A Strategy for Two Audiences
Today we’re taking a closer look at what could be a big platformer from THQ, Nordic, and Purple Lamp. SpongeBob SquarePants: Titans of the Tide. And from what we have already seen this is a lot more than just another licensed kids game. This is a planned statement from the publisher, especially since Rehydrated and Cosmic Shake did so well. So what is the main point? It’s the strategy for two audiences which they have done perfectly. It’s not just for kids who watch Nickelodeon today. It is very carefully made to appeal to that huge group of millennials who are nostalgic. The people who watched the show when they were kids in the early 2000s. So every design decision is really trying to please two groups of people.
Table Of Content
- A Strategy for Two Audiences
- A Current-Gen Exclusive Leap
- The Power (and Price) of Unreal Engine 5
- The 8.2GB Mystery: Smart Design Over Scale
- A New Plot: A Clash of Titanic Egos
- The “Ghostly Bikini Bottom” Concept
- Deep-Cut Nostalgia: Targeting the Millennial Fanbase
- Core Gameplay: The “Dynamic Duo” System
- Level Design: Blending Linear Paths with Open Exploration
- Price, Pre-Orders, and the “Tidal Season Pass”
- Public Demo Success: Validating the Core Gameplay
- The Big Question Mark: Nintendo Switch 2 Performance
- The Two Final Hurdles for Critical Success
- Final Thought: A New “AA” Model for the Industry?
A Current-Gen Exclusive Leap
We all know we can play it on November 18, 2025. It’s coming out all over the world at the same time. So, to really get what they’re saying, we need to start with what seems like their biggest, most important choice. It has to be the commitment to the hardware. A release only for the current generation. Yes. They’ve completely skipped over the last generation. There is no Xbox One or PlayStation 4. That’s them putting down a flag and saying, “We’re moving on.” It’s a sign of a lot of confidence. The confirmed platforms are the PC on Steam, the PlayStation 5, the Xbox Series X and S, and the Nintendo Switch 2, which is the most important one.
The Power (and Price) of Unreal Engine 5
And that’s when things get really interesting, because the tech, not just the marketing, is what makes it exclusive. This is Unreal Engine 5. That’s a huge improvement over the Unreal Engine 4 that was used in the last few SpongeBob games. I guess that change in engines needs more power. It’s what lets them do more complicated things, but it also means they have to leave behind the huge PS4 install base. It’s a trade-off, but it lets them reach the size and quality they want.
The 8.2GB Mystery: Smart Design Over Scale
Why is the file size so small if they’ve made this big jump to something as resource-heavy as Unreal Engine 5? I mean, really small. The PS5 preload data say’s it comes in at around 8.2 gigs. Games made with UE5 today are 50 or 100 gigs. So what’s going on? It suggests very, very advanced optimisation. The art style is one thing. It’s stylised. It doesn’t look like a photo. That makes it possible to compress assets much more quickly. It also strongly suggests a very narrow focus. They’re not just making a huge, sprawling, open world for no reason. Instead of just raw scale, they’re putting more emphasis on polished, dense levels. They are betting that a well-designed space is better than a big, empty one. Also, the small file size isn’t a problem; it’s a good thing. It shows a desire to improve. And for people who buy things, a quick download is always a good thing. It also fits perfectly with the AA model. Quality without the AAA bloat.
A New Plot: A Clash of Titanic Egos
Let’s talk about the story they made up to explain all this new technology. It’s not the same old Plankton Wants the Krabby Patty story again. Not even close. The whole story is meant to be funny and a little scary, and it directly sets up the new ways to play the game. The main problem is that people have big egos. A fight between egos. Between, and I’m quoting here, the two biggest egos in the whole world. The Flying Dutchman and King Neptune. A fight with God. So that’s what starts all this ghostly chaos in Bikini Bottom.
The “Ghostly Bikini Bottom” Concept
Threatening to turn the whole city into a ghost town. So SpongeBob and Patrick have to step in and help these two beings from another world get along. Classic SpongeBob silliness meets high-stakes action. And this ghostly Bikini Bottom is the best place to build levels. We get to see famous places, but they’re all changed and mixed up.
Deep-Cut Nostalgia: Targeting the Millennial Fanbase
We have seen that there are new versions of Neptune’s Palace, Mount Bikini, Atlantic City, Goldfish Island, and even Jellyfish Fields that are covered in snow. This is where they really start going after that older crowd. The fan service that goes deep. It is a hit of nostalgia. They confirm that Hibernation Sandy is a memorable deep-cut character from one of the first seasons, which is an awesome boss. You don’t put that in a game unless you want to wink at people who watched this show 20 years ago. It shows they really understand the IP’s past. And they really drove home the nostalgia point with that totally weird but great cameo. David Hasselhoff. From the movie that came out in 2004. Singing a sea shanty to explain the trailer’s plot is a great idea. It’s hilarious and a great way to market. Also, they met the one requirement that fans absolutely could not change. The people who do the voices. Tom Kenny, Bill Fagerbakke, and everyone else from the original legends voice the game. If they hadn’t done that, everything would have fallen apart.
Core Gameplay: The “Dynamic Duo” System
Now, all of that story setup, the idea of two friends working together, all of it leads directly to the main mechanical innovation here. The system of the dynamic duo. And this directly addresses the main complaint people had about the Cosmic Shake. When Patrick was just a balloon that followed you around. He was a quiet friend. In Titans of the Tide, the main mechanic is single-player, but you can switch between SpongeBob and Patrick at any time, with their best friend rings. And now he’s a fully playable character and pretty much the same as everyone else. It makes it necessary to swap in a strategic way. SpongeBob is still the guy who can move quickly. He has his famous butt stomp and dash kick. But Patrick is the one who has learnt new things. The useful character. That’s right. He has grappling, which is for moving around and throwing enemies or explosives. He also has a burrowing mechanic that helps him solve puzzles and find things that are hidden.
Level Design: Blending Linear Paths with Open Exploration
So the design of the levels needs to change. It can’t be as straight as the Cosmic Shake. No, it is said to be much more open. It makes people want to explore. It’s a really smart mix of the structured progression from the last game and the more free, open feel of Battle for Bikini Bottom. And they didn’t forget about the appeal to collect. The classic feel is there. There are shiny treasures, hidden chests, and all of this leads to a new hub area called the Floating Patty. So it makes you want to use both characters to check out every last detail. It’s the main loop.
Price, Pre-Orders, and the “Tidal Season Pass”
Let’s get to the business end of this. They’re sticking to that £35 AA price point. It’s a smart move. It makes the game a good buy with little risk. The bonus for pre-ordering. The natural costume pack, Bob in a butt-flat outfit, and Patrick in a birthday suit. It’s so funny. And that kind of silly humour spreads like wildfire. It makes things sell in this market. It definitely makes people talk. And their long-term plans seem to support this plan with the Tidal Season Pass, It promises four DLCs in all. Two big new journeys. And two packs of makeup. It means that this game will have a long, supported life. One of those adventures has already been revealed. The Plankton Portal Challenge. It adds new places, such as the Haunted Chum Bucket and Davy Jones’ Locker. It makes that deluxe edition worth a lot more.
Public Demo Success: Validating the Core Gameplay
The public demo they released was a big hit. In October and November, it was available on all platforms. And it got a lot of good reviews on Steam. We’re talking about 95% good. It basically proved that players love the core gameplay, which is the dynamic duo system. People like the design, the jokes, and the way it works.
The Big Question Mark: Nintendo Switch 2 Performance
The only big question mark that is still out there is technical. And it’s all about the Nintendo Switch 2. The demo analysis showed us how UE5 works on that new hardware for the first time. They also have two modes for graphics. There is a quality mode and a performance mode. Quality mode aims for 30 FPS and looks pretty good. It’s pretty similar to the PS5 version, which is nice. The 60 FPS performance mode is what makes it a little unstable. From what we have seen so far it was very inconsistent. The framerate goes up and down between 50 and 60 when it’s docked. And when it was in handheld mode, it was even worse, often dropping to an unstable 30. That patch on launch day is going to be very important. The game’s reception on what will probably be its biggest platform will depend on how well their optimisation team does in these last few weeks.
The Two Final Hurdles for Critical Success
They have the design, the intellectual property, the price, and the tech goals. Everything is ready to go well. But that polish on launch day is very important. In short, the game’s ultimate critical success depends on two things that have nothing to do with the core design. First, they need to get that Switch 2 60 FPS mode right with the launch patch. Second, they need to give people new adventures in that Tidal Season Pass that are high-quality and on time.
Final Thought: A New “AA” Model for the Industry?
This leads me to a very interesting last thought. Now that the whole industry has agreed on next-gen hardware, does this focused, high-quality AA game, built on a demanding engine like UE5 and only costing £35, show a better way forward? A model that is better for the consumer that doesn’t lead to the bloated £50/£60 AAA trap. It’s an interesting example of what might happen with licensed games in the future.
Thanks for jumping in with me. See you next time!




