• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

SOMA: The 5-Year Design and Development of a Sci-Fi Horror game from the Amnesia devs

Verger

Banned
I like how SOMA is turning out. Focusing straight to the game with organic interactions, weaving the story though your agency. This is like taking the concept of Dear Esther and applying context and more interactivity without breaking the immersion.

Hyped!!
That's an interesting thought. Of course Frictional collaborated with the Dear Esther devs on A Machine for Pigs and the reason they brought them to develop that game was because they loved Dear Esther and wanted to see how TheChineseRoom would interpret the Amnesia universe in a game of theirs.

Obviously there was a lot of criticism of AMFP and the lack of interactivity in the environment, which likely stemmed from the devs' own proclivities in game design. But it seems Frictional has taken that criticism and are trying to make SOMA have a lot of interaction and the demo trailers seemed to show that, pushing lots of buttons, interacting with computers and objects and also grabbing environment props like chairs.

I am definitely excited about the OT and getting people's impressions and also seeing how everyone's playthrough goes (if people experience different things than others).

Heh, just realized that I posted this OT exactly 2 months to September 22. Seriously didn't take that into account when I hit the post button :p

Here's some actual in-game screen-shots. Trying to pick out stuff which looks as "generic" and "non-spoilery" as possible:
1921091_orig.png

4894537_orig.jpg

8115432_orig.png

7569131_orig.png

5431427_orig.png

3922475_orig.jpg
 
To people saying "i dont like jumpscares", well, Amnesia wasnt really all about jumpscares. It just created a tense, scary atmosphere, and left you defenceless. It definitely wasnt a jumpscare game. It was leagues ahead of trash imitators like Outlast. Amnesia was the best horror game ive played since Project Zero 2, so i have nothing but faith in frictional, and ill be getting Soma day 1.
 

Laughing Banana

Weeping Pickle
It's hard to fully trust stuff like the "Five Foundational Design-Pillars" or the "Five Goals of SOMA" or the "The 4 Layers Approach" when time and again so many developers have promised this and that only to retreat to the same old same old in the end.

That being said however, I'll be getting this game for sure. Would love to try a psychological horror game since the horror stuff I have played so far in the PS4 seems more of a jump-scare variety (Outlast, Evil Within, etc etc) and this folks seem to have a good attitude/outlook in creating such a thing.
 

Shredderi

Member
To people saying "i dont like jumpscares", well, Amnesia wasnt really all about jumpscares. It just created a tense, scary atmosphere, and left you defenceless. It definitely wasnt a jumpscare game. It was leagues ahead of trash imitators like Outlast. Amnesia was the best horror game ive played since Project Zero 2, so i have nothing but faith in frictional, and ill be getting Soma day 1.

That's all I need to hear to try out Amnesia. I completed outlast but grew tired of it's jump scares because there were MANY of them. I just think that relying on jump scares is a lazy way to keep a player on their toes.
 

Verger

Banned
There has been a lot of previews coming out as of late for the game
Yeah, I think Frictional released a demo build for select Press outlets and Youtube personalities. Supposedly it was only 1/3 of the game and they levied a lot of NDA against spoiling the story. Still I stayed away from any Video previews and looked away during the interviews when they showed footage. Don't want to spoil any scenes.

The plus side was that there was seemingly universal praise for the game and that it successfully make people scared and uneasy. There was actually a thread here which compiled the previews. Here were some of the standout notes:
The Verge

It feels slightly like a callback to the Penumbra series that Frictional published throughout the late ‘00s, but set in a creepy, abandoned underwater lab instead of a creepy, abandoned underground mine. Based on a roughly 3-hour preview, though, it might also be the studio’s most mature and sophisticated game yet.

A play-by-play walkthrough of Soma doesn’t sound all that original. Enter a room, read a thing, flip a switch or switch-like object, maybe flip another switch to activate that switch, go to a new room, and run away screaming if something tries to kill you. But that doesn’t capture how well it’s negotiated the balance between "walking game" and "adventure game." Soma’s demo doesn’t have physics puzzles or sequences of picking up and combining objects. Its kind of stripped-down gameplay is exactly what I didn’t like about Frictional’s last game, Amnesia: A Machine for Pigs — at the time, it seemed to lower the stakes and encourage linearity. In Soma, it lets the environment itself become the puzzle.
Gamereactor

One thing we were concerned about was the potential gamification of Soma, but from what we've seen, that doesn't seem to be an issue. With Amnesia we had trouble getting immersed in the experience because we spent too much time foraging for tinderboxes - it pulled us out of the moment then, and we didn't want the same thing to happen now. As far as we can tell, it seems like Frictional has learned their lesson.

