Soma [review of the game]

Loneliness -the socio-psychological state of a person associated with the absence of close, positive emotional connections with people and/or with the fear of their losses as a result of a forced or psychological cause of social isolation. In thorns of this state, sometimes I want to stay at least for some time in order to calm the mind, cleanse consciousness from external intervention and, at the end of the latter, go out with a bright head and a clear understanding of readiness to accept the influence from the outside. However, this is not always the most loneliness to us. The developers of the game Soma They were able to show on the example of the chiefheror of their brainchild, that sometimes you do not decide in what condition you are in. At some points, this solves the circumstances. But what are these circumstances – we’ll talk about this.

“On one chair, a scanner for the brain, on the second – thin rods. What you yourself are sitting, on which slave you will put?"
There are not so many people who want to test in their own skin “The state of a single person” in a civilized society. Nevertheless, guys from Frictional Games, From under the pen of which so beloved by everyone came out Amnesia And Penumbra, We dip us in a lonely, pressing psychological hell, awakening the desire to run away from horror at the same time, and find out what or to whom to pay tribute to the atmosphere. The guys managed to make this very atmosphere intense, but they will not scare us with crowds of monsters, since these monsters in the game itself are and they are found alone. And without them Soma It copes with the way to make us constantly look around. Even leaving the game for a while, you involuntarily begin to be afraid of rustle and in your four walls.

The walls of the intra -game scare for a reason – they tell History. All notes, audio-diapers, magazines are enough for a complete understanding of what is happening here. And the following occurs in the game. The narrative is conducted on behalf of Simon Dzharet. The guy in 2015 a year has an accident with his companion by name Ashley. The girl dies, and the hero, grabbing a severe traumatic brain injury, accompanied by intracranial bleeding, the benefit, the fate of her friend did not share. However, the consequences of the incident do not leave Jareth alone and he agrees to experimental medical scanning of the brain, during which the protagonist at the time loses consciousness and mysteriously revealed himself in the same office at the end of the procedure, but in incomprehensible how the rusty room with acwalangian equipment formed around the hero. Doctors involved in the examination, there is no blood on the floor and, as it turns out later, Simon was in thorns of the underwater research complex Pathos-II, equipped at the bottom of the Atlantic Ocean. Nevertheless, another fact scares more – in the yard no more than 2015, but .. 2107 a year that the hero learns from various records and e-mail messages encountered throughout the game. In the future, the whole plot will take place in these abandoned walls, where we will notice the pressure of the loneliness that the Glaverorea will experience.

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The developers in their style entrusted to us to explore these walls, since the gameplay is not so much different from Amnesia. We also wander with a view of the 1st person, we also use weapons a couple of times a couple of times and in the same way we touch, twist, twist, open and examine in every possible way. Only now, having introduced such interactivity in a game with a futuristic setting, they managed to make it unique. IN Soma It is interesting to study the environment, opening various bedside tables and cabinets and finding there, for example, the correspondence of the owner of the cabinet with his lover in the last days of stay at the station. Still, if we talk about genres, then the game is Survival-Horror.

As it was said a little higher, we were allowed to touch everything again, to twist, read and turn in various directions and generally made it possible to explore the surrounding us, albeit somewhat cramped, the world, while there is also a lot to interact with it. For example, take even the first game location. Simon wakes up in his apartment from a phone call, answering which we hear the voice of a doctor who informs us of the upcoming scanning and about a certain “Marker” – fluids, which we need to drink before the procedure. At the end of the conversation, we are given control of the hero. An interactive begins here. In general, there are two tasks – to find a “marker”, drink it and go to scan. However, you can get stuck in the apartment in a good 15 minutes, and not because "Stupid outfits hid a marker in damn Narnia", And only thanks to the possibilities of interaction with the environment. You can, for example, turn on the light in the entire apartment in order to convenient for search, finding and using switches for each area separately. Remove all shelves and bedside tables, putting forward boxes and, not finding the necessary liquid there, to see photos of the hero with a deceased companion or clippings from newspapers, indicating a disaster or about some events in science and technology. There is also a computer in the apartment, which is also subject to our raking. A device that is not in a single copy will meet us traveling by locations, contains, moreover, various text correspondence. Here the system resembles more Deus Ex: Human Revolution, because from the messages we can also find out the information necessary for the passage, whether it is the advice on its search or directly infa, by type of codes or notes. Only unlike Adam Jensen, Simon does not have the opportunity to hack computers to get access to them. Only codes – only hardcore.

However, we were allowed to open not only the pitch, but the doors, of which there are many and not all of them we can open with our own hands. There will be some kind of help us in this uni-tool – a device that stores all possible information, whether it is a person’s profile with access to any sectors of the complex, or his … consciousness.
Of course, we are not talking about true consciousness, but about its digital copy that people have learned to do in the Soma world. Nevertheless, the societies of anonymous alcoholics within the device will not be collected. And what will they give is a girl’s consciousness by name Catherine. Getting in touch with us for the first hour of the game, it will go with us the path from Epsylon to FI – in parts of the complex Pathos-II. Our friend will be peculiar and it will not work with us for a long time, since the conversation will be possible only when connecting to a certain likeness of a computer-receiver. Interacting with him, the hero will receive the opportunity to “reflash” it by inserting a special chip, however, we will use it only according to the plot – for the purpose of which it will advance it.

Whether the lonely diver dragged?

Here the same thing is sneaking up loneliness, I talked about at the beginning. Except Catherine In fact, there will be no one except the hero to speak with us. Monologues on the topic of what he saw, heard or, conversely, not seen and not heard will be the most frequent source of the human voice. As I said, the complex for our arrival has already turned out to be, for a mysterious reason, in desolation and directly seeing a person we can … But by the way, I will say anything here, because the spoilers will not go out if the story continues. There are so many points that you want to tell about, but which one way or another can predict a turn of events. After all, in Soma Both the plot and the production of everything connected with it are made not just at the height – they make themselves feel in the place of the protagonist, even despite the fact that the hero speaks and tells his own story. Appearance on the basis, acquaintance with Catherine, The realization that you are not you at all, which several factors contribute to at once – all this is worthy to pass at least once. In the process of narrative, the developers will hit us more than once with a “face on the table”, since history every time throws us surprises, even if it is slightly linear. The choice in the game, as such, is not provided to us, except to choose a bank that you will carry with you until the very end. However, this does not interfere Soma become the project that makes you be afraid, fall into a stupor and not ask unnecessary questions – after all, there will be no one to answer under water.

I continue attempts to write in the style of a game -howlar, therefore I will be grateful for constructive criticism in the comments and hints on writing in a personal.
For all good 🙂

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