Deep Fear | 1998

Deep Fear

 


"Deep Fear" is a survival horror video game developed jointly by System Sacom and Sega CS2, and published by Sega for the Sega Saturn in 1998. Set in an underwater research facility in the Pacific called Big Table, players control John Meyer as an unknown infection begins transforming the facility’s staff into hostile mutants. John explores Big Table, collecting items and resources, battling enemies, and searching for a way to escape.

The game aims to create fear through its environment and monsters, approaching Japan's "Mansion Mystery" genre with a science fiction twist. Notable staff includes co-producer Rieko Kodama, prolific composer Kenji Kawai, and monster designer Yasuhiro Nirasawa. The game received mixed positive reviews from critics, with praise for its music and gameplay elements, but mixed responses for its graphics and criticism for its voice acting.

In "Deep Fear", players take on the role of John Meyer, fighting against mutants that have overrun the Big Table underwater research facility. John and other characters, as well as enemies, are represented in 3D models, and the environment is pre-rendered and viewed through fixed camera angles. John is controlled using either traditional tank controls or a full analog control scheme with Sega's 3D pad. Players explore Big Table, completing missions by finding specific characters and mission-related items while managing resources like ammunition and first aid kits, and battling enemies scattered throughout the environment.

Combat is firearm-based, and John cannot move while aiming a weapon. New weapons can be found in lockers scattered throughout Big Table, allowing players to replenish ammunition. John can also equip one powerful "special" weapon at a time. A key gameplay mechanic is that each area of Big Table has a limited air supply that depletes over time, and depletes faster when firearms are used. Air supply must be recharged at air system terminals, which also serve as save points. John's health can be depleted by enemies, and if his breathing runs out or the area’s air supply is exhausted, the game ends.

"Deep Fear" begins with a space capsule presumed lost for 40 years crashing into the Pacific. An American Navy submarine discovers the capsule and brings it to the underwater research facility, Big Table. John Meyer, a member of the emergency rescue service, is recently assigned for safety training and investigates a situation where communication with the submarine crew has been lost. It is revealed that the crew has mutated into hostile monsters. While rescuing a survivor, John disembarks, but the survivor mutates, kills his partner, Muki, and sinks the submarine. The infection spreads throughout Big Table, transforming survivors and deceased personnel into monsters. Jenna Weisberg, who cares for a chimpanzee named Anthony, discovers that John’s cold protects him from the infection. Under orders from Big Table's controller, Clancy Dawkins, John teams up with other survivors and a SEAL team to contain the infection, but their efforts falter as monsters take over.

Ultimately, the remaining personnel, including the SEAL team, are either mutated or killed, leaving only John, Weisberg, and Dawkins. Dawkins, psychologically unstable from the events, attempts to escape in a remaining submarine but is killed by a lurking mutant. John and Weisberg decide to use the capsule to reach the surface, but upon arrival, John learns that Anthony has been found inside the capsule. Weisberg reveals that Anthony is the source of the infection, linked to radiation-altering bacteria used in deep space travel and hibernation experiments they conducted. John attempts to kill Anthony, triggering Weisberg’s mutation, transforming her from a monster into an angelic figure. John initiates Big Table’s self-destruct sequence and escapes in the capsule. As Anthony tries to follow, the defeated Weisberg grabs him, and they perish together as Big Table is destroyed. John is rescued by the Navy with an uninfected dog.

"Deep Fear" was jointly developed by System Sacom and Sega CS2 for the Sega Saturn and later became known as Overworks. CGI graphics were produced by Highwaystar, and the film was produced by game studio ISCO. Rieko Kodama, who had worked on several Sega projects, returned to lead game development at the invitation of Noriyoshi Ohba. Kodama described the game as a science fiction take on the popular "Mansion Mystery" genre in Japan, which deals with mysteries in Western buildings. The goal was to invoke fear and horror from the environment and monsters.

Executive producer Yōji Ishii stated that the team aimed to mimic the gameplay of "Resident Evil" (1996), while co-director Kunihiro Shirahata cited John Carpenter's film "The Thing" (1982) as an inspiration for the narrative. The script was written by Yūzo Suganō.

The game's monsters were designed by renowned artist Yasuhiro Nirasawa, who faced challenges in meeting conflicting requests for familiar yet alien creatures. He categorized the monster designs into three types: collages of human and other beings, the second stage of the "lost generation," and more stable, alien designs. Nirasawa expressed dissatisfaction with the final boss design, which deviated from the realistic approach taken with other characters and monsters. Character design was handled by Emi Konnno, and the music was composed and produced by Kenji Kawai, featuring story sequences and boss battles, with ambient sounds predominating during exploration and combat.

"Deep Fear" was released on July 16, 1998, in Japan by Sega. To promote the game, Kodama and Tadashi Takezaki collaborated with an external PR company to create a movie advertisement. The soundtrack album was released on July 17 by Marvelous Entertainment. The game launched in mainland Europe on July 24 and in the UK on September 18. The PAL conversion was handled by ISCO. "Deep Fear" was the last Sega Saturn game released in Europe. In a 2018 interview, Kodama expressed happiness at the game’s fan base but felt it was "buried" due to its release near the end of the Sega Saturn's life cycle. Although there were rumors about a North American release as one of the last Saturn titles before the Dreamcast launch, it ultimately did not release in that region.

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