Deep Fear

Last updated

Deep Fear
Deep Fear EUR.PNG
European cover art
Developer(s) System Sacom [lower-alpha 1]
Publisher(s) Sega
Director(s) Hiroyuki Maruhama
Kunihiro Shirahata
Producer(s) Noriyoshi Ohba
Rieko Kodama
Koichi Sato
Artist(s) Emi Konno
Yasushi Nirasawa
Writer(s) Yuzo Sugano
Composer(s) Kenji Kawai
Platform(s) Sega Saturn
Release
  • JP: 16 July 1998
  • EU: 24 July 1998
  • UK: 18 September 1998
Genre(s) Survival horror
Mode(s) Single-player

Deep Fear [lower-alpha 2] is a 1998 survival horror video game co-developed by System Sacom and Sega CS2, and published by Sega for the Sega Saturn. Set on the underwater Big Table research facility in the Pacific Ocean, the player controls John Mayor as an unknown infection begins transforming the facility staff into hostile mutants. John explores the Big Table, gathering items and resources while fighting enemies and looking for a way to escape the facility.

Contents

The game was designed as a science fiction take on the Japanese "Mansion Mystery" genre, with the aim being to create fear from the environments and monsters. Notable staff included co-producer Rieko Kodama, Vampire Princess Miyu composer Kenji Kawai, and artist Yasushi Nirasawa as monster designer. The game met with mixed to positive reviews from critics; praise was given to its music and elements of its gameplay−which was often compared to Resident Evil , while reactions to its graphics were mixed and the voice acting was panned.

Gameplay

Combat in Deep Fear; protagonist John Mayor fights a mutant Deep Fear gameplay.jpg
Combat in Deep Fear; protagonist John Mayor fights a mutant

Deep Fear is a survival horror video game where players take on the role of John Mayor fighting mutants that are overrunning the Big Table underwater research base. [1] [2] John and other characters and enemies are portrayed using 3D models, while the environments are pre-rendered and shown through fixed camera angles. [1] [3] John is controlled through both traditional tank controls, or with full analogue control using the Saturn's 3D Pad gamepad. [1] [4] The player navigates the Big Table, completing missions by finding certain characters and mission-related items, managing ammunition and resources such as first aid kits, and fighting enemies scattered through the environment. [3] [5]

Combat relies on guns, with John having limited movement while his weapon is drawn. [3] New weapons can be found at lockers scattered through the Big Table, which also allow the player to restock ammunition. John can also carry one powerful "Special" weapon at a time. [6] A key mechanic in-game is that each area in the Big Table has a limited air supply, which is depleted over time and decreases quicker with gunfire. The air supply must be recharged at Air System terminals, with different areas having different air level limits to manage. [1] [7] The player must also use a breathing mask with limited air to explore underwater areas. [3] The Air System terminals also act as save points. [7] The player meets a game over if John's health is depleted by enemies, John's breath runs out, or local air supply runs out. [8]

Synopsis

Deep Fear begins when a space capsule presumed lost for forty years crashes into the Pacific Ocean. A US Navy submarine picks up the capsule and brings it to the Big Table, an underwater research facility. Emergency Rescue Service (ERS) member John Mayor, recently transferred to run safety drills and currently suffering from a cold, investigates with his submersible pilot Mookie after contact is lost with the submarine Sea Fox’s crew, revealed to be due to the crew members mutating into hostile monsters. Both John and Mookie are forced to flee the Sea Fox. After arriving back at the Big Table, a survivor who they picked up transforms after John disembarks and kills Mookie, sinking the latter’s submersible.

The infection spreads onto the Big Table, mutating both the living and dead into monstrous creatures. John then runs into Gena Wiseberg, a scientist who cares for a chimpanzee named Anthony. She discovers that John’s cold is preventing him from being infected. Under orders from the Big Table's controller Clancy Dawkins, John works with other survivors and a SEAL team to contain the infection. The Big Table’s air unit facility is later destroyed by a bomb set by the SEAL team to try and stop the mutant threat, and it causes major damage to the Big Table itself and surrounding Navy ships.

