Still Wakes the Deep is a modern horror classic

Don’t look down. Don’t look down. Don’t look down.

Waves the size of skyscrapers explode beneath me as I creep across a busted metal beam in the middle of the North Sea, suspended at the base of an oil rig that’s in the process of collapsing. I’m crawling swiftly but carefully, knees sliding on the wet metal and eyes locked on the platform in front of me. Don’t look down.

I look down. The cold sea is boiling just inches from my beam, white spray reaching up, threatening to pull me under miles of suffocating darkness and pressure. Fuck.

Still Wakes the Deep
The Chinese Room

In Still Wakes the Deep, horror comes in multiple forms. Violent creatures stalk the walkways on thin, too-long limbs that burst from their bodies like snapping bungee cords. Human-sized pustules and bloody ribbons grow along the corridors, emitting a sickly cosmic glow. The ocean is an unrelenting threat, wailing beneath every step. And then there’s the Beira D oil rig itself, a massive and mazelike industrial platform supported by slender tension legs in the middle of a raging sea, groaning and tilting as it’s ripped apart from the inside. Each of these elements is deadly; each one manifests a unique brand of terror.

Still Wakes the Deep is a first-person horror game from The Chinese Room, the studio behind Amnesia: A Machine for Pigs, Dear Esther and Everybody’s Gone to the Rapture. The game is set in the winter of 1975 and its action is contained to the Beira D, a hulking metal maze that offers mystery, a growing familiarity and death at every turn. The rig is filled with a rich cast of characters from the British Isles, most of them Scottish. Players assume the role of Caz, an electrician on the rig whose best friend is Roy, the cook.

Still Wakes the Deep
The Chinese Room

Still Wakes the Deep feels like a hit from the PS3 and Xbox 360 era, devoid of modern AAA bloat. It’s restrained like the original Dead Space, with a core loop that serves the narrative and vice versa. The mechanics steadily evolve without becoming repetitive or cumbersome. Its monsters are murderous but not overplayed. In Still Wakes the Deep, the horror is unrelenting but its source is constantly shifting — vicious eldritch beasts, the crumbling rig, the angry North Sea — and this diversity infuses the game with a buzzing tension until the breathtaking final scene.

The game is fully voice acted and its crew members are incredibly charming. An undercurrent of good-natured ribbing belies every interaction, and the dialogue is earnest and legitimately funny, even in life-or-death situations. This skillful sense of character development only makes the carnage more disturbing once the monsters board the Beira D.

After the oil rig drills through a mysterious substance deep in the North Sea, a giant eldritch organism takes over the structure, crunching its metal corridors and infesting the bodies of some crew members. Caz is on a mission to survive the creatures and escape the rig — and help save Roy, whose body is fading fast because he can’t get to his insulin.

Still Wakes the Deep
The Chinese Room

Gameplay in Still Wakes the Deep is traditional first-person horror fare, executed with elegance and expertise. The action involves leaping across broken platforms, balancing on thin ledges, running down corridors, climbing ladders, swimming through claustrophobic holes and hiding from monsters in vents and lockers. There are no guns on the Beira D, and Caz has just a screwdriver to help him break open locks and unscrew metal panels, placing the focus on pure survival rather than combat. Interactive materials tend to be highlighted in yellow, so it’s never a question of what to do or where to go, but rather how to get there without falling prey to the monsters, the sea or the rig.

Each input feels perfectly precise and responsive. Climbing a ladder, for instance, requires holding RT and pressing the analog stick in the proper direction — but if Caz slips, players need to suddenly press and hold LT as well, so he can regain his grasp in a quicktime event. In these moments of sudden panic, squeezing both triggers feels like the natural thing to do. It’s deeply satisfying to clasp the gamepad as tightly as Caz is holding the rungs of the ladder, player and character completely in sync in the aftermath of a sudden scare. Still Wakes the Deep is a prime example of intuitive game design.

