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

I'm in the second part of Theta, some speculation of what's happening

it seems the WAU learns about the ARK project, liked it (as it's in theory the "guardian" of the base, with mission of preserving the crew), and it's doing the same in its own twisted way, capturing the remaining humans and linking them up in its neural network. Or at least that's what I imagine are all the messed up humans connected to tentacles are. But that isn't the best solution (people wishing for death, psychotic beings), I think the WAU noticed, because it did a new project: yourself. A mix of a base human, the robotic suit and a neural chip with a AI sim. That's my guess.

WAU is kind of a mix between Shodan (AI of a big complex going cray cray) and the Many, with the organic design, the cancerous growth and the mission to connect everyone.
 
Three hours in, at Delta

- Those saying it's not a horror game, etc., what exactly were you looking for in "horror"? Grotesque imagery and monsters? Jump scares? More run-and-hide mechanics/enemy encounters?

Playing this game has been an experience of constant unease and dread, at least for me. The atmosphere feels off, eerie, unnerving. There have been several haunting moments that I'm still thinking about.

Frictional contrasted Amnesia and SOMA, as a 'haunted house-style ride where creepy supernatural things could pop up at any point" versus an experience which "derives much of its horror from the subject matter", and I think they certainly succeeded in that aspect.

SOMA was always meant to be a slow burn, that peaked late in the game.

- I can see why some might consider the underwater sections as boring or unnecessary, but I'd have to completely disagree. They work because of pacing. Each underwater part so far has followed a tense, fast-paced, claustrophobic moment, and the open exploration provides a nice breather after those moments

Plus I don't get the aimlessly wandering complaint. Like NaissanceE, this game subtly guides you in the right direction through visual cues, while still providing the feeling of being lost and alone in this vast expanse. Would you have preferred Bioshock 2's take of ocean floor exploration?

- The AI. While a living "intelligent" Xenomorph monster would probably be cool, the "programmed" aspect of these things makes perfect sense given the story and themes. Personally I think it adds to the atmosphere and makes them more disturbing
 
After starting the game and reaching the first real change of scenery, I really hope this isn't an
it's all in his head!
story.
 
I'm not very far in, literally just got to Pathos II maybe 15-20 mins ago, but am I the only one who gets Dead Space 1 vibes in terms of the environment? Dunno, for whatever reason my brain is making the connections.
 
A few questions.

1) How many hide and seek sections are there? I really hate those.
2) Are the enemies dynamic or are they in set locations?
3) Are there sharks and other waterborn enemies in the water sections? I'm asking because I'm deadly afraid of deep water.
 
I finished the game last night. Total time was about 11 hours. Steam says 14 but I did a lot of stuff during the day with the game paused - good thing I had the day off.

It really was outstanding, it leaves a fantastic impression even if it's not a PERFECT game. It's a similar type of horror to I Have No Mouth or Silent Hill 2 - thought provoking and scary not just for the scenery but for the ideas that underpin them.

In the end I thought that some of the monster and body horror was not even really necessary. I found the ending
so jaw dropping and disturbing, which was amazing considering there really was no "twist." All the while I expected Catherine to betray you and be part of the WAU all along or something like that, but they stayed true to the rules they established in the world, which makes it so much more effective. There was no betrayal, no big "gotcha" - just that horrifying anticlimax of feeling nothing when you are copied onto the Ark. A version of you has to stay, wandering the black ocean floor on a dead planet for all eternity.

And as for the happy ending? Still so depressing.... This piece of you just floating in a satellite, for what? No one is going to find it - and even if they did, then what? It's just a simulation that runs until the batteries die, designed only to be a completely artificial "nice place." It's a second type of hell.

Bravo, Frictional!
 
so im debating getting this.

i didnt get amensia because im a giant, huge, baby.

i thought that game was basically room to room hiding from monsters and getting stalked.

i understand this game has that, but supposedly less, and more forgiving?
 
A few questions.

1) How many hide and seek sections are there? I really hate those.
2) Are the enemies dynamic or are they in set locations?
3) Are there sharks and other waterborn enemies in the water sections? I'm asking because I'm deadly afraid of deep water.

This game will scary as fuck for you. I also suffer from this and its absolutely a horror game in my opinion. It gives me the same stomach churning feeling as watching The Abyss. I'm only three hours in though so I cant really answer your questions.
 
A few questions.

