{"id":5650,"date":"2024-06-11T12:52:11","date_gmt":"2024-06-11T12:52:11","guid":{"rendered":"https:\/\/game.intel.com\/?p=5650"},"modified":"2024-09-23T23:01:57","modified_gmt":"2024-09-23T23:01:57","slug":"intel-aids-immersion-on-still-wakes-the-deep","status":"publish","type":"post","link":"https:\/\/game.intel.com\/fr\/stories\/intel-aids-immersion-on-still-wakes-the-deep\/","title":{"rendered":"Intel aide \u00e0 l'immersion sur Still Wakes the Deep\u00a0"},"content":{"rendered":"<p>Jeu d'horreur \u00e0 la premi\u00e8re personne <em>Still Wakes the Deep (Les profondeurs s'\u00e9veillent)<\/em> est le fruit du travail de The Chinese Room, un studio en plein essor bas\u00e9 \u00e0 Brighton, au Royaume-Uni. L'\u00e9quipe est d\u00e9j\u00e0 \u00e0 l'origine de l'excellent <em>Ch\u00e8re Esther<\/em>, <em>Amnesia : Une machine pour les cochons<\/em>, <em>Tout le monde est parti au ravissement<\/em>et <em>Petit Orph\u00e9e<\/em>. Leurs histoires riches et \u00e9mouvantes ont \u00e9t\u00e9 r\u00e9compens\u00e9es par des prix prestigieux dans le monde entier, notamment le BAFTA, l'Apple Design, le DICE et le GDC Choice, <a href=\"https:\/\/www.thechineseroom.co.uk\/games\">et plus encore.<\/a><\/p>\n\n\n\n<p><em>Still Wakes the Deep (Les profondeurs s'\u00e9veillent)<\/em> semble bien parti pour continuer sur cette lanc\u00e9e. Se d\u00e9roulant en d\u00e9cembre 1975 sur une plateforme p\u00e9troli\u00e8re offshore, les joueurs incarnent Caz McLeary, un ancien boxeur qui accepte un emploi sur la plateforme connue sous le nom de <a href=\"https:\/\/stillwakesthedeep.com\/\"><em>Biera D<\/em><\/a>. Sous la surface, le forage perce une couche qui lib\u00e8re une horreur indicible. Toutes les communications avec le continent sont coup\u00e9es. Toutes les issues ont disparu. Caz s'engage dans une bataille apparemment impossible pour survivre.&nbsp;<\/p>\n\n\n\n<p><br>Bruno Julien, producteur ex\u00e9cutif, explique que le jeu s'adresse aux joueurs qui veulent \"des histoires bien \u00e9crites, des personnages r\u00e9alistes et humains, et des myst\u00e8res complexes\". L'\u00e9quipe souhaitait que les joueurs vivent une exp\u00e9rience effrayante et originale, loin de la civilisation r\u00e9confortante (ou des t\u00e9l\u00e9phones portables, puisque nous sommes dans les ann\u00e9es 1970). \"La plate-forme est un cadre id\u00e9al pour l'histoire que nous voulions raconter\", affirme Julien. \"Notre pitch d'inspiration est <em>L'an\u00e9antissement<\/em> rencontre <em>L'aventure de Pos\u00e9idon<\/em>.\" En d'autres termes, ils recherchent l'aspect \"belle horreur\" des jeux de tir en ligne. <em>L'an\u00e9antissement,<\/em> o\u00f9 le but est d'\u00eatre le dernier joueur <a href=\"https:\/\/store.steampowered.com\/app\/1358900\/Annihilation\/\">debout<\/a>. \u00c0 cela s'ajoute l'aspect dramatique de la c\u00e9l\u00e8bre catastrophe, opposant l'homme \u00e0 l'oc\u00e9an <a href=\"https:\/\/www.imdb.com\/title\/tt0069113\/?ref_=nv_sr_srsg_0_tt_8_nm_0_q_poseidon%2520a\">film<\/a>.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img fetchpriority=\"high\" width=\"1142\" height=\"744\" src=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/06\/image.png\" alt=\"\" class=\"wp-image-5657\"><\/figure>\n\n\n\n<p>\"Le jeu doit offrir des montagnes russes d'\u00e9motions\", poursuit Julien. \"Nous voulons que le joueur se sente li\u00e9 \u00e0 l'histoire et \u00e0 ses personnages, et qu'il s'immerge totalement dans l'exp\u00e9rience extraordinaire de Caz. Notre objectif est qu'\u00e0 la fin du jeu, un peu de Caz reste en eux\".