Reviews from

in the past


"𝑾𝒐𝒘..."

"𝑹𝒆𝒂𝒍𝒍𝒚 𝑮𝒐𝒐𝒅 𝑨𝒍𝒊𝒆𝒏: 𝑰𝒔𝒐𝒍𝒂𝒕𝒊𝒐𝒏 𝑽𝒊𝒃𝒆𝒔 𝑯𝒆𝒓𝒆..."

"𝑬𝒗𝒆𝒏 𝒊𝒏 𝒕𝒉𝒆 𝑹𝒆𝒗𝒊𝒆𝒘𝒔 𝑯𝒂𝒉𝒂..."

Still Wakes the Deep: Menosprezado por alguns como lendas antes dele.

Não Still Wakes the Deep não é desenvolvido pela mesma Dev que fez Alien: Isolation, acho que nem publicado pela mesma publisher... E na verdade enquanto jogos eles não têm nenhuma relação entre sim...

Mas isso não significa que não existam coisas em comum aqui...

As "belíssimas" (Tom Irônico) Reviews que alguns veículos vieram a conceder para ambos os jogo...

Em geral isso também tem se repetido com jogos de Horror de diversas formas diferentes. A não ser por algumas excessões, como franquias maiores, ou devs já conhecidas... No geral jogos de terror tendem a receber no máximo uma nota 8 independente do que eles se propõem a ser.

Rolou com Darkwood, Alien: Isolation, e aquela review "Monumental" (Tom Irônico) da Ign, e agora também com Still Wakes the Deep.

Citei esses dois games pois ambos atualmente já são considerados clássicos do horror moderno na indústria. Mesmo tendo propostas diferentes, mas que são muito bem aplicadas em suas diferentes mecânicas... Assim como outros exemplos, vide Detention e Devotion, da Red Candle e até Soma, e Amnesia: The Bunker, também são exemplos.

E acredito que Still Wake também pode, caso os fãs o abracem, ser colocado nessa mesma prateleira...

Still Wakes the Deep é um game de horror narrativo, com uma pitada de ação em alguns momentos... E eu não vou mentir, gostei muito do que foi apresentando aqui. Seja no design da plataforma na qual estamos, na narrativa contada por fora das falas, nos cenários, ou até na fantástica performance dos atores de cada personagem, que só não podem ser descritos como a melhor do ano pois Hellblade II também lançou aqui.

Os momentos de tensão e de tranquilidade são muito bem balanceados, o que nesse jogo faz total diferença para que a cadência da história em si seja bem aplicada... O jogo não é longo, mas não precisa ser, sua narrativa é tão bem montada que em momento nenhum eu me senti cansado, ou com vontade de parar de jogar.

Além de que tem momentos muito interessantes nesse jogo mas que eu não posso dizer pois seria Spoiler.

Agora algo interessante que eu poderia criticar seria o fato de que seus puzzles não são muito complexos... Mas mesmo sendo um ponto negativo, isso ainda assim não há tanto peso pela forma como esses mesmos puzzles são distribuídos e aplicados...

Girar uma manivela não é difícil e dá pra aprender rápido.... Mas é difícil de fazer isso quando tem um ser que você não sabe o que é te perseguindo sem olhar a quem....

No final das contas, Still Wakes the Deep faz tudo o que se propõem muito bem... E tem muitos méritos... Acredito que no futuro olharão para esse game com o carinho que olham para outros do gênero. E devo dizer que a Chinese Room fez um ótimo retorno a indústria com ele.

Para Still Wakes the Deep um 8.8/10 ou um 4/5... Recomendo muito, principalmente por estar no Gamepass agora no lançamento...

Still Wakes The Deep is a game I've been looking forward to for a long time. I'm glad to report that the game is indeed great. As expected after watching the trailer, the setting on the Oil Rig is pretty unique and I think this is the first game that used such a setting. The writing is also surprisingly good despite the fact that the story is rather straight forward. I did feel a connection to the main character and there were quiet a few emotional moments which I didn't expect.

I also like the creature design, it is a mix between The Thing and Lovecraft. Luckily they didn't spoil the design of the monsters in the trailer which is pretty rare nowadays. My biggest problem was how incredibly linear the game felt for the most part, even though I was already expecting something like that. The other issue that I experienced was a softlock where I had to pull a switch but it didn't work so I had to start a new playtrough halfway through the game. The lack of gameplay elements prevent it from being an outstanding game. Don't get me wrong there are gameplay elements, like a very simple hiding mechanic, being able to throw objects to distract the monsters or pulling levers. But these elements are representative of the horror game standards from 2010-12. Because of that some evil tongues might call this just a boring walking sim.

