Still Wakes the Deep is an extraordinary experience. Not because the mechanics are anything innovative or the story overwhelms you with profound emotions. It’s the details. The space is as much a character in the game as any other entity in the game, human or otherwise. I’ve never looked at a space in a game that initially appears so small and constrained only to be continuously baffled and amazed with the amount mileage the team at The Chinese Room gets out of the relatively small space that is an oil rig.

There is very little exposition in the opening moments of the game, but a little prodding by the player and you get a very good sense of life on the rig. Not only do the Christmas decorations play a part but the small details in each of the crew’s cabin including letters, posters, drawings, other knickknacks, as well as notes and items in the rec room or dining hall. There are safety posters throughout. Light switches and electronics and can be turned on and off. It is extremely detailed and realistic, not to speak of it’s period accuracy for 1975. Then, as the game progresses and the players returns to the these same areas, these same space evolve and morph into a space that tells a far more horrifying tale.

While many teams strive for vast, sprawling worlds to fill with mundane and repetitive tasks, It actually inspires me to think of the possibilities that environments in tight spaces provide. It forces the designers and writers to justify every nook and cranny. Every detail has meaning and purpose. I would love to see ever more teams explore smaller, rather than bigger, spaces.

On a lighter note, the game uses a healthy amount of yellow point which I found slightly hilarious considering the recent discourse. There is an option to turn it off, but I didn’t try as it didn’t bother me. 🎮