, once I had established settlements at all the totems, the volcanic activity suddenly stops and then it rained, quenching all the lava. I thought I was safe to send people onto the next area but nope. I got this message:
I will move on to a level that took way too many trial and errors to overcome, but had flooding as a more central part of the level. This one includes both flooding and a lot of lava happening side by side one another.
Most of the time, it was the breach of lava on the left that resulted in a game over screen. This was resolved by using the lava to build up a wall and channel the lava flow:
Barriers, either human-made or natural, can divert flow directions to a certain degree. For human-made barriers however, you cannot just stick a barrier in place. You would need to not only understand the rheology of the flow, its current and anticipated flow path, the effusive and cooling rate and among other physical volcanology properties. Then eventually, if you actually have the resources to build, place and maintain the structure(s).
After figuring out the volcano side, I then had to sort out the constant flooding side. With this I certainly paid attention to the topography and the dried riverbed in between the village and the totem. I mainly just had to form a barrier/path for the people. I was quite impressed with the topographic detail, more often than it, because of the way water can erode the landscape, it is sometimes easy to pick out a river valley not just on the ground, but by satellite too.
However, sometimes it can be hard to determine if you are situated in a flooding zone. This maybe because rainfall patterns have changed or like from the example in this level where it comes from a lake, water levels have dropped that they are a less rare occurrence. Essentially, a change in climate.
Natural hazard management in a multi-hazard context is complicated and takes a long time. On top of the multiple hazards one volcano can produce, it takes perseverance. But sometimes, resources are limited, so sacrifices (some known now, some later) have to be made. In the case of one my gaming sessions of this level, sacrificing one village to lava as one was being built in the bit closer to the flooding. It requires some serious decision making, weighing up the costs and benefits. This essentially what risk management is.
I will quickly move onto another bit of volcanism before finishing off on the last level. The second to last level starts on an isolated island, a small bit of lava erupting in the middle of the ocean and a message that something huge once happened here. Most of the lore/knowledge stones and totems were either fully submerged, or on isolated bits of land.
The eruption happening was slowly building up, and then another eruption started next to it. The difficulty was ramped up, so these eruptions were intense and built up quite quickly.
Even though they were relatively close together, both volcanoes became quite different things, and this is what is so interesting about volcanology in real life! Despite all the knowledge we know about how volcanoes behave, there is still so much we do not know.
The volcano on the left (cut off in the second image and in the background of the third image) erupted the most, forming a lava lake at one point but then built up at an astonishing rate, having continuous Strombolian activity with lava flows. The other volcano on the other hand, formed a crater lake (not to be confused with the volcano Crater Lake in the US) and then eventually, stopped erupting (extinct?) and became a water source.
Water tables, the boundary between saturated and unsaturated ground, are found within volcanoes just like anywhere else. Below the table, is called an aquifer but for a volcano, the top of the table is called a “phreatic zone”, if magma reaches this zone, you are likely to get hydromagmatic eruptions. This can naturally lead to river valleys and maybe crater lakes, like at Mt. Ruapehu in New Zealand.
So, last level displays another type of volcanism and one I have not had the chance to complete yet, because it was too difficult!
I was thinking, “Okay, no worries, the rain will not come straightaway, I can at least build one village”. Oh how I was wrong.
The rain and the water plants were relentless. It was more problematic than the lava. I was essentially in an active caldera crater lake, apart from there was nowhere for the water to drain. But, I would like to end on a real life example that has fascinated me ever since I learned about it.
On the Indonesian island of Java, lies a caldera called Tengger Caldera. Within it, are several volcanoes: Mt. Bromo, Mt. Batok, Mt. Kursi, Mt. Watangan and Mt. Widodaren. Only Mt. Batok is extinct and there was an eruption from Mt. Bromo earlier this year. What blows my mind is that within this active caldera, people live within it. Not only that, they thrive. My PhD was looking at coexistence and adaptation in the Caribbean, and I used Tengger as the positive aspects of achieving coexistence. It is down to many complex factors but overall, it is down to the geoculture, how they heed warning signs and how they turn a negative, into a positive.
After this long review, let us go through the categories and give a score out of 10.
It is a beautiful game, regardless of the “last gen” graphics. There is enough detail for the landscape and mechanics for water flow. For the lava, you do see a difference in colour with the outside of the flow being darker, meaning it is cooling, whilst the inside remains orange-red, to indicate that it is hot.
You can direct the people closer to the volcano/lava but then a stop and turn around when they realise I am directing them to danger. Or sometimes, the terrain is too hard to traverse that they do not go at all. Smart.
The lava flows are very runny and in my opinion too runny to be pahoehoe, but I can appreciate the rheology. The flows do interact with the surrounding terrain and topography.
There were numerous occasions where the people were swallowed up by the lava or swept away by a flood/tsunami. Whilst death by drowning is realistic for water, I am uncertain it would be quite the same for lava.
Overall plausibility: 8
Bringing together the different types of volcanism and landform features, plus the mechanics of how the tsunamis, floods and water behave with the landscape and topography, in addition to the people’s geoculture and geomythology, and even having a God/Spirit help protect them from harm, I would give it a pretty high score.
You have now reached the end of this review, which I believe is my longest to date. For other reviews by myself or guest blogger Ed McGowan click on the following:
We have another volcano-videogame review, with Ed McGowan (he has been busy whilst I have been finishing up my PhD). Last week, he wrote about submarine volcanism in Subnautica and previously wrote about Death Mountain in The Legend of Zelda: Breath of the Wild. Today, we have an exciting review from an absolute classic: Pokemon Silver.
