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SOMA Review

Unlike AAA action/adventure games, survival horror has never been known for its great storyline and scenery. Developers prioritize instilling terror through darkness, desolation, and jump scares, which Frictional Games has consistently delivered. But SOMA stands out from its predecessors by giving one of the best, most unique adventures I've ever had in the genre. While maintaining its frightening history, SOMA also tackles a more intimate, psychological horror.


In Pathos-II, a suspiciously abandoned government facility at the bottom of the ocean, players assume the character of a confused and ethically conflicted Simon Jarrett. Simon soon realizes he is not alone, but rather surrounded by insane robots and a terrifying dread. You soon meet Catherine Chun, who helps Simon both physically and emotionally throughout the game. The two characters' witty but frequently gloomy banter lends depth to each character as they debate morality, mortality, and artificial intelligence. The game truly creeps into your skull with these recurrent themes. In-game voice acting flawlessly portrayed each character's emotions and added to my immersion.


Simon has a special ability to hear the final words of the countless bodies spread across Pathos II. It reminded me of the aural hallucinations in Amnesia: The Dark Descent. This, papers found on computer terminals, and notes sprinkled around the game allow players to learn more than the standard plot arc reveals. Memories help you comprehend your environment and throw light on every function you ever completed in your now-dead world. Such a big and complicated web of facilities has an unsettling air to it. Remember, certain things are best left to the dead.


SOMA's riddles need interaction with future technology. There is depth and intricacy in each assignment that saved me from feeling repetitive. The click of a battery locking into place, the humming buzz of computers and robots doing chores, the hissing and clanking of gears and hydraulics when an airlock fills or empties water, etc. all felt and sounded as genuine as I could imagine. Unplugging a cord to redirect power could leave me feeling guilty (without giving too much away).


SOMA's adversary interactions are designed to be more like Alien: Isolation, Outlast, or Amnesia. Simon's inability to conceal under items or behind lockers often caught me off unprepared. This first appeared to be a flaw in the game. I squished myself between tables and chairs as far as I could before giving up and attempting other methods. It turns out there's a lot to learn about each adversary and how to defeat them. A more fluid and quick approach resulted. Unlike previous games where I could securely hide for 2 minutes, SOMA had me continually racing to the next goal.


Occasionally, it felt too easy. Getting captured doesn't always return Simon to the last checkpoint, although certain foes will after causing considerable damage just leave him there. This allowed me to simply rush to the nearest escape, get damaged, and get to safety. But this was unusual. Or, Simon can take damage and keep going, only to discover the opponent right around the bend, ready to strike. After escaping a fight with damage, I was desperate for health in the most disgusting places. In SOMA, restoring health entails Simon punching some nasty sphincters on walls... yes, and Simon likes it... moving on.


The most amazing visual part of SOMA's 10 hour campaign was, of course, traveling down the ocean floor. I find that many horror games' environments, no matter how stunning, become old. Sure, walking through the night with only a flashlight and a spot to hide every 10 feet is thrilling. I've loved several scary games that solely do that. In my perspective, mastering horrific tasks should result in more than merely accessing another part of a haunted home or institution. Multiple facilities are distributed throughout SOMA's huge environment. Moving farther, you'll see abandoned shipwrecks and cliffs leading into abyss. Your vacation experience is as unique as each puzzle you solve.

The game has less jump scares than usual survival horror games, but Frictional Games did a good job with practically everything. Soma is a superbly polished combination of adventure and sci-fi horror. To follow Simon and Catherine through horrific tragedies for the sake of mankind will keep players awake at night, pondering the mysteries of artificial psychology and the uncanny valley it sits in. SOMA is for those who want a challenge and don't mind having their brain pushed ruthlessly.

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