What do you want to know about the graphics?
OpenGL is used to employ 3D acceleration for 2D graphics.
Sorry I was gone so long. Actually what I meant was something a little more general. It's about traditional raster graphics vs 2D vector graphics. At gamefaqs we sometimes argue about the future of 2D gaming. The common complaint I hear is that traditional hand-drawn raster sprites and backgrounds are too time consuming to make for HD resolutions and with enough frames of animation to look smooth and enough level of detail to be appealing.
Some argue that 2D vector graphics is a solution to the smoothness issue, and I say so too half-heartedly, but afaik you can't get the same level of detail in your objects. The best compromise I could think of was Viewtiful Joe's approach: Make it 2.5D, then apply intelligent filters (like celshading) to make it look hand drawn.
So, what I was wondering was, from that point of view, how is Aquaria done? What are the basic objects, and how did you decide how to balance the time/detail aspects and the system resources aspect (I'm not certain celshading is the most system efficient way to achieve that look)? Because I was awed by how smooth Naija's movement is and how clean the rotations are.