TThe film’s premise is a classic of the genre: one day, workers on the oil rig Beira D hit something with their drill, and soon a nameless monster descends on the vessel, killing the crew one by one. At the same time, Glaswegian electrician Cameron “Caz” McCreary is already on the verge of leaving the rig, having been fired from his remote workplace where he took refuge from the police after a huge bar fight. It is in his work boots that we step on as he desperately searches for a way out.
The team behind Still Wakes the Deep is hardly the same as The Chinese Room, the developer behind previous hits Amnesia: A Machine for Pigs and Everybody’s Gone to the Rapture, both of which share the same trademark high visual fidelity, realistic soundwork, and emotive acting. Still Wakes the Deep is set on perhaps the most realistic oil rig ever seen in media, down to the hundreds of tiny hissing valves and labyrinthine metal staircases that groan dangerously. This wouldn’t be the place for health and safety talk, even without the terror looming from the deep, and the rig is by far the game’s most prominent character.
Still Wakes the Deep is also probably the most Scottish game you’ll ever play, and there’s a surprising amount of it. Each snippet of dialogue is a great example of how natural conversation should be, whether Kaz is talking to his few remaining colleagues or reflecting on the events that led him to Beira D. But at around six hours, the game is short, and there isn’t enough time for character development beyond a perfunctory introduction, which makes it hard to empathize with the characters, and isn’t helped by the clumsy device of having several characters call you in succession only to die over the phone.
This is one of The Chinese Room’s most interactive games, doing more than just walking around and looking at things. But its gameplay design has one big problem: me, the savvy player. All of Still Wakes’ gameplay devices are used in so many games that I couldn’t help but groan the first time I saw yellow paint splattered on a ledge to grab onto. After that, yellow is everywhere: yellow tarps showing you where to climb, yellow edges on targets you can jump through, etc. Beira D goes from an interesting maze to a smooth parkour course.
When enemies appear, Caz can’t fight them; instead, he must sneak through them. Areas are littered with crouching spaces and items you can throw as distractions, and they’re often in rooms that you’ll need to cross multiple times before you can take cover. Ideally, this should be a source of tension, but as with navigation, the game makes it very clear what’s coming (and what’s going: at one point a rig worker literally shouts across a loud, echoing room that a monster is actually leaving), so there’s little you can do as the player other than follow the path.
I was frustrated when I found the light from my headlamp didn’t bother the monsters, making it incredibly easy to sneak around. Or I’d fail a jump for purely camera-related reasons and have to listen to McCreary swear as he falls to his death multiple times, and I felt the tension melt away. The ever-present desire to help the player contrasts with horror games’ need to leave us in the dark sometimes. Every time the illusion crumbled, I left the game to put up with just to see what would happen to a character I wasn’t particularly attached to.
Still Wakes the Deep manages to create an atmospheric portrait of an ordinary person with no special skills simply trying to survive in the harshest environment imaginable, but there aren’t enough real scares or compelling moments to make it memorable beyond that.
Source: www.theguardian.com