Still Wakes the Deep
The Chinese Room

It’s also just a gorgeous game. I stopped short multiple times while playing Still Wakes the Deep simply to admire the crisp lines, complex lighting and photorealism of specific scenes, but every frame is dense with thoughtful and well-rendered details. The otherworldly structures littering the rig cause Caz’s vision to bubble like a melting film reel, and multicolored circles overtake the screen every time he passes too close to a pustule — it’s disorienting and eerily pretty, much like the rest of the game.

Still Wakes the Deep is an instant horror classic. It’s filled with heart-pounding terror and laugh-out-loud dialogue, and it all takes place in a setting that’s rarely explored in interactive media. Amid the sneaking, swimming, running and climbing on the Beira D, Still Wakes the Deep manages to tell a heartfelt and powerful story about relationships and sacrifice. Caz and Roy have a special friendship, but they also have family back on shore and returning to these people — alive, ideally — is a constant driving force.

Still Wakes the Deep
The Chinese Room

Still Wakes the Deep is available now on PC, PS5 and Xbox Series X/S, and it’s included in Game Pass. It’s developed by The Chinese Room and published by Secret Mode.

This article originally appeared on Engadget at https://www.engadget.com/still-wakes-the-deep-is-a-modern-horror-classic-175304800.html?src=rss

Still Wakes the Deep is a modern horror classic

Don’t look down. Don’t look down. Don’t look down.

Waves the size of skyscrapers explode beneath me as I creep across a busted metal beam in the middle of the North Sea, suspended at the base of an oil rig that’s in the process of collapsing. I’m crawling swiftly but carefully, knees sliding on the wet metal and eyes locked on the platform in front of me. Don’t look down.

I look down. The cold sea is boiling just inches from my beam, white spray reaching up, threatening to pull me under miles of suffocating darkness and pressure. Fuck.

Still Wakes the Deep
The Chinese Room

In Still Wakes the Deep, horror comes in multiple forms. Violent creatures stalk the walkways on thin, too-long limbs that burst from their bodies like snapping bungee cords. Human-sized pustules and bloody ribbons grow along the corridors, emitting a sickly cosmic glow. The ocean is an unrelenting threat, wailing beneath every step. And then there’s the Beira D oil rig itself, a massive and mazelike industrial platform supported by slender tension legs in the middle of a raging sea, groaning and tilting as it’s ripped apart from the inside. Each of these elements is deadly; each one manifests a unique brand of terror.

Still Wakes the Deep is a first-person horror game from The Chinese Room, the studio behind Amnesia: A Machine for Pigs, Dear Esther and Everybody’s Gone to the Rapture. The game is set in the winter of 1975 and its action is contained to the Beira D, a hulking metal maze that offers mystery, a growing familiarity and death at every turn. The rig is filled with a rich cast of characters from the British Isles, most of them Scottish. Players assume the role of Caz, an electrician on the rig whose best friend is Roy, the cook.

Still Wakes the Deep
The Chinese Room

Still Wakes the Deep feels like a hit from the PS3 and Xbox 360 era, devoid of modern AAA bloat. It’s restrained like the original Dead Space, with a core loop that serves the narrative and vice versa. The mechanics steadily evolve without becoming repetitive or cumbersome. Its monsters are murderous but not overplayed. In Still Wakes the Deep, the horror is unrelenting but its source is constantly shifting — vicious eldritch beasts, the crumbling rig, the angry North Sea — and this diversity infuses the game with a buzzing tension until the breathtaking final scene.

The game is fully voice acted and its crew members are incredibly charming. An undercurrent of good-natured ribbing belies every interaction, and the dialogue is earnest and legitimately funny, even in life-or-death situations. This skillful sense of character development only makes the carnage more disturbing once the monsters board the Beira D.

