GAMbIT Magazine Issue #16 November 2015 | Page 12

I really wanted to love SOMA. I know press outlets have been handing out praise for the title, but there are just too many issues with the game that it just comes up short in many respects. Look, I’ll admit that I have no interest in “jump scare” types of games. Not because some of them aren’t solid games, but because these jump scares just aren’t all the scary after the first few times they happen. I know it’s the cool thing to do right now on YouTube to scream like a giant man-child, but after you get a glimpse of whatever is stalking you a few times, the effect loses its impact and you are left with only the gameplay.

Stalking, that’s an interesting word when talking about SOMA. In past games from Frictional Games you were being stalked about by… something. Sure, the idea of the games was to explore the world around you in many respects, but those games worked because you were lost in a strange place with something out to get you in some way shape or form making for a constantly tense experience. When a monster did face you down, odds are you were a dead man, even if you could make a break for it. In SOMA that really isn’t the case. There are a few science fiction inspired monsters around, but the jump scares are pretty tame at the end of the day. In fact, the game becomes more a walking simulator than anything when you can essentially wandering around monsters with little issue.

Where the game does draw the player in is with the story. Amnesia was a really boring game to me. Yes, the jump scares were a bit of fun, but the world that you inhabited never really felt alive. You were always just kind of there in a spooky sort of place. SOMA on the other hand builds a story right from the beginning before throwing a wrench into things and the game goes off the rails. SOMA tries to build a connection between you and the player-character; and it works. You feel as lost as the player character and so exploring the sunken world of SOMA becomes a lot of fun. While this is great, the monsters that get in your way really only serve to pull you away from the immersion and exploring that you really want to do. You want to learn more, to explore this great looking world, but monsters often just get in the game and SOMA turns into a waiting simulator as you wait for them to move along.

As an avid fan and reader of science fiction, SOMA connected with me, but I could also see all the hints at what was going on like a halogen lamp blasted into my eyes. Still, for most you’ll have a fun time trying to make sense of what is being presented with where, when, and what you and everything around you is or may be. The game’s story also benefits from the solid design, both graphically and level wise. SOMA is one continuous game with no noticeable load times between sections which helps with immersion, but the layout of each area never feels too large that it becomes frustrating. The environments are well detailed and filled with tons of extra bits of lore that help flesh out the story. Sure, you could just play the game straight through without much exploring, but you will be left with a lot of missing pieces.

SOMa

PC