But Still Wakes The Deep is far from boring. It has a great atmosphere, voice acting and art direction and these things make it a really immersive experience. The writing is surprisingly good and the design of the monsters is one of the more unique ones in recent years. Overall a entertaining experience with a immersive atmosphere but don't expect to much gameplay-wise

Games I finished in 2024 ranked

My physical collection

Platinum trophies exhibition

Still Wakes the Deep is the latest cinematic, narrative-focused effort by The Chinese Room, the studio behind Dear Esther, Amnesia: A Machine for Pigs, and Everybody's Gone to the Rapture. It trades the more abstract thematic stories of those games for a traditional survival horror tale set on an oil rig off the coast of Scotland in December 1975.

That decision pays off very well as Still Wakes the Deep is by far their best work yet.

It's almost Christmas and Cameron 'Caz' McLeary is stuck working on Beira D, an oil rig in the middle of the North Sea, off the coast of Scotland. Estranged from his wife and children, Caz is dodging accountability, hiding from the police after assaulting a man while defending his wife's honor. He just wants this all to blow over and go home to spend Christmas with his family. That, however, will be easier said than done.

The inspirations behind this game and its story are clear, and I won't be spoiling the specifics here but suffice it to say that the visuals, performances, and sound design are more than worthy of being labeled as a horror classic in this medium. What will give many people pause in calling it the same, however, is its gameplay, or rather the lack thereof.

Make no mistake, much like their previous titles, Still Wakes the Deep could, charitably or otherwise, be called a "walking simulator". It's a linear, on-rails adventure with the only freeform gameplay throughout arriving in the form of its hide-and-seek mechanics, similar to Outlast. It's their most focused title yet, with the story playing out the same way for every person and every playthrough.

Now, as someone with a fondness for "walking simulators", the above isn't so much a mark against the game to me, however, there's no denying that more player input in the gameplay outside of its strict on-rails structure would have been welcome and appreciated. To this end, there's also a noticeable overabundance of yellow paint marking where you need to go. Now, the entire discussion surrounding these decisions, which most recently flared up around yellow paint being used in Final Fantasy VII Rebirth, is to me frankly ridiculous, and I'm most certainly not on the side of those who are against it. That said, for a game with only one golden path and no other diversions, the yellow paint is absolutely used in excess here. They have said that they're working on being able to disable it as an accessibility feature, but for the time being it is a bizarre creative choice on their part.

Regardless, Still Wakes the Deep is a fantastic story, despite its very minimal gameplay outside of platforming along the game's golden path. The performances, especially Alec Newman as lead Caz, along with its stunning visuals, immaculate sound design, and creature design, make this absolutely worth a play... if you can stand there not being very much to the actual gameplay at all.

8/10

If the 'yellow paint in games' discourse hadn't already started on twitter a few months ago then the release of Still Wakes the Deep would have single-handedly willed it into existence. Without exaggeration near enough every action the player is expected to take - pulling a lever, hiding in a cabinet, crawling through a vent, going in a particular direction etc etc - is signposted with yellow paint. I promise you this is not something that usually bothers me. If anything I've found the endless chatter about it a bit overwrought. The underlying point - that modern visuals trend towards clutter, meaning developers don't trust the player to find their own way - is apparent enough that it doesn't need litigating over and over. No one should be getting in a tizzy because the barrels in RE4 Remake have a bit of yellow on them. But it's so prevalent here. And the game doesn't need it much at all! Your path in any given moment is extremely obvious as everything is a set of very narrow spaces with any potentially confusing branch clearly barricaded off. Puzzles and interactions with the environment are simple. It's all patently meant to keep you moving in a high-pace, movie-like way but...throwing the excessive yellow paint on top of such stifling design... You become hyper-aware of the rails you're riding on. It's jarring. I'm necking about five different types of meds right now though so who knows

Still Wakes the Deep is a game of two halves. One is rote, with slow climbing and stealth sequences, dull monster encounters and "puzzles". The other half though is breathtaking – stellar voice performances and direction, juiced-up fidelity and set pieces, and an incredible sense of place aboard the oil rig. Despite my frustrations or boredom with that first half, the strength of the game's presentation and environmental design do a LOT of the OSHA-approved heavy lifting on this one.

