Still Wakes The Deep Review

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    Looking for a comprehensive Still Wakes The Deep Review? We’ve got you covered! 1975, an oil rig in the North Sea off the coast of Scotland unearths a mystery that transforms the inhabitants and spawns nightmares across the rig. Here is our Still Wakes The Deep Review.

    Developed by The Chinese Room and published through their parent company Sumo Digital, Secret Mode, on June 18th, 2024. This delves into a scenic world that is both beautiful and terrifying and is one to experience. Taking place on an oil rig where players take control of Caz McLeary, a Technical Engineer, the game starts off in a tranquil way where operations have halted and McLeary is called to the foremen’s office. A distinctive “Everybody’s Gone To The Rapture” feel can be felt throughout the game, and although Still Wakes The Deep has a theme it is not always evident.


    Starting the game it feels anything but a horror game or anything more than a simple story that puts the player in the role of an engineer. All that changes once you meet with the boss of the Rig, once that event has passed and you find yourself unemployed fate throws you into the crashing waves of the sea and memories flood in while you get dragged back to the rig.

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    Still Wakes The Deep Review - rig

    From here you assume that the events which are unfolding are linked to something like seismic activity under the ocean or a tectonic shift. Both of these would be plausible explanations for what is going on, after all, wasn’t it Arthur Conan Doyle who wrote: “When you have eliminated the impossible, whatever remains, however improbable, must be the truth?”. This has been highlighted as our brains try to make sense of things no matter what, Caz tries to and the gamer, by extension, is forced into a mindset where they are made to think in a similar way.

    Upon meeting the creatures face to face, they are more like parasites which mutate the genetic structure in a symbiotic way. In short, they are a zombie Venom-type creature. However accurate or inaccurate this analysis is, they remind me of something from Lovecraft’s works… that is to say, my old example friend, Cthulu. No matter how much you try to unsee the creatures how they are, they really resemble Cthulu and the other creatures of his mythos. For starters, they all have oceanic characteristics. This alone should be enough considering the depictions of the elder god, however, Rennick looks like a crazy backward octopus, at least from what you see of him.

    As highlighted we have used Zombie Venom as a description, which isn’t a misinterpreted description. We use zombies as the person seems dead or their mobility is not their own and Venom because sound paralyses them temporarily. This is probably where the lack of defensive capabilities comes in best, You do get to throw items but that is no real replacement for having a gun or weapon to swing around, let’s face it once you throw the item you either have to retrieve something else or be in a vulnerable state.

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    As the story evolves you learn that not everything is as it seems and some pretty crazy things come to light, for example after reigniting the stack, where your task is floating the rig. Personally, I got the feeling that the events after being dragged out of the ocean at the beginning were psychological and unfolding in Caz’s head rather than physically playing out, but this changed once I saw the state of the ocean after reigniting the stack. The main reason for this was it seemed to get rougher and more turbulent, giving the impression the events were more real than they seemed. Everything starts to make more sense the closer to the end you get with events actually happening in a strange way and when someone gets close to the “organic growths” it induces a psychological sense of reality, at least this is how I chose to look at it.

    Mechanics, Graphics, & Technical things

    Firstly I have to state that the game is impressive, it gives off one vibe which makes the player feel a false sense of safety, even while you are confronted with corpses and monsters. This is a really powerful tool which is incredibly well implemented into the game. Providing the gamer with the feeling of safety while at the same time being put in harm’s way, is not something a lot of horror games can produce.

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    Secondly, it has to be commended for being one of the only games I can call to mind which is true first-person. You read correctly, if you look down you will even see the character’s body. Personally, I find it more awkward than anything when I play an FPS game where there is no real body, just some floating arms with weapons, looking at you COD.

    Graphically and this might just be me, there is some kind of beauty in the world that was created. I don’t just mean the fact the game is incredibly packed with life, it’s the fact that when you are on deck and look around, you get the crashing of the sea, the lack of vision around and the feeling of isolation is instilled. This being horror it’s expected to make you feel alone and hunted, but Still Wakes The Deep has something special that, in my case, makes me want to see if it’s real. The reason this is so powerful in Still Wakes The Deep is probably knowing it’s a Horror game and you should be alone, however, you are not and it reminds you that there are others around in almost every instance. This is only added to when you head back to areas and explore environments that have previously seen.


    To conclude, I would like to highlight that the game is just as impressive as the studios’ previous titles, however, to call this a horror title is a little stretch. Horror indeed fits the genre of the game with its grotesque creatures, its spooky atmosphere, and even a sense of solitude, however, other staples of horror aren’t present. The scariest part of the game, from my point of view, was the lack of weapons or means of defense. Other things that weren’t really present were things like Jumpscares, varying encounters that cause a “Leap before Looking” response or encounters that make the player pause for thought like “Is this a Trap?”.

    Although I have stated that Horror doesn’t fit this game, it was a good horror story. As contradictory as that sounds, it was good even if I didn’t feel the horror I was meant to. Light does a good job of guiding the player, and instead of being able to defend, you have the ability to hide. This works to an extent, but running and hiding from a monster that is hunting me down, there isn’t much difference to Alien, Friday the 13th or Yuoni in that respect. This is broken up by sections of exploration and adventure, making your way through the rig to complete a series of events concluding in a far less than desirable outcome. Really the game would have been just as good without the enemy encounters and occasionally seeing a shadow move or something when enemies actually are around.

    There is something that I would like to bring to your attention, which although minor is something that ruined an otherwise incredible experience. These are the glitches. Like every game you will encounter some pretty nasty or tame ones, however in Still Wakes the Deep I stumbled over a few pretty nasty ones which required a Return to Menu and go back to the game. Normally this wouldn’t be an issue but with the game featuring an Auto Save, highlighted in the below image, this was an irritation.

    These glitches, which prompted a return to the menu were things like falling out of the world, finding a way out of the world, or getting locked behind rogue collision geometry zones. Although they are pretty bad it is advised to play with caution and try not to go into areas where the designer doesn’t want you. Other minor things were item placements which clip through other objects in the game and can be seen in plane view. These, although shouldn’t be in view of the player, sometimes get missed and overlooked in Q&A so it’s best to ignore them. Below are some of the glitches that were encountered throughout the playthrough.

    Overall the game is short, easy, and rather an interesting story. The most interesting part from my point of view is the trophies, one which asks you to die in all ways possible in the game, and another which is my favorite, completing the game in Scottish Gaelic. For most people, this is probably a nightmare trophy as Gaelic isn’t going to be a widely spread language and if you are the type of player who utilizes the voices and what they are saying to distinguish a projected trajectory of the character, this could be troublesome. Personally, I enjoyed the little bit of the game I played in Gaelic but getting used to it is not an easy task. Most trophies are for small things that will come through natural progression, finding all the dead crew members, killing time in the showers, and even peering around a corner to see an enemy. I think a better trophy than the 3 or so for different deaths would have been not to take any damage or die throughout the game as it’s seriously difficult to do, which would make a nice challenge.

    Looking for more reviews to read? Be sure to visit this page and discover a wide range of informative and insightful reviews. Don’t miss out on the opportunity to gain valuable insights and make informed decisions.


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    Set against the backdrop of an Oil Rig in the North Sea, engineer McLeary is forced into a horror story which will change the world as he knows it.

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    Set against the backdrop of an Oil Rig in the North Sea, engineer McLeary is forced into a horror story which will change the world as he knows it.Still Wakes The Deep Review