When the credits rolled on SOMA, my head fell into my hands. I felt relief that the harrowing journey was over, and was reeling at what my character had sacrificed along the way. SOMA is not just a horror game, itâs a nightmarish commentary on the possible future of humanity.
SOMA is the latest scarefest from Swedish developer Frictional Games, the makers of Amnesia: The Dark Descent. Itâs out September 22 for the PlayStation 4 and PC. The game is set in an underwater station overrun by freakish robots, where players spend their time exploring and hiding while peeking around corners. (Thereâs more to the story setup, but the developers have asked reviewers to keep it a surprise.) Like Amnesia, SOMA offers players no way to defeat enemies; the only solution is to pick your moment and start running. Like many games of this type, you spend much of your time piecing together what happened by reading notes from the dead, surveying the wreckage, and digging through a world left behind. (It may also have may favorite justification for why youâre able to listen to peopleâs idle conversations from months ago in a game.)
Horror fans are probably wondering if SOMA is scary The answer: oh, yes. SOMA will make you shit your pants more than once, though its scares are just as often cerebral in natureâthankfully, the game avoids cheap tactics like jump scares. Itâs not averse to punching you in the gutâsome moments rival even the water sequences from Amnesiaâbut SOMA doesnât just want to make you jump out of your skinâit wants to get under it.
One reason SOMAâs so effective is that itâs a damn good looking game. Well, it actually looks horribleâbut thatâs on purpose. You know what I mean. Amnesia wasnât much to look atâit was a boring-ass mansionâbut it didnât matter; players spent their time hiding in the dark and sprinting from Cthulhu monstrosities. You didnât have time to realize that, even by the standards of the day, it wasnât a graphical powerhouse. Itâs clear Frictional spent an enormous amount of effort improving the technical aspects of SOMA to more effectively freak people out.
H.R. Gigerâs influence is everywhere in SOMA. The Alien artist had a knack for unnatural fusions of man and machine, and after a few hours, I started to worry that an actual xenomorph might come screeching out of an air duct. Black goo drips from every metallic orifice, and water leaks into every roomâs corners, threatening to bring the place down. All the while, a cancerous growth slowly consumes everything around it, human or otherwise. SOMA infuses its setting with a sense of place to make the player feel isolated and alone. This is an underwater facility where things went very wrong, and the people who died here may be better off than you, the âsurvivor.â
Amnesia was a game of cat and mouseâyou had to hide from the monsters, and you never quite knew when one was coming for you. SOMA doesnât mess with the formula. But whereas Amnesia slowly killed players for hiding in the dark, SOMA simplifies things. Youâre still crawling along the ground and peeking around corners, but now, itâs far more about studying how creatures behave and exploiting their weaknesses. One enemy, for example, can only see the player if youâre looking at them. So long as youâre staring at the ground, the enemy can be right in front of you but youâll be invisible to it. Itâs unsettling to stand in the middle of a hallway while a carbuncled creature screams like a banshee⊠but stand your ground and youâll be OK.
While the player has no means of fighting back, theyâre not helpless. Youâre given a suit that is capable of communicating the distance between you and an enemy, which proves endlessly useful. The closer something is, the more distortion appears on-screen. If everythingâs clear, youâre good.
SOMA does its best to keep you alive, in fact. Horror games lose their power when the player dies and is forced to repeat a sequence. The ideal scenario is for the player to barely make it out each situation, their heart racing as a door closes behind them. If the player has died and restarted the same area five times, the designer probably messed up. For all its strengths, Amnesiaâlike most horror gamesâdidnât get this right. (Because itâs hard!)
While itâs possible to die in SOMA, it wonât happen often. When a creature attacks, youâre briefly knocked out. Waking up, the player moves a little slower, limps a bit, and the screen is blurry. The game usually places whatever came after you far enough away that itâs possible to keep moving in the right direction, though youâre not clear enough to be fully out of danger. If The Bad Thing finds you a second time, itâs probably lights out. This second chance at life, however, means youâre able to keep progressing through difficult sectionsâitâs not pure trial-and-error.