I really wish the horror elements were explored just a bit more, as the monstrous element is kept fairly foregrounded through the story but it's not particularly frightening or scary beyond the initial "reveal". It's a bit like they thumbed through the rolodex of Horror Themes, stopped on "body horror", and decided to explore no further. There's distended flesh and viscera a-plenty here, but towards the end, it becomes a bit of a homogenous slurry and loses a lot of its staying power. Likewise, the encounters with the creatures themselves are repetitive from-the-jump, consisting of little more than throwing something to distract a monster and hiding in a vent, repeated ad nauseum.

So it should once again speak to the strength of the incredible voice performances, script, and visuals that I still came away really enjoying this. The story is well-crafted and presented wonderfully, with the protagonist in particular easily being the best performance I've heard this year. This is my first experience with The Chinese Room's ouvre, so it may not come as a surprise for others, but this feels far more of a game for fans of narrative and walking sims than for those fans of strictly horror games.

Spent a lot of time going back and forth on 3-stars or 4 for this one, but the strength of its ending sealed the deal for me (though I admit, games like this make me reconsider my no-half-stars scale).


Just want to say that I absolutely loved

A breath of fresh air to the horror genre. I missed the old story-driven horror games. I just love it when a game not only wants to scare you but also tells you a story. This is a beautiful short story that I liked, and I just hope that games like this come out regularly.

Still Wakes the Deep (almost) swims perfectly when it comes to the first-person horror genre. The visuals, audio and voice acting are all top notch here and the Beira D rig is stunning, crammed with detail and character that makes for one of the most unsettling and claustrophobic atmospheres I've experienced in a horror game. All of this combined perfectly with a mysterious and captivating story that constantly keeps you wanting more!

A beautifully atmospheric game set decades ago with dated gameplay and narrative to match. None of the sci-fi trappings feel fresh (with shades of The Thing, Solaris, and Soma). While the conversations between characters feel pleasantly natural, the two big emotional peaks in the story fell completely flat for me. One was trite and the other was so cringe it made me laugh. Most of the gameplay is walking down the only path available - condescendingly marked in yellow. There are no puzzles.

There are a few sections with enemies, one where you get chased and run down the only path available, and one where you're in a room being hunted. Fortunately these places are littered with vents that make you untouchable even if you're barely inside the one square meter entrance. There's no real danger in either scenario, and little tension. One of the enemy designs I can't imagine was intended to be anything but comical.

Where the game shines though is the atmosphere and sound design. It takes place over the course of a day, and as the wheels start coming off the weather changes appropriately, the rig starts creaking and groaning, the waves become more violent, the lighting gets more and more dramatic as night falls. Revisiting areas and seeing them changed as you trek all over the shop was well done. It's just a shame the presentation wasn't in service of a more engaging experience.

The Chinese Room actually made a good game.

When my Scottish brother in law visits home from weeks of working as the head cook on an oil rig just like the Cadel, he often speaks to me of the loneliness of day-to-day routine, trapped on this giant industrial beast within miles and miles of angry waves and cruel storms. He perseveres through this petrochemical hell of creaking oil machinery with the camaraderie of his colleagues, who become an off-shore family you stick your neck out for, and the promise of his real family welcoming him home with open arms every time. He doesn’t admit to it, but he gets emotional at all that thought.

Well anyways he can get right tae fuck because now I have Still Wakes The Deep to relish in all those feelbad vibes and existential horror.

While I’ve appreciated The Chinese Rooms’ wonderfully nuanced depiction of UK environments in previous games, Dear Esther and Everybody’s Gone To the Rapture, I always found them to border on tedium gameplay-wise. Still Wakes The Deep, which is undoubtedly their best game, matches their gorgeous level design with just the right amount of gameplay - stealth, chases, platforming and puzzles - and is a great deal more terrifying than their own Amnesia: A Machine for Pigs.

More essential to horror games than perhaps any other genre, the voice acting, storytelling and writing of characters and dialogue are all top notch, making you care for each member of the rig and how they relate to the unlikely hero, Cameron "Caz" McLeary. I almost wept at a good handful of crew members lost to the “Thing-like” antagonist.