After the oil rig drills through a mysterious substance deep in the North Sea, a giant eldritch organism takes over the structure, crunching its metal corridors and infesting the bodies of some crew members. Caz is on a mission to survive the creatures and escape the rig — and help save Roy, whose body is fading fast because he can’t get to his insulin.

Still Wakes the Deep
The Chinese Room

Gameplay in Still Wakes the Deep is traditional first-person horror fare, executed with elegance and expertise. The action involves leaping across broken platforms, balancing on thin ledges, running down corridors, climbing ladders, swimming through claustrophobic holes and hiding from monsters in vents and lockers. There are no guns on the Beira D, and Caz has just a screwdriver to help him break open locks and unscrew metal panels, placing the focus on pure survival rather than combat. Interactive materials tend to be highlighted in yellow, so it’s never a question of what to do or where to go, but rather how to get there without falling prey to the monsters, the sea or the rig.

Each input feels perfectly precise and responsive. Climbing a ladder, for instance, requires holding RT and pressing the analog stick in the proper direction — but if Caz slips, players need to suddenly press and hold LT as well, so he can regain his grasp in a quicktime event. In these moments of sudden panic, squeezing both triggers feels like the natural thing to do. It’s deeply satisfying to clasp the gamepad as tightly as Caz is holding the rungs of the ladder, player and character completely in sync in the aftermath of a sudden scare. Still Wakes the Deep is a prime example of intuitive game design.

Still Wakes the Deep
The Chinese Room

It’s also just a gorgeous game. I stopped short multiple times while playing Still Wakes the Deep simply to admire the crisp lines, complex lighting and photorealism of specific scenes, but every frame is dense with thoughtful and well-rendered details. The otherworldly structures littering the rig cause Caz’s vision to bubble like a melting film reel, and multicolored circles overtake the screen every time he passes too close to a pustule — it’s disorienting and eerily pretty, much like the rest of the game.

Still Wakes the Deep is an instant horror classic. It’s filled with heart-pounding terror and laugh-out-loud dialogue, and it all takes place in a setting that’s rarely explored in interactive media. Amid the sneaking, swimming, running and climbing on the Beira D, Still Wakes the Deep manages to tell a heartfelt and powerful story about relationships and sacrifice. Caz and Roy have a special friendship, but they also have family back on shore and returning to these people — alive, ideally — is a constant driving force.

Still Wakes the Deep
The Chinese Room

Still Wakes the Deep is available now on PC, PS5 and Xbox Series X/S, and it’s included in Game Pass. It’s developed by The Chinese Room and published by Secret Mode.

This article originally appeared on Engadget at https://www.engadget.com/still-wakes-the-deep-is-a-modern-horror-classic-175304800.html?src=rss

Possibly the most-delayed video game in history is finally available on the Game Boy Advance

Making a video game on any platform takes hard work, and even if a game is finished it’s still not immune to delays (see: Duke Nukem Forever, L.A. Noire and Diablo III.) A group of Italian programmers had to wait 22 years to finally see the release of their fantasy hack ‘n slasher Kien for the Game Boy Advance (GBA) — a console whose last units went into production in 2009. It's likely the most-delayed game in history, according to a feature in The Guardian.

Kien first started its long development in 2002. A small group of Italian programmers formed AgeOfGames, the first company in the country to start production on a GBA title. Two years later, they had a finished product, but the game never saw store shelves because its publisher deemed it too much of a financial risk to release.

In the interim, AgeOfGames switched to making educational games to stay in business,and the life cycle of the GBA came and went. Then the retro gaming boom gave the Italian studio an opportunity: a new publisher that specializes in classic console games, incube8 Games, took interest. Now Kien is available in cartridge form, and playable on original hardware.

Retro gaming in general is big business these days and more accessible than ever. There are all kinds of new consoles designed to play hundreds of thousands of different titles from yesteryear. The iPhone finally began allowing apps that emulate all sorts of classic consoles in its online stores earlier this year. There’s even been a renaissance of new games using old fashioned graphics. You’re never far away from the games and experiences that defined your childhood.

