{"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\/mx\/stories\/intel-aids-immersion-on-still-wakes-the-deep\/","title":{"rendered":"Intel ayuda a la inmersi\u00f3n en Still Wakes the Deep\u00a0"},"content":{"rendered":"<p>First-person horror game <em>Still Wakes the Deep<\/em> is the brainchild of The Chinese Room, a rising studio based in Brighton, UK. The team is already responsible for the lauded <em>Dear Esther<\/em>, <em>Amnesia: A Machine for Pigs<\/em>, <em>Everybody\u2019s Gone to the Rapture<\/em>, and <em>Little Orpheus<\/em>. Their rich and emotional stories have scooped up prestigious gaming awards across the world, including BAFTA, Apple Design, DICE, GDC Choice, <a href=\"https:\/\/www.thechineseroom.co.uk\/games\">and more.<\/a><\/p>\n\n\n\n<p><em>Still Wakes the Deep<\/em> looks set to continue that winning trend. Set in December 1975 on an offshore oil rig, players take on the role of Caz McLeary, a former boxer who accepts a job on the rig known as the <a href=\"https:\/\/stillwakesthedeep.com\/\"><em>Biera D<\/em><\/a>. Deep under the surface, the drilling pierces a layer which unleashes an unspeakable horror. All communication with the mainland is severed. All exits are gone. Caz is locked into a seemingly impossible battle to survive.&nbsp;<\/p>\n\n\n\n<p><br>Executive producer Bruno Julien says the game is for players that want \u201cwell-written stories, realistic and human characters, and intricate mysteries.\u201d The team wanted players to experience a scary and original setting, far from comforting civilization (or cell phones, as it\u2019s the 1970s). \u201c[The rig is] a great setup for the story we wanted to tell,\u201d Julien affirmed. \u201cOur inspiration pitch is <em>Annihilation<\/em> meets <em>The Poseidon Adventure<\/em>.\u201d In other words, they sought the \u201cbeautiful horror\u201d aspect of online shooter <em>Annihilation,<\/em> where the goal is to be the last player <a href=\"https:\/\/store.steampowered.com\/app\/1358900\/Annihilation\/\">standing<\/a>. Added to that is the dramatic human versus ocean aspect of the famed disaster <a href=\"https:\/\/www.imdb.com\/title\/tt0069113\/?ref_=nv_sr_srsg_0_tt_8_nm_0_q_poseidon%2520a\">movie<\/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>\u201cThe game should provide a rollercoaster of emotions,\u201d Julien continued. \u201cWe want the player to feel connected to the story and its characters, and feel fully immersed as Caz experiences the extraordinary. Our goal is that when they finish the game, a little bit of Caz will remain with them.\u201d&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>To achieve this connection, the team has the environment evolve visually and auditorily as players progress. The rig and the sea feel like actual characters; even the \u201cweight\u201d of the water was a consideration. The team knew that, as a true antagonist, the water should feel slow and dreadful to swim around in. However, if it\u2019s too heavy, the players\u2019 experience is too frustrating. A balance was found. \u201cWe realized that it was scarier to be chased rather than being killed. [So] we finely-tuned its speed to give the player the feeling that they almost got caught and barely survived.\u201d<\/p>\n\n\n\n<p>To create a world that players feel themselves becoming a part of requires smooth and immersive visual quality. Julien attests that the team\u2019s use of Intel<sup>\u00ae<\/sup> X<sup>e<\/sup>&nbsp;Super Sampling (<a href=\"https:\/\/www.intel.com\/content\/www\/us\/en\/products\/docs\/discrete-gpus\/arc\/technology\/xess.html\">X<sup>e<\/sup>SS<\/a>) integration and CPU optimization was of vital importance with this. X<sup>e<\/sup>SS uses AI-enhanced upscaling, enabling better performance with high image fidelity, and offers ultra-high-definition visuals powered by hardware acceleration and an AI-based algorithm. Designed with all gamers in mind, X<sup>e<\/sup>SS est\u00e1 desbloqueado para funcionar en hardware ampliamente 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 provided Julien\u2019s team of developers with an X<sup>e<\/sup>SS plugin for <a href=\"https:\/\/www.unrealengine.com\/en-US\">Unreal Engine<\/a>. Straightforward to integrate, the plugin gives players more setup options, so all can witness the image quality and performance benefits from AI upscaling. \u201cWe want players to have the best experience possible,\u201d Julien confirms, \u201cregardless of what platform they play the game on.\u201d<\/p>\n\n\n\n<p>With the game\u2019s release imminent, Julien is already looking to the future. \u201cWe are going to build upon the learnings of this game to keep on creating stories and experiences with better gameplay, more immersion, and more intense emotions. We will always try to surprise people with our next endeavour.\u201d Stay tuned for more chills, challenges and \u2026 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\/mx\/stories\/intel-aids-immersion-on-still-wakes-the-deep\/\" \/>\n<meta property=\"og:locale\" content=\"es_MX\" \/>\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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