And immersed we were. With nothing to distract us and with the volume cranked up, for a while we lost ourselves in the underwater world of PATHOS-2. The audio certainly heightened the atmosphere, with distant noises doing their best to unsettle us, while more immediate and punchy sound effects would frequently send shivers down the spine. Immersion is aided by some nicely observed details dotted throughout the environment, from the posters on the walls to the leaflets in the drawers. Visually it's crisp; industrial, metallic, finished with a sinister flourish. It looks like the kind of place we might enjoy forcing ourselves to explore.
RockPaperShotgun

SOMA doesn’t rely on strings, although that doesn’t become apparent until it has shown its hand. After half an hour, the scene is set and the game begins to feel like the sci-fi version of Amnesia I feared it might be. “Feared” is a double-edged verb in this instance. I hoped that SOMA would be something more than Amnesia with a new skin but I also accepted that even if that’s all it were, it’d still scare me out of my seat.

As I crouched behind a computer terminal, listening to footsteps, loud crashes and the sound of SOMETHING in distress, I felt like I had returned to uncomfortable surroundings. The dank stone walls were now corroded metal surfaces but the place was recognisable, right down to the semi-organic corruption snaking through the vents and ducts. I felt like I knew the game’s rhythm – run, hide, cower, wait, puzzle, run, hide, cower, wait, puzzle – and that was disappointing, given how quickly the familiar beat had fallen into place.

That didn’t last for more than a few minutes and within an hour, SOMA has found its own rhythm and its own identity

Where Amnesia was a gothic, Lovecraftian horror game, SOMA is a science fiction game with a horrific backbone. It’s hard to point at anything in Penumbra or Amnesia that doesn’t add to the sense of dread, doom and claustrophobia, whereas SOMA is packed with all manner of ideas. Grand, exciting, strange, brilliant ideas. It’s such a relief when the major conceits of the weird science that drives the plot are punctured and questioned. If you’ve seen any of the videos that have been released (and you should; they’re not assumed knowledge but nor should they be treated as marketing-spoilers) you’ll know that SOMA is concerned with the idea of ghosts in machines. The transfer of memories and personality into digital form, and the storage of a person’s identity within a robot.

What could possibly go wrong?

...

SOMA marks a huge shift in Frictional’s work and while I don’t expect it to be as divisive as the externally developed semi-sequel Amnesia: A Machine For Pigs, some will find the focus on storytelling and sci-fi a distraction from the comforting closet-hiding of games gone by. There are still monsters, and glitches in the interface have quietly and sensibly replaced sanity effects, but by putting its sci-fi first and its horror second, SOMA appears to have found an identity worth exploring.

Also in that thread I made a post from Frictional's blog post on E3 and how it succinctly summarized their process and what they are aiming for:
SOMA is a slow burn experience with a primary focus on the exploration of high-level concepts. Trying to showcase this is very different from showing off a game that is about exploring an environment or one that's focused on a set of core mechanics - in those sort of games it's much easier to find a short segment that serves as a good example. But for SOMA, that sort of segment really doesn't exist. SOMA is designed to carefully introduce the player to a variety of concepts and to ease the player into a certain kind of atmosphere and state of mind.

...

Our first plan was simply to take one of our more intense monster sequences. That would provide a quick demo that was easy to get into and would provide a thrilling experience. But the issue was that we then would fail to showcase what's special about our game. The game would just look like yet another "run from the monster"-ordeal, and making sure that people understand that SOMA is something way beyond this is very important to us.

...

However, our choice of demo was not perfect. Most importantly, by itself, this part of the game isn't particularly scary. This in part is because the demo lacks a lot of the intended build-up, and in part because it wasn't (apart from a final monster encounter) designed to be all that frightening. And while SOMA doesn't focus on "run from monsters", it is a horror game and we are very much intending to induce terror in our players. Therefore it felt annoying to have a demo that didn't bring home that aspect. But still, making players whimper from fear is not really a unique concept any more, so given the choice, it felt much more important to give a taste of the disturbing feel our themes give rise to.

...