The few sections in which you hide from the monster in vents under machinery are as tense as anything in Alien Isolation or Outlast; but rather than just hiding, it’s much more fun to throw objects to distract the enemy and navigate around them, giving these moments a looseness that helps to swing the tension (based on your distraction skills). The chase segments are pretty much what you’d expect from this sort of game, but the grotesque monster design, plus the fact they can still hurl verbal abuse at you, help force the player to squirm and dash for their lives. There are some great platforming sections that find you clambering between various parts of broken railings and machinery - they sometimes veer into Uncharted-tier silliness but work well due to being weighty and feeling appropriately tasking on the hero.

Gameplay-wise, the only thing really lacking is the puzzle design, which is usually as simple as finding levers and keys or lowering elevators. I enjoyed how it became clear that our main character Caz was a humble leccy slowly picking up essential rig skills through sheer will of survival. But surely there’s a huge missed opportunity for proper electrician-based puzzles, such as circuits and balancing levels of watts or something. But perhaps it would have added to the grumble I had for the already present horror game cliche of “we need to restore power in the generators” etc.

Another big cliche is giving the main character a troubled past, bookended by letters from a wife. I feel like this is not a huge issue, but I think learning about our hero’s background through interaction with present characters such as best friend Roy and dickhead boss Rennick would have been enough. That said, I very much love the presentation of these segments with the oily chemical overlay that only otherwise appears during encounters with the eldritch horrors - it really adds to the classic Lovecraftian atmosphere of ‘the more you look at it, the worse for wear you will be.’ And shoutout to the sound design, which is incredible with headphones, full of creaks and cranks of the rig and haunting screams in the distance of friends before and after their ‘transformations’ - it’s really as good as it gets.

On a general note, it’s nice to see horror games becoming more popular than ever these days. But in their current majority, of either triple-A RE2 clones or a PT inspired walking simulators, it’s hard to get surprised by a new original title. Still Wakes the Deep doesn’t drill into any new ground for the genre, but is rather exceptional at just doing it right. It’s crazy how much good writing, pacing, atmosphere and giving a shit about the characters makes the world of difference.

QTEs, slow walking and swimming, stealth segments. It's exactly what you'd expect.
Great vocal performances and some set pieces look really pretty.

Of all the walking simulator horror games, this is probably my favorite ever. Great story and characters, truly awesome creature design, and haunting atmosphere. Greatly crafted horror game that doesn’t overstay its welcome.

Still Wakes the Deep was supposed to be a test. A test of patience on the player to see if they can stomach this journey, to see if they have the patience to withstand the fear and the horror, the oppressive atmosphere literally collapsing around them, to test the player to keep going, to push through their fear.

What we got though, at least in my experience, was anything but that. I've never been less scared, never felt less tension than I did playing this game. And me? I don't do horror. It literally scares me too much. I remember as a kid playing Silent Hill 1 in my parents' basement with the lights on full bright at 2 AM, still scared shitless. I haven't even played that game again 20 years later! In real life, I can't swim and am kind of afraid of water. Certainly, the idea of being on an oil rig in the ocean waters would be nightmare fuel, so I naturally expected this game to build on my real-life fear, but it never did. There's just not enough 'tense' moments, not enough of what we see in these games—the cat and mouse, hide from the enemy trope that actually works well to build tension, because you can't just fight your way out of the encounter.

Furthermore, I'm sorry, but this is the most abusive use of yellow paint I've encountered in a video game yet. OK, OK, hear me out, because I'm with you—when they complained about RE4 remake having yellow tape on breakable boxes, I laughed. When they pointed out FF7 Rebirth made sure all climbable objects were yellow, I ignored them. But this game? This game says we will paint yellow on everything. And I mean fucking everything. And it's so unnecessary that it completely ruined the 'game' part of this hallway treadmill. I mean, literally they use the paint to show you where to hide, show you where to climb up in a literal one-way hallway, show you everything.

An imgur album for context. No spoilers.

Here's the thing—I grew up on PSX games, I haven't forgotten how we had it. Beautiful pre-rendered backgrounds where anything interactable was pixelated and stood out a mile away that you needed to interact with it. I get where this comes from. But a game like this, I want to experience it through trial and error, not just paint by numbers. And that was how I felt so often, just following the yellow-paint-road. It's kinda like how some games overwhelm you with GPS navigation, sometimes with trails on the ground or just straight up through your compass/minimap, but often those are possible to be disabled and you can experience the adventure at your own pace. Because this is baked into the game's background, there is no option (as of yet) to disable. Just. So. Frustrating.

