Soma: meanderings by a wuss
Sunday, July 17, 2016
Comments: 2 (latest 1 day later)
Tagged: reviews, ruminations, horror, puzzles, soma, identity, black goo, interactive fiction, frictional games, if
(This post will be generally spoilery for the setting and background of Soma. I will avoid specific plot details, however.)
I've had Soma on my stack for several months. Last month I pulled it off the (virtual) shelf to take a look.
Contemporary-world prologue: good setup. Transition to the creepy future undersea base: excellent. Creepy undersea base: admirably creepy. I pushed through the first bit of the base, moving very cautiously -- though, from a design standpoint, this was clearly the "shadows in the corner of your eye" phase. The monster was not yet on screen.
So then I get to the room where the Frictional monster comes on screen. "Oh," I said, "look, it's the Frictional monster."
I've played through Amnesia: Dark Descent and A Machine for Pigs(🐷). They have the same monster. It shambles towards you and kicks your ass. And I remember specifically, in Pig Machine, that the monster is fundamentally harmless. If you just stand there and wait, it shambles up and whomps you and then disappears. I mean, you die -- or almost die, or the game gives you another shot, or something -- but the monster is gone and you can get on with the plot.
I can see how the designers got there. Getting stuck isn't particularly good for the game flow, and the threat of sort-of-death is a still a decent incentive to sneak around and play the game "right". For most people. I guess. Not me. "Face your fear!" I shouted, and let the monster walk up and pop like a soap bubble.
In that light, the Frictional monster is hapless and pitiable. Poor poor fleshy monstrosity.
So there I am in Soma's underwater base, and the Frictional monster is coming at me again. It's dripping black biomechanical goo this time, but still instantly recognizable. I tried hiding -- pro forma, just to see if I could -- but no, it spots me and shambles in. Whomp!
I wake up -- but wounded: limping, blurred vision. Interesting. And the monster is still there. Hm.
Clearly the designers have backed off from the Piggy soap-bubble stance. Okay, that's fair. Facing the monster down really isn't the intended play experience. So I manage to sneak around the monster and make it to the next room. Explore a while. Find a healing... thing. Makes sense. Getting hurt has consequences but you can recover.
Oh, look, the monster has followed me. I hide. It finds me and whomps me. I wake up wounded. Oh, wait, it found me again. Whomp. Game over. Game over? Yes.
Unfortunately, I am caught in the fork. Playing the fearless Piggy way might have deflated the tension, but I could do it -- I finished Machine for Pigs and had a good creepy time. But bold isn't an option in Soma. Playing the "right" way, hiding from the monster, is tense but it isn't working.
Conclusion: maybe I'm bored with the Frictional monster. After three games, maybe they should have come up with something new?
(Yes, I know Pig Machine was made by a different studio. Doesn't help.)
But, before I delete Soma forever, I think: maybe I'm not the first? Indeed! With a very little bit of Googling:
Wuss Mode: Monsters Don't Attack by The Dreamer
This addon renders nearly all enemies in the main story non-hostile during regular gameplay. Surprisingly, it completely changes the atmosphere of the game, often for the better, since the servants of the WAU quietly patrolling the abandoned halls of Pathos-2 have a chilling poignance to them. [...] Playing it is an incredibly surreal experience, and while I personally prefer the vanilla gameplay, I think for those with weaker countenances, this is certainly a worthwhile way to play. Perfect for wusses who can't take the scares but still want to experience the amazing story and atmosphere of SOMA!
I quote a large chunk of the creator's blurb because I agree and disagree. It is surreal and poignant. The monsters -- not just one, I got far enough to distinguish variations -- are once again pitiable, wretched things. But they're threatening wretches. There is a great difference, I find, between a soap-bubble monster and one that shambles around in your face until you manage to escape it.
To be concrete: it is really hard to sit down at a computer console when there's a howling monster behind you. Even when you know it won't whomp you.
There are also a couple of chase scenes where if you're too slow, you die. The mod doesn't affect those. (I imagine they're not implemented as monsters, but with some other engine mechanic.) But I didn't have too much trouble getting through them.
Back up; re-read that blurb. Note the whole social-signalling issue, where the mod author has to be very clear that people who use this mod are weaker and can't take the scares. (It is, in fact, the stealth mechanics that I couldn't take.) I don't read that phrasing as real contempt -- for a start, the author made the mod. They must have some empathy for me, the prospective user. But they couldn't address me directly, either! I imagine them standing in a crowd of gamer-bro stereotypes, holding up this sparkling mod... but not too high... not too far outside the circle... lest someone mistake them for some kind of... wuss.
Well, I'm happy to speak for them, and to you. Soma is a haunting game. The environments are oppressive and beautiful. The pacing ratchets nicely between exploring in the light and creeping through the dark (but always edging deeper and dimmer). Even if the monsters cannot hurt you, there is tension in where monsters might be, and where they are. And so the game works with this mod. I recommend it.
(To enable Wuss Mode for Soma on Steam, search for it in the Steam Workshop and subscribe; then launch Soma and select "Play Mod". I'm not sure if it's available in the Playstation version.)
I should talk about the narrative, but I don't have a lot to say. I'd already played The Swapper and The Talos Principle (my review) so a story based around identity-and-philosophy-of-AI? Not really new territory.
I will say that Soma manages to tie the player's actions into its philosophical concerns. (Talos didn't do that -- it had a lot of nice writing which never intersected the gameplay. As for Swapper, I'm afraid its story never made much impression on me at all.) Soma's story is a bit scattershot, but it lands a couple of solid hits which have thematic weight behind them. It's horror, but existential horror in the end.
(I will cordially disagree with the designers' decision about the final scene. Shoulda left that right out.)
(Or, okay, left it in but distanced? Third-person? I'm trying not to be spoilery here, but you see what I mean.)
(🐷 Such a shame that David Cameron resigned before I wrote this.)
Comments imported from Gameshelf
Andrew Plotkin
(July 19, 2016 at 1:23 AM):
I don't know how A:I is structured or how it would hold up to this sort of modification. The thing about Soma is that there's a nice amount of forward momentum for exploring and unlocking your further exploration. It's not just "survive".
I've got this one on my Steam wish list, and I found this an interesting perspective.
I was remarking to someone once that I LOVE Alien: Isolation, but sort of just right up to the part where the alien appears. The tension of exploring the space station without knowing what might be right around the corner is amazing to me. But there's something fundamentally less scary and more... tedious once that is made concrete. And the same actually goes for the human enemies for me. I think it works best as a solitary experience. The actual task of sneaking around or running from humans or the alien feels sort of tedious and finnicky (and sometimes altogether too hard) in comparison. I've never finished the game as a result, although I'd really like to go back and do so.