It’s time to dust off an old classic for this volcanic game review! In my case, dust off the very first game I ever played, back on my Pikachu/Pichu Gameboy Colour that both console and cartridge still work to this day!
Pokémon (originally called ‘Pocket Monsters’) is one of Nintendo’s biggest franchises. First released in 1996 with Red and Blue (and Green in Japan), a new generation of games or a graphically updated remake of an old game is released nearly every year, with high anticipation from fans of all ages. Each installment adds new Pokémon to catch to the ever-growing list, currently at 809 (with more being added in November’s Sword and Shield release) and new mechanics for traveling around or battling players, just to keep an old franchise fresh.
In the case of Pokémon Silver, it was released alongside Gold and later Crystal as the second generation of the franchise in 2000. Set three years after the events of the first generation, it provided fans with a whole new region to explore and for the first time, new Mons to catch. One of the greatest inclusions in the game is that once you managed to beat all the gym leaders and Elite Four (the best trainers in the region), you were granted access to the region from the previous games! Still to this date it is the only Pokémon game to give players access to two regions within one game. For us, this gives us more to play and more to volcanically review!
As always, the game will be reviewed using a criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: Real-life ‘the floor is lava’ is a health and safety nightmare! And it’s a shame we missed the volcano erupting.
With every generation of games there are always two important questions to consider: which version to get (each has two or three versions with an exclusive legendary or two to catch), and which starter Pokémon to choose (always a choice of the fire, water or grass-type). The starter choice always divides players, leading to heated arguments amongst fans. In the case of the second generation to me there is only one choice: the fire-type Pokémon, Cyndaquil!
Described as the ‘fire-mouse’ Pokémon, Cyndaquil is actually based on an echidna, with flames replacing the spines of the real-life species. On a biological side note, the echidna shares a common ancestor with the platypus, and both species are the only living mammals that lay eggs. But the real selling point for Cyndaquil for me (other than its cute awesomeness) is that it eventually evolves into Quilava and later into Typhlosion. As evident from the origin of their names (‘lava’ and ‘explosion’), these two are described as ‘volcano’ Pokémon. Need I give any other reason to choose them?
Thinking about it now, Cyndaquil’s evolutionary line was probably the first indication of my eventual academic path to volcanology. Just goes to prove those early years in line have a big impact on where you eventually end up…
Because Pokémon games focus more on walking around through tall grass and in caves in search of wild Mons to catch, and the low graphic quality of GameBoy games, volcanism is hard to find within Silver. It took me until the final gym of Johto (the region you explore at the start) to find actual lava!
It would seem that in order to try and display a sense of power, the dragon-type gym leader Clair thought it would be a good idea to have a maze puzzle with an actual flow of lava within his gym… While lava is a very cool way to display power, I don’t think the health and safety risk assessment conducted on the building would be worth the effort. Although this is 20 years ago, so maybe safety was a lot more relaxed back then?
My main concern is that in order to cross from island to island, eventually making your way to Clair, you have to push boulders on the second floor down holes for them to land in the lava and form a bridge. Given the small size of the gym, many of the trainers working there are definitely within splash range of the molten hot lava, especially the red-haired woman in the top right (she most certainly got burnt).
The other concern is the bubbling gases being released from the lava. If these gases are the same of those released from volcanic lava then it is water vapour (fine), carbon dioxide (less fine), sulphur dioxide (not good), hydrogen sulphide (really not good) and much more. With an air inside the gym like this, I’d expect the trainers to either be wearing a gas mask, or the building must have an excellent ventilation system!
The best volcanology, as it seems with most video games is left inaccessible until near the end of the game. Not that it was due to a lack of trying. In the first game you could access Cinnabar Island, which is a known active volcano from the animes, via Route 19. However, as that would let you reach the island too quickly in Gen 2, the developers came up with a clever way to stop you: have a volcanic eruption block your path…
While volcanic eruptions can indeed block off roads and paths as demonstrated in these amazing time-lapses from Hawaii’s volcanic eruptions last year, the Route Officer states the boulders were “hurled”. Volcanic bombs (volcanic rocks launched in the air with force during an eruption) can be found a very long way from their source vent. However, it seems highly unlikely these boulders are volcanic bombs when you look at how far away Route 19 is from Cinnabar Island.
Unfortunately, it is near impossible to gauge distance in any Pokémon game, as nothing is to scale. It takes less than a minute to cross a major city, which would take more than an hour in real life. The animes have a more realistic view on distance as pointed out by the meme above, taking a number of episodes to walk a distance that takes mere minutes in the game. However, again it is extremely difficult to calculate distance in the animes to relay over to the games.
What can be said for sure, is that Route 19 is too far away for the rocks blocking access to be volcanic bombs. However, the eruption could have easily caused tremors and/or a tsunami that would have shook the coast of Route 19, and destabilised boulders in the cliffs. Therefore, the eruption was the cause of the blockage, just not in the ‘hurling’ way the game describes.
After taking a very long route around, you can finally reach what remains of Cinnabar Island. Once a thriving island with a gym, mansion to explore and a state-of-the-art laboratory that could resurrect fossils! Now it is no more than a rocky outcrop with a Poké Centre that actually had to be rebuilt after the eruption.