The story was bland, the setting was bland, the 'monster' was okay I guess. Overall, very disappointed. This isn't my gaming jam, admittedly, but my last encounter with it was SOMA" and Still Wakes the Deep doesn't even feel like it's in the same genre...

En el papel este juego no debería haberme gustado. Estoy algo cansado de los juegos que se sienten "sobre rieles" todo el rato con puzzles que no son verdaderamente puzzles y sin mayor mecánica que esconderse. Pero la ambientación es original y está muy bien lograda, los personajes, aunque no se llega a interactuar mucho con ellos, llegan a ser memorables y la historia tiene puntos que pegan muy fuerte, por mucho que se vean venir.

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On paper this game should not have appealed to me. I'm kind of tired of games that feel "on rails" all the time with puzzles that aren't really puzzles and no mechanics other than hiding. But the setting is original and very well done, the characters, though you don't get to interact with them much, become memorable and the story has points that hit very hard, as much as you can see coming.

The Hing

I cannae tell you how nice it is to hear actual Scottish folk voicing Scottish characters. I'm so used to it obviously being English actors, or Americans sounding more Irish than anything else. Never did I think I'd be playing a game where I heard "scunnert", or "cunt" used so correctly and not sounding forced.

It sounds silly to talk about R E P R E S E N T A T I O N when you're white and bald with a beard. I've been well catered to appearace-wise for many years, but I never knew I wanted Scottish stuff so badly until I got it. A single line in this near the end made me burst into tears, and I just don't know if it hits the same way if you're not from here.

SCOTLAND FOREVER

”Get to fuck, and when you come back, fuck off again”

Finally playing a game that isn’t voice-acted by Americans feels like surfacing from water for air.
Enjoyed this so much I played it in one sitting, probably because my favourite genre is “Guy In a Crumbling Facility”, to an extent where I’m certain they copied the homework of not only Infra but the HBO Chernobyl TV show in the game’s opening hours. Easy to bemoan the incredibly 2010’s cat-and-mouse horror gameplay during the moments you’re skirting around an enemy - as well as the fact that the entire game is hyper linear with a constant throughline of the game design yellow paint carrot-on-stick. There were certainly points where I went ah fuck this again when met with another Uncharted climbing sequence, but I felt that the entire game was paced very consistently, and the dialogue was pitch-perfect I love Roy and Caz.

Still Wakes the Deep really is only a short hop away from The Chinese Room’s prior A Machine For Pigs in schema, it feels to me that they were able to put what they learned from that project to task and lean into their strengths to make something that comes across as more whole, even if it took them surrendering A:AMFP’s fun thematics for something closer to a BBC One Original Drama.

Small notes:
-A shame that they couldn’t get Jessica Curry back on the soundtrack, which only ended up kind of middling here if I’m honest!!!!
-The rig was incredibly well-realised, I loved that you could see it bend and warp and shake in the wind and against the waves
-When the Horrific Otherworldly Entity is kind of beautiful to look at I really like dat.
-Maybe it’s just because I got motion sickness a few times, but the game feels like it could have been a VR game? The way the character’s arms respond to the environment was so Boneworks
-Enjoyed seeing real 70’s health and safety posters dotted around, they go so dumb hard
-It's not funny but I find it very funny that oil rigs have a "Mud Handling" facility

It's one of those extremely linear narrative focused titles with bits of tedious instant fail stealth sections where you have to dupe some super basic AI stalker enemy by hiding in lockers and under tables only it happens to feature some genuinely brilliant writing. The characters, plot and unique setting were good enough on their own to keep me invested until the very end, with some superb performances from the voice talent elevating all that stuff to something that is proper good.

If I was to throw one complaint at it, it is basically just a version of The Thing but doing a version of The Thing worked out pretty fucking well for John Carpenter, didn't it?

Playtime: 5 Hours
Score: 7/10

An interesting narrative horror game from The Chinese Room! So I have played a few of The Chinese Room’s games, and I have generally enjoyed them, even though most of them are just narrative focus and don’t have much gameplay mechanics. I had heard of this game through all of the Xbox showcases and when I saw it would be day one on game pass, I thought I would give it a go!

