SOMA (PC)

SOMA takes a horrifying precedent and blends it with an extremely plausible future, to delve deeply into musings on what it means to be alive. This isn’t the eldritch Lovecraftian horror that Frictional Games are famous for, though those elements are clear in its visual design, rather SOMA is horrifying because it is so intimate, a revelation of our own identities.

SOMA starts of as a normal day, grounding itself in daily routines and the comfort of the familiar. Before quickly juxtaposing this with the new horror that the protagonist, Simon finds himself in. The game makes fairly large leaps at times, sometimes bewilderingly so, leaving the characters emotional reactions to disappear into an Atlantic trench. For a story that relies deeply upon its characters reflections on their nature and circumstances, these visceral reactions are too often delayed. Simon’s moments of epiphany, which occur three times throughout the game, allowing you the player to follow the story, often occur long after the events have resolved. Whether this is because Simon is not the brightest person, or that some malfunction from his brain damage causes a delay is not clear. In these moments when he does realise his state, and actually contemplates the horror of his situation, his response is to quickly pursue his tasks with renewed vigor. At times Simon’s disengagement from his predicament left me feeling estranged from him in turn, though his later grasping at the tenuous hope that Catherine offers is believable, and the ending a natural consequence of his nebulous emotions. His frail grasp on his newfound reality makes his ultimate fate(s) tragic yet clear when viewed in the wake of Catherine’s insights. It isn’t a satisfying ending yet it is the most plausible one. The writers deliberately left such things ambiguous, which sadly doesn’t make for a compelling character study though it does leave players with the ability to decide some of the issues themselves.

Sadly, this does also extend to the other characters you encounter who are divested of essential things that make them human, they lack the emotional responses so necessary to elucidate the horror of the situation they find themselves in. Instead, there is a calm, resigned acceptance of their fate, which makes sense for a few but not for all the individuals you encounter.

Only the monsters ‘seem’ to acknowledge the horrifying position they are in, their thoughts delivered in muttered and distorted speech, with their rationality as decayed as their appearance. Which leaves one with an interesting question: if they are insane, can they be truly terrified?

“The privilege of being makes a strong case.” ~Catherine, in game dialogue

At approximately 10-12 hours of play, SOMA doesn’t have much time to work with. Since most of that is spent creeping as stealthily as one can about the environments. The pacing is slow, and with most of the story delivered through objects, diaries, and terminals scattered about the Pathos-II hubs it unfolds in dribs and drabs. This also means that those playing purely for horror and scares won’t find much to appeal. The horror is only apparent once one has truly explored the world, something the game actively hinders when attempting to escape from monsters that disrupt your search.

Hiding and avoiding monsters is the primary aspect of play. It’s something established in previous games by Frictional, such as the Amnesia series. Addressing the issue of exploration which is so essential to SOMA, a non-death mode was introduced, allowing you to explore freely, its implementation was widely debated, yet it did solve much of the issues around exploration and story.

Lurking in the depths are mankinds vast creations

Exploration is done via the first person perspective, which limits your awareness of surroundings that a 3rd person would have created. It works brilliantly, not only do you feel embodied when playing from this perspective which of course is important to the ontological themes of the game itself, but also allows the game to blur your vision at times, dependant on the stress that Simon himself is experiencing. The perspective is also in a way disorienting, keeping you guessing about Simon’s state. It’s not that other games haven’t used this perspective for good effect before but here the developer’s choice is clear and impactful upon the story itself, leading up to an awareness of yourself that is of pivotal importance in two particular scenes.

If we could rebuild even a small part of ourselves, why wouldn’t we do that?” ~in game dialogue

The monsters, robotic or humanoid you are avoiding have various ways to navigate past and learning their behaviour is essential to successfully avoid them. Whether looking at them directly or stealthily creeping, or simply running as fast as you can to get away, slamming doors behind you to slow their pursuit. They aren’t particularly frightening or at least aren’t as frightening as you think, but when analysing the game’s story their existence is terrifying. It’s telling that the game eventually asks what the monster might be, whether it’s you (and your decisions in the game), the WAU or the beings themselves. The vague shadowy monsters often distorted your view as they near, or the monstrous ambiguity present in your decisions are what build a cerebral tension, rather than a release of epinephrine. In this, the game plays to its existential themes.