1) How many hide and seek sections are there? I really hate those.
2) Are the enemies dynamic or are they in set locations?
3) Are there sharks and other waterborn enemies in the water sections? I'm asking because I'm deadly afraid of deep water.
How do you avatar quote on mobile? ;)
 
so im debating getting this.

i didnt get amensia because im a giant, huge, baby.

i thought that game was basically room to room hiding from monsters and getting stalked.

i understand this game has that, but supposedly less, and more forgiving?

The game is more focused on story and less in going "room to room hiding from monsters and getting stalked".
 
One thing I'm missing in this game is the survival aspect. You don't really have to find resources. The game is full of drawers, lockers, boxes and other things you can open, but there's no reason for those to be there. There are a lot of rooms that are essentially empty. There is nothing to be found in them...
 
Do you recommend me this or Alien?

It depends on what you're looking for. Alien is a meatier more... "gamey" experience. While SOMA is far more cerebral and brief. SOMA is also more of a slow burn and doesn't peak till the very end of the game. I understand the similarities and comparisons but Frictional is trying to do something very different with SOMA. The development blogs are interesting because Frictional is hyper-aware of their development and cognizant of the survival horror genre. They are also critical of their own work. And there has been a lot of discussion from Frictional about how things such as gameplay and mechanics, while necessary for video games, are directly opposed and actively work against creating a true survival horror experience. Because game mechanics create predictability, etc. A common complaint with Amnesia was that when monsters appeared the scary music would play and would eventually stop when monsters left the play area. Which taught players to hide until the music stopped. That's a very gimmicky gamey concept. Frictional has attempted to correct a lot of that stuff in SOMA and I think they largely succeeded.
 
One thing I'm missing in this game is the survival aspect. You don't really have to find resources. The game is full of drawers, lockers, boxes and other things you can open, but there's no reason for those to be there. There are a lot of rooms that are essentially empty. There is nothing to be found in them...
Survival horror doesn't mean finding resources like DayZ or games in the explore/gather/craft "survival" genre

Honestly the term "survival horror" could probably confuses people nowadays

SOMA is horror, no survival elements. The interactive items are there for immersion and atmosphere
 
Three hours in, at Delta

- Those saying it's not a horror game, etc., what exactly were you looking for in "horror"? Grotesque imagery and monsters? Jump scares? More run-and-hide mechanics/enemy encounters?

Playing this game has been an experience of constant uneasy and dread, at least for me. The atmosphere feels off, eerie, unnerving. There have been several haunting moments that I'm still thinking about.

Frictional contrasted Amnesia and SOMA, as a 'haunted house-style ride where creepy supernatural things could pop up at any point" versus an experience which "derives much of its horror from the subject matter", and I think they certainly succeeded in that aspect.

SOMA was always meant to be a slow burn, that peaked late in the game.

- I can see why some might consider the underwater sections as boring or unnecessary, but I'd have to completely disagree. They work because of pacing. Each underwater part so far has followed a tense, fast-paced, claustrophobic moment, and the open exploration provides a nice breather after those moments

Plus I don't get the aimlessly wandering complaint. Like NaissanceE, this game subtly guides you in the right direction through visual cues, while still providing the feeling of being lost and alone in this vast expanse. Would you have preferred Bioshock 2's take of ocean floor exploration?

- The AI. While a living "intelligent" Xenomorph monster would probably be cool, the "programmed" aspect of these things makes perfect sense given the story and themes. Personally I think it adds to the atmosphere and makes them more disturbing

Pretty much agree. Completely. I'm playing again on ps4 now and still the game is making me jump. Just wait til you beat it. :D
 
Survival horror doesn't mean finding resources like DayZ or games in the explore/gather/craft "survival" genre

Honestly the term "survival horror" could probably confuses people nowadays

SOMA is horror, no survival elements. The interactive items are there for immersion and atmosphere

I don't care what it's called, I'm saying I'm missing those elements. Amnesia had it and was better for it.
 
just finished it. 5/10 (average)

some points that come to mind
-the game runs very poorly considering how dated it looks on pc.
-not scary. no build up or anything to put you on edge and the game is designed in a way that you can tell if you're safe or in a enemy roaming location.
-voice acting ranges from poor to okay.
-the reveal comes about 35% of the way into the game and the story sputters from there. some of the ideas are still interesting but they should have left the player questioning a while longer.
-enemy AI is basic yet unreliable. some times they randomly find you behind objects/through walls and room lighting doesn't seem to matter. the last encounter felt quite cheap and turned into trial and error pattern memorization to get past.
-if you get caught they gimp your movement, blur the screen and add a ton of chromatic aberration which makes it hard to see or progress depending where the AI got randomly placed. also didnt like that your screen remains slightly fucked up until you find a health anus to fist.
-some of the areas in the last 30%-ish of the game are really cool. not realistic but cool.

overall theres some neat things to see and sci-fi ideas to ponder about but Its going to be a game I forget about in a week.

