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I haven't played a "walking simulator" for like 3 years I think (last one was What Remains of Edith Finch, good but not the be all end all of the genre as it is thought), and maybe the pause helped me appreciate Soma, because I was thoroughly impressed by it actually. The first time I bit Soma, which was the first time it was given on EGS, I couldn't play it - it was too scary for me. These 2,5 years I did get desentisized to horror a bit, through watching some horror movies and playing horror games, but Soma still feels... oppressive. Not scary in direct survival terms, but scary by actually showing the feel of humanity being extinct. The art design is great, and so is the voice acting (which I recently realized I really enjoy in games). The panicked voice of Amy Azzaro fairly early on in the game, or the dying monologue of Sarah Lindwall on the end will stick with me for a long time, as will the final argument between Simon and Catherine. Although one thing irks me - despite being a mid-budget game with a fuckload of water, Soma contains... almost no liquid physics. I know that it's a nitpick, but I couldn't get it out of my head.
While I played Soma on Safe Mode, the basics of the stealth gameplay were still visible, and this was... rather simplistic. The AI was basic, and so were the tricks the player had. Although I have to admit that the trick of "can't look at enemies" was a cool idea, I don't think I really lost much, if anything, by choosing Safe Mode. In the CURIE level it'd be especially frustrating, as the corridors were kind of maze-like and dying there because I got lost could burn me on the game a bit. And without the stealth, going to a puzzle to a walking bit to a story bit was actually very well paced! Also why does Simon drop the goddamn stun gun, I realize it was done due to lack of budget but it makes no sense story wise goddamnit.
I loved the story however. Seeing a dead body and being able to listen to its last moments alive is genuinely one of the best ways to do an "audio log" I've seen, as the player does not just have an abstract voice but also sees results. It makes it that much more tangible. The existential despair that the cloning/copying mind data brought was also fascinating, and I think being able to do it hands on brought a level of realism that, say, a book with this story could not. I liked the ending, too in which the important aspect to me, and why I like it, is that it is one ending, not two, and both Simons think they are the main one. Thus, we get to see the despair of the Simon who lost and glory of the Simon who won. So I don't think it's a cop-out or anything, just a necessary contrast to showcase the main theme.
Other thing I noticed is that this game has a FUCKLOAD of lore. I thought I was fairly thorought, but missed a lot of it still. It wasn't fully my fault, as some of the lore was revealed in a miniseries (that I should probably go watch), but even then there are bits, pieces and suggestions that make the world cohesive. Fantastic job there, Frictional.
Overall, this is like a very solid game/10, would recommend
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