Song of the Deep: Why Insomniac Games Went Small to Go Big

Song of the Deep: Why Insomniac Games Went Small to Go Big

You probably know Insomniac Games because of the web-slinging acrobatics in Spider-Man or the planet-hopping chaos of Ratchet & Clank. They do high-budget spectacle better than almost anyone else in the industry. But back in 2016, something weird happened. They didn't release a massive triple-A blockbuster. Instead, they dropped Song of the Deep, a quiet, melancholic Metroidvania set entirely underwater. It was a gamble. Honestly, it still feels like a fever dream that the studio behind Resistance spent years working on a game about a little girl in a rickety, homemade submarine.

It wasn't just another indie-style project. This was the first game published by GameTrust, the short-lived publishing arm of GameStop. Yeah, that GameStop. The physical retailer wanted to get into the publishing business, and they chose a deep-sea adventure to kick things off.

The story follows Merryn. Her father is a fisherman who goes missing at sea. She doesn't just sit around and mourn; she builds a submarine out of spare parts and dives into the abyss to find him. It’s a simple premise, but the execution hits different. The world feels heavy. You can almost feel the water pressure through the screen.

What Most People Get Wrong About Song of the Deep

A lot of critics at the time dismissed it as "Baby's First Metroidvania." They were wrong. Just because it looks like a storybook doesn't mean it’s easy. The physics-based puzzles are actually pretty frustrating if you don't respect the momentum of the water. You’re maneuvering a clunky sub, not a nimble superhero. You have to account for drag and buoyancy. If you try to play it like Hollow Knight, you're going to have a bad time.

The game relies heavily on a "claw" mechanic. You use this tethered hook to grab objects, pull levers, and fight off glowing jellyfish. It's tactile. It's slow.

Some players complained about the backtracking, which is a staple of the genre. But in Song of the Deep, backtracking serves a narrative purpose. As you upgrade your sub with sonar and turbo boosts, the scary, dark corners of the ocean become manageable. It’s a literal metaphor for outgrowing your fears. You start as a vulnerable kid in a tin can and end up as a master of the trenches.

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The Brian Hastings Connection

The soul of this game comes from Brian Hastings, the Chief Creative Officer at Insomniac. He didn't just write a script; he wrote a book. Literally. There is a companion novel for the game. Hastings has talked openly about how the story was inspired by his daughter and the idea of female empowerment in a genre that usually features stoic, armored space marines (looking at you, Samus).

He wanted to create something that felt like a folk tale. The narration, voiced by Siobhan Hewlett, gives the whole experience a "bedtime story" vibe that contrasts sharply with the actually-quite-deadly bosses. It’s that contrast that makes the game stick in your head years later. It’s cozy, but it’s also terrifying. Like the ocean itself.

Why the Graphics Still Hold Up Today

Even in 2026, the 2D art style remains gorgeous. They didn't go for photorealism. Instead, they went for a hand-painted aesthetic. The way the light filters through the "surface" levels compared to the oppressive, bioluminescent glow of the deep-sea vents is masterfully done.

  • The Maw: A giant, terrifying creature that acts as a gatekeeper.
  • The Sunken City: A classic trope, but filled with intricate machinery that feels like it actually functioned once.
  • The Soundtrack: Composed by Sparkypants (not a joke, that's the name), the music is haunting. It uses a lot of piano and strings to emphasize the loneliness of the deep.

The Metroidvania Mechanics Under the Hood

Underneath the pretty art, Song of the Deep is a mechanical puzzle box. You’ve got your standard progression gates. You see a glowing red barrier? You need the red torpedoes. You see a heavy stone? You need the reinforced claw.

But the game plays with light and mirrors in a way that feels more like The Legend of Zelda than Metroid. There are these elaborate light-reflection puzzles where you have to position your sub perfectly to bounce a beam around a room. It’s fiddly. Sometimes the physics engine freaks out and a ball you’re supposed to be carrying gets launched into the stratosphere. Or, well, the surface. It’s not perfect, but it’s ambitious.

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The combat is probably the weakest link. Swiping at robotic crabs with a claw gets repetitive. However, the boss fights—especially the encounter with the Giant Squid—utilize the environment well enough to keep you engaged. It’s less about twitch reflexes and more about spatial awareness.

The GameStop Experiment

We have to talk about GameTrust. The industry was watching this closely in 2016. Could a retailer successfully pivot to publishing? Song of the Deep was the guinea pig. While the game was a critical success (mostly), the business model didn't really ignite a revolution. GameStop eventually retreated from the space, making this game a weird, beautiful artifact of a specific moment in gaming history.

It proved that a major studio could work on a "passion project" without the pressure of selling 10 million copies. It gave Insomniac a chance to breathe between their massive titles. You can see the DNA of this experimentation in their later work, like their VR titles or the smaller-scale Miles Morales expansion.

Is It Still Worth Playing?

Absolutely. If you’re tired of the "map game" formula where you just clear icons on a HUD, this is the antidote. It’s about exploration in the truest sense. There’s no waypoint telling you exactly where to go. You have to look at the environment. You have to listen to the narrator’s clues.

The game is available on basically everything—PS4, Xbox One, and PC. It runs flawlessly on modern hardware and the Steam Deck. In fact, it might be the perfect handheld game because of its episodic nature. You can clear a puzzle or find a secret treasure in 15 minutes and feel like you’ve actually made progress.

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Real Talk: The Difficulty Spikes

Don't let the "E" rating fool you. There are sections in the late game, particularly the "Forbidden City," that are legitimately tough. The narrow corridors combined with the submarine's drift can lead to some "throw the controller" moments. It requires patience. If you're looking for an easy breezy swim, you'll be surprised by the bite this game has.

But that's why it works. The ocean isn't friendly. It's an alien world right here on Earth. By making the controls slightly difficult, Insomniac forces you to respect the setting. You aren't a god; you're a guest.

Actionable Steps for New Divers

If you're picking up Song of the Deep for the first time, keep these things in mind to avoid the common pitfalls that turned off players at launch.

  1. Master the Drift Early: Stop trying to "drive" the sub like a car. Think of it like a kite in the wind. Use short bursts of the engine and let the momentum carry you. If you oversteer, you’ll end up pinballing off the walls and losing health.
  2. Prioritize the Sonar Upgrades: Your sonar isn't just for finding hidden paths; it's your primary way of interacting with the wildlife without getting into a brawl. Upgrading it makes the exploration much smoother.
  3. Listen to the Story: This isn't a game you should play while listening to a podcast. The narration is tied to the gameplay. If you miss a line of dialogue, you might miss a hint about how to solve a complex puzzle in the next room.
  4. Search Every Nook: The game rewards curiosity with "Scrap," which is the currency used for upgrades. If you rush the main story, you'll find yourself underpowered for the final bosses. Take the time to explore the side caves.

Song of the Deep remains a standout example of what happens when a massive developer decides to tell a small, personal story. It’s a reminder that gaming doesn't always need to be about saving the universe. Sometimes, it’s just about a daughter trying to find her dad in the dark. It’s flawed, it’s beautiful, and it’s one of the most unique Metroidvanias ever made.

Before you start your save file, check the settings and ensure you have the "Subtitles" on, as the narrator sometimes whispers during intense sequences. Once you dive in, focus on the Magma Tynes upgrade as soon as it becomes available; it changes the combat from a chore into a tactical advantage by allowing you to melt through armored enemies that would otherwise soak up too much of your time.