SOMA |OT| I Have No Mouth but I Will Scream, on The Dark Descent into A Machine

Something is off with these graphics. Some of the games elements and world draw parallels to Bioshock, a game that came out in 2007. This doesn't even come close graphics wise to that game and that includes the console versions of it. I'm playing on PC and I hope there's some mods for it.

I think the answer may lie in the fact that Irrational staffed around 150-200 people when they made BioShock with a big studio budget, while SOMA was made by less than 15 people with an indie game budget out of their own pockets.
 
Yeah the pacing in this game is just good, I'm seriously impressed considering how often games struggle to remain engaging in their back third

Something not mentioned often is that SOMA doesn't throw the same situation often at you more than 2-3 times, some things only happen once, and it helps to keep the player guessing. It's the kind of design I'm usually very fond of, it's hard to pull off, but games that manage it usually benefit a lot from it.

I'm also a believer that horror games benefit a lot from build-up. I think a recent trend in horror that's made me a bit sad was horror games kind of showing their whole hands towards the beginning of the game, so then the beginnings are usually scary, but the game's get less scary the further in you go because you already know the game's tricks. and it ruins pacing. Amnesia from Frictional suffered from this. What SOMA does is a design philosophy I love, but it has its downsides. Those that play the very beginning of the game or only part-way through will have a different opinion of the game than those that finish it. I think this was shown here to some extent, by some people complaining about the game early in, but more recently posting they've been getting more into it the further in they go. I even have a (honestly pretty ignorant) friend who was ranting to me how she played 20 minutes of SOMA and hated it, calling it one of Frictional's worst games or something, and she apparently had only just gotten off the train at the beginning and had all these complaints. There's people like her who are way too quick to call judgement of the whole game from the opening act, when I think horror benefits a lot saving its full set of cards for the end of the game, and to mix things up through the game with interesting moments and scenarios.

I recently felt very accomplished when someone was complimenting this on one of the small games I made talking about how the game wasn't very scary at the beginning but it built itself up well and flourished in fascinatingly disturbing horror in its final acts. Though a bit more accomplished that the reception to the small game was very positive and even those that only played the beginning found it scary due to ambiance and sound alone. I'm a strong believer the best horror presents interesting moments to the player throughout the game, and doesn't, for lack of a better expression, 'blow its load,' in the very first hour or two.
 
Theta
The router/whatever thing in the back says "reset failed" and tells me to reset the switch. Not talking about the router (I got that on time) but it says reset failed and I can't revert the switch. What to do?

edit:
I did activate the mainframe but I can't do anything else. Am I supposed to climb back up? BTW in case it wasn't clear, this is in the server room where there's something with no bulging blue lights but screams as it chases you.
 
Theta
The router/whatever thing in the back says "reset failed" and tells me to reset the switch. Not talking about the router (I got that on time) but it says reset failed and I can't revert the switch. What to do?

edit:
I did activate the mainframe but I can't do anything else. Am I supposed to climb back up? BTW in case it wasn't clear, this is in the server room where there's something with no bulging blue lights but screams as it chases you.
You need to flip the switch then wait till the bar fills up then you have 45 seconds to flip the switch back.
 
Just got to the first underwater section and I really like it, the atmosphere sure managed to pull me in. Also,
just ran into a subtle hint how the world went through an apocalypse
, thought that was handled well.

Only issue so far, my first enemy encounter was "ruined", the poor thing got stuck on some stairs which made the whole situation feel far less threatening, and it's not something you want to experience in a horror game, especially in a good one.
 
Despite it meaning the loss of the "drag to open" mechanic and it being harder to press buttons and use levers, I decided to use a gamepad. The game heats my laptop quite a bit and maybe that's what kept me from being immersed.
 
Theta
The router/whatever thing in the back says "reset failed" and tells me to reset the switch. Not talking about the router (I got that on time) but it says reset failed and I can't revert the switch. What to do?

edit:
I did activate the mainframe but I can't do anything else. Am I supposed to climb back up? BTW in case it wasn't clear, this is in the server room where there's something with no bulging blue lights but screams as it chases you.

You need to flip the switch then wait till the bar fills up then you have 45 seconds to flip the switch back.

I don't know if it is a bug, but my experience was once you fail, you can't try again and I had to kill myself and restart the section.


Ethan Carter is the better experience :)

Better experience, or better narrative experience? I really like both games, but I found the story in SOMA was much more substantial and interesting.
 
