Lovecraftian FPS Beneath Coming to PlayStation 5 and Xbox Series XS

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Survival horror has many forms, and many of these games have been inspired by different types of horror. However, few had ever tapped into the cosmic depths of Lovecraftian horror, until now. Introducing the first-person shooter survival game, Beneath! Developed by Camel 101 and published by Wired Productions, Beneath is a FPS horror game that emulates the stories of H.P. Lovecraft. With beasts dwelling in the depths of the ocean, you must shoot your way through threats you can barely comprehend. Just fighting won’t cut it however, as Beneath isn’t just a normal horror game, but rather a survival horror game. The survival horror genre has long since been a classic in the gaming sphere, and explored in plenty of settings. From the Resident Evil series and its zombie infested towns and manors, to the more goofy My Friendly Neighborhood with an abandoned show theatre. Beneath instead throws you into the dark depths of the vast Ocean. You play as Noah Quinn, a skilled diver whose latest dive goes horribly wrong. Trapped under the waves, and forced to fight maddened beasts, he must fight to keep his life and supplies. All the while, a horrid truth shines through the dark, with Noah being the only one […]
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I think it could be one of the most unique horror games this year. I like how the setting is underwater because that already creates a natural feeling of fear. Oxygen limits and pressure make every moment important, even before the monsters arrive. I also appreciate the F.E.A.R. inspiration. That game had some of the best enemy AI and tense firefights I ever played. If Camel 101 can mix that style with Lovecraft themes, then Beneath could be something special. I will definitely be getting it on release day.
 
The F.E.A.R. inspiration is what sold me. That game had such sharp shooting and smart enemies, and if Beneath can do the same in a horror setting, I am in. I also think Lovecraft horror fits well with first-person view because you never see the whole picture. You just get small glimpses, and your mind fills in the rest. I will probably get it for my PlayStation 5.
 
I am a big fan of underwater exploration games, and adding horror to it is a perfect idea. The ocean is already full of mystery. Mixing it with supernatural creatures makes it even more scary. The oxygen limit adds another challenge, and I like games that make me plan every move. I hope they include some moments of quiet exploration too, so it is not always shooting.
 
I like that the developers are not just copying other horror games. Most survival horror these days are set on land, so this setting stands out. The deep-sea diving suit, the pressure, the limited air—all of this makes the game more tense without needing too many jump scares. I hope the story also has some emotional weight, not just action.
 
I am very interested in how the underwater setting will influence movement and combat. In many FPS games, movement is predictable, but being submerged could allow for slower, more deliberate actions and even vertical combat with enemies above or below. I hope the oxygen limit forces creative paths through each area rather than simply hurrying players. If the environment includes currents, shifting debris, or light from the surface fading as you descend, it will add a strong sense of progression. I also hope there is variety in enemy design, with some creatures reacting to light or sound differently. These elements can make each dive unpredictable in a good way.
 
I hope the game takes advantage of modern console features. On the PlayStation 5, adaptive triggers could simulate weapon recoil differently depending on the gun, and the controller could vibrate to match Noah’s heartbeat when oxygen is low. On Xbox, quick resume could make it easier to drop into the action without long load times. These little touches can make the game feel more immersive without changing the core gameplay.
 
I am concerned about pacing. F.E.A.R. had great action, but it also knew when to slow down. If Beneath keeps the same rhythm throughout, players might get used to it and lose the sense of danger. A better approach is to mix fast and slow sections, with occasional safe zones to plan your next move. If the story is told during quiet moments, it will give the action more meaning.
 
I want the enemy AI to feel smart. If I hide, I want enemies to search for me rather than just waiting in place. Underwater combat could include enemies using cover in unexpected ways or swimming in from above or below. A variety of attack styles will force me to change tactics. I also hope for clear feedback when I hit a target so combat feels satisfying.
 
I think the oxygen system could be stressful for the wrong reasons if not handled carefully. If oxygen runs out too quickly, exploration might feel rushed and frustrating. I would prefer a balance where oxygen is a constant concern but never so short that you feel forced to ignore interesting areas. Perhaps the game could allow you to find temporary safe zones with air tanks so you can plan your next move.
 

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