The story I thought was fairly good if a bit predictable in some places. The atmosphere is very tense and I love that they had an oil rig as the game's setting. Much of the game uses body horror to scare you, with some big influences from the film, The Thing, which I thought was cool. The gameplay is akin to something like Soma, with some basic stealth mechanics and a lot of QTE segments. I’ve come to expect this from The Chinese Room, I just wish they would expand their gameplay formula, as just walking around and clicking on things can get boring after a while. Especially since they're doing the Vampire the Masquerade Bloodlines sequel, which I’m a little concerned about.

The voice acting is pretty good overall and the game looks very realistic in Unreal Engine. But I’ve always been more of an artstyle kind of guy and while good graphics are nice to have, it's not going to impress me as much, since I care more about story and gameplay. Though I will say I loved the art direction they took when it came to the monsters and how the rig will change in strange ways because of them.

As for technical performance, the game ran smoothly for me most of the time, though there were some instances where the frame rate dipped a bit. Also what I found odd was that when it came to graphical settings, there were only two options of: high or epic (basically ultra) with no medium or low settings, which I found weird. But otherwise a good experience.

Overall, it's another narrative walking sim, horror game from The Chinese Room and you're either going to love or hate it. I enjoyed it, but that's mostly because it was on game pass and I didn’t have to pay for it, which is what I would recommend most people do or wait for a sale. The game is fairly short and outside of a good narrative experience for a few hours, there’s not much beyond that.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

This review contains spoilers

Still Wakes the Deep: Não me prometeu nada e sinceramente me entregou tudo.

Meu primeiro contato com Still Wakes the Deep foi assistindo o trailer no Xbox Games Showcase do ano passado (?) nem me lembro, só sei que depois disso eu nunca mais ouvi falar sobre o jogo, mas achei interessante ser um jogo de terror que se passa numa plataforma de petróleo, o que é uma ideia um tanto inovadora e original comparado a todos os jogos que eu já vi, o máximo que eu vi foi uma série, sla, da globo que se passa numa plataforma de petróleo, nunca um filme, e muito menos um jogo, não tô falando que não exista obviamente, mas eu nunca vi, então quando eu vi o trailer do jogo ele já chamou a minha atenção, porque, essa ideia não é bem explorada e eu acho que poderia sair muitas coisas boas dessa ideia, então porra, um jogo de TERROR numa plataforma de petróleo tinha tudo pra dar certo não é mesmo?

Bom.... Até que sim, eu acho, o jogo já começa até que interessante, e bem calmo como todo jogo de terror, mas sla, ele começa num ritmo lento, interessante, bonito, calmo aconchegante, ver as gotas de chuva pela janela de cada cabine, a luz do sol na janela, a interação com os npc's, os dialogos, tudo é muito natural, a dublagem é muito boa, algumas pequenas coisas relacionadas a gameplay me deixaram interessados, coisas bobas como a interação com os botões sempre que você faz algo como fechar um registro ou coisa do tipo, é tudo muito simples, muito básico também talvez, mas me interessa, ainda mais pra mim que sempre quando entra em alguma animação em algum jogo eu dou uma espiadinha no celular, acho que isso me ajudou a não fazer isso e prestar mais atenção no jogo kakakak, em relação a mecânicas é tudo realmente muito básico, nada que realmente se destaque na minha opinião, poderia ser muito melhor.

A qualidade gráfica do jogo é... Boa, é um jogo bonito, a ambientação eu diria que é espetacular, muito boa mesmo, ele consegue criar uma boa atmosfera de terror, por mais que ele não seja tão bom nesse quesito... as animações não são LÁ das melhores, tem algumas animações quebradas que chegam a ser engraçadas, poderiam sim ser melhores mas isso não me incomodou, em relação ao level design do jogo, ele existe? Porque tudo o que eu vi foi um jogo extremamente linear onde o objetivo fica na sua cara sempre a frente, sempre e sempre seguindo em frente até o objetivo, não muda em nenhum momento, momentos que deveriam ser assustadores, não são. "por que os bixos não dão medo? A ambientação é ruim e não dá medo?" Não, os bixos poderiam sim dar medo, a ambientação é sim boa e assustadora, mas o jogo não te coloca numa situação em que você realmente sinta medo, tem uma mecânica de se esconder no armário pro monstro não te ver, eu não usei essa mecânica UMA vez, por que? Porque é inútil, o jogo DÁ medo, ele só não te coloca em uma situação que você possa sentir o medo que o jogo poderia te proporcionar, ou seja, o jogo não da medo NENHUM em nenhum momento, essa é minha maior decepção sobre ele, se ele tivesse lugares um pouco mais abertos, e eles focassem no quesito terror do jogo seria mil vezes melhor.