This game seems way less popular than Amnesia or even Outlast. I wonder if people are just done with these types of games? It's not even hitting the top ten on Steam. (I assume it was on release day.)

I really like the game, and want it to do well.
 
This game seems way less popular than Amnesia or even Outlast. I wonder if people are just done with these types of games? It's not even hitting the top ten on Steam. (I assume it was on release day.)

I really like the game, and want it to do well.

The game itself scales back on the actual horror gameplay, leaving it with pretty bare bones mechanics and a creepy sci fi story. If memory serves right, Amnesia wasn't exactly marketed much but did pretty well on word of mouth due to everyone hearing about an actually scary game after a decent amount of time without good major horror releases.

Just finished it myself and my final impressions were....it's alright. If you go in more for the story you'll prob be great, if you go in looking to be super scared/challenged, lol nope.
 
This game seems way less popular than Amnesia or even Outlast. I wonder if people are just done with these types of games? It's not even hitting the top ten on Steam. (I assume it was on release day.)

I really like the game, and want it to do well.

According to SteamSpy, it has sold ~37,558 so far. Hopefully it will sell well over time with the good word of mouth it is getting. And it may do well on PS4 being a console exclusive there, and going into the holidays.
 
What exactly constitutes "actual horror gameplay"?

The terrifying atmosphere of Amnesia, mechanics like sanity, frequent enemy encounters, tinderbox and oil mechanic, loneliness etc. are less effective here is what I think he or she is trying to say (and from what I've played of Amnesia, I'm inclined to agree).

edit: Well, the loneliness and the atmosphere don't really count as gameplay, but I agree that it isn't bone-chilling terror that occurs in SOMA.
 
What exactly constitutes "actual horror gameplay"?

Conflict. The depth of what you can actually do when dealing with enemies. The level design is generally super simple and your options are incredibly limited. No more hiding in closets, veeery few sections where you don't have a good idea where they are at all times, there's very little problem solving required of you during these monster sections aside from one or two iirc (and those were my favorite parts). Instead like 90% of the game is based around looking at stuff and pressing buttons to make other stuff let you do stuff. Oh and sometimes picking up stuff to use in a computer so you can do stuff.

After playing Alien Isolation it feels like a massive step back, and even compared to Amensia it's simplified in ways it doesn't need to be. It's a horror game that's trying to be scary while secretly trying to not be too hard and I think that approach leaves a lot of people with a sort of hollow feeling with the mechanics. It felt less like I really survived and got through something and more like I took the narrow path to get to the end after throwing a physics object one or two times.

I'm not really shocked by any of this, the tone of certain things the dev said on their blog really left me with the impression that they're a bit too obsessed with this nirvana fallacy of what horror "should" be. Like being too hard somehow subtracts from the horror, that you might get frustrated instead of scared. However with that frustration comes the satisfaction and relief you get when you do make it to the end, and by removing any serious elements of doubt and challenge it's a bit too easy to figure out the enemies and in the process it makes them seem less real for me. Instead of wondering where they might be or what they might do the way I was in games like Alien Isolation, I'm more acutely aware of what they CAN'T do.
 
This game has much better horror than Amnesia or Alien Isolation.

I'm not sure how I finished Amnesia as it scared the daylights out of me. I've never been able to finish most horror games (Silent Hill 2, Fatal Frame) as I quickly chicken out. I really want to give Soma a whirl to try out my new headphones (MrSpeaker Ethers) but now I'm worried. Ha!
 
This game has much better horror than Amnesia or Alien Isolation.
Exactly. Horror doesn't have to mean "scary monsters" or being scared in some dark corridor. SOMA was going for a different type of horror than Amnesia or Alien. Psychological horror, driven by the story and atmosphere and themes. The lesser focus on enemy encounters is a clear sign of this.

"A feeling of fear, shock, or disgust", and I think SOMA definitely succeeded in those aspects through its unnerving uneasy moments and its narrative.
 
I'm not sure how I finished Amnesia as it scared the daylights out of me. I've never been able to finish most horror games (Silent Hill 2, Fatal Frame) as I quickly chicken out. I really want to give Soma a whirl to try out my new headphones (MrSpeaker Ethers) but now I'm worried. Ha!

The game is not scarier or harder to get through than Amnesia, so you'll be totally fine.