A few questions.

1) How many hide and seek sections are there? I really hate those.
2) Are the enemies dynamic or are they in set locations?
3) Are there sharks and other waterborn enemies in the water sections? I'm asking because I'm deadly afraid of deep water.

1-enemies pop up in one or two sections per location.
2-follow a path until they hear/see you then come at you.
3-theres two or three water based enemies, none of which are sharks. theyre all easy to avoid.



EDIT: what was the point of the survey that shows up on computers at least twice through the game?
 
Playing this game has been an experience of constant uneasy and dread, at least for me. The atmosphere feels off, eerie, unnerving. There have been several haunting moments that I'm still thinking about.

please look forward to omicron!

3) Are there sharks and other waterborn enemies in the water sections? I'm asking because I'm deadly afraid of deep water.

there's one part that's going to be really rough for you if you're afraid of.. fish. lol.
 
I don't care what it's called, I'm saying I'm missing those elements. Amnesia had it and was better for it.

In terms of horror i found amnesia extremely derivative and shallow. It was paint lovecraft by numbers in it's entirety.

SOMA (i just am getting to the second half of theta) feels like it is trying to be unique, tackling interesting issues in its own way. Honestly, I loved horror in the ps1-ps2 era, but almost thanks to Amnesia itself, the genre has become flat and too reliant on the "buildup to jumpscare" formula.
 
I don't care what it's called, I'm saying I'm missing those elements. Amnesia had it and was better for it.

"I don't care what it's called, my new car is missing a popcorn machine. My old car was better for it."

I mean, you're not wrong, but a survival mechanic is not necessary in horror.
 
"I don't care what it's called, my new car is missing a popcorn machine. My old car was better for it."

I mean, you're not wrong, but a survival mechanic is not necessary in horror.

That's a weird comparison. A popcorn machine isn't a very common feature for cars. It would be a gimmick. Gathering resources to survive is a very common and appreciated element in games.
 
That's a weird comparison. A popcorn machine isn't a very common feature for cars. It would be a gimmick. Gathering resources to survive is a very common and appreciated element in games.

in SOME games.

id be pissed if i had to run around call of duty looking for resources.

if the game doesnt need it, why have it? devs obviously felt they didnt here
 
That's a weird comparison. A popcorn machine isn't a very common feature for cars. It would be a gimmick. Gathering resources to survive is a very common and appreciated element in games.
Not really in horror games. RE was very puzzle focused and had a sizable amount of combat (find this obscure key, manage ammo).

Most horror games aren't combat focused

What would gathering resources add to SOMA, except for a game-y element for the sake of a game-y element? This isn't DayZ or The Forest
 
Why does this game have so much tearing for me, I have a G-Sync monitor and 144hz and my gfx card is powerful enough. Any help?
 
Not really in horror games. RE was very puzzle focused and had a sizable amount of combat (find this obscure key, manage ammo).

Most horror games aren't combat focused

What would gathering resources add to SOMA, except for a game-y element for the sake of a game-y element? This isn't DayZ or The Forest

Have you played Amnesia? In Soma it would translate to finding batteries, finding stuff to fix your suit or finding flares. Really simple stuff, but it would give a reason for those lockers and drawers to be there.

I really don't get the comparisons with cod or DayZ...
 
I don't care what it's called, I'm saying I'm missing those elements. Amnesia had it and was better for it.

This is my main critic too, lot of thing to search, but there nothing to get to help you out. Amnesia resource management was a nice feature make me look everywhere and also in danger situation.
 
Have you played Amnesia? In Soma it would translate to finding batteries, finding stuff to fix your suit or finding flares. Really simple stuff, but it would give a reason for those lockers and drawers to be there.

I really don't get the comparisons with cod or DayZ...
But what would needing to find batteries, suit repairs, and flares add to the game? It's just a resource mechanic for the sake of having one.
 
Immersion and engagement for me.

I understand how some could find those elements engaging. But immersive? When you strip those elements down to their mechanics they're essentially gimmicks.

Gimmicks tend to take me out of the experience.

This is a great debate though. Because Frictional has been very vocal about tackling gameplay gimmicks head on and has been asking why do we as gamers need gamey gimmicky mechanics when that interferes with what they perceive as a true horror experience? It's interesting that these ideas are meeting resistance from some in this thread and the gaming community in general.
 