&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img fetchpriority=\"high\" width=\"1600\" height=\"900\" src=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/06\/image.jpeg\" alt=\"\" class=\"wp-image-5656\"><\/figure>\n\n\n\n<p>Pour \u00e9tablir ce lien, l'\u00e9quipe a fait en sorte que l'environnement \u00e9volue visuellement et auditivement au fur et \u00e0 mesure que les joueurs progressent. La plate-forme et la mer sont consid\u00e9r\u00e9es comme de v\u00e9ritables personnages ; m\u00eame le \"poids\" de l'eau a \u00e9t\u00e9 pris en compte. L'\u00e9quipe savait qu'en tant que v\u00e9ritable antagoniste, l'eau devait donner l'impression d'\u00eatre lente et redoutable \u00e0 la nage. Cependant, si elle est trop lourde, l'exp\u00e9rience des joueurs est trop frustrante. Un \u00e9quilibre a \u00e9t\u00e9 trouv\u00e9. \"Nous avons r\u00e9alis\u00e9 qu'il \u00e9tait plus effrayant d'\u00eatre poursuivi que d'\u00eatre tu\u00e9. [Nous avons donc ajust\u00e9 sa vitesse pour donner au joueur l'impression qu'il a failli \u00eatre attrap\u00e9 et qu'il a surv\u00e9cu de justesse.\"<\/p>\n\n\n\n<p>Pour cr\u00e9er un monde dont les joueurs ont l'impression de faire partie, il faut une qualit\u00e9 visuelle fluide et immersive. Julien atteste que l'utilisation par l'\u00e9quipe d'Intel<sup>\u00ae<\/sup> X<sup>e<\/sup>&nbsp;Super \u00e9chantillonnage (<a href=\"https:\/\/www.intel.com\/content\/www\/us\/en\/products\/docs\/discrete-gpus\/arc\/technology\/xess.html\">X<sup>e<\/sup>SS<\/a>) et l'optimisation de l'unit\u00e9 centrale \u00e9taient d'une importance vitale. X<sup>e<\/sup>SS utilise l'upscaling am\u00e9lior\u00e9 par l'IA, permettant de meilleures performances avec une grande fid\u00e9lit\u00e9 d'image, et offre des visuels ultra-haute d\u00e9finition optimis\u00e9s par l'acc\u00e9l\u00e9ration mat\u00e9rielle et un algorithme bas\u00e9 sur l'IA. Con\u00e7u pour tous les joueurs, le X<sup>e<\/sup>SS est d\u00e9verrouill\u00e9 pour fonctionner sur du mat\u00e9riel largement disponible.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" width=\"1600\" height=\"900\" src=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/06\/image-1.jpeg\" alt=\"\" class=\"wp-image-5655\"><\/figure>\n\n\n\n<p>Intel a fourni \u00e0 l'\u00e9quipe de d\u00e9veloppeurs de Julien une carte X<sup>e<\/sup>Plugin SS pour <a href=\"https:\/\/www.unrealengine.com\/en-US\">Moteur Unreal<\/a>. Facile \u00e0 int\u00e9grer, le plugin offre aux joueurs davantage d'options de configuration, afin qu'ils puissent tous b\u00e9n\u00e9ficier de la qualit\u00e9 d'image et des performances de l'upscaling AI. \"Nous voulons que les joueurs aient la meilleure exp\u00e9rience possible, confirme Julien, quelle que soit la plateforme sur laquelle ils jouent.<\/p>\n\n\n\n<p>Alors que la sortie du jeu est imminente, Julien se tourne d\u00e9j\u00e0 vers l'avenir. \"Nous allons nous appuyer sur les enseignements de ce jeu pour continuer \u00e0 cr\u00e9er des histoires et des exp\u00e9riences avec un meilleur gameplay, une plus grande immersion et des \u00e9motions plus intenses. Nous essaierons toujours de surprendre les gens avec notre prochain projet.\" Restez \u00e0 l'\u00e9coute pour plus de frissons, de d\u00e9fis et de ... surprises.&nbsp;<\/p>","protected":false},"excerpt":{"rendered":"<p>First-person horror game Still Wakes the Deep is the brainchild of The Chinese Room, a rising studio based in Brighton, UK. The team is already responsible for the lauded Dear Esther, Amnesia: A Machine for Pigs, Everybody\u2019s Gone to the Rapture, and Little Orpheus. Their rich and emotional stories have scooped up prestigious gaming awards [\u2026]<\/p>","protected":false},"author":2,"featured_media":5654,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[5,6],"tags":[],"class_list":["post-5650","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-showcase","category-intel-arc"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Intel Aids Immersion on Still Wakes the Deep\u00a0 | Intel Gaming Access<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/game.intel.com\/fr\/stories\/intel-aids-immersion-on-still-wakes-the-deep\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Intel Aids Immersion on Still Wakes the Deep\u00a0 | Intel Gaming Access\" \/>\n<meta property=\"og:description\" content=\"First-person horror game Still Wakes the Deep is the brainchild of The Chinese Room, a rising studio based in Brighton, UK. The team is already responsible for the lauded Dear Esther, Amnesia: A Machine for Pigs, Everybody&#8217;s Gone to the Rapture, and Little Orpheus. 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