Although if you couldn't finish SH2 I don't know. I mean the enemies literally all do the same thing, which is shamble ineffectively. Soma paces its enemy encounters between decently long sections of safety so you shouldn't be too overwhelmed either way.
 
Beat it.

Long story short, fantastic game and will prob be up there as my GOTY. Story is completely wild and the ending is
heartbreaking
. Gameplay wise it's whatever but the world and atmosphere is really special.
 
This game's psychological horror is through the roof. I am actually really getting to exercise my brain when I think about the plot and the ideas/themes it contains. This is definitely the thinking mans horror game.
 
Beat it.

Long story short, fantastic game and will prob be up there as my GOTY. Story is completely wild and the ending is
heartbreaking.
Gameplay wise it's whatever but the world and atmosphere is really special.
I kinda feel spoiled by your description of the ending. :(
 
Beat it.

Long story short, fantastic game and will prob be up there as my GOTY. Story is completely wild and the ending is
heartbreaking
. Gameplay wise it's whatever but the world and atmosphere is really special.
Just finished it too. Really enjoyed the ride, such a great SciFi story. And while there are fewer scary moments than in prior Frictional Games, those that are in hit me real hard - mostly with sound effects. Voice acting was great too.
 
Just finished it and all I have to say is goddamn. Frictional Games, you made a pretty good game. I would pin this with Bloodborne, Witcher 3 and MGSV for GOTY.

Only one question though. Do the choices change anything at all? Not that I will criticise the game for not but it would make sense if the decision to
kill the WAU or not
would change something.
 
Just finished it. Loved it. It wasn't as scary as Amnesia, but it didn't have to be. Different kind of horror in my opinion. I really hope it sells well, so Fractional can keep doing what they do best.

Ending spoliers
Really cool story, but I think WAU and the horrors it generated needed to be explained better. Also, who uploaded the original Simon to the suit?
 
Ending spoliers
Really cool story, but I think WAU and the horrors it generated needed to be explained better. Also, who uploaded the original Simon to the suit?
I guess the guy who was following you around telling you to kill the WAU uploaded Simon. But then again who was that guy?
 
Just finished it, loved the atmosphere and glad they didn't rely on jump scares too much. The PS4 version is kinda janky, slow loading and subpar performance in places. Definitely recommend the PC version if you have a somewhat decent PC, 60 FPS and mouse control. Also better looking of course.
 
I guess the guy who was following you around telling you to kill the WAU uploaded Simon. But then again who was that guy?

He was Doctor Ross. He was in the abyss when Catherine and company came by with the Ark, and he along with a couple others took the elevator back up, but he died along the way. From his room and some files he was heavily involved in studying / managing the WAU and it appeared to have developed a connection to him, and it took steps to revive his body, which was stored at Omicron. He somehow retained his mind enough, though how isn't clear.
 
I just got to
Theta.
About how far am I/ how much do I have left?

As been answered, you're about at the half-way mark

He was Doctor Ross. He was in the abyss when Catherine and company came by with the Ark, and he along with a couple others took the elevator back up, but he died along the way. From his room and some files he was heavily involved in studying / managing the WAU and it appeared to have developed a connection to him, and it took steps to revive his body, which was stored at Omicron. He somehow retained his mind enough, though how isn't clear.

Honestly, he
reminds me a lot of Marcus from Resident Evil Zero. Had a pet experiment he and the experiment back grew attached too, and upon death, the experiment takes over and replicates him and his personality to live on through it.
.
 
Just finished it. Loved it. It wasn't as scary as Amnesia, but it didn't have to be. Different kind of horror in my opinion. I really hope it sells well, so Fractional can keep doing what they do best.

Ending spoliers
Really cool story, but I think WAU and the horrors it generated needed to be explained better. Also, who uploaded the original Simon to the suit?
Likely the WAU. Simon was just another iteration of its "preserving life/saving humanity" directive.

From animating dead bodies (enemies) to keeping people alive forever with machines (Amy) to uploading consciousnesses into robots (Carl) to giving those sentient machines an illusion of humanity (Simon) to creating an ARK-like simulation of its own (i.e. the Toronto "flashback" in Theta)

At least that's a common theory in the spoiler thread
 
I finally finished this. Fairly entertaining, but not nearly interactive or long enough. For £22, I feel a bit ripped off. The comparisons to Alien Isolation are unjust, as that's a far superior game, and one I already had issues with.
 
