Game Review: Still Wakes the Deep (2024)
Some horror games linger in the mind because of their sharpest moments: blind-siding terror as safety evaporates with the arrival of a monster, nerve-shredding chase scenes, or breathless hide-and-seek sequences can all create persistent memories that replay in the memory long after a game is finished. Other games are remembered foremost for their atmosphere, for the unique sense of dread they create, for a unique or remarkable story. Still Wakes the Deep succeeds in all of these aforementioned areas, but the story and the way it is told is what will stick with me in the years to come, as I don’t know if I’ve seen an organic terror experience created so artfully in a video game. In addition to its exquisite narrative voice, the title has an unconventional setting, remarkable cast of very-human characters, and a detailed, realistic art style that set it apart from most other horror games, past and present.
On a North Sea drilling rig in 1975, we meet Cameron “Caz” McLeary, our player character. An electrician and boxing enthusiast, Caz is away from his wife and young daughters back home, hoping to let the potentially consequential results of an evening brawl cool off before it lands him in prison. His marriage is frayed, his boss looks for any opportunity to stick it to him, and the prospect of looming legal trouble keeps Caz in a perpetually anxious space as he tries to hold everything together. All of these troubles are about to disappear though, as it’s the day after Christmas and something has gone awry with the drill rig below.
The horror that follows is otherworldly, something from below the waves made of searching appendages and bulbous growths that is overrunning the platform itself, an organic life form alien in every sense of the word which seems determined to make the crew part of itself or kill them in the process. Caz travels the rig from legs to derrick, rescuing colleagues and trying to keep the structure intact while at the same time seeking a means of escape. It’s a wonderfully tight narrative, rich in steady character work, horrific revelations, and a wonderful seesaw of alien and human horror.
Gloriously Glaswegian
One of the strongest elements of the game is that it has a very clear identity: the setting is distinctly unorthodox for a horror game, and every room in the rig is impressively detailed and designed, resembling an actual workplace rather than a jumble of randomized assets. The interior of the structure feels like much more of a real space than 99% of comparable video games, and while every rig hand may have the same handful of tastefully tame pin-ups on their wall, the illusion that this is all taken from an actual place remains strong. It’s among the most immersive efforts of recent singleplayer horror, and this goes a long way to balance out the limited mechanical elements of the title (more on that later).
Beyond the organic and very realistic level design, Caz and his mates are incredibly well-realized, feeling more characters from high-end, hundred-hour RPG than a horror game that can be finished in a weekend. The dialogue is especially natural, and from friendly banter, to rage, to despair, the emotional resonance that comes across in the game is second-to-none for the game like this.
Early in the game, before anything falls apart, I spent an inordinate amount of time just wandering around the mess hall and recreation room, soaking in the scenery and appreciating the detail that the developer clearly put into creating the setting. Likewise, I was able to readily remember names, jobs, and defining aspects of the people I encountered—something fairly rare in a modern game.
The horror elements of the title are strong, but not overwhelming. There are chase sequences, hide-and-seeks, blends of the two and other encounters that defy ready categorization but are universally unsettling. As Caz progresses through the story, his understanding of what hounds him is incomplete, but clearly dangerous. Combined with the excellent writing and character work, this means I actually felt something when his friends died, when he lost his nerve, when he considered that he might not see his family again. The game is really foremost a story and a horror experience second.
That said, when the game decides to go dark, it succeeds marvelously. One of the early encounters ranks among the scariest things I’ve experienced in a horror game for a number of years: the player crawls through a dark industrial underbelly, hearing the ravings of a now-deranged co-worker screaming at you again and again from the darkness. He’s imploring you not to look at him, but can’t be exactly sure where he is, and have to base your orientation off of his mercurial reactions. The hairs on my arm stood up during this, as the atmosphere was so distinctly oppressive. Scenes like this are a real testament to the importance of encounter design in horror, as this particularly artful setpiece is more memorable and affecting than a thousand decent jumpscares.
In addition to these other elements, the game feels distinctly and wonderfully Scottish, with period-appropriate slang (mercifully subtitled) and references to cultural touchpoints and events of the era sprinkled throughout the dialogue. It may seem a small thing, but this element is an important factor in building immersion for the title, a thing that in itself makes the horror elements more impactful.
Lefty Loosey, Righty Tighty
Gameplay mechanics in Still Wakes the Deep are fairly limited, meaning it’s mostly the strength of your nerves rather than the skill of your play that will determine your progress. While the mechanical elements of the game aren’t especially ambitious–you bypass obstacles, react to dangers, and fix problems with the press of a button or two—they do feel sufficiently developed for a game where the main attraction is the story and the horror.
There are some elements to praise here, and while not complex or innovative, these deserve praise simply because they aren’t always the order of the day in video games. First, the game does an excellent job of providing effective minimalist guidance; the player looks in the direction of an objective when an NPC asks Caz to do something, so you’re not stuck wandering back and forth through an area trying to figure out what the requested object is, or staring at a immersion-breaking UI to figure out what is next. The game also offers simple, non-intrusive hints as to what you were supposed to be doing with the push of a button. I try to play every game without seeking outside help, and I’m happy to say that I finished Still Wakes the Deep without a single instance of frustration born of poor signposting, bad directions, or ponderous design.
Final Thoughts
Let’s be clear: we’ve seen everything this game has done before. From the setups, to the scares, to the creatures that hunt the player, it’s territory that will be at least somewhat familiar to most horror fans. With that in mind, I don’t know that I’ve ever seen all of these things done so well, in such a meticulously-crafted setting where the components which don’t directly create the horror are effectively supportive.
All in all, it’s an excellent title with a memorable story, though not one where you should pick at the seams too much lest you dampen your enjoyment. It’s a game you should play to experience rather than “beat.” Through a mix of aggressive enemies and sparingly-used scripted sequences, Still Wakes the Deep masterfully orchestrates its cycle of tension, dread, panic, and reprieve, balancing all seasons equally.
Score: 8.8
Strengths
Strong narrative and story
Some exceptionally designed encounters
Beautiful setting
Weaknesses
Limited gameplay
No need to revisit
Some people just aren’t going to get it
You can purchase Still Wakes the Deep on Steam, Xbox, or Playstation. Other options may be available
You may also like: The Thing, Leviathan (1989), SOMA, Amnesia: Rebirth