SOMA gets everything right about the the survival horror genre. It’s like someone created the perfect video game mixtape -- a little bit of abandoned underwater atmosphere from BioShock, detailed environments a la Gone Home, and (of course) the frenzied monster mechanics from Amnesia. Even if you dislike non-combat-oriented games, I dare you to give it a try.
I came in expecting something similar to Amnesia, just in a terrifying new location, but what I found is an intelligent game that forced me to think and contemplate ideas as only the best sci-fi is capable of doing. It may not stir the hordes of wailing YouTubers looking for the next best haunted house, but SOMA succeeds at crafting something much more meaningful in a genre that’s deserving of more than just simple jump scares.
Intentional or not, SOMA regardless provides that example. This is not just another horror game. It’s a science fiction story with horrific shades, a game that ponders the human condition in an industry where “the human condition” has become an awkward dead horse of a phrase. A horror game that, curiously, would have benefited from a little less horror.
Simply put – there needs to be more games like this in the world.
But don’t let that, or the remedial monsters, put you off. Most of Soma’s strength is in its story and what happens to the people involved. This is a dark and deviant science fiction tale well worth a look thanks to some uncomfortable themes and concepts. And, at about 8 to 10-ish hours long, it’s a perfectly formed and satisfying experience to see through to conclusion. Seriously, that ending? You’ll be digesting it months from now.
SOMA is a sustained exploration of an original and thought-provoking idea. The concept of artificial intelligence has been explored by lots of science fiction, so it isn’t unique in that regard, but it makes particularly intelligent use of video game conventions to present those familiar ideas in new and surprising ways. At 12 hours long, the story feels a little stretched, especially when so much of its gameplay feels less original than its ideas. That’s not to say it’s scares aren’t effective or intense but I found myself drawn to its quiet moments in which its philosophical yet unpretentious storytelling is allowed to breathe without interference from unintuitive puzzles and monsters that can’t be manipulated.