Organic fusions with technology lead to bizarre conglomerates

The environment which switches between the Atlantic seabed and the constructed environments of Pathos-II itself create variable stages of calm natural surroundings and the intensity of a decaying industrial complex. Pathos-II is aptly named for the tragedy that plays out within it’s hallways. It’s clear the complex was a height of international, scientific co-operation. From the English and simplified Chinese that dot the terminals and hallways, to the broad cast of characters of multiple nationalities that once inhabited it, to the hope embodied by Katherine and her calm discussions driving you forward. Yet even with this aid, that gives your movement forward impetus, the environments are linear. There is little leeway for exploration other than to find the pieces of story. Only when one is about to encounter a monster does the game shift to a labyrinthine pattern enabling one to dodge around and use obstacles to separate oneself from the figures that chase you, quickly changing these segments into games of hide and seek. They do create moments of needed tension, desperately dashing about rooms to uncover as much as possible. But the game is always ready to assure you that you are no Daedalus, and Icarus may just be a vain delusion.

Catherine offers a moment of reflection and a new challenge

The controls are immensely responsive, and focus purely on movement and observation. Stealth, and running are the two variations on your walking pace, and, as is standard for first person perspective, the mouse controls the direction you look. Whilst the mouse buttons offer contextualised interactions for solving the various short puzzles that you will encounter. These puzzles are fairly easy to solve, and are varied enough to increase engagement. They didn’t require too intense observation leaving you free to solve them, without a great deal of exploration.

The sound design is superb and is heavily contextualised. Walking across varied surfaces, will produce different tones, and even walking slower will lower the sound of your footsteps. Venturing out into the water, leads to sounds being distorted by the water, only returning to normal once you are back in the relative safety of the Pathos-II interiors. Pathos-II itself creaks and groans, the stress of metal reverberating through the speakers, as the pressure of water creates strange new stresses. These clues of your surrounding are alleviated by the comforting sounds of human voices, digitally preserved in various recordings, the emotions lending an analogue feel to the otherwise inhumane situation, and of course Catherine and Simon themselves, Simon’s fluctuating emotions traced with the stress of his situation against Catherine’s non-inflected, rational tones, that emulate her humanity. They are wonderful performances.

SOMA is an ambitious project. With its blend of philosophy and exploration tinged with horror it executes perfectly on its themes. The emotions it evokes both in its characters and in the player are well balanced. Moving from visions of the past with Amnesia, to a dystopian future lent much needed weight to the story, and expanded on the concept of what a post-humanist position might entail. SOMA is exceptional. It is certainly not to the taste of all, but if you are looking for an excellent interpretation of science fiction themes, and solutions for the future that lets you decide for yourself what the negative and positive consequences may be, you will be in good company with SOMA.

~8/10~ Cerebral Transcendence

Pros

Wonderful level design that shifts as needed

Atmospheric sound design

An intelligent narrative with thought-provoking moments

Cons

Narrative shifts are extremely abrupt with little build up

The horror is not outright scary (subtlety may be a pro for some)

Publisher: Frictional Games

Developer: Frictional Games

Platforms: PC, PS4, Xbox One

ESRB: M / PEGI: 16

Available from: Steam, GoG.com, Microsoft Store, Playstation Store, Humble Store

Banner image is used under fair use. The images in the review are from the author’s own playthrough.

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Oxenfree (PC)

Oxenfree defies genres at the same time as it weaves the American obsession with high school culture into a horrific tale that is more about the loss of freedom at a time of life when young people look towards expressing new found liberties.


A young group of teens decide to spend a night on a nearby island, however rebelliously innocent this may at first appear, all is not well beneath the surface as tensions arise from the various traumas that each character bears. Grief is very much poignant in their relations and sours a number of friendships. As they explore the island and are thrown into a supernatural occurrence these dramas unfold, as each character is exposed to the stress of the situation.

Oxenfree is not only a horror game but also fits into the genre of character drama. By isolating the characters and placing them in a situation where they face an existential crisis, is a staple of literature and film, and is used to good effect here as well. 

The tensions between the characters are revealed early on in the game, however the reasons for this are only slowly revealed through the course of the game. The narrative is thus forced to carry two stories, one for the present events on the island, and another that reveals a past tragedy that shapes the present. It’s a heavy burden to bear and the game suffers as it slows the pace down heavily, which may make some players bored as a consequence. The game demands investment of your time, and though it is rewarding you will need to slog through the game to get there.