I understand how some could find those elements engaging. But immersive? When you strip those elements down to their mechanics they're essentially gimmicks.

Gimmicks tend to take me out of the experience.

This is a great debate though. Because Frictional has been very vocal about tackling gameplay gimmicks head on and has been asking why do we as gamers need gamey gimmicky mechanics when that interferes with what they perceive as a true horror experience? It's interesting that these ideas are meeting resistance from some in this thread and the gaming community in general.

I find them immersive because it gives the game world some more purpose. Seeing story snippets is nice (and I'd definitely pick those over resources if I had to pick one), but resources make the world more interesting IMO. Aside from story bits, I'd enjoy finding batteries or some sort of diversion mechanism. Maybe there could be some sort of mechanic where you could unlock extra story bits by using some form of currency you find in the environment to obtain new story tidbits.

I thought about it though, and it would have drawbacks indeed. Now that I think about it, I think batteries or anything that would hamper the main experience by its presence or absence (such as running out of batteries) is better off not being a gameplay element in this game. Still, I'd appreciate some sort of resource gathering that would be completely optional (and preferably add to the story).
 
I find them immersive because it gives the game world some more purpose. Seeing story snippets is nice (and I'd definitely pick those over resources if I had to pick one), but resources make the world more interesting IMO. Aside from story bits, I'd enjoy finding batteries or some sort of diversion mechanism. Maybe there could be some sort of mechanic where you could unlock extra story bits by using some form of currency you find in the environment to obtain new story tidbits.

I thought about it though, and it would have drawbacks indeed. Now that I think about it, I think batteries or anything that would hamper the main experience by its presence or absence (such as running out of batteries) is better off not being a gameplay element in this game. Still, I'd appreciate some sort of resource gathering that would be completely optional (and preferably add to the story).

Good post. But you're still essentially asking for a resource gathering mechanic just for the sake of having one.

The deeper question is, why? Why do we believe that such mechanics are fundamental and necessary to video games? Is SOMA a lesser experience for not reinforcing what we've come to expect from video games?

SOMA at least broadens the definition of what games can be. And for that it should be celebrated.
 
Stuck at Theta
I have the simulation running. Got Brandon, found the info in his room, loaded the Alice module. But he keeps getting freaked out
 
I personally loved it. But I'm seeing a bunch of disappointed people online. One of the major complaints seem to be it isn't scary. As in jump scare scary. Yet people complain all the time that jump scares are cheap. Talk about exposing hypocrisy.

At this point I'm convinced people would hate on it no matter what.
 
I personally loved it. But I'm seeing a bunch of disappointed people online. One of the major complaints seem to be it isn't scary. As in jump scare scary. Yet people complain all the time that jump scares are cheap. Talk about exposing hypocrisy.

At this point I'm convinced people would hate on it no matter what.

I have always found "this relentless thing is charging after you and you can hear it and fuck fuck its catching up" to be much more terrifying than any jump scares, so I was quite happy

If people find the "hide and seek" sections monotonous I encourage them to look for opportunities where they can just bolt for it. If you plan it carefully you totally can do it and its absolutely terrifying every time
 
Immersion and engagement for me.

I am hearing a lot of peoples dislike for the game not steaming from the lack of a resource gathering game but the feeling the game had one and now doesn't, or had something. Is that what your feeling? Its been pointed out that with all things things to open and such but with very little interaction within them it actually feels like some mechanic or aspect is missing.
As one reviewer just said, "its like they decided to stop interactions at the drawer level. So your sitting there. Looking at a room with a bunch of empty drawers and 3 things can be interacted with and it feels like at some point there was something to do but its gone."

I can see that.
 
Good post. But you're still essentially asking for a resource gathering mechanic just for the sake of having one.

The deeper question is, why? Why do we believe that such mechanics are fundamental and necessary to video games? Is SOMA a lesser experience for not reinforcing what we've come to expect from video games?

SOMA at least broadens the definition of what games can be. And for that it should be celebrated.

Honestly I would have switched it off had I needed to gather resources. I was pretty close to switching it off when it seemed I may spend the entire time being chased but that let up again soon after. I'm honestly sick to death of playing the same formula over and over so it's nice to see a change of pace.

Outlast was one of the last I could take, and as a result couldn't ever return to the DLC. Alien Isolation nailed it which made it good for one last hurrah, but running from monsters gets old fast. Especially when the first death removes all tension immediately. In fact, I haven't been caught once yet in SOMA since there aren't so many enemies around, and as a result the monsters still creep me out a bit. I haven't even seen some of them properly and that leaves a greater effect than dying to them hundreds of times.
 
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