Some of the sneaking around is a bit annoying. In the bit after you(midgame spoilers?)
test the prototype ark
and there's just not enough room in some of these areas to hide. Went through a door and was trying to investigate the room and an enemy walked in and there was literally no where to hide.
 
Oh my, congrats on completing your first horror game~ Different people find different things scary, as scary is objective, but I also will say I come from the belief a good horror game doesn't need to be scary to me to be a good horror game. An example is I -personally- don't find the Fatal Frame games that scary (many do, I don't), but I love them for other reasons which make me compelled to play and enjoy them.

Being a horror enthusiast, my favorite thing about horror games isn't that they're scary. In fact, many of my favorite horror games I don't particularly find scary. Scariness can be great for some games, and being scared can be fun when you grow a taste for it, but I think there's other things that attract me more to these type of things. Things like darker plots and narratives, interesting monsters, isolated and atmospheric locations, sometimes the thrill of surviving and/or managing yourself more than in many other game types, the feat of overcoming sections that may have challenged you/frightened you. Horror games tend to have a focus on individual moments more than any other type of game I've played, spindled with moments to resonate with the player in different ways, ranging from the comforting feeling of reaching a save room in Resident Evil after a long period of trials, or in SOMA's case (later game spoiler)
a delicious moment where everything comes together, like the deep sea section towards the end of the game
.There's more I could say, but I think there's a lot of feelings, gameplay design things, and just elements of intrigue that dip into the darker elements of the mind that many other games don't really explore like horror games do.

Dead Space is fun to talk about since some get terrified by it, others don't think it's that scary at all, subjectivity and all that. Dead Space 1 I admit the beginning got me, I played it when still teething to the genre, though by the time I played Dead Space 2 it mostly didn't phase me, though I found it to be the better game personally.

Wow dude...you exactly described my feelings on horror games. I'm also a horror game fanatic and my favorite part about horror games is the atmosphere (although not all horror games are good at this). Silent Hill 1 is a perfect example and my real first horror game (I know, I got spoiled). The elementary school in SH1 is perfection. I'm not referring to the evil school just the normal school. No other game has duplicated that (IMO).

In the case of SOMA, I really enjoyed it. It wasn't Amnesia type scary, but it was a great experience. The sound design is one of the best I've heard in years in a horror game.
 
I think the answer may lie in the fact that Irrational staffed around 150-200 people when they made BioShock with a big studio budget, while SOMA was made by less than 15 people with an indie game budget out of their own pockets.

Jesus. That's a remarkable achievement. Kudos to everyone involved.
 
This is my GOTY, never really got into the previous games or Alien Isolation but this is just perfect.
The story, pacing - atmosphere - incredible.

Really want to play other games like this - everyone's gone to rapture... Is that a good game?
 
I think I'm nearing the end of the game.

At first I was one of the people who didn't find it scary and didn't expect to after the way people described it. But as it went on, I did find it increasingly creepier. I'm also really enjoying the story.

Maybe this is due to being used to Japanese survival horror games circa 2006 or before, but the rules of engagement don't feel clear to me. It feels both difficult to run and hide from enemies and too easy at the same time. Sometimes it works for me and sometimes it doesn't. A few times I didn't find an enemy until it found me and by then it was too late. Another I was meant to break the glass, but the way the controls work, it made it difficult to actually perform that action so I was forced to accept a death and go from there. It couldn't be performed quickly enough otherwise.
 
Just started today, and am having a blast. My only complaint is that I get immediately really nauseous + a headache at what I think is the combo of the slight bob (?) in the POV when walking. (It may also be the way the sound effects simulate a slow tread from side to side that doesn't match up with the actual movement of the POV?) Hilariously, I don't have nearly as much of an issue when crouching, so about 90% of my gameplay thus far has been slowly hobbling along. Not that it's a bad thing, mind, considering the inhabitants of the world.

The sound design is impeccable, both with head phones or using the sound system. Really well done. I've also been pleasantly surprised with the voice work from the supporting cast, and I've grown quite fond of Simon's voice work, even though I found it a bit jarring at first.