That said, I feel we did the best we could given the constraints we had. And judging from the reactions that we got at E3, people enjoyed it quite a lot and almost all the players came away with the right impression. Both Ian and Aaron (the Frictional Games team members that attended E3) were actually quite surprised how well most people picked up on our deeper aspects. This despite playing the game under far from optimal conditions (a well-lit, loud and crowded room is not all that great for games that thrive on immersion and introspection). Again, just like in our last round of testing, the way people connect to the themes in SOMA went way better than expected, and that makes us even more even more thrilled to unleash our creation on the world!
It is nice to hear the Audio design and sound effects being compared to Alien: Isolation, which I felt had one of the best cases of Audio in recent gaming, because it was used with such effectiveness to both heighten the terror and to also drive home the "Alien" setting by using familiar sounds and music from the films.

Maybe I need to buy new headphones, I'm not sure the ones I have will be sufficient to get the best audio.
 

Verger

Banned
Oh! One of the interviews above confirmed SOMA is indeed mod-able from Day 1 on Steam and you can begin creating custom stories and making whatever you want right off the bat. Added to the OP

Also I forgot to link the three "environment teasers" that frictional uploaded a while ago, these seem to correspond to named sections of the PATHOS-II facility such as Upsilon (the area we've mostly seen in the demos):

Upsilon

Theta

Lambda - This is the one which revealed the true location of SOMA. A creepy thing I just noticed is that the "voice" you hear seems to be
coming out of that broken robot slightly twitching on the floor
. Also freeze frame at 0:50 to see the fish :O
 

Melchiah

Member
Well, it is definitely an unusually odd non-descriptive name at first glance.

Soma = "Body" in Greek

It also could mean "the body as distinct from the soul, mind, or psyche."

Considering the themes of this game, it definitely is fittingly appropriate, though admittedly may not make for a great "marketing buzzword"

Funnily enough, it means "cute" in Finnish, which I presume Swedish developers would know.
 

Verger

Banned
I'm curious whether the name will be something that is referenced in game or not. Obviously Penumbra wasn't (IIRC), but Amnesia was with the protagonists both being afflicted by such.

PCGamer put up their impressions now too. A bit more tempered in enthusiasm than the other previews.
Soma hands-on: dark, beautiful and horribly atmospheric

It’s clear early on that Soma is by the same people who made Amnesia. As I crouch in my corner, waiting for the robot to pass, I get flashbacks to crouching in another corner, hiding from another monster, in The Dark Descent. But this is a far cry from Brennenburg Castle. Soma is set in an underwater research base, with claustrophobic metal corridors that remind me of Alien’s similarly eerie Nostromo. And it’s clear from the very start that something has gone horribly wrong here.

As I explore the abandoned base I notice strange bio-mechanical tendrils bursting through walls and forming clumps on the floor, and a sticky black liquid of unknown origin drips from the ceiling. It’s like the place is being eaten by some encroaching horror, and the constantly flickering lights aren’t making the place any more inviting. You don’t know why you’re there, or what the base is for, and neither does the main character.

You piece the story together through environmental details. There are documents, drawings, and notes scattered around the base, and the main character has some special power that lets him touch machines and hear echoes of past events. You can log into computers and read people's’ emails or listen to audio logs.

The Dark Descent had a ‘sanity’ meter and limited lantern oil to worry about, but this ongoing character management has been reduced in Soma – although not eliminated entirely as in The Chinese Room’s Amnesia: A Machine For Pigs.

Soma’s shaping up to be a pretty special horror game. It’s not a massive leap from Amnesia, but the production values are much higher and the new sci-fi setting is wonderfully realized. But it’s the story that’s really grabbed me, especially these robots who think they’re human. The idea of your mind being trapped in a machine is really quite chilling, and a great basis for a dark sci-fi horror story.

If there is a concern I have about this game, it is the underwater segments. Most games that attempt underwater gameplay typically do not do a good job. Though it doesn't look like there will be any real "swimming" I think.

That said, I can definitely see the appeal of underwater with how dark and oppressive it is, and that real Horrors lurk there (reminded by that Giant Squid thread). Hopefully it's executed well
 

Verger

Banned
Frictional creative director Thomas Grip made a lengthy post on the dev forums about the mechanic of having "Danger Music" that plays when the monster was near. It was obviously a staple of Amnesia that heightened the tension as you got close to one of those monsters. However some have said that because it always played when a monster was near it "game-ified" things since it became an obvious pattern.