A história do jogo foi o que mais me pegou, é uma história um tanto quanto simples, não é muito profunda, mas ela funciona MUITO bem com o jogo, ele te apresenta um pouco do background do protagonista, a esposa e as filhas, o que futuramente vai ser a única motivação que o nosso protagonista vai ter, personagens TAMBÉM não são aprofundados, mas que funcionam bem no jogo, por mais que seja um jogo curto, eu ainda me senti mal pela morte dos últimos 3 personagens, e a morte do... Roy? O padrinho das filhas do Caz, foi triste, a reação do Caz a morte dele foi muito natural, realista, e cheio de emoção, o sacrifício do protagonista no final do jogo, abandonando tudo o que mantinha ele vivo, pra justamente, proteger eles, eu gosto dessa ideia de que, eles lutaram e lutaram tanto pela vida, e no fim, foi em vão? Acho que numa situação dessas na vida real a gente não chegaria em um terço da gameplay do jogo, então explorar um lado mais "realista" desse tipo de jogo, onde mesmo com tanto esforço, o protagonista acaba não alcançado seu objetivo, ou com todos morrendo, mostra só, como a vida realmente é, analisando "realisticamente" o jogo, existiria sim chances do protagonista sair dali com vida e tudo mais, e talvez se ele não tivesse escolhido se sacrificar ele saíria sim com vida, mas ele teve que tomar uma escolha ali naquele momento, ele sacrificou sua chance de viver pra DAR chance pra família dele viver, pode parecer uma decisão fácil mas não conte tanto com isso, e eu confesso que, o jogo QUASE me fez chorar no final, eu achei realmente lindo, emocionante, e triste, enfim, Still Wakes the Deep é um jogo que PRA mim, não prometeu nada, e simplesmente entregou tudo.

A compelling horror yarn with a gorgeous rendition of a Scottish oil rig. It’s a shame that despite its sprawling setting, you may as well be walking through a long, twisting corridor: you’re barely given room to explore, and never once have to question where you’re running to as you’re being chased. It destroys most of the tension, though it can be fucking creepy when it’s firing on all cylinders!

If you dig first-person horror games and have Game Pass, playing it is a no-brainer: it’s a memorable, five-hour romp. We only wish it lived up to its unique, dreary setting.

vou resumir o jogo inteiro: Uh oh, quebrou alguma coisa aqui! atravesse o lugar inteiro até o Ponto B. Uh oh! outra coisa quebrou novamente! atravesse o lugar inteiro de novo até o ponto C... OH NO!! QUEBROU DE NOVO!!!
Junta um sistema de gato e rato do Amnesia The Dark Descent (só que ainda mais simples), e uma série de corredores lineares e temos Still Wakes the Deep. Essa ser a desenvolvedora que está fazendo Vampire The Masquerade Bloodlines 2 é realmente uma divina comédia.

Man this game made me feel something, I think it's brought back my love for story games, the gameplay wasn't anything special and I'm glad it was on game pass for its length but wow.

The setting, voice acting and story hit like a truck, it's not too scary but has that awesome world setting horror.

Great game.

"Jesus loves you, but everyone else thinks you're a cunt."

best case scenario for combining The Thing with oceanic cosmic horror, imo. doesn't reach the narrative heights that A Machine For Pigs does but this is such a taut experience throughout - I'm a mark for horror set on the ocean and cosmic horror so of course I really fucked with this

Fantastic, go play it. Voice cast has actual Scottish actors and not Americans doing fucking caricatures for a change (Matthew Mercer get to fuck challenge).

SCOHTLUND FUHREVAR

Estava eu tranquilamente passando pelo catálogo do Gamepass quando vi esse jogo que lançaria dali algumas semanas. Passado esse tempo, entrei no backloggd e vi uma Review da @Rebeccaecaeca destruindo o jogo e pensei, ei! não deve ser tão ruim assim!

É. É bem ruim. Bem bem ruim. É triste que você percebe haver muitas pessoas talentosas por trás do jogo, os gráficos são lindos, o design de muita coisa é bem satisfatório mas é SÓ isso. História, ausente. Personagens, inexpressivos. Até a dublagem do jogo em inglês e a legenda em Pt-Br ficaram deixando a desejar.