It is in this remaining Poké Centre that one of the occupants says that it’s been one year since the eruption, which is how I know the timing of events, and how poor communication is in Kanto as the officer at Route 19 didn’t know if the ‘Cinnabarians’ were safe or not…
However, the other indicator that it has been some time and that the volcano has resumed is dormancy is the small lake that has formed in the remains of Cinnabar Volcano’s crater. Crater lakes are actually common sights within volcanic craters, as they form a nature depression made of impermeable volcanic rock. Based on the size of the volcano, lava domes can continue to grow and result in an island within the lake. Here is an example of me at Taal Lake in the Philippines. There is a small lake on what is known as ‘Volcano Island’ in the middle of Taal Lake, which is within Taal Caldera (a very large volcanic crater). As a result, there is a lake on an island, in a lake, on an island, in an ocean… it sounds more confusing than it really is.
The eruption of Cinnabar Island highlights the very real danger that those living on or near volcanoes across the globe today. The advancing lava forced nearly the entire island’s inhabitants (only 3 remained) to permanently leave and thus made homeless. It even forced the fire-type gym leader, Blaine, to set up his gym in a sorrowful cave on the Seafoam Islands off the east coast of Cinnabar (the big red dot to the right on the map above).
And now I shall end my main review with a very deep conversation with the Generation 1 rival, Blue (this definitely went right over my four-year old mind when I first played this game).
And so, for the results of Pokémon Silver’s critiquing:
It’s hard to fault Silver’s poor graphics. These were the first portable games in full colour, designed using the standard graphics of the era for the GameBoy. So, taking that into account, I’ll give it a 7. I can tell what lava is, it looks like a hot, bubbling liquid. Cinnabar looks like a newly formed mountain. That’s all that is necessary.
Silver is pretty poor for accessibility. You can walk around the base of Cinnabar Volcano (in the graphic remake, SoulSilver, you can climb the volcano, but this review is purely based on the original 2000 edition).
The lava within Claire’s gym shows a very large amount of degassing, producing large lava bubbles. This not only indicates a large volume of gases passing through the lava, but also that it is of a low viscosity. If the viscosity was high, then the bubbles would pass through slowly and less bubbles would be popping at the surface (unless there was a ridiculous volume of gas being pumped into it).
Straight up 0. That woman in Claire’s gym should be in the hospital from lava burns, but no, she just stands there waiting to battle the next passer-by.
Claire’s gym is a definite 0. The health and safety regulations alone to have a lava floor with no barriers in a building accessible to all members of the public would shut the place down straight away.
The boulders blocking route 19 are a 6 for plausibility. As said its highly unlikely that they are volcanic bombs flung all that way. However, falling cliff boulders triggered by volcanic tremors, or a tsunami during the eruption could be likely.
Cinnabar’s newly emerged volcano and the destruction of the town I’d give a 9. This is a real risk that can and does happen in the real world. You only have to read up about Hawaii’s fissure eruptions from last year to see the truth.
Welcome back volcano-videogame enthusiasts, and a big welcome back to Ed McGowan with his second review. Do check out his amazing review of volcanism in The Legend of Zelda: Breath of the Wild, if you have not already.
Subnautica is a fantastic survival game, giving you all the classic traits of gathering resources and maintaining health metres with one additional twist. This survival game is played underwater! Because an oxygen metre and giant scary fish were what was lacking from the other games in the genre… After crash landing in the ocean of an alien planet excitedly named 4546B, you quickly discover that the only way to get off the planet is to take the plunge, catch every little fishy swimming by, collect all the scraps of your crashed ship and all the locally found resources in order to dive deeper into the depths of the planet before being allowed to blast on out.
In order to keep players contained without the use of invisible walls at the edge of the map, the developers of Subnautica used geology! As it happens, the shallow waters you crash land in are an anomaly on 4546B, which for the most part is made up of an 8200 m deep dark ocean, full of super scary Ghost Leviathans, known as the Void. The geology used to form the shallow waters is actually a 2×2 km wide volcanic crater. Having erupted a long, long time before arriving, the volcanic crater has formed an oasis for small organisms to thrive, much like Yellowstone National Park today (only less tourists and more fish). There is actually one submarine volcano in the Solomon Islands that is known to be home to large fish such as sharks! Check out the brilliant video!
Armed with the knowledge the game contains an exciting volcano to explore it’s time to dive in deep (quite literally) into the volcanology of Subnautica!
Continuing with the standard criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: I wouldn’t recommend swimming in an active volcano, even in a videogame…
One of the first times volcanism is encountered in Subnautica is in the form of black smokers. Found in the deeper regions of the volcano’s surface, the smokers have a multitude of benefits. They are an easy to find source of rare mid-tier resources that are needed to build many tools and submarines. The rubies in particular can be used to make treated glass that is needed to build the ‘Seamoth’, a small, maneuverable sub.
Another use of them is as a source of thermal power for your base. When starting in the shallows solar power is the first form of power. However, deeper down the solar panels become insufficient, thus alternative sources must be found. With enough thermal plants I was able to keep my sizeable base going.
Black smokers in real life are a fascinating biome. Being so rich in organic elements, they are believed to be the site of the origin of life. Our original ancestral home, although certainly not one we can easily return to. They are commonly found at depths of 2500-3000 m on the sea floor, much deeper than in Subnautica, and heat the nearby seawater to temperatures exceeding 400 °C. First discovered off the coast of the Galapagos Islands at an oceanic spreading ridge in 1977, these unique smoking structures were teaming with life. This life is like none found anywhere else. Feeding off the nutrient rich fluids, giant tube worms, clams, shrimps and much more thrive in large communities.