The rest of the personnel on the Big Table, including the SEAL team, are ultimately either mutated or killed aside from John, Gena and Clancy. Clancy, unhinged by events, attempts to escape in the remaining submarine but is killed by a stowaway mutant. John and Gena escape the Big Table by using its detachable Navy Area section, however, the damage done to the Big Table causes it to collapse, causing a shockwave that flips the Navy Area over. John decides to radio for help while Gena searches for Anthony, who has gone missing. Later on, John finds a NASA lunar capsule located in a restricted area of the Navy Area, and discovers computer files with classified information. He learns that Anthony was discovered on board, and that Anthony is the source of the infection - he was infected with radiation-mutated bacterium that was being used by Gena and Clancy in experiments for NASA related to deep space travel and hibernation. John attempts to shoot Anthony to stop the infection from spreading, but is stopped by Gena. John then becomes more forceful, which triggers Gena’s mutation into first a monstrous and then an angelic form. John barely manages to defeat Gena, who tells him to escape on his own and hands him a self-destruct key for the Navy Area. John uses it to start the self destruction sequence and jumps the capsule to escape. Anthony tries to follow, but Gena pulls him back, and both are killed when the Navy Area is destroyed. John, together with an uninfected dog, are rescued by Navy personnel.

Development

Deep Fear was co-developed for the Sega Saturn by System Sacom and Sega CS2, later known as Overworks. [9] The CGI graphics were created by Highwaystar, [10] while game studio ISCO was in charge of movie production. [11] Rieko Kodama, who had worked on multiple Sega projects, was invited to assist on the project as co-producer by Noriyoshi Ohba. Deep Fear was her return to leading game development after a period in management, and she enjoyed the experience of working with external developers and staff. [12] System Sacom put together a team specially to design the game. [9] Kodama described the game as a science fiction take on a "Mansion Mystery", a genre popular in Japan featuring mysteries set in a Western building. The goal was to evoke fear and horror from the environment as well as the monsters. [13] Executive producer Youji Ishii stated the team's wish to emulate the gameplay of Resident Evil (1996), while co-director Kunihiro Shirahata cited John Carpenter's movie The Thing (1982) as inspiration for the narrative. [9] The scenario was written by Yuzo Sugano. [14]

The game's monsters were designed by noted artist Yasushi Nirasawa. He described the setting as "very movie-like and detailed", but had trouble with the designs due to conflicting requests for creatures that were both familiar and alien. He split the monster designs into three types; beings created through a "collage" of humans and something else, a "lost generation" second phase, and a stable and more alien design. He was dissatisfied with his final boss design, which strayed from the realistic approach taken with the other characters and monsters in favour of following developer requests. [15] The characters were designed by Emi Konno. [14] The music was composed and produced by Kenji Kawai. [16] The music was kept for story sequences and boss battles, with ambient sounds dominating normal exploration and combat. [13]

Deep Fear was published by Sega in Japan on 16 July 1998. [17] To promote the game, Kodama and Tadashi Takezaki partnered with external PR companies to produce cinema commercials. [18] A soundtrack album was released by Marvelous Entertainment on 17 July. [19] The game was also released in mainland Europe on 24 July, [20] and on 18 September in the United Kingdom. [21] The PAL conversion was handled by ISCO. [11] Deep Fear was the final Saturn game released in Europe. [22] [23] Speaking in a 2018 interview, Kodama was pleased that Deep Fear had a fan base, but felt that the game was "buried" due to its late release in the Saturn's life. [18] A North American release was rumoured to be part of a "final batch" of Saturn titles before the release of the Dreamcast, [24] but it ultimately went unreleased in the region. [25]

Reception

Deep Fear saw positive reviews from Japanese [27] [32] and European publications, [28] [29] [31] but English language reviews were more mixed. [1] [26] [30] Reviewers frequently compared the game to Resident Evil, [1] [2] [27] [32] with some reviewers calling Deep Fear a poor imitator. [26] [27] [30]

Japanese magazine Famitsu highlighted the tension created by the enclosed corridor environments, though one reviewer found controlling Mayor difficult. [27] Sega Saturn Magazine (JP) likewise praised the tension created by the environments. [32] GameSpot 's James Mielke found the oxygen mechanic and underwater setting a refreshing take on the survival horror formula of the time. [1] Edge appreciated the plot-driven progression, but disliked the lack of tension and felt the gameplay was hampered by the game's other issues. [26] Jeuxvideo.com noted the ideas behind the game, but felt it was let down by poor level design and minor bugs. [5] Sega Saturn Magazine (UK) enjoyed the gameplay for its challenge, but faulted its linear design and low replayability. [2] Gamer's Republic faulted the gameplay for lacking originality in the genre. [30]