O level design desse jogo parece uma piada, eu como amante de um bom level / game design me senti OFENDIDO com o funcionamento do jogo.

Olha, você caiu! Agora, ande em linha reta por mais 20 minutos, lembre-se que em TODA oportunidade de cruzar algum tipo de passagem, você VAI TER que apertar algo pra se segurar ou pular, pois não sabemos como preencher o espaço do ponto A ao ponto B.

Tinta amarela por todo lugar, é sério, você tá andando reto e tem uma alavanca na sua frente (que em toda vez que aparece você precisa clicar, segurar, e então apertar alguma tecla, esperando que a animação seja feita), essa alavanca é amarela. Aquela outra coisa que você precisa mexer ali também é amarela. A borda em que você se segura é amarela. As janelas são amarelas pra mostrar que você pode mexer naquilo, as portas são amarelas, os dutos de ar são amarelos, eu tô me sentindo a porra do HeyTails aqui.

Fora que eu fiquei mais da metade do jogo pensando, ok, um 6/10, 5/10 pra esse jogo tá bom. Daí chegou o final do jogo e puta merda, existe uma perseguição que ocorre a 2 metros por segundo, existem monstros que te perseguem de longe pra ter certeza que você vai alcançar a porta / corredor a tempo de acontecer alguma animação e você estar seguro novamente.

Pensei que seria um suspiro ao gênero, infelizmente deveria ter permanecido no fundo do mar.

EDIT: Enquanto eu jogava, minha internet caiu e eu segui o jogo dessa forma, agora eu fui ver a lista de conquistas e percebi que não peguei conquistas padrões da história, tipo zerar o jogo ou passar da metade dele. Obrigado, Gamepass!


There's a lot to like about this one. Starting with the Beira D itself, which ended up being an incredibly great setting for a horror game. The outside sections were gorgeous and grand in scale, while the indoor sections were claustrophobic and appropriately dark.
While I honestly didn't really find the game particularly scary, it did have a lot of cool Lovecraftian imagery and a few tense moments.
It's also really elevated by its characters, who all had a lot of charm. This game had some of the most natural-feeling conversation I've seen in a while, it really allowed me to buy in to the story because the characters felt real and they felt afraid, and that's a credit to the voice acting - especially the main character, Caz, who was voice acted exceptionally well. I would have liked to see a little more depth to the actual story in some places, though. The ending left me just a tad unsatisfied, but for the most part the pacing and script kept me engaged.
Overall this is a sick game, and though it's a bit on the short side, it being on GamePass makes it a no-brainer. It might not be mind-blowing necessarily, but it is super atmospheric and filled with intrigue and character

the only thing scarier than cosmic horror are these workers conditions

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A superb atmosphere and setting, impressive acting work and a story that delivers are enough to make this a resounding game. There's not much to do other than walk and jump, nor does it need it. Highly recommended.

Una atmósfera y ambientación magníficas, un trabajo actoral impresionante y una historia que cumple son suficientes para hacer de este un juego rotundo. No hay mucho que hacer más que andar y saltar, tampoco lo necesita. Muy recomendable.

Still Wakes The Deep, despite having what I think is a pretty stupid and mid title is actually quite an enjoyable experience that I hope more people get to experience and aren't put off by the title. The game has incredible art direction and is very appealing to fans of lovecraftian horror or games like Dead Space and Resident Evil.
The oil rig setting is great and the atmosphere of the tight corridors and leaking pipes does very well for a horror game. The creatures designs are awesome and are very reminiscent of the creature from Carrion. I also want to point out the oil textures and how they fuse with the flesh to create something genuinely unique looking and not just another Resident Evil looking creature. This goes for the environments aswell, the game is stunning. The writing is also something I wasn't expecting to be as good as it was. While the story is pretty straight forward, I felt a connection to the characters that is alot more than you can say about most horror games.
Onto the negatives, the games structure is very linear, which isn't bad, but with the lack of gameplay elements it does tend to feel like just walking in a straight line with a few levers to pull. I won't spoil any sections but the hiding from the monster parts are pretty short and a tad janky from my experience so it doesn't have the same level of fear that other horror games like Alien Isolation can pull off. It also doesnt give the game much replay value but thats alright for a 4 hour game. With all said I'd still recommend the game if you think it looks cool, it was definitely my type of setting, but the gameplay keeps it from truly standing out amongst its horror game competitors.