Creating a Traumatic Experience: The Making of Still Wakes The Deep
Still Wakes The Deep defies conventional first-person horror game norms, featuring no combat and an oil rig setting that transforms into a living entity. The player must navigate this ever-changing environment, avoiding possessed crew members and seeking refuge. In an interview with GamesIndustry.biz, the development team, including art director John McCormack, associate art director Laura Dodds, lead designer Rob McLachlan, project technical director Louis Larsson-De Wet, and audio director Daan Hendriks, discussed their approach to creating this immersive experience. The decision to use a first-person perspective was straightforward, as it allowed players to connect with the protagonist, Cameron "Caz" McLeary. Initially developed as a VR game, the team focused on physicality and direct environmental interaction to create a sense of presence. However, determining the game's scare factor was a significant challenge. The team had to trust their instincts and conduct playtesting to ensure the game was frightening without being overwhelming. The human connection aspect of the game was also crucial, with the team aiming to create an emotional bond between the player and the characters. This connection was fostered through the player's interactions with the crew, making the subsequent possession and transformation of these characters all the more unsettling. To balance fear and engagement, the team implemented moments of recovery and reflection, allowing players to process the traumatic events unfolding around them. The lack of combat was a deliberate design choice, intended to emphasize hiding and avoidance over confrontation. The team employed a "horror clock" system, which synchronized environmental elements with the creature's presence, creating a sense of escalating tension. This approach enabled the creation of a curated horror experience, leveraging the living, breathing environment to maximum effect. The importance of the player-character connection was highlighted by McCormack, who emphasized the need for a one-on-one connection between the player and Caz. This connection was maintained through the game's first-person perspective, ensuring the player remained fully immersed in the experience. The team strived for a balance between danger and survival, recognizing that constant killing of the player would become monotonous. Instead, they aimed to create a sense of precarious survival, where the player must navigate the treacherous environment and avoid the possessed crew. The game's reception has been "incredibly vindicating" for the team, who were initially unsure if their unique vision would resonate with players. Despite the game's success, there are no current plans for a sequel, with the team instead focusing on new ideas and projects. The development team is currently exploring various concepts, with a focus on creating something distinct and innovative. As they move forward, they will reflect on their experiences and listen to player feedback to shape their next project.