Edge described the game as having "wooden FMVs and atrocious dialogue", [26] while by contrast Sega Saturn Magazine (UK) lauded the graphics despite noting poor character animation. [2] Gamer's Republic noted the storyline and setting as "unique" compared to the rest of the game. [30] The voice acting was generally panned, [2] [26] [30] with the exception of Mielke who called it better than the first two Resident Evil games. [1] The music and ambient sound design met with praise when mentioned. [1] [2] [31] [32]

Bob Mackey, as part of a feature for 1UP.com on Resident Evil "rip-offs", gave praise to the use of air supply to add tension to the genre formula, and faulted Sega's decision not to publish in North America. [25] As part of a feature for Retro Gamer on gaming in August 1998, Richard Burton positively noted the game's design, noting the use of audio when creating tension and that comparisons to Resident Evil were inevitable. [22]

Notes

  1. Co-developed with Sega CS2. Additional work by Highwaystar and ISCO.
  2. Dīpu Fiā (Japanese: ディープフィアー)

Related Research Articles

<i>Phantasy Star</i> (video game) 1987 video game

Phantasy Star is a role-playing video game (RPG) developed by Sega and released for the Master System in 1987. One of the earliest Japanese RPGs for consoles, Phantasy Star tells the story of Alis on her journey to defeat the evil ruler of her star system, King Lassic, after her brother dies at his hands. She traverses between planets, gathering a party of fighters and collecting the items she needs to avenge her brother's death and return peace to the star system. The gameplay features traditional Japanese RPG elements including random encounters and experience points. All the characters have predefined personalities and abilities, a unique element compared to the customizable characters of other RPGs of the era.

<i>Ristar</i> 1995 video game

Ristar is a 1995 platform game developed and published by Sega for the Sega Genesis. The game stars an anthropomorphic cartoon star who uses his hands and long, stretchable arms to both move and fight enemies. Reception for the game was generally positive, but the game's initial release was overshadowed due to the imminent ending of the Genesis's lifecycle and the succession of the Sega Saturn and other fifth generation video game consoles.

<i>Darius Gaiden</i> 1994 arcade game

Darius Gaiden is a 1994 horizontal-scrolling shooter arcade game developed and published by Taito. The fifth entry in its Darius series, players control a starship named the Silver Hawk in its mission to destroy the Belsar empire before it wipes out the population of planet Darius. Gaiden adds several new features to the core concepts of its predecessors, including screen-clearing black hole bombs and the ability to capture mid-level bosses. The game has been ported to several consoles, including the Sega Saturn and PlayStation.

<i>Die Hard Arcade</i> 1996 Video game

Die Hard Arcade, known as Dynamite Deka in Japan, is an arcade beat 'em up video game released by Sega. It was the first beat 'em up to use texture-mapped 3D polygon graphics, and used a sophisticated move set by contemporary beat 'em up standards, often being likened to a fighting game in this respect. It also features quick time events, the ability to combine items to make more powerful weapons, and in two-player mode the ability to perform combined special moves and combos.

<i>Sega Ages</i> Video game series

Sega Ages is a series of video game ports, remakes, and compilations published by Sega. It consists of Sega arcade games and home console games, typically those for the Sega Genesis and Master System. The series was launched on the Sega Saturn in 1996. Entries were published for the PlayStation 2 as Sega Ages 2500, a reference to its bargain ¥2500 price point. The series later came to the Xbox 360 and PlayStation 3 as Sega Ages Online, and finally to the Nintendo Switch as simply Sega Ages. The name Sega Ages is a palindrome, with "Ages" being "Sega" backwards — this was previously used by Sega in European marketing strategies from the late 1980s to early 1990s.