As Grip explains, it's not such an easy decision to decide whether to keep it or turn it off:
This is a very interesting topic really and we have discussed it internally a bunch. There are two stances:

A: Music that "syncs" to creature encounters make the encounters feel better. It helps emphasize the mood and put the player in the right mind state. It is also annoying to constantly hide in the game, and if music tells you when things are starting to get dangerous you can engage in behavior only when needed. (Why annoying? Because if 99% of your hiding is not needed, it will become mundane and repetitive and the scariness is decreased).

B: That music is not realistic and makes the world feel more player-centered and therefore lose some immersion. Also, it gives a sort of 6th sense that takes away some immersion. If music tells you when a creature is near, then you will quickly learn this and you will miss out on the player imagining creatures that never existed in the first place, and some of the proper horror experience is lost.

It is possible to argue for both of these stances and what we did first in SOMA was to go with mostly B. But there was one major issue with this:

- Encounter specific music makes the game scarier!

Pretty late in development (actually just a few months back) we added some subtle low-freq music that came a little bit before a monster was near the player, and it made the experience so much better. It was a big difference. This is not really that surprising, I mean, we all know music is super important in horror movies.

But still interesting to see that having a certain kind of music that was used to highlight a certain happening could have a much bigger effect than you sorta intuitively expect. Because, we had creepy music in these encounters, it was just that the music was more global to the level and not specific to the encounter. And when we just tweaked a bit it made a lot of difference.

So, some "realism" has to go out the window. But we will had the problem of the player predicting when encounters would happen. And there are a few ways we tackle this:

- First thing to note is that monsters are not as event-based as in Amnesia. Many times creatures patrol an area and some even have dynamic appearance mechanics. So just because of this, it harder to guess when an enemy is near or not. This since the monster being simply present is not cause for the same danger as in Amnesia.

- In amnesia danger music is based purely on distance and on the monster being active or not. This makes it very clear cut. In SOMA, it depends on the state of the monster, if the player has seen it, and so forth. It is much less obvious what triggers the music. Because of this, music might not even lead to the player encountering something.

- We change this up depending on the monster and each have different ways that control how music is handled. Some even have no danger music at all. And sometimes we play danger music without there being any danger present at all. All this to mess with the player's head and avoid having recognizable patterns.
It is very nice to see how deeply they go into thinking these things out, because yeah, one could simply go "Hmm, that Amnesia Monster Music was too obvious as the game went on, so lets cut it entirely!" without thinking of the downsides to doing so. It sounds like Frictional thought long and hard about how to get a nice balance and are going to try things that will surprise the player.


Also "Dark Side of Gaming" is teasing an interview with Thomas Grip that will come out later this week where he talks about the game in more depth. They dropped some teasers about what other games influenced them. Here are the tidbits:
“One big inspiration that we took from Doom 3 is its terminals. I loved how they felt part of the game world and how immersive it was to use them. In SOMA there are a lot of different ones from the player to find and mess around with and is a big part of the game. They work pretty much the same way as in Doom 3 expect that you need to click one before you can interact, but otherwise it is very much the same.”

– Bioshock. I just love the first 20 or so minutes of that game, the narrative just unfolds in a such a great and immersive way.

– Spec Ops: The Line. The way they handle moral choices in an analog fashion has been a big inspiration for how we handle ours

– Silent Hill. The way in which you get to play through horrific scenarios, and not just watch cut-scenes, is a big influence.
 

Verger

Banned
Yeah, I'm definitely using that Cover art for the OT. It's pretty freaky and unsettling, kudos to David Satzinger. Really sets the tone for the game when you see it in the title screen:
DSOGaming put up their full interview with Thomas Grip today. It mostly deals with talking about their new HPL3 engine (you know, I only just recently realized that acronym stands for H.P. Lovecraft :p) and what new features it does.

It is worth repeating that Frictional is only staffed by 14 people, so that's pretty damn amazing that they have developed their own engine compared to most indies who use Unity or license Unreal. Of course they are quick to caution that HPL3 should not be compared to those, and I would argue that'd be unfair given those engines are developed and supported by hundreds of people. So the graphical fidelity of SOMA is quite commendable given that (and I shake my head at some comments I've run across online who are "poo-pooing" the graphics as bad or outdated and not "next-gen" enough)

Still, it sounds like they're really proud of the Level Streaming tech in their engine which will supposedly remove all Loading Screens from SOMA (which were of course present in the Amnesia games):
DSOGaming: SOMA will be powered by the HPL Engine. Can you go into more tech details about its graphical features? (Parallax Occlusion Mapping and Screen Space Reflections support, ambient occlusion, tessellation, etc.).