This slowness is ameliorated somewhat by the brilliant characterization. From the superb voice acting to the dialogue trees that form in response, the game deftly shapes each person through their speech. Little idiosyncrasies in the diction come to the foreground to differentiate each character and the writers have mastered the delivery of emotions through the responses. The tension, relief and fear of each character is effectively realised.

Most interesting was the primary mechanic of the speech process. You have usually 3 responses, and although it’s fairly obvious which ones would portray Alex as more sympathetic to others, or which would have her more individually focused the third also gives her a sense of humour. It’s tempting to think if you answer only a certain way you’d create a specific ending, but this isn’t entirely true as the consequences of choices (the player as) Alex makes also determine the outcomes. Add in various linguistic issues such as being able to interrupt others while speaking by making a quick dialogue choice, or just not replying at all and the speech system here is one of the most robust I’ve ever encountered in a game. It makes for excellent roleplaying of Alex, as you shape her character towards compassion for her current acquaintances or whether she is torn and guilt ridden over her past. 

The game itself will have you travelling around the island in an attempt to escape, and in order to make this more interesting the game offers small collectibles in the form of special radio frequencies and letters to discover. These illuminate more of the backstory of the island and the reason for the encounter with the supernatural and in addition to having specific information for in the game itself, they also include hidden messages such as morse code in some of the audio for the player to crack the code of. The game then slowly bleeds these messages out into the real world, referencing actual telephone numbers that make it more real for the player as well.

As mentioned most of the game will be responding to dialogue and this is fairly easy to do as it works off the mouse. The environments themselves are actually 2.5D and can be moved around using the keyboard. In addition Alex uses her radio to solve various puzzles by tuning into different frequencies when she pulls out her radio and dials it with the mouse. Finding out the correct frequency to progress, is the primary puzzle mechanic and with a stronger radio later in the game, Alex will even be able to open doors not just react to the supernatural.

A map is available to use to help you navigate around the island, and Alex will scrawl objective notes on it to help the player recall where they are meant to go. Despite how small the areas look trekking across them will take quite a bit of time, because walking and even jogging is quite slow. This is partially because dialogues will occur as you walk so the speed is artificially slowed to allow the dialogue to play out largely in full. Add in sections that will trap you in extra-dimensional spaces and memories of the past and you’ll be slowed even further. Whilst these “occurrences” or “happenings” do move the overall story forward they feel more like interruptions (which metaphysically they are). It can become frustrating but if they were not there the game would most certainly lose the element of suspense that these intrusions create.

The suspense and horror elements are subdued. Most of this is born out by the fact that the colour palette is largely composed of pastel tones, and only occasionally will move to the harsh reds and blacks that define the contrasts of worlds during a supernatural invasion. The scenes are also soft, almost appearing to be made of a velvet texture with blurred outlines, it’s actually incredibly beautiful, though somewhat stylistic.

The game often zooms out when moving drawing back to give you a larger sense of the location, however in times of stress or when moving indoors the camera zooms in to better show the characters, although when playing at high resolutions they can still seem quite small.

Audio is where the game excels, from the small ambient sounds to the orchestral pieces that build up slowly adding to the tension, and the arbitrary crackle of the radio’s white sound interspersed with old jazz and country rock. A large part of Oxenfree’s aesthetic relies on the sound. Additional elements such as the morse code mentioned before, that cries for release and a radio and tape deck puzzles all add to the games central element revolving around the radio device that Alex used to unveil the horrors of time and entrapment.

Oxenfree is a very special game. Despite it’s incredibly slow pacing it is a masterwork of character interaction and dialogue and cleverly espouses its themes of concealment, entrapment and the desire to be set free and escape, and return to friendship just as the old phrase “All ye, all ye oxen free” would amicably end a childhood game,

Score: 8/10 ~Slowly suspenseful~

Publisher: Night School Studio

Developer: Night School Studio

Platforms: PC, Mac, Linux, PS4, Xbox One, Nintendo Switch, iOS, Android

ESRB: T / PEGI: 12

Available from: Steam, Microsoft Store, Humble Bundle, EPIC Store, GoG.com, Google Play

The banner image is copyright of Night School Studio and used under a Fair Use Policy