<i>Lunacy</i> (video game) 1996 video game

Lunacy, released in Europe as Torico and in Japan as Gekka Mugentan Torico, is an adventure game developed by System Sacom and published by Sega for the Sega Saturn in 1996. Lunacy is an interactive movie adventure consisting of a long series of interconnecting full motion video (FMV) sequences, much like The 7th Guest and System Sacom's earlier Saturn game, Mansion of Hidden Souls. The game is about a man named Fred who wanders around the City of Mists trying to uncover his forgotten identity. His forehead bears the imprint of a strange symbol, which seems to be the source of his amnesia. He travels to a city, where he encounters strange events and a man named Lord Gordon who rules the town with an iron fist and plays cruel games with the town's inhabitants.

<i>Super Hydlide</i> 1987 video game

Super Hydlide is an action role-playing game for the Sega Genesis/Mega Drive. It was originally released in 1987 in Japan only under the title Hydlide 3: The Space Memories for the MSX, MSX2, and PC-8801mkII SR. It's the third game in the Hydlide series. Ports were also released for the X1, Famicom, X68000, Microsoft Windows, and Nintendo Switch. The game was developed by Hydlide series veterans T&E Soft and released worldwide on the Sega Genesis / Mega Drive on October 6, 1989, in Japan, early 1990 in the United States, and 1991 in Europe. This remake evidences substantial graphical upgrades to the original Hydlide 3, though the gameplay remains largely identical. Before its release, it was called Hollo Fighter in some Sega advertising material and was one of the first third party published titles to be released in the U.S, the other being Air Diver.

<i>Dead or Alive</i> (video game) 1996 Video game

Dead or Alive is a 1996 fighting game by Tecmo and the first entry in Team Ninja's long-running Dead or Alive series. It was released first in arcades in 1996, followed by home ports for the Sega Saturn in Japan during 1997, and later for the PlayStation in all regions during 1998.

<i>Steam-Hearts</i> 1994 shoot em up and eroge video game developed by Giga and published by TGL

Steam-Heart's is a vertically scrolling shooter and eroge developed by Giga and published by TGL. The story follows two siblings as they fight off a virus that is possessing the people in their world. The game features shooter gameplay paired with ample erotic cutscenes with scantily clad women. Steam-Heart's was initially released on PC-98 personal computers in 1994. It was released for the PC Engine Super CD-ROM² System in 1996 and then the Sega Saturn in 1998. All releases have been limited to the Japanese market. Critics generally found the gameplay to be average, with the erotic content being the sole distinguishing feature.

<i>In the Hunt</i> 1993 video game

In the Hunt is a 1993 scrolling shooter arcade video game developed and published by Irem. It is the third installment of D.A.S. Tetralogy. Versions for the PlayStation, Sega Saturn, and Microsoft Windows were also released. The player assumes control of the Granvia, a submarine tasked with overthrowing the Dark Anarchy Society before they activate their doomsday device. Gameplay involves shooting enemies, collecting power-up items, and avoiding collision with projectiles. It runs on the Irem M-92 hardware.

<i>Saturn Bomberman Fight!!</i> 1997 video game

Saturn Bomberman Fight!! is a 1997 maze video game developed and published by Hudson Soft for the Sega Saturn. It is the second Bomberman game for the Saturn, after Saturn Bomberman. It features full 3D graphics unlike previous titles in the series.

<span class="mw-page-title-main">Sega AM1</span> Japanese development team within Sega

Sega AM Research & Development No. 1 is a development department within Japanese toy and amusement game company Sega Fave that also previously existed as Wow Entertainment and Sega Wow Inc. AM1 spent most of its early existence under the leadership of Rikiya Nakagawa and developed a number of arcade games for Sega.

<i>Hydlide</i> 1984 video game

Hydlide is an action role-playing game developed and published by T&E Soft. It was originally released for the NEC PC-6001 and PC-8801 computers in 1984, in Japan only; ports for the MSX, MSX2, FM-7 and NEC PC-9801 were released the following year. A Nintendo Switch port based on the PC-8801 version was released on December 21, 2023 by D4 Enterprise.

<span class="mw-page-title-main">Rieko Kodama</span> Japanese video game artist and producer (1963–2022)

Rieko Kodama, also known as Phoenix Rie, was a Japanese video game artist, director, and producer employed by Sega from 1984 until her death. She is primarily known for her work on role-playing video games including the original Phantasy Star series, the 7th Dragon series, and Skies of Arcadia (2000). She is often recognized as one of the first successful women in the video game industry.

<i>Panzer Dragoon</i> Video game series

Panzer Dragoon is a series of video games developed and published by Sega. The first three games—Panzer Dragoon (1995), Panzer Dragoon II Zwei (1996), and Panzer Dragoon Saga (1998)—were produced by Team Andromeda for the Sega Saturn. The fourth, Panzer Dragoon Orta (2002), was developed by Smilebit for the Xbox. Spin-offs include Panzer Dragoon Mini (1996) for the handheld Game Gear in Japan. A remake of Panzer Dragoon was released in 2020.

<i>Ragnagard</i> 1996 video game

Ragnagard is 2D arcade fighting game developed by Saurus and System Vision, and published by SNK and Saurus for the Neo Geo arcade, Neo Geo CD and Sega Saturn. The game's characters are all based on Shinto deities.

<i>Beast Wrestler</i> 1991 video game

Beast Wrestler is a 1991 fighting game published for the Mega Drive in Japan and North America. The game's cover art was created by Yasushi Nirasawa, in his position as a model-builder for Hobby Japan magazine.

<i>Shinrei Jusatsushi Tarōmaru</i> 1997 video game

Shinrei Jusatsushi Tarōmaru is a side-scrolling action game developed and published by the Japanese division of Time Warner Interactive for the Sega Saturn. Players take on the role of psychic ninjas battling an assortment of demons in Feudal Japan to rescue a kidnapped girl. The game was released in Japan in 1997 amid Time Warner Interactive's closure, resulting in a low print run. It is considered by gaming journalists as one of the rarest, most valuable, and most sought-after Saturn games. Critics have generally praised the game for its layered 2D and 3D visual effects, inventive level design, and impressive boss battles. Some compared it positively to the Shinobi and Castlevania series.

<i>Cotton 2: Magical Night Dreams</i> 1997 video game

Cotton 2: Magical Night Dreams is a 1997 scrolling shooter arcade video game developed by Success and published by Tecmo. The fourth installment in the Cotton franchise, it is the arcade sequel to Cotton: Fantastic Night Dreams. In the game, players assume the role of either the titular young witch or her rival Appli who, alongside their companions Silk and Needle, sets out on a quest to defeat several monsters and retrieve the missing "Bluewater Willow" candy to Pumpkin Kingdom. Its gameplay is similar to the first game, consisting of shooting mixed with fighting and role-playing game-esque elements using a main three-button configuration. It ran on the ST-V hardware.

<i>GG Aleste</i> 1991 video game

GG Aleste is a 1991 vertically scrolling shooter video game developed and published by Compile for the Game Gear. An entry in the Aleste series, the game follows Ellinor Waizen piloting the Galvanic Gunner space fighter craft to face against the invading Moon Child army. Its gameplay follows the same conventions as earlier Aleste titles, with the player fighting waves of enemies and bosses, while avoiding collision with their projectiles and other obstacles.

References

  1. 1 2 3 4 5 6 7 8 9 10 Mielke, James (25 August 1998). "Deep Fear (Import) Review". GameSpot . Archived from the original on 3 November 2012. Retrieved 31 March 2012.
  2. 1 2 3 4 5 6 7 "Review: Deep Fear". Sega Saturn Magazine . No. 36. EMAP. September 1998. pp. 66–69.
  3. 1 2 3 4 Nutter, Lee (August 1998). "Showcase: Deep Fear - The Poseidon Adventure". Sega Saturn Magazine . No. 35. EMAP. pp. 40–45.
  4. Manual 1998, pp. 20–24.
  5. 1 2 3 "Test - Deep Fear". Jeuxvideo.com (in French). 14 August 2010. Archived from the original on 23 August 2010. Retrieved 18 April 2023.
  6. Manual 1998, pp. 54.
  7. 1 2 Manual 1998, pp. 50–52.
  8. Manual 1998, pp. 28.
  9. 1 2 3 Szczepaniak, John (February 2018). "Interview: Youji Ishii". The Untold History of Japanese Game Developers. Vol. 3. SMG Szczepaniak. pp. 270–284.
  10. 会社概要 [Company Profile] (in Japanese). Highwaystar. Archived from the original on 24 April 2001. Retrieved 16 April 2023.
  11. 1 2 Game Development - Sega Saturn (in Japanese). ISCO. Archived from the original on 26 February 2013. Retrieved 8 November 2022.
  12. GDC アワード パイオニア賞受賞記念インタビュー、セガゲームス 小玉理恵子氏がゲーム開発に刻んだ足跡を振り返る [GDC Awards Pioneer Award Commemorative Interview, SEGA Games Rieko Kodama looks back on her footsteps in game development]. Famitsu (in Japanese). 11 April 2019. Archived from the original on 12 April 2019. Retrieved 8 November 2022.
  13. 1 2 ディープフィアー[Deep Fear]. Saturn Fan (in Japanese). Vol. 1997, no. 5. Tokuma Shoten. 15 May 1998. p. 27.
  14. 1 2 Sega CS2 (24 July 1998). Deep Fear (Sega Saturn). Sega. Scene: Credits.{{cite book}}: CS1 maint: numeric names: authors list (link)
  15. NIRAGRAM 韮沢靖作品集 ニラグラム[Yasushi Nirasawa Works Niragram]. Media Factory. 1998. p. 25. ISBN   978-4889916850.
  16. Deep Fear. Sega Saturn Magazine (in Japanese). Vol. 16. SoftBank Creative. 15 May 1998. pp. 46–51.
  17. セガサターン専用CD-ROM(セガ発売) [CD-ROM for Sega Saturn (published by Sega)] (in Japanese). Sega. Archived from the original on 4 March 2020. Retrieved 16 April 2023.
  18. 1 2 移植希望アンケートの影響は!? セガゲームス“SEGA AGES”の開発陣に今後の展望を聞くロングインタビュー [What is the impact of the port request survey!? A long interview with the development team of Sega Games “SEGA AGES” about the future]. Famitsu (in Japanese). 22 October 2018. Archived from the original on 22 October 2018. Retrieved 16 April 2023.
  19. 新作タイトル紹介 - Deep Fear [New title introduction - Deep Fear] (in Japanese). Sega. Archived from the original on 27 April 1999. Retrieved 19 April 2023.
  20. "Saturn Info". Sega. Archived from the original on 2 December 1998. Retrieved 16 April 2023.
  21. "Checkpoint". Computer and Video Games . No. 202. Future Publishing. 12 August 1998. p. 40.
  22. 1 2 Burton, Richard (10 September 2016). "Back To The 90s: The Latest Gaming News from August 1996". Retro Gamer . No. 145. Future Publishing. p. 17.
  23. "Deep Fear". Retro Gamer . 9 May 2009. Archived from the original on 5 January 2022.
  24. "Dreamcast to Enter the Baroque Period?". IGN . 1 July 1999. Archived from the original on 14 April 2023. Retrieved 16 April 2023.
  25. 1 2 Mackey, Bob (7 October 2012). "The Five Biggest Resident Evil Rip-offs". 1UP.com . Archived from the original on 16 June 2017. Retrieved 24 November 2022.
  26. 1 2 3 4 5 6 "Testscreen - Deep Fear". Edge . No. 62. Future plc. 11 August 1998. p. 94.
  27. 1 2 3 4 5 "ディープ フィアー [セガサターン]" [Deep Fear (Sega Saturn)]. Famitsu . Archived from the original on 12 November 2018. Retrieved 12 November 2018.
  28. 1 2 Martinez, Humberto (September 1998). "Acao/Saturno: Deep Fear" [Action/Saturn: Deep Fear]. Ação Games (in Portuguese). No. 131. Brazil: Abril Jovern. p. 52.
  29. 1 2 "Saturn: Deep Fear". Gamers (in Portuguese). No. 33. Editora Escala. 1998. p. 26.
  30. 1 2 3 4 5 6 "World Republic: Deep Fear". Gamers' Republic. No. 5. Millennium Publications. 15 September 1998. p. 100.
  31. 1 2 3 "Review: Deep Fear". Sega Magazin (in German). No. 60. Germany. November 1998. pp. 18–19.
  32. 1 2 3 4 5 Sega Saturn Soft Review - ディープフィアー. Sega Saturn Magazine (in Japanese). No. 106. SoftBank Publishing. 10 July 1998. p. 205.