TG: SOMA will be powered by the third iteration by our internal engine. I think that the biggest changes from the previous version (that powered Amnesia) are:

– HDR Lighting
– Terrain support
– Much more powerful script support.
– Streaming


As far as graphical features goes, I do not feel it is worthwhile bringing attention to any. We have few new fancy stuff,� like new SSAO system and Spherical Harmonics based GI, but on the whole it is nothing that doesn’t exist in other engines. We do our best to make it all look as good as possible, but it is hard to have stuff you have not already seen in the other big engines. Our competitive edge is to have a very streamlined production pipeline and an engine that is heavily designed around it.

DSOGaming: Can you share more details about the game’s lighting system? How many simultaneous light sources will there be? Will there be any Global Illumination effects and if so, can you share more details about your GI solution?

TG: As mentioned there will be a bit of GI, but other than that it is just standard stuff. Peter, who does pretty much all tech these days, has done lots of great stuff, but a lot of it is not things that are easy to point out. A lot of it is under the hood features, that is crucial for pipeline and stuff like that. As for how many lights and stuff like that, it is highly dependent on what system you are aiming for, what sort of FPS you can deal with and other aspects of the scene in question.

DSOGaming: If you had to choose one, what would be the graphical feature – in SOMA – you are most proud of?

TG: I think the streaming is really nice. Previously we have had long load screens but know you just go from one level to another seamlessly.

DSOGaming: Shadows are essential for games like Amnesia and SOMA. Will the game feature a fully dynamic lighting and shadowing system? Can we expect all light sources – like flashlights and environmental lights – to cast dynamic shadows on all objects?

TG: Yeah shadows are really important to us, but it is still very expensive, so we are trying to be careful where we use it. That said, what we got, we make sure to use as good as possible.

DSOGaming: Both Penumbra and Amnesia had some really interesting physics-based puzzles. Can we expect more from SOMA and if so, have you tried to push the envelope of the game’s physics-based puzzles?

TG: Physics based puzzles have not been a major focus since the goal of SOMA is not puzzles, but to give the feeling of being inside an interactive narrative. Instead we have put effort into making interactions smoother and stuff like that. Having nice interactions with the physics is crucial for making the world feel believable and we try to make it possible to interact with as much of the world as possible.

DSOGaming: Will SOMA take advantage of more than four CPU cores as well as SLI/Crossfire systems? Can you talk a bit about the CPU scalability of the HPL Engine?

TG: A lot of work has been put into using multithreading as much as possible. Our previous versions we all single threaded so it has been a ton of effort to make it all work. We are not 100% were I would like us to be in terms of data driven design, but it is tons better than anything we have had before. When you make new iterations of an engine you always need to juggle redesigning the system and making sure everything works during development. So in the end we manage to get this side of the engine better than I thought we would.

DSOGaming: Lately, we’ve seen titles suffering from noticeable pop-in of objects. While some games have higher LOD levels, every game – more or less – suffers from it. What’s really puzzling us is that while dynamic tessellation basically solves this problem by varying the level of detail on the fly, no one has ever used it. What’s your opinion on dynamic tessellation and have you experimented with it in order to eliminate object/environmental pop-ins? Also, what’s your LOD solution in SOMA?

TG: Our environments are all closed quarters or with a short viewing distance that this has not really been an issue for us. We simple cull distant objects to get some extra performance and it is pretty much never noticeable. We were planning on using tessellation to get detail offset mapping on the terrain, but we ran out of time to update the art to support it. It is in the engine though, so modders will be able to play around with it.

...

DSOGaming: Lately we’ve seen a number of games forcing Chromatic Aberration. Will SOMA feature Chromatic Aberration and if so, will there be an option to turn it off?

TG: We will feature it as an effect during certain parts of the game. You can turn it off if you really want to though.