Kien is available to purchase from incube8's website for the (only slightly shocking) price of $60.

This article originally appeared on Engadget at https://www.engadget.com/possibly-the-most-delayed-video-game-in-history-is-finally-available-on-the-game-boy-advance-205150837.html?src=rss

Possibly the most-delayed video game in history is finally available on the Game Boy Advance

Making a video game on any platform takes hard work, and even if a game is finished it’s still not immune to delays (see: Duke Nukem Forever, L.A. Noire and Diablo III.) A group of Italian programmers had to wait 22 years to finally see the release of their fantasy hack ‘n slasher Kien for the Game Boy Advance (GBA) — a console whose last units went into production in 2009. It's likely the most-delayed game in history, according to a feature in The Guardian.

Kien first started its long development in 2002. A small group of Italian programmers formed AgeOfGames, the first company in the country to start production on a GBA title. Two years later, they had a finished product, but the game never saw store shelves because its publisher deemed it too much of a financial risk to release.

In the interim, AgeOfGames switched to making educational games to stay in business,and the life cycle of the GBA came and went. Then the retro gaming boom gave the Italian studio an opportunity: a new publisher that specializes in classic console games, incube8 Games, took interest. Now Kien is available in cartridge form, and playable on original hardware.

Retro gaming in general is big business these days and more accessible than ever. There are all kinds of new consoles designed to play hundreds of thousands of different titles from yesteryear. The iPhone finally began allowing apps that emulate all sorts of classic consoles in its online stores earlier this year. There’s even been a renaissance of new games using old fashioned graphics. You’re never far away from the games and experiences that defined your childhood.

Kien is available to purchase from incube8's website for the (only slightly shocking) price of $60.

This article originally appeared on Engadget at https://www.engadget.com/possibly-the-most-delayed-video-game-in-history-is-finally-available-on-the-game-boy-advance-205150837.html?src=rss

Neon White, Tchia and a bunch of other titles are coming to Game Pass this month

A number of pretty good titles are coming to Microsoft's Game Pass this month for Xbox consoles and Windows PCs, including Engadget staff favorites Neon White and Tchia. Neon White is a first-person shooter and puzzle platformer, wherein you play the part of an assassin taken from Hell to exterminate demons in Heaven in an annual competition. It was one of Engadget's best games for 2022, and we praised it for being smooth and fast-paced, having complex weapons and having almost 100 replayable levels to go through. 

Meanwhile, Tchia is one of our top game picks for 2023. In the charming action-adventure game, you play the role of Tchia, a young girl who has to find and rescue her kidnapped father. Tchia uses her power of "soul jumping" to take control of animals and inanimate objects in order to solve puzzles, find items, fight enemies and travel to new areas. Both Neon White and Tchia will be available on Game Pass starting on July 11. 

Before that, on July 3, Journey to the Savage Planet is returning to the Game Pass library. In the game, you play an explorer for a company called Kindred Aerospace, traveling across galaxies and planets and interacting with alien life forms. Meanwhile, a game called Flock published by Annapurna Interactive will be available on the service on July 16, the same day it's released. It's a multiplayer co-op game, where you play shepherd to a flock of flying creatures. But if you want to play something food-related, the cooking game Magical Delicacy will also arrive on the cloud gaming service on the same day. 

This article originally appeared on Engadget at https://www.engadget.com/neon-white-tchia-and-a-bunch-of-other-titles-are-coming-to-game-pass-this-month-045548792.html?src=rss

Neon White, Tchia and a bunch of other titles are coming to Game Pass this month

A number of pretty good titles are coming to Microsoft's Game Pass this month for Xbox consoles and Windows PCs, including Engadget staff favorites Neon White and Tchia. Neon White is a first-person shooter and puzzle platformer, wherein you play the part of an assassin taken from Hell to exterminate demons in Heaven in an annual competition. It was one of Engadget's best games for 2022, and we praised it for being smooth and fast-paced, having complex weapons and having almost 100 replayable levels to go through. 