The other interest in black smokers most people have is in their economical value. The hydrothermal waters emitted from black smokers bring rich metals with them, forming what are known as ‘Volcanic Massive Sulphide’ (VMS) deposits. Such deposits contain lithium (like in Subnautica, no rubies though… they got it half right at least), lead, copper and zinc to name a few. However, due to the extreme depth that most black smokers are found it, it is not cost effective to attempt any mining of them, for now…
Any real volcanism isn’t seen in Subnautica again until much later on in the game. Having discovered all the blueprints for the large submarine (called a Cyclops), the exo-suit (Prawn Suit, shown in all its glory below) and maxed their ‘depth’ modules to allow them to venture to the depths of the game, you are finally ready to enter into the volcano itself!
After hunting around the various caves dotted around the map (or looking at the map on the game’s wiki) for one of the four entrances into the fabled ‘Lost River’, a briny river home to lots of scary monsters, you are finally able to reach the volcano’s inner depth, humbly named ‘Lava Zone’.
The ‘Lava Zone’ is essentially the still active magma reservoir/chamber of the volcano, of which the thermal heat generated has been fueling the hydrothermal waters emitted by the black smokers above. Molten lava is flowing all around and cascading down pretty waterfall (or should I say lavafalls?) with a very low viscosity, suggesting a more basaltic composition.
The rest of the area is covered in cooled lava (top of fig a) that show the distinctive form of the outer lava cooling and forming a hardened shell, while the still hot molten lava bursts out before cooling and forming a new hardened shell, brilliantly videos and posted on YouTube here (ignore the title of the video). In other places where the graphic artists decided to change things up, the lava shows a more ropey texture (bottom of fig a). Both other these textures (the shells and rope) are characteristic of pahoehoe lava (fig b & c), a basaltic lava type who’s name means ‘smooth’. This lava is very commonly associated with Hawaii, along with a’a (spikey) lava.
While a very cool and exciting scenery to swim around in, it is sadly an unrealistic one for the setting. When lava meets water, it is very quickly quenched, adding the pressures found 1300 m below sea level and the possibility of actual flowing lava underwater as seen here is very slim, even if it is in the heart of an active volcano. Instead of pahoehoe lava textures, the basalt would form pillow lavas. The high temperature of the lava would also vaporise the water, producing a fair amount of steam, which is lacking from Subnautica’s visuals.
Here is a great video of a real submarine volcanic eruption:
The other unrealistic part of the Lava Zone (and I’m very thankful of this), is the massive half dragon, half squid monster living within the volcano (fig a)… I thought I had found a lava bomb produced by the volcano (fig b), until I realised more were being vomited up by the leviathan as a form of attack. And if that wasn’t enough, he tried to eat my submarine. And so, on that scary note I will end my critical scoring of Subnautica. Onto the summaries!
A solid 9 with the combined look of the black smokers, the texture of the molten lava and the pahoehoe lava.
The black smokers are pretty easy to get to. One upgrade to a seamoth’s depth module and you can easily start building a base around them. The Lava Zone on the other hand is tricky to find. Both trying to find the entrance to the Lost River and navigate down to the Lava Zone takes a lot of upgrades and time. But it is meant to be the final chapter of the game, so I’ll let them off.
The fast-flowing lava indicates a low viscosity matches the basaltic pahoehoe texture of the cooled lava. However, if you attempt to swim in the lava the viscosity is so low it’s like water, which is not what you would expect from real lava.
Dying in lava is really difficult in this game. I died many times and not once from burning to death in a molten river despite trying. The only thing that happens is the screen becomes slightly patchy with burn marks and you slowly take health damage.
Overall plausibility: 6
An underwater Yellowstone is highly plausible as proven by the Solomon Islands and that one regularly erupts, so isn’t even as safe as 4546B’s caldera. The black smokers are accurate with the thermal energy and lithium deposits, not so much with rubies. Low viscosity flowing lava matching the pahoehoe texture is another tick to Subnautica.
However, despite all the accuracy I’m forced to give a low score of 6 because of the implausibility of free-flowing lava, with no steam underwater. Close but no cigar.
If you enjoyed this review, remember to check out other reviews of volcanism/geology in videogames and also what is on my to-do list:
Hello everybody, we have our first guest blogger looking at the representation of volcanism in videogames! We have Ed McGowan taking us through the gorgeous environment of Legend of Zelda: Breath of the Wild! Sit back and enjoy, it is awesome. If you want to have a go yourself, just let me know and I will give you the space here to write up!
The latest game in the Zelda franchise, Breath of the Wild (BotW) throws out the rule books of the semi-rigid storyline structure well known to all Zelda players. Instead, BotW was the flagship of the Nintendo Switch, and so designed to show off the full capabilities of their new console. With a map bigger than any of the previous games, BotW offers an open-world gaming experience with a Zelda skin, where you are free to climb any and every mountain, exploring every single nook and cranny possible, all the while reminded it’s a Zelda game by name drops of the Master Sword, Princess Zelda, Hyrule and more.