Plot spoilers up to the second trophy -
I got lost getting to Lamba, and when I decided to go back to the beginning of the area to retrace my steps, I ended up in the right place and barreling right into a monster. Forrest Gump ain't got nothing on the running I then did. I'm also so pleased they didn't drag out the You're A Robot, Harry revelation. Awesome pacing. I'm really enjoying Catherine, and was surprised to put a face to the SOMA logo. I'm still not sure what's the deal with the monster is in the area that you meet Catherine - we are thankfully yet to meet again, although I'm sure that will happen next time I load up the game - but walking forward looking at the ground was one of the hardest things I've ever had to do in a game. I'm not sure if I needed to do exactly that, but I was panicking!

Urrrgh at everything to do with poor Amy, that was horrifying. I'm curious to see if there are any variations with what happens with Carlos - I'm assuming he becomes the monster pacing under the communications room? I was too busy running away to check.

Can't wait to get back into it tomorrow!
 
For the monsters, they all work on different variables, I think some people think they're all mostly the same, but but they all have differences and some differences in approaching them. Often the clue to how to handle them are stored in files about the area, as the monsters are what killed off the last survivors and there are notes about them.

Here's what I know about each of the monsters in the game in the game, ordered in terms of order of appearance in the game:

Enemy 1:
The robotic walker things, they're your basic 'Frictional' enemy, who works like the Grays in Penumbra or the Grunts in Amnesia. They patrol an area with a path, and respond to visual sight of the player and sound, though their sound sensitivity is not high. They make a loud stomping sound when walking, and glow a light for a visual cue of where they are and where their visibility is. While they won't see you until you're in their light, they'll rush to where they hear sound. Pretty straight-forward enemy.

Enemy 2:
The ocean robots that have a red scanner. They are basically Enemy 1, except they talk, float in the water, but work about the same. Can only see you if you're in their light, but can hear you if running nearby underwater. Their light also works different as its a red beam of light.

Enemy 3:
The glowing light-headed enemy, a little well-known fact about them is that there's a male and female variant of this enemy. This enemy almost works like a reverse SCP-173 or Weeping Angel, they are not aggressive unless you look at them. They can run after you, but also teleport around closer to you. They get unaggravated if not looked at for a bit usually (except for one scripted moment, also their AI is customizable in the editor by quite a bit), but the basic rule is to not stand in one place, they move slowly when wandering and not aggravated so they won't easily get on-top of you, and don't look at them, as that sets them into agro mode and they can run at you as well as teleport up to you.

Enemy 4:
The sound-based enemy, there are two variations of this enemy, one larger version with no arms and looks like a giant barnacle sack with legs, and a smaller version which looks about the same but has arms and a disfigured face on the side. The bigger one stays aggravated for longer but is a bit slower, the smaller one stays aggravated for shorter, but is a bit faster. Both of these enemies cannot see (it's even fine to shine your flashlight on them), but are sensitive to sound and will rush to any location they hear sound in. The enemies with the highest sensitivity to sound.

Enemy 5:
The Screamer enemy, there's apparently a variety of these enemies, including several that don't pop-up in the game. Infected people who stand still and sob, they're basically the Witch from Left 4 Dead. They stay motionless and cry, but get aggravated at anything, which includes shining your flashlight on them, noises, getting closer to them, etc. They begin glowing and revealing their faces the more aggravated they get, and when fully aggravated they let out a scream and begin sprinting at you a few moments later.

Enemy 6:
The Giant Squid(I think that's what it is?). An enemy which will grab you up if you stay in darkness too long in the deep sea section.

Enemy 7:
The Swarm. It's a school of infected fish that get attracted to light and swim in sections of the deep sea section, they travel in a swarm, have to sort of avoid them, and note they are attracted to light.

Enemy 8:
The Angler Fish. It appears also in the Deep Sea section, it creates a light from its head, like the first few enemies, if you get in its light, it'll attack you. Wanders unless it illuminates you.

Enemy 9:
The Diver. It's an infected diving suit, a robot much like you. The diving suit always knows where you are, it somehow can synchronize with you and there's no point in hiding from it. The suit moves bizarrely, it moves in slow motion, and then suddenly speeds-up like it's on fast forward, and sometimes stutters in place. Almost like it's a recording being paused, slowed down, and fast-forwarded.

Enemy 10:
The Leviathan. It's the giant worm thing at the end of the game, may or may not be a reference to the Worm from Frictional's Penumbra games. Swims around, but is afraid and sensitive to light, will swim in towards you and gobble you up in one gulp, unless you're close to a light, but you have to keep on the move as it'll eventually brave the light if you stay in one place for too long.