This small change kept me in the moment and helped the game maintain momentum. It does mean players could brute-force their way through the game, but if youâre doing that, why are you playing a game like this? And while I wasnât often seeing a game-over screen, the horrifying noises enemies made as they charged at me were punishment enough. Some of their voices are still ringing in my ears.
Going forward, there will be some discussion about SOMAâs themes and a sequence or two, but Iâm not gonna spoil anything major. If youâre especially sensitive, be forewarned!
From the start, SOMA lays out its biggest question: what does it mean to be human? Over roughly 11 hours, it doesnât answer that question. Instead, it forces players to confront their feelings on the matter, pressing them to make increasingly uncomfortable choices about the nature of consciousness, the existence of a human soul, and the stark consequences of man playing god.
Thereâs a great example in the gameâs opening hour, in which the player discovers a heap of twitching metal parts. Upon inspection, the parts appear to beâŠbreathing. âHey, can you hear me?â the players shouts to no response. The labored breathing continues, and it becomes clear something is very wrong. Two bulky wires protrude from the metallic mass, resting comfortably next to a screen that, coincidentally, controls power for the area. Out of options, you slowly pull one of the wires from its home, prompting a long, grotesquely squishy soundâand a scream.
âNo, donât!â shouts a voice that sounds awfully like a human woman.
Despite your character yelling back, the machineâor whatever it isâdoesnât respond. You pull the other wire.
âI need it!â it cries in desperation. âWhy? I was okay. [long pause] I was happy.â
As the power drains out, their voice disappears into silence and the parts collapse upon themselves. The door to the next area opens, but itâs not clear what happened to thisâŠthing
Was that a person? Did you just commit murder? Youâre confronted with dilemmas like this over and over in SOMA, each incident more haunting than the last, as it becomes clear the experiments in the underwater base were blurring the lines between man and machine. (One decision prompted me to walk away from the game for a while, my conscience thoroughly disturbed.) There was no choice but to remove the wires in this instance, but thatâs not usually the case. You can often choose one option or anotherâor walk away from it entirely.
When I played, it wasnât not clear whatâor ifâmy decisions impacted anything, aside from prompting introspection. SOMA asks players to make ethical decisions about how humans treat machines, and those choices have stayed with me far more than the times I screamed and hid from a monster.
SOMA stands tall in individual moments like that, but the larger story is on less stable footing. Amnesiaâs plot was cheesy, granting the game license for its over-the-top voice acting and melodramatic script. SOMA, on the other hand, wants to be taken more seriously. While the production values are certainly up to scratch, the writing and voice acting struggle to match the gameâs ambition and often come across as forced. The main character is a particularly tough sell, largely thanks to hammy and unsympathetic voice acting. Worse, while itâs a trope for characters in horror to pretend weird stuff isnât happening around them, this guy barely remarks on it. Even when he does, the character dismisses things out-of-hand. It feels off.
Questionable voice acting doesnât derail the game, but some story beats in the final hours nearly do. Itâs difficult to talk about what doesnât work without getting into spoiler territory, but Iâll say this: Not every story needs a series of unexpected twists at the end. Luckily, SOMA recovers in its final moments and sticks the landing.
(One quick aside: remember how I said I couldnât talk about how the game starts? I still wonât, but if you, like me, donât buy the way the game opens, give it time. It ends up working out.)
Though jump scares are fun in the moment, they donât last. The best horror sticks with you long after the credits roll, an uneasy feeling that lingers uncomfortably in the moments before you fall asleep. Iâve been thinking about what happened in SOMA for days now, especially the gameâs closing minutes, and canât let it go. Just thinking about it makes me sick to my stomach. If thatâs not a sign of success, Iâm not sure what is.
If youâd like to watch me play through the first hour, you can do so here:
You can reach the author of this post at [email protected] or on Twitter at @patrickklepek