One such popular Zelda classic is the volcanic region, Death Mountain. Having appeared in 9 of the 19 Zelda games to date, this is one of the franchise’s most well-known landmarks. Usually Death Mountain is an average sized active volcano with a path up to the dungeon entrance that is found within the volcano itself. However, thanks to BotW’s developers focusing so much effort into creating gorgeous scenarios, this game’s Death Mountain is massive! And taking full advantage of the game’s open-world-ness I made sure to leave no molten rock unturned!
To keep in line with the other reviewed games, I’ve continued Jazmin’s criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: They really did pack this game with a lot of content…
Like with any volcanic area in a videogame, BotW couldn’t make it that easy to access Death Mountain thanks to the game’s new temperature feature. The closer to the volcano I got, the hotter things became. Soon my temp gauge reached 37°C, beyond this point the gauge breaks (saying ‘error’) and things quickly become a problem. The first is that any wooded weapons equipped ignites and if left burning for too long are destroyed… Remain here for a few more seconds and your clothes ignite, causing fairly quick health damage till death…If you teleport in at a closer distance to the lava lake or volcano itself then death is near instant.
Looking up the autoignition temperature (the temperature at which things spontaneously catch on fire) for oak (because the game has acorns), the US Department of Agriculture found that oak could last 30 seconds at 430°C before igniting. As for cotton (I assume that’s what the basic clothes are made of in this game), autoignition temps are also around 400°C, depending on how wet the cotton is. No wonder the temperature gauge breaks. Although a sudden temperature increase from 37°C to 400°C in a single step sounds a bit much.
The only way to bare the scorching temperatures is to at, first drink fireproof elixirs made of locally found fireproof lizards, which only last a couple of minutes, until better fireproof clothing (like the silver space-looking suit real volcanologists have to wear) can be purchased in the aptly named Goron City (home of the Gorons).
Now it’s truly time to explore!
First up is a look at the physical volcanology. One of the few obstacles met on the way to Goron City is a still hot lava flow (fig b), that has been channelled down the valley, covering the path. A simple climb up to continue on track, but still a nice sight to see.
Next up is the lava lake north of Goron City (fig c), fed by lavafalls from a second smaller lava lake that surrounds the main cone, like a three-tiered fountain! To me, it looks like each tier of the fountain is an old caldera (rim marked out in red lines on the map), now acting as a bowl to contain the flowing lava.
Volcanoes found within old volcanic craters are very common on Earth, forming after the caldera collapses and a new volcano dome begins to grow (e.g. Anak Krakatau, or volcano island inside Taal volcano). Here’s a time lapse of a lava dome forming within Mt St Helens’ crater:
Continuing further we finally reach the active cone of Death Mountain. When first reaching the mountain, it is very restless due to a ‘divine beast’ roaming around the crater (left flank of fig a), causing a plume of ash and lava bombs to be thrown into the air. Like with Jazmin’s review of Lego Marvel Superheroes 2, the ash plume from Death Mountain unrealistically rises up and evenly disperses in all directions instead of being blown in a prevailing wind direction.
The final physical volcanology aspect I found lies just NE of Death Mountain and was not something I expected to find, a tall pillar sticking up in the middle of a crater. Its purpose in the game is to act as a mini climbing challenge to reach the shrine on top (BotW’s mini dungeons), but how on earth would something like this realistically form?
One option is that it was part of the volcano that was flung in the air by a very powerful eruption, smashing to the ground and formed an impact crater. Very plausible…
The other option is that it is a volcanic plug, eroded out and exposed. These form when lava within the volcano’s vent cools, corking the volcano like a bottle of champagne. When the surrounding host rock is less resistant to erosion than the plug, they are often left exposed as tall pillars of volcanic rock. Examples of volcanic plugs can be found across the world. One of the most well-known examples is the Devils Tower in USA.
The other volcanic part of this game I want to quickly cover is the hazards posed to locals, as despite volcanoes being as deadly as they are, people still live within their shadow. In Death Mountain’s case it’s the Gorons.
Goron City is dangerous enough to human standards with its intense heat and rivers of lava flowing through the streets. But during the divine beasts rampage the ‘magma bombs’ (technically lava bombs because they’re above ground but I’ll let Krane off), are mentioned to be falling daily (fig b), which even to strong Gorons are a deadly hazard.
But why would they live in such a dangerous place, as is the case with so many people in real life? The reason is the rare ores they mine (fig c). Volcanic porphory deposits can host many riches such as copper, silver and even diamonds. As a result, people live in dangerous, volcanically active areas such as Chile and Bolivia for copper and silver.
But I suppose when Death Mountain is less active the risks are less severe, it is actually a nice place to live. Similar to Iceland’s Blue Lagoon, there are a few volcanic hot springs on Death Mountain that actually restore your health if you swim in them (but do keep your head above water unlike that little one).
1. Aesthetics: 10
The game was designed to look beautiful, and I can’t deny they did a good job of it! From the flowing lava to the mountains themselves I can happily just stand and watch the scenery.
2. Accessibility: 10
Again, the game was designed to be fully accessible, so you can literally go where ever you wish to. The only thing you can’t do is swim in the lava lake but that’s how it should be.
3. Viscosity: 7
See Death and Plausibility.
Whilst the fireproof clothing looks heavy enough, you sink into the lava like its water. Lava can be viscous, but I’m sure you’d sink a little slower than this.
Also the massive jump from 37 to 400°C in one step mentioned at the start still gets me.