DSOGaming: Thank you very much for the interview, any last words you want to share with our fans

TG: We have spent 5 years working on SOMA and honestly think it is our greatest achievement yet. The way in which the game sets it apart from our previous ones (and really other horror games on the market) is by a very tight focus on certain themes like identity, subjective experience and AI, and how the game revolves around them. In our other games the subject matters have been more slapped on, but here they are part of the game and integral to the horror experience. So while you will get a share of scares from being hunted by various nasty creatures, the real terror will come from directly confronting these themes. SOMA is not made to be all about jumpscares, but to be a deeply psychological horror that stays long after playing. It has been really hard to get right and we are extremely excited to hear how people experience it all!

Again, really commendable that this super small team has created their own engine, AND is making it with modding and customization in mind. So on Day 1 people will immediately be able to go into it and start creating their own custom stories. I wouldn't be surprised if someone tried to make a BioShock story :p
 
I'm on a survivor horror addiction.

Playing through dead space for the first time and absolutely LOVING IT.

Gonna play through its sequels, then probably give the Stalker series a go, before playing SOMA, which is shaping up to be amazing.
 

Verger

Banned
It's really exciting to see because again this sounds like a team that made this game a labor of love and took their time with it, not being fettered by publisher or marketing demands and working long-term to ensure that they got their game "just right" before releasing it.

Some of the interviews at E3 indicated that they could have spent even more time with the game wanting to iterate and iterate and add as much as they could (such as the fact that they couldn't get tessellation on the terrain in), but had to police themselves and settle on a ship date.

These are also guys who have really studied Horror games and are trying to create something that can entertain for 10+ hours, which as everyone knows is so hard to do for a Horror game, and when something like Alien: Isolation tried that and many thought it went on for far too long.
 

Aurongel

Member
Hold the fuck up, they're streaming the map now?

That is seriously kind of a megaton that I'm surprised hasn't been brought up.
 

Verger

Banned
Hold the fuck up, they're streaming the map now?

That is seriously kind of a megaton that I'm surprised hasn't been brought up.
That seems to be what they are saying. That getting around the world will be "seamless" without any loading whatsoever.

Of course I'm sure there will be "transitions" of some sort like elevators or other transportation networks. But from what they say, it sounds like we won't have to look at any "Loading" screens.

That said, I actually did like the loading screen art of Machine for Pigs due to the stylized art of the Processing Plant.
 

F4r0_Atak

Member
I didn't know they were working on it for almost 5 years...

p.s. Just noticed the underwater concepts... does that mean we'll have underwater sequence like in the first two Bioshocks?
 

gabbo

Member
I've been mostly taking a media blackout stance towards this since the live action shorts, so I hope that hasn't given me a warped idea of the plot
 

Verger

Banned
I didn't know they were working on it for almost 5 years...

p.s. Just noticed the underwater concepts... does that mean we'll have underwater sequence like in the first two Bioshocks?
What exactly do you mean by "underwater sequence?". Maybe it has been a while but I do not recall an instance in Bioshock 1 which put you actually in the water.

I'm pretty sure you'll get to explore the outsides of some of the Pathos-II facility since it is made up of a lot of interconnected structures which may not have direct points of access between them.
I've been mostly taking a media blackout stance towards this since the live action shorts, so I hope that hasn't given me a warped idea of the plot
I think the live action shorts are pretty close to the plot from what I've seen. But those are going to probably tie-in more with the movie "Depth" that'll be released alongside SOMA.
 

demolitio

Member
I remember playing their other games for the first time once I got a Novint Falcon thinking horror games would be perfect for it and I ended up being scarred for life. :p

They know how to craft some terrifying atmospheres. Hopefully I can get a new motherboard before this comes out so I can remind myself of my heart problems...lol
 

Verger

Banned
Frictional posted this on Twitter a few days ago translating a comment by Swedish PC Gamer:

pDsdRtP.png



And they said that this should not be considered a Spoiler :)
 

Verger

Banned
Do we know the price yet? Is it likely $20 like the Amnesia games?
Nothing yet. in the Twitter convo Frictional only stated that Pre-Orders would be coming "Very Soon!"

Someone pointed out that A Machine for Pigs started its Pre-Order about a month before its release. So it's likely they'll start them in a week or two.

But no word on Price, or if the pre-orders will come with a % Discount (I think AMFP did)
 

Se_7_eN

Member
Nothing yet. in the Twitter convo Frictional only stated that Pre-Orders would be coming "Very Soon!"