Enemy 11:
An easily missed enemy that appears in the section with the leviathan, an infected shark. The shark swims around, and gets aggravated if you get close to it.

That's what I've gathered about the enemies in the game. There's a few more enemies actually that don't appear in the game, but can be used in custom stories as they're scrapped enemies Frictional left in the files for modders. Haven't experimented with them yet, includes zombie-like enemies and a mechanical spider.
 
I think I'm steadily approaching the end, and while the game may not be as scary as the original Amnesia, that's because it handles horror in a different manner, but this manner is also handled very well.

That said, I do have a rather major issue with the underwater sections which are simply put boring. Nothing about them works, they're too long, there's no tension, they don't move the plot forward and visually they look dull since the game is far from a visual showcase. I'm reminded of Bioshock 2, but there I actually didn't mind them much, they were short and colorful while doing a decent job at providing a small break from the action. Having to deal with them is a huge shame since the rest of the game is excellent due to the varied enemy encounters and a rather heavy plot.

Also,
I really like how quickly they got the major robot twist out of the way. I guess most of us expected that would be the big ending revelation, but the direction they're taking the plot is much more satisfying.
 
I think I'm steadily approaching the end, and while the game may not be as scary as the original Amnesia, that's because it handles horror in a different manner, but this manner is also handled very well.

That said, I do have a rather major issue with the underwater sections which are simply put boring. Nothing about them works, they're too long, there's no tension, they don't move the plot forward and visually they look dull since the game is far from a visual showcase. I'm reminded of Bioshock 2, but there I actually didn't mind them much, they were short and colorful while doing a decent job at providing a small break from the action. Having to deal with them is a huge shame since the rest of the game is excellent due to the varied enemy encounters and a rather heavy plot.

Also,
I really like how quickly they got the major robot twist out of the way. I guess most of us expected that would be the big ending revelation, but the direction they're taking the plot is much more satisfying.

While I didn't mind the underwater sections like most (not my favorite part, but enjoyable), I think the underwater sections were almost entirely justified for the last underwater section that happens when you go into
deep sea
. One of the highlights of the game for me, but I wish more of the underwater sections could of been like that final one.
 
I think I'm steadily approaching the end, and while the game may not be as scary as the original Amnesia, that's because it handles horror in a different manner, but this manner is also handled very well.

That said, I do have a rather major issue with the underwater sections which are simply put boring. Nothing about them works, they're too long, there's no tension, they don't move the plot forward and visually they look dull since the game is far from a visual showcase. I'm reminded of Bioshock 2, but there I actually didn't mind them much, they were short and colorful while doing a decent job at providing a small break from the action. Having to deal with them is a huge shame since the rest of the game is excellent due to the varied enemy encounters and a rather heavy plot.

Also,
I really like how quickly they got the major robot twist out of the way. I guess most of us expected that would be the big ending revelation, but the direction they're taking the plot is much more satisfying.
I guess some see them as boring, but i think the work really well because they give you some time to catch your breath and mull over things. The underwater sections tend to happen after a big story revelation or enemy encounter. It's the classic peaks and valleys, build-up, peak, then decline in action. It's one of the reason I felt the game was so well paced
 
I just finished the game and to be honest I've got mixed feelings. The story was very good and I don't mind it had a similar ending to what I thought would happen.
especially the part about creating copies was very easy to predict
I also liked how there were a lot of interesting letters, reports etc. that weren't fillers and could actually help in figuring out what the hell is going on or in discovering some extra bits
like what happened to Simon's girlfriend or to Earth itself
The gameplay part is where it got dissapointing for me. I was hoping for a sci-fi horror game, not sci-fi with a drop of horror. There was no tension like when I was playing Alien Isolation (or Amnesia) and no constant feeling that I'm in a shitty situation and just prolonging the inevitable (and painful ;)) death. I didn't like the "monster" designs with the exception of the
underwater creatures
The puzzles were a mix of good and bad. I liked the environmental ones, but sadly they weren't in the majority.
Overall this is a 7, maybe 7+/10 for me. I hoped for a different product and a one with more emphasis on delivering interesting gameplay and not just an intruguing story.
 
I suppose this should go to the spoiler thread, but I'm posting here because it touches what the post above is saying about the ending.

Personally I am happy it wasn't a huge twist ending. It rather took the themes and events foreshadowed, and took them into an evocative conclusion.
 
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