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It's not you, it's Simon. And Simon is.. kind of dumb. He at least doesn't seem at all familiar with the sci-fi and philosophy topics, so perhaps his reactions are closer to such a person? His confusion and cognitive dissonance might make more sense? (At least the first time -- I'd bet a lot of players got annoyed by his repeat reaction during the ending.) His reactions are to an annoying extent forced onto the player, whether the player identifies with them or not, and the choices are quite narrowly constricted. I didn't share his reactions, or particularly have any confusion or cognitive dissonance. There were choices I wanted to make, or dialogue I wanted to say, that