That was my tweet! First and last one I ever sent, I felt ashamed for it.

I am expecting a 59.99 price point.... I don't see why we should expect anything different from Frictional Games now. Sure, they might still be a "small studio" but but they put out AAA horror titles.
 

Verger

Banned
Frictional says the PS4 version of SOMA is nearly completed and they've sent off a build to them for final feedback in a FB post: https://www.facebook.com/2124162754...16275440/10156004830150441/?type=1&permPage=1
The PS4 version of SOMA is almost done now.

All of the requested PS4-specific features (eg make sure the game is playable after having downloaded 5Gb, etc) are now implemented. What is left is to send it in and wait for feedback from Sony. Then it is just a matter of fixing whatever errors comes back.

At the same time we will continue to polish the game next time we send a build to Sony it will be pretty close to the 100% finished game.

They posted an off-cam screen of the PS4 interface (which seems to hint at a nearly 12GB download)

Also, don't know if this was already up, but the game now shows up on GOG: http://www.gog.com/game/soma

Though pertinent details, price and specs, are still left as TBA
 

dan2026

Member
Any videos or pictures of the monsters you will be running away from?

I'm assuming some sort of monsterous robots and cyborgs and the like.
 

Verger

Banned
Any videos or pictures of the monsters you will be running away from?

I'm assuming some sort of monsterous robots and cyborgs and the like.
I haven't seen any pics, but there's video of one of the monsters (supposedly there will be a variety) in the Gameplay Trailer:

Here

And Here

Suffice to say, the sounds alone it makes are pretty umm.....disturbing
 
Oh man I didn't know they were developing a new game! The first Amnesia was truly a piece of art and the second one was decent as well. I think it's too bad though that PS4 gets all these cool indie games, I would love to play this one on my Xbox One.
 

Verger

Banned
Do we know if there will be any other enemies types?
I guess it depends what you mean by enemy types? There are definitely going to be a number of different "Creatures" to interact with, some might be hostile some may not.

There are definitely different kinds of monsters, though whether they emit the same glowing blue lights is not known. There's another video that came out at E3 which supposedly shows another monster because its foot-falls are much faster than the one in the gameplay trailer.
 

CHC

Member
This is an amazing breakdown, thank you for taking the time. What I'm most anxious about in SOMA is the writing quality - if they can maintain what they've shown in the trailers then it's really going to be something special. The narration that began with "you know what sucks about being dead" was very chilling... the weirdly detached voice of an otherwise normal sounding young man.

I'm excited about the whole theme of transhumanism and consciousness that they seem to be hinting at. I just picked up the Talos Principle today and some of the writing is just shockingly good, so I hope to see similar themes done just as well in SOMA, albeit with a darker edge. There's some really disturbing ideas to be explored within that subject, and it's definitely one that has been done a great disservice by video games in general. The handing of AI and transhumanism is generally very ham-fisted and informed by cheesy B-tier sci-fi rather than classics like Dick and Asimov. Sounds like SOMA is drawing from the right sources, so I really look forward to their efforts.
 

Aurongel

Member
With what the specs of today can bring? I expect that to be the minimum requirement for EVERY game.

I can name very few games of this style made by teams of this size that stream the entire game without hard loading screens. Bless their hearts, Frictional hasn't had the strongest tech in their games up until this point. This is a pretty big technological leap for them considering the size of their engine team (two dudes...?)

Hah. Funny bug posted on Thomas Grip's Twitter:
https://pbs.twimg.com/tweet_video/CMXsMD7WUAAYCEV.mp4
Though that does go to show that there's going to be a good level of interactivity with the environment (certainly more than Machine for Pigs which had little to none)
That gif is terror incarnate.
Do we know if there will be any other enemies types?
It's pretty much guaranteed with how their previous games escalated tension during enemy encounters.
That was my tweet! First and last one I ever sent, I felt ashamed for it.

I am expecting a 59.99 price point.... I don't see why we should expect anything different from Frictional Games now. Sure, they might still be a "small studio" but but they put out AAA horror titles.

My guess would be $29.99, $59.99 seems steep for an indie title that is effectively something most people will only experience once.
 

jabuseika

Member
I will buy this game.

Play it for 2 hours.

Cry like a little girl and stop playing it.

Watch someone else finish it on Twitch.

Then it will forever remain unfinished in my steam library.
 
Top Bottom