Meanwhile, Tchia is one of our top game picks for 2023. In the charming action-adventure game, you play the role of Tchia, a young girl who has to find and rescue her kidnapped father. Tchia uses her power of "soul jumping" to take control of animals and inanimate objects in order to solve puzzles, find items, fight enemies and travel to new areas. Both Neon White and Tchia will be available on Game Pass starting on July 11. 

Before that, on July 3, Journey to the Savage Planet is returning to the Game Pass library. In the game, you play an explorer for a company called Kindred Aerospace, traveling across galaxies and planets and interacting with alien life forms. Meanwhile, a game called Flock published by Annapurna Interactive will be available on the service on July 16, the same day it's released. It's a multiplayer co-op game, where you play shepherd to a flock of flying creatures. But if you want to play something food-related, the cooking game Magical Delicacy will also arrive on the cloud gaming service on the same day. 

This article originally appeared on Engadget at https://www.engadget.com/neon-white-tchia-and-a-bunch-of-other-titles-are-coming-to-game-pass-this-month-045548792.html?src=rss

A new Resident Evil game is in the works from the director of Resident Evil 7

It’s been a hot minute since we’ve had a brand new Resident Evil game. Then again, it’s hard to blame Capcom for that — Resident Evil: Village created such a high bar for future sequels to limbo under or jump over, depending on which hypothetical bar-based sport you’re playing in your head.

Capcom has finally confirmed that Resident Evil 9 is on the way and they’ve tapped a veteran director to oversee the tenth zombie adventure shooter. IGN reported that Capcom confirmed the news of the sequel during its Next Summer 2024 stream. 

Director Koshi Nakanishi will be in charge of the new Resident Evil game. Nakanishi has over a decade of experience directing Resident Evil games including The Mercenaries 3D for the Nintendo 3DS, Resident Evil Revelations and Resident Evil 7: Biohazard. "We're making a new Resident Evil," Nakanishi said. "It was really difficult to figure out what to do after 7, but I found it, and to be honest it feels substantial. I can't share any details just yet, but I hope you're excited for the day I can."

Capcom has unleashed a deluge of remasters of some of its biggest game classics. During the same stream, Capcom also announced a re-release of the first Dead Rising called Dead Rising Deluxe Remaster for the PlayStation 5 and Xbox Series X/S. The emaster of the mall zombie slayer will feature a new voiceover for the game’s journalist protagonist Frank West, updated HD graphics and fluffier poodles.

Capcom also announced a demo for the Japanese-inspired, strategy action game Kunitsu-Gami: Path of the Goddess and a re-release of Resident Evil: Biohazard for Apple mobile devices and Apple computers.

This article originally appeared on Engadget at https://www.engadget.com/a-new-resident-evil-game-is-in-the-works-from-the-director-of-resident-evil-7-235543024.html?src=rss

Netflix has reimagined Minesweeper and it’s out now

The latest title to join the Netflix Games roster is a very modern take on one of the icons of Windows computing. That's right, you can now play Minesweeper through Netflix's app. The classic PC puzzle game has been reimagined with an international setting, tasking the player with very literally looking for underwater mines by overlaying the usual interface of numbers and flags over vibrant pictures of waterways from around the world.

For those of us who grew up playing the original game, this take from Netflix is certainly a departure in appearance. Colorful aquatic backgrounds? A journey mode? Buh? However, the Netflix version does have one definite bonus that the trailer calls out at its close: "No in-game ads. No extra fees. No in-app purchases." Trying to find a modern-day Minesweeper game for mobile involves sifting through what feels like countless options that mimic the look of the original, but are either ad-supported or require purchase to go ad-free.

