
Soma
SOMA is a sci-fi horror game from Frictional Games, the creators of Amnesia: The Dark Descent. It is an unsettling story about identity, consciousness, and what it means to be human. Enter the world of SOMA and face horrors buried deep beneath the ocean waves. Delve through locked terminals and secret documents to uncover the truth behind the chaos. Seek out the last remaining inhabitants and take part in the events that will ultimately shape the fate of the station. But be careful, danger lurks in every corner: corrupted humans, twisted creatures, insane robots, and even an inscrutable omnipresent A.I. You will need to figure out how to deal with each one of them. Just remember there’s no fighting back, either you outsmart your enemies or you get ready to run.
What it feels like
A slow-building anticipatory fear pervades the deep-sea setting as horrors emerge gradually throughout. Uncovering secrets through locked terminals and documents drives constant enigma and uncertainty. The game invites reflection on existence, consciousness, and what defines humanity alongside horror.
What it's about
A deep-ocean sci-fi facility with AI, uploaded consciousness, and transhumanist themes form the core setting and narrative. An omnipresent AI is a central antagonist and thematic focus of the game's exploration of consciousness and identity. The primary design aim is to frighten and disturb through sci-fi horror in a hostile deep-sea environment.
How it plays
Avoiding enemies rather than fighting is the primary survival tool; outsmarting antagonists through avoidance is core. Solving puzzles woven into terminals, doors, and the environment drives progression through the station. Interactions with remaining inhabitants and narrative choice are meaningful elements of the experience.
How it looks and sounds
Entirely first-person perspective establishes intimate horror and maintains player presence in the station.
How it's structured
The underwater station is a deliberately authored world with narrative secrets and intentional design. While exploring an ocean facility, progression generally unfolds through interconnected linear sequences of story beats. Continuous exploration of the station without obvious loading screens creates immersion.
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