5. Overall plausibility: 8
Death Mountain’s massive size and the sheer volume of lava produced is very big. A lava lake that size would soon start to cool and harden on the surface instead of remaining that molten. But the rest of the volcanism I can’t argue with.
I hope you enjoyed it as much as I did! Ed will make another guest appearance in the future with a different game! I might be slow this month, but the next post written from me will be on The Shadow of the Tomb Raider.
If you have never played a Lego game, please do so. My first was the original Star Wars trilogy and it was a delight. Anyway, Lego has a small series surrounding the DC and Marvel comicbook universe, and the two most recent ones: Lego Marvel Superheroes 2 and Lego DC Supervillains are just great.
Lego Marvel has the storyline of the time-travelling villain Kang creating his own world by bringing different bits of the Marvel universe together (Xander, one of the cities in The Guardians of the Galaxy becomes neighbours with Post-Ragnarok Thor’s world Asgard). In the DC game, the Justice League’s evil counterparts, the Justice Syndicate, takeover and the villains try to stop them and in equal parts be jealous that they are better villains than them.
Volcanism was limited but still raised some interesting questions! As before, I had some criteria out of 10, 1 being unrealistic and 10 being realistic:
To navigate levels (only contributed to a little bit of the data for both games), I went back and made sure I was a character that could fly and regenerate health (e.g. Raven and Wonder Woman for Lego DC and Captain Marvel for Lego Marvel). Enemies were only a minor nuisance here. Most volcanism evidence was in the hub worlds, so had total freedom to explore.
Results: quality over quantity.
Lego Marvel Superheroes 2
Volcanism in this game is only limited to the Post-Ragnarok area/level. Still found some interesting stuff though.
A nice cone, with extensive lava flows and an ash plume drifting towards the Xander area. The ashfall was a bit unrealistic, as it only restricted to the Asgard area and did not drift. In reality, if when a volcano erupts and it produces ash, wherever the wind blows, the ash goes and falls. Relatively small eruptions that produce ash plumes can still travel far (such as the 2010 eruption of Eyjafjallajökull, Iceland). Bigger eruptions that produce ash plumes however, can circle the whole world! An example is the 1812 eruption of Tambora in Indonesia.
If we look at Asgard itself, there are some interesting stuff.
First is the interaction between the built environment (well…what is left of it anyway) and the lava flows. The top image shows an almost complete burial of a building and in between two lava channels and the bottom image is lava flowing under a stone bridge.
The building looks like it was destroyed by the volcano emerging right there or, buried by volcanic ash and/or pyroclastic material. Cannot say for certain what scenario it is but, all are plausible. The capital of Montserrat, Plymouth, is buried by pyroclastic material/ash/lahars (Figure a). The town of Armero is buried by lahars from the 1985 eruption of Nevado del Ruiz in Colombia (Figure b) and lava from Mt. Etna in Italy, has buried buildings in the past (Figure c).
The intact stone bridge with the lava flowing underneath it interests me. Like in figures a, b and c, buildings can withstand the heat and pressures of volcanic hazards to a certain extent. What is the melting point of bricks? No idea, but luckily someone wrote a paper on it! According to Kanolt (1912), various types of brick have the following melting points (I had no idea there are so many types of brick):
Fire clay: 1555-1725°C (2831-3137°F)
Bauxite brick: 1565-1785°C (2849-3245°F)
Silica brick: 1700-1705°C (3092-3101°F)
Chromite brick: 2050°C (3722°F)
Magnesia brick: 2165°C (3929°F)
The melting points of “stone” really does depend on it being either sedimentary (e.g. sandstone), metamorphic (e.g. marble) or igneous (e.g. basalt). Whilst I cannot say for certain what “type” of stone is used in Asgard, I am going to say it can withstand the high temperatures of lava (700-1200°C/1300-2200°F). On a similar note, last image from Asgard is this tree that had survived:
If not in the direct path of lava or another volcanic hazard, trees can survive. Even still, if they are, some trunks and branches can survive but lose their vegetation, but some do not lose their leaves! For example, these trees from one of the 1902 pyroclastic density currents of La Soufrière St. Vincent (my masters and PhD study area) stayed standing, but lost their leaves:
Here are some other photos of the lava in/around Asgard and also what it looks like in the level attached to this area:
Also, this is how you die in both Lego games if you are a character that can regenerate health (characters that do not die instantly):
It is not bad, flow mechanics behave alright, got cooler bits forming on top of the lava, volcanic ash is visible but like Spyro, there is a lack of flow complexity.
In the Asgard portion of the hub, it is easy to get to if you use a flying character. The background in the level attached is not accessible.
Pretty good, no complaints but again, lacks complexity and seems too runny for my liking.
This is Lego. It really is not in the realms of realism other than that you can die. On a similar note…Lego is plastic. It should just melt. But…I suppose that would be pretty graphic for a children’s game.
Overall plausibility: 8
I am quite happy with it! Apart from the lack of flow complexity, the way Lego dies and the volcanic ash not impacting outside of Asgard that brought the mark down.
Lego DC Supervillains
Since this was done by the same company, there is not much difference apart from what volcanism is on offer to explore. All of it is restricted to the world Apokolips (pronounced apocalypse): home of Darkseid (kind of DC’s equivalent of Thanos), Granny Goodness (who is not good) and the Female Furies (who will hurt you).