Minesweeper is also an interesting retro addition to what has become a wide-ranging collection of titles at Netflix. The company has its own takes on card games Hearts and Solitaire alongside indie darlings like Hades and international mega-hits from the Grand Theft Auto series. Plus there are some games that tie into Netflix's own programming. The company has definitely cast a wide net with this endeavor.

This article originally appeared on Engadget at https://www.engadget.com/netflix-has-reimagined-minesweeper-and-its-out-now-220009017.html?src=rss

Dead Rising’s deluxe remaster boasts fluffier poodles

Capcom's announcement trailer for Dead Rising Deluxe Remaster will give you a glimpse of the game's improved graphics for the PS5, the Xbox Series X/S and Windows computers. It also reveals that the digital version of the remastered game will be released on September 19 for all platforms. 

The company first gave Dead Rising an HD remaster back in 2016 for the PS4 and the Xbox One as part of the game's 10th anniversary, but this version gives the world and its characters more textures and more realistic looking features. Frank West definitely looks more human with more natural-looking expressions in the Deluxe Remaster, while Madonna the poodle looks a lot more fluffy and dog-like. Capcom says this version is a "full graphical overhaul of the first game." It used its own video game engine called RE Engine to rework the title's graphics, including its environments and backgrounds.

The remaster is fully voiced, but West sounds noticeably different in the trailer compared to the older versions. In a text conversation with @FrankByDaylight on X/Twitter, original voice actor TJ Rotolo said he's not reprising his role in the remake because Capcom didn't invite him back for the project. If that's not a deal breaker, then you can enjoy the game's other quality-of-life improvements, including the addition of auto-save, revamped controls and a better UI. 

While the digital release is scheduled for September 19, Capcom will also start selling a physical version sometime in November. 

This article originally appeared on Engadget at https://www.engadget.com/dead-risings-deluxe-remaster-boasts-fluffier-poodles-130035391.html?src=rss

Modder remakes scrapped alternate ending for The Witcher 3: Wild Hunt

Alternate video game endings are always fun to see. If a talented modder remakes an alternate ending previously scrapped by the game’s developer, it’s even better. Someone did just that, putting together an alternate ending for The Witcher 3: Wild Hunt using footage that was originally discarded by CD Projekt Red.

YouTuber xLetalis shared a video detailing the restorations that modder Glassfish added to The Witcher 3: Wild Hunt after the end of the game’s original storyline. (Note that some spoilers for the game follow!) The game ends with Geralt being pulled out of his fight with Eredin by Yennefer, his potential partner and sorceress. However, the remade cutscene shows Geralt waking up in a tent and receiving care from two doctors making a bet on his survival rate. From there, he leaves the hospital and talks to Yennefer, whose dialogue varies depending on whether he’s romancing her or another sorceress, Triss. Regardless of who Geralt was dating in the original game, you can ask where Ciri is or who won the war.

The extended ending continues with more deleted content, including Geralt attending Crach’s funeral, him meeting the Lodge of Sorceresses, and Yennefer betraying the Lodge to save Ciri. xLetalis speculated towards the end of the video that CD Projekt Red changed their minds about including Yennefer’s betrayal in the final game for creative reasons such as prioritizing matching the player's motivations with the beat of the story, as they have no insider or PR connections within the company to confirm it.

The restoration of the deleted content by Glassfish was made possible by CD Projekt Red releasing the REDkit modding tool for the PC version of The Witcher 3: Wild Hunt in May. The company announced the modding tool last year to allow PC players to breathe new life into the game in any way they wish. REDkit was previously released for The Witcher 2, but as far as we know it wasn’t used to insert previously-scrapped scenes into the game as we’re seeing now. As for the origin of the deleted content, Glassfish pulled it from content that was cut from the main game but is still in the game’s files.

This article originally appeared on Engadget at https://www.engadget.com/modder-remakes-scrapped-alternate-ending-for-the-witcher-3-wild-hunt-201010523.html?src=rss