They create worlds: Still Wakes the Deep and the limits of realism

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Still Wakes the Deep is a recent horror game made by the developer The Chinese Room, who had previously released two games I’ve written about, Dear Esther and Everybody’s Gone to the Rapture (the latter of which I wrote an entry in this series about). While the staff turnover at The Chinese Room has resulted in a company that looks very different from the one that made these earlier games, Still Wakes the Deep nonetheless carries the DNA of earlier titles by the developer; perhaps many of the people working at The Chinese Room these days were inspired by the likes of Dear Esther and Everybody’s Gone to the Rapture to apply at the company.

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I’ll be in my trailer… watching trailers: In the Heights, everyone can hear you sing

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

Maybe Matt shouldn’t play games during a pandemic – because it seems that he mostly picks ones that translate this whole ‘social distancing’ thing into a video game format: first Journey, then Everybody’s Gone to the Rapture. Turns out that the most social contact he’s had in a game recently was in the ultra-Swiss folk horror game Mundaun, a grim little tale about deals with mysterious old men and disembodied goat heads that nonetheless talk fluent Romansh. At least that’s not something that the COVID-19 pandemic has been particularly well known for!

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The Corona Diaries: Raptured away

We’ve had this before: video games can be many things, but one thing they are particularly good at is escapism. A video game can be extremely effective at taking you out of your current situation, when you need something of a getaway.

So, after replaying Journey and finding it an exceedingly solitary experience of quite limited escapist value during these pandemic times, what do I do? I go and replay Everybody’s Gone to the Rapture (2015), in which the player walks a Shropshire village that is deserted – but everywhere there are traces of the people who are gone after a mysterious epidemic has struck. Oh, and the world has ended.

D’oh!, as the kids say.

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They Create Worlds: Everybody’s Gone to the Rapture

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

This was a peculiarly English end of the world. No guns, no running and screaming, no heroes or monsters. Just nosebleeds, headaches, fear – and then the light. What remains of everyone is brightness, and voices… and the world they inhabited.

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