This place is insane. It is essentially a city living on/in (?) a lava field. I just…I love it. I do not know where to begin. Okay, I will start with that this is not plausible in the slightest. What is feasible are all the lava falls, which I touched upon in my Spyro post. The texture/viscosity of them is like honey which is kind of similar to pahoehoe lava. I cannot say for certain what kind of material the buildings are made out of. It is metal, which was established in my Spyro write-up of being able to withstand the temperatures of lava. Cannot possibly imagine what it took to incorporate the lava into the infrastructure and if the eruption was happening before, during or after the construction of the city.
The background landscape in the first two images is bit confusing, but does reminds me of a fissure eruption landscape. Think 2018 Kilauea in Hawaii and 2014 Bárðabunga-Holuhraun in Iceland. Fissure eruptions produce extensive and complex flow paths, so if the sharp rock features were there before, it works out fine. Not entirely sure if an eruption could form them.
What is also interesting is the texture of the solidified areas in the last image. Looks like basalt lava textures but also like a moonscape? Also not sure about the glowing rock in the background. Unless it is ‘A’a or blocky lava (see photo below) that has been emplaced and is just taking a long while to cool.
I have saved the best (in my opinion) to last:
Look.at.that.ropey.lava. It is my favourite bit of lava flows. It is very common and associated with pahoehoe lava. The texture forms when the upper crust of the flow starts to cool and behave like elastic, with the flow underneath creating the folds before it solidifies. It is just so awesome.
Out of the games I have revisited so far, only this game has made an attempt to diversify in the representation of lava flow texture complexity. Give more me diversity!
I am a sucker for pahoehoe.
One extra point for the pahoehoe. Bonus point for effort.
Overall plausibility: 9
Extra point for the pahoehoe! I love it okay?!
This has been fun, I can strike one more off the list. I promise the next game I do is Shadow of the Tomb Raider.
Look. I love Spyro. Played the originals on the first Playstation and have been playing the Reignited Trilogy. But honestly…some of the volcano bits got me so confused.
Spyro’s trilogy consists of you taking control of a cute little purple dragon named Spyro, accompanied by also cute little companion Sparx the Dragonfly who is your health indicator. The first game your mission is to find and free adult (strangely all male) dragons trapped in statues. The second game is to collect tailsmens and orbs. The final game sees Spyro collecting dragon eggs stolen from the (strangely all male) dragons from the first game. Third game is more fun by letting you control additional characters: Shelia the Kangaroo, Sergent Bird the…Pengiun, Bentley the Yeti and Agent 9 the Monkey.
Xbox One and the console’s version of the Spyro trilogy.
I also have a criteria out of 10, 1 being unrealistic and 10 being realistic:
It took about a couple of hours to collect the data. Big limitations were: 1) enemies wanted to hurt Spyro while I investigated the levels, so had to go through the whole level and get rid of them first, and 2) a lack of a dedicated photography mode (I will showcase how awesome these are for Tomb Raider and Assassin’s Creed at a later stage).
Results: Questionable in places.
Spyro the Dragon
The first game is a little lacking in volcanism, which is fine. Just means the dragon’s world is not that volcanically active?
First example that might be considered lava was found in the ‘Dark Hollow’ level:
This area had two self-contained pools of this blue-purple stuff. You had to jump/glide over the platforms to reach some enemies, collect some gems and a chest key. So, can we link this weird pool of blueberry death to real world volcanism? Why yes, we can!
Some eruptions produce “cerulian blue eruptions”, like these photos of Kawah Iljen volcano in Indonesia. The “blue lava” occurs due to the combustion of sulphur as it comes into contact with oxygen. So it is technically the gas that is burning blue-purple in the above photo. Not the pool of death. So…this means that whatever it is, it is hot and has a lot of sulphur coming off it.
I have been told this is not “technically blue lava” but it is way more easier to say than cerulian blue eruption. This blue lava actually corresponds nicely to the next example of volcanism I came across in the ‘Peace Keepers’ home world:
It appears that for this particular area of the dragon world, there is a lot sulphur…maybe. I do not know. The bigger vent in the first photo does not appear to have a high viscosity, quite the opposite really, it is quite runny.
The last example in the first Spyro game comes from the mini-boss level ‘Jacques’.
What I can accept is the plausibility of lava falls and that they are quite runny and free flowing. We only need to look at Kilauea for a direct real life comparison:
What I do have an issue with is the infrastructure built up around the flows. Like…the risk assessment must have been horrendous. Even still, imagine the number of days without injuries at work count! If we are going on the basis that Kilauea’s lava is up to 1,140ºC when it enters the ocean, the amount of potential harmful volcanic gases emitted (absent in games) and splashing of lava (only in the form of wisps of glowing embers in the photos) it seems like unless the builders were constantly in protective suits and highly resilient to really hot temperatures…it does not seem plausible. Maybe fairies did it.
It is a very pretty game, but for the lava flows some detail is missing to show flow complexity.
All examples you can go up to them, touch them, get hurt and lose a life. Just wish I could have gotten to the top of those lava falls.
Pretty good for the lava falls but I question the collective pool at the bottom. The flow of the blue lava vent seems good too, but lacks detail.
Death: 6 (see Spyro 2)
Overall plausibility: 8
The blueberry pool of death and the infrastructure around the lava falls brought the mark down.
We move onto the next game! Where all volcanology knowledge is just thrown out of the window for one level.
Spyro 2: Ripto’s Rage!
This was my favourite within the trilogy. So I was paying special attention. The first level I will talk about is ‘Skelos Badlands’:
Set in a prehistoric setting with cavemen, dinosaurs and dancing skeletons I like the range of volcanism in this level. Right from the start we have a lava fall and flow, which similarly to the ones in the previous game, lack the detail when there is a change in flow from a near perfect straight vertical to a near perfect straight horizontal direction.
But we have something new…lava bombs! Spyro can hold one in his mouth, and then spit at an an enemy to kill them. Who needs to breath fire anyway? What is questionable about them is how perfectly circular they are. Each new bomb gets (conveniently) erupted from the nearby lava flow, does a little bounce and then lays motionless waiting. In reality, lava bombs come in all different spaces and sizes. But the appearance of it, with some of it cooled and crusted over, and other parts still molten, is accurate.
Oh FYI, this is how lava hurts Spyro in the three games:
In reality, you would not be able to survive full direct contact four times…or at least not in the way that implies that Spyro’s butt gets burnt four times before being cremated. Being on top of the lava and then slowly sinking in it might be plausible though. But I would not go try that.
In any case, I like this level…check out where this complex lava flow takes you! Through a giant dinosaur’s skull and innards into a cave no less!
Next, I’ll briefly go over the lava bodies found in the level ‘Breeze Harbour’.
Some sort of metal infrastructure appears either next to the lava pools or are standing objects within it. Not to mention that sentient spiky mines jump around within the pools that you need to use a cannon to destroy them for an orb.
As this standing lava pool is yellow and in some places white, the temperature of it is around about 1,000 – 1,200ºC, maybe higher. Metals and alloys have different melting points and according to the chart in the link, carbon steel and stainless steel would withstand the temperatures. I did not know that!
Another brief look at the level “Fracture Hills” that features Scottish Satyrs, fauns, dancing pigs, murderous vegetation and rock golems that can only be killed this way:
We have a mixture of comedy as the golem comes to the realisation that it is about to die and the unrealistic exploding into a pieces. In reality, rock just gets swallowed up by lava. So the golem should have just slowly sunk to its doom.
Okay…now to the level in the game that really confused me. This is the introductory video to the level ‘Magma Cone’:
Multiple questions ran through my head when I watched it:
Why are they chilling right there?
A few precursory tremors and a little bit of Strombolian activity?
Wait…that’s a volcano?!
But the volcano is made out of brick?
Hey, that guy clearly knows something is up…why are you ignoring him?
Oh hell that’s a big lava bomb right?!
WHY AREN’T YOU RUNNING?!
Oh sh…he’s dead right?
Wow…this is not the time to be all ¯\_(ツ)_/¯ and just continue chilling when a volcano just killed someone right next to you mate. Should probably warn people and get out of the way?
Alas, things do not get more logical in this level.
These walls feature all around the level area and what intrigues me are the two glowing layers. Sure enough, you can still have a hot layer when another is added on top, but I do not know any examples where two thin layers just remain hot and glowing like the above photo and do not seep into the layers below them. Unless it is a complex lava tube system. Which in this case, is not.
Next video adds question marks for this level. An ice cave within a really obvious volcano cone.
I mean…sure maybe you could have climbable walls built into a volcano that you knew would not erupt again, like this mini one. But this ice cave with popping green (lava?) crystals from green glowing veins seems a bit sketchy. Although, caves made by lava flows is not uncommon: they are lava tubes/caves. The green crystals could even be perfect-every-time olivine. Lava tubes can even form under ice and glaciers:
But here is where this level lost me completely:
Yes. Spyro did stop the volcano erupting by just climbing up it and closing the lid of it. No. No you cannot put a lid over a volcano.
Same as the first game.
Same as the first game, but this time I can go into a couple of volcanoes.
Same as the first game.
Maybe because Spyro is a dragon, so he experiences it differently.
Overall plausibility: 5
I am sorry but you cannot put a lid on a volcano.
Back to limited volcanism examples and less confusion.
Spyro 3: Year of the Dragon
This game I think is certainly the most challenging of the three. But what is not challenging is the volcano-related stuff. The first example that has volcanism right in the foreground and background is the level ‘Molten Crater’:
Lava lakes would explain the background. But then I do wonder if the level you run around in is an island within a gigantic volcanic crater? From the level name that does sound like that is the case. Do not think that is possible though. Unless, the level is a giant, complex lava dome? But having areas where there is lava coming out of the dome as well as built infrastructure is a bit unrealistic.
So separately, the volcanism in this level is sound…just together its a bit questionable! Last evidence I found of volcanism in this game is the introductory level of Sgt. Bird…a flying penguin.
Flying penguins aside, we have a tunnel of lava which can be translated to a lava tube that still has lava flowing through it. Some lava tube roofs can partially or completely collapse, creating “skylights” but, it looks like the roof’s integrity is pretty solid to stand up on its own. Last image to share were large crystals outcropping of the walls that surrounded an area with lava pools. Considering they are green, embedded in walls that does look similar to the ‘Magma Cone’ level and near lava, I’m going to say its oversized olivine.
Same as the first two games.
Same as the first two games.
Same as the first two games.
Overall plausibility: 8
Island level in the middle of a lava lake brings the mark down.
Overall, the volcanism is plausible in some places and others not so much (looking at you Magma Cone lid) in Spyro’s universe. Regardless, it has been great to play the original trilogy in its scaled up glory!
Next post, I will be looking at The Shadow of the Tomb Raider! Until then, happy gaming 😀