Sink into the Crushing Isolation of SOMA - New Trailer
Leave your memories of the world behind and sink into the cold, stark embrace of SOMA, coming September 22nd to PC and PS4.
The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for?
From Frictional Games, creators of Amnesia: The Dark Descent, SOMA is a sci-fi horror game that questions our concepts of identity, consciousness, and what it means to be human.
Be sure to visit the Frictional Games blog today for an introspective look at SOMA and its creators as the team addresses some of the community's most frequently asked questions.
SOMA, our new sci-fi horror game, will be released at the end of September. That’s pretty soon, so I think I’d like to talk a bit about our monsters up front.
When creating SOMA we wanted to make our encounters disturbing. To do this our goal has been to trigger the player’s imagination in the right way. In horror games the most important thing is not what is seen, but what happens in the player’s mind. The player will always be able to conjure up far worse things in their imagination than we can do with polygons. Here are five ways in which we try to achieve this:
1. Creatures Have A Varying Degree of Hostility
It’s quite common for creatures in games to simply just run at the player as soon as they spot them. Not so in SOMA. Here, some creatures might just stand and stare at you for a while. Others will ignore you until you disturb them. Some might not be dangerous at all — or at least, not in a dangerous mood right now.
But the kicker is that you as a player will never know, and will constantly be pondering what might be the case for each creature that you see. Because of this players will build a more complex mental model of each creature, fueling their imagination.
2. AI and Tactics Vary for Each Creature Type
When you first encounter a creature, your imagination runs wild trying to figure out how it might behave. A vivid mental image is built up and the creature feels really scary. But after a while you start noticing patterns, the monsters become more of a gameplay object and much of the dread is lost.
In order to combat this, we have made sure that different types of creature have completely different tactics. For example, one type of creature forces you to avoid eye contact, some creatures react to your movement speed, others only to sound, and so forth. This ensures that you are always out of your comfort zone.
3. Creatures Are Used Sparingly
We also make sure that you never get too familiar with a creature. Each type of creature is only encountered a few times in the whole game, and you are never given enough time to fully figure them out. Instead you need to rely on narrative clues: things you find in notes or are told by other characters and so forth. Again, this makes sure that players are forced to use more of their imagination.
4. Obscure Damage System
Normally a game gives you a life bar and it is pretty clear how many hits you can take before going down. But in SOMA it is much less deterministic. Sometimes an attack will barely make a scratch, sometimes it will knock you down and force you to crawl out of danger, and other times you will die on the first hit.
By making sure that there is no simple rule underlying it all, players need to be constantly on their toes and cannot predict how an encounter will play out. On top this, the act of healing yourself is done in a slightly disturbing manner and could come with negative consequences.
5. All Creatures Are Connected to Our Themes
A core part of SOMA is the underlying subject matter that the game explores. Consciousness, identity, and questions about our very existence are cornerstones of the game’s overall experience.
This applies to our monsters as well, and each of them embodies some part of our themes. This means that the creatures are not just padding along the way, but have an important part in building up our narrative. By having this strong story connection, we urge you to think more about them and their place in this world, tickling your imagination further.
That should give you a taste for what the creature encounters in SOMA are like. The game is out on September 22nd and we’re excited to hear how you feel as you meet some of them.
What does it really mean to be human? Are we bound to the flesh of our bodies, or do we simply inhabit them? Coming September 22nd to PC and PS4, SOMA is an unsettling journey into the depths of human consciousness.
The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for?
From Frictional Games, creators of Amnesia: The Dark Descent, SOMA is a sci-fi horror game that questions our concepts of identity, consciousness, and what it means to be human.
You can also visit the Frictional Games blog, where Frictional Games delves into the creation of SOMA's disturbing sound effects.
rictional Games, creators of the Amnesia and Penumbra series, presents SOMA. Plunging into the abyss to tear at the delicate threads of human consciousness, SOMA is available today on PlayStation 4 and PC.
Creative Director Thomas Grip, reflecting on the development of SOMA: "Five years ago, SOMA started as a simple idea; to make a game that would explore the more disturbing aspects of what it means to be a conscious being. Since then, we have gone through years of iterations, lots of hard work and almost tripled the size of our team. And finally, today, the game is done. We are very proud of how it has turned out, and feel that we have achieved what we set out to do. It has easily been the most ambitious project we have undertaken, and getting to this point has been quite a struggle. We hope people find SOMA to be a creepy and provocative experience that stays with them long after playing."
The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for?
From Frictional Games, creators of Amnesia: The Dark Descent, SOMA is a sci-fi horror game that questions our concepts of identity, consciousness, and what it means to be human.
SOMA is available for $29.99 on PS4 via the PlayStation Store, and for PC (Windows/Mac/Linux) via digital distributors including Steam, GOG.com, and Humble Store.
What Happened at PATHOS-II? Find Out in the SOMA Live-Action Video Series
Dive deeper into the world of SOMA to uncover more about the events and stories preceding the game with the live-action mini-series from Frictional Games and Imagos Films.
A new episode will be available daily, Sept. 28 through Oct. 5, through the Frictional Games YouTube channel.
SOMA is available for $29.99 on PS4 via the PlayStation Store, and for PC (Windows/Mac/Linux) via digital distributors including Steam, GOG.com, and Humble Store.