When Did Popular Franchises Start Featuring Underwater Ruins?

2025-08-31 02:47:18 306

4 Answers

Lucas
Lucas
2025-09-03 21:15:05
I’m nerdy about timelines, so here’s the short, punchy view: the concept itself is ancient—Plato’s Atlantis—but franchise-level use kicked off in comics and pulps in the early 20th century, with 'Aquaman' being an early recurring underwater civilization in the 1940s. Literature like '20,000 Leagues Under the Sea' kept the imagery alive.

The real watershed for visible, immersive underwater ruins in franchises came with advances in film and video games. By the 2000s franchises could convincingly render whole ruined cities beneath the sea—'Atlantis: The Lost Empire' and especially games like 'The Wind Waker' and 'Bioshock' made submerged ruins a centerpiece rather than just background. After that, developers and studios ran with it: 'Assassin’s Creed', 'Tomb Raider', 'Subnautica', and many others folded sunken ruins into their worlds. I love how each franchise tweaks the idea—sometimes it’s adventure, sometimes eerie tragedy, and sometimes straight-up sci-fi mystery—so it never really gets old.
Chloe
Chloe
2025-09-04 13:14:35
I’ve always been drawn to sunken cities in stories, and I love tracing how they moved from myth into mainstream franchises. The idea really starts with ancient mythmakers—Plato’s tale of Atlantis sets the mood centuries before modern media. In the 19th century you get proto-versions: Jules Verne’s '20,000 Leagues Under the Sea' (1870) and other adventure novels that used wrecks and submerged mysteries as dramatic backdrops rather than full-blown ruined civilizations.

From the early 20th century onward, popular culture kept folding the idea into new formats. Comics like 'Aquaman' (debuting in the early 1940s) turned underwater kingdoms into recurring franchise staples. Films and cartoons in the mid-century reused shipwrecks and lost temples, but it wasn’t until gaming and sophisticated special effects that franchises could convincingly render sprawling underwater ruins as playable, explorable spaces—think 'The Legend of Zelda: The Wind Waker' (2002), Disney’s 'Atlantis: The Lost Empire' (2001), and later the full immersion of 'Bioshock' (2007) with its ruined city Rapture.

So, when did franchises start featuring them? The seed is ancient, the narrative device shows up in literature and early comics, and the big, visceral franchise-level portrayals really bloom with modern visual media and games from the late 20th century into the 2000s. It’s been a slow evolution from myth to sprawling interactive ruins that you can swim through and explore, and I still get chills seeing how each new title reimagines those drowned worlds.
Georgia
Georgia
2025-09-05 07:35:53
I get excited talking timelines, so here’s a compact stroll through how underwater ruins crept into popular franchises. It’s layered: myths like Plato’s Atlantis set the conceptual groundwork long before any franchise existed. In literature, Jules Verne’s '20,000 Leagues Under the Sea' treated the ocean as a repository of forgotten things, and early pulp and adventure fiction kept the idea alive.
Comics and serials brought submerged civilizations into ongoing franchises—'Aquaman' surfaced in the 1940s as a notable early franchise example. Moving into film and animation, 'Atlantis: The Lost Empire' (2001) is a franchise-level, family-focused take on underwater ruins. But the real leap into modern franchise territory happens with video games and cinematic tech: 'The Legend of Zelda: The Wind Waker' (2002) presents a drowned kingdom as a central setting, while 'Bioshock' (2007) turns an entire franchise around the aesthetic and narrative potential of a ruined underwater city. After that, games like 'Assassin’s Creed IV: Black Flag' and 'Subnautica' expanded how franchises integrated shipwrecks, sunken temples, and alien ruins into gameplay loops. So, while the trope is ancient, the first big franchise-level depictions rose to prominence in the mid-to-late 20th century and exploded with gaming and CGI in the 2000s.
Kai
Kai
2025-09-06 10:02:10
I’ve got a soft spot for the eerie beauty of drowned cities, and I think the way franchises adopted underwater ruins is as much about technology as it is about story. The narrative device—lost civilization, ancient technology, or treasure—dates back to Plato and adventure fiction, but tangible franchise portrayals became more frequent as visual media evolved. Early comic heroes and serial films toyed with the idea; by the time mainstream animation and games took off, developers and filmmakers could actually depict entire ruined skylines below the waves.

Take 'The Legend of Zelda' series: water and submerged ruins have been recurring motifs since the NES and are central in titles like 'The Wind Waker'. In games that emphasize exploration, underwater ruins let designers marry atmosphere with mystery—'Bioshock' did that for horror/sci-fi by placing a failed utopia under the sea. More recent indie titles such as 'Subnautica' treat alien ruins as both environmental storytelling and gameplay drivers. Beyond games, franchises in film and TV—'Atlantis: The Lost Empire', various 'Doctor Who' episodes, and 'Stargate Atlantis'—bring their own tones, from whimsical to ominous.

What fascinates me is how the idea adapts: sometimes ruins are treasure-hunting fun, other times they’re cautionary tales about hubris or climate. The continual reinvention is why the trope stays fresh across franchises—there’s always a new way to make a drowned ruin tell a story.
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