Dark and Deep Review (PC) – Snark of Darkness
Time to descend into the pits of both the Dark and Deep, a linear, story-driven horror title from the mind of Walter Woods. Designed around the artwork of Gustave Doré and with a Fatal Frame inspired mechanic for dispelling the creatures of the depths, can it climb its way out of the Dark and Deep? In broadly speaking terms, not really (spoiler alert).
While the art direction is fantastic, Dark and Deep toils throughout its short runtime due to ruinous puzzling and frustrating gameplay. Its story has a solid premise with some execution, but while one half of this horror blade is sharp, the other is distinctly dull. Select your favourite picture frame and let’s descend into the Dark and Deep together.
Deep Thoughts With The… Deep Dark
We start our journey in Dark and Deep as anyone would hope – careening off a cliff in a van with a body bag. Who are we? Why are we in said van? Who’s in the body bag? Lots of questions are established quickly, which provides an ample platform for some interesting storytelling. We follow our protagonist through both a strange, Hellish landscape, and their modern day life.
Dark and Deep is actually an in-game podcast, where our not-so-heroic hero engages in conspiracy chats and underhanded dealings. The dangling of threads was actually pretty engaging, and I found myself wanting to unearth and make sense of it all. Though, doing so is easier said than done. Dark and Deep struggles to really present its story effectively.
The shifting between both worlds, while serving as a pacing mechanic, makes everything feel disjointed. I lost track of threads and struggled to really piece it all together. Towards the end, I’d lost momentum and impetus to take it all in, with much of the imagery becoming forgettable. It’s lamentable, as the tongue-in-cheek delivery of the podcast and striking narrative imagery have real potential.
I think there’s a more refined story lurking somewhere in the depths of what we have here. Due to the issues with the game portion of the package, the story ends up weakened and less impactful due to other problems.
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-1.png)
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-1.png)
You Think The Darkness is Your Ally
The first of these issues arose almost the same instant I took control of my character for the first time. Navigation and interaction in Dark and Deep is clunky to be complimentary, and painfully irritating if not. Working your way through these linear environments is a chore, whether it be using the four frames to handle enemies or reveal objects, or suffering through the platforming sequences.
As you progress through the story, you’ll be harried by three types of creatures. Each one is warded off using a specific picture frame. Hold down L2 with the right frame, wait for the eyeball marker to fill up and *poof*, they disappear. The issue is that hit detection is infuriatingly inconsistent. At times you’ll be squaring them down, less than a meter away, but apparently they’re not in the right frame-pixel to count.
Platforming is similarly egregious. I fell into water (an instant death sentence) while trying to leap from cars and platforms. I became stuck on non-existent objects and poorly boxed geometry which caused restarts. When Dark and Deep tries to elevate its walking simulator gameplay, it unfortunately becomes mired in mechanical inaccuracy, which makes playing it tough.
Puzzles can also be seriously obtuse, either because of lagging animations in gathering embers, or a lack of environmental signposting for what you’re supposed to be doing. I know Purgatory and Hell are supposed to be devoid of purpose and direction, but this feels too on point even for them. Again, I like the idea of frames to ward off creatures and the environments themselves are great, but the act of actually exploring this world is rough.
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-2.png)
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-2.png)
Cause I’m In Too Deep
As a horror game, Dark and Deep is underwhelming too. The few moments it attempts tension or jump scare instances are too obviously signposted and it lacks the oomph to really make them land. There was no point I was genuinely scared or tense. Instead, the frustration of dying and re-doing sections is what affected me more. This is a horror game for those who don’t like the scares too intense.
However, where Dark and Deep comes into its own is its art direction. The artistic inspiration of Gustave DorĂ© is excellent. Textures have this emanating, hand-drawn surrealness to them. The black-and-white palette is furtive ground for the punchy blues and reds that’ll punctuate the environments. The weaving of the modern story touches into the Hellscape sequences works fluidly too.
In both tone and style, Walter Woods knows how to create an unnerving space. The creature designs are clever and disturbing, which makes it all the more disappointing they pose so little threat. I may not have enjoyed too much of the gameplay, but the textural and art work on show definitely went some of the way to making trekking through this title worthwhile.
I can’t say the same for the framerate however, which chugged and spluttered like a human host being possessed. Pulling out a frame? Framerate drop. Have an enemy crawling up near you? Framerate crash. Walk along the designated path into a new room or environment? You guessed it. It’s difficult to really appreciate the work on show when the game runs like a 50-year-old car lurching into life.
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-3.jpg)
![Dark and Deep review](https://fingerguns.net/wp-content/uploads/2024/08/Deep-and-Dark-3.jpg)
Alone In The Dark
As I’ve said with previous games produced by solo developers, I have nothing but respect and admiration for trying their hand at game development. It’s an incredibly hard and arduous process, and I commend anyone for having the courage to make something and put it out into the world. There are parts of Dark and Deep I genuinely like. Unfortunately, they’re overshadowed by the darkness of the elements I don’t.
It’s not quite scary enough for true horror fans, not quite well told enough for story appreciators, and not fluid enough in gameplay for most video game players. However, there is certainly a niche of people who will appreciate its themes and art design, which have genuine bright spots. Walter Woods has already released multiple patches and updates to the game to improve the various issues, which bodes well for its future, too.
While I don’t recommend it currently for most players, I’d say it’s one to keep an eye on if you’re into the indie horror scene. With some further time and updates, I think there’s a light within this Dark and Deep pit potentially worth returning to in future.
Dark and Deep produces an eerily stylish darkness thanks to the art direction of Gustave DorĂ© and threads of narrative that threaten an engaging tale. Unfortunately, it becomes consumed in its own deep dark, owing to labourious mechanics, disjointed pacing and frustrating puzzles. There’s a glimmer of light in this heart of darkness, but you’ll struggle to find it.
![](https://fingerguns.net/wp-content/uploads/2022/10/five.gif)
![](https://fingerguns.net/wp-content/uploads/2022/10/five.gif)
Dark and Deep is available now on PC via Steam (review platform).
Developer: Walter Woods
Publisher: Walter Woods
Disclaimer: In order to complete this review, we were provided with a promotional copy of the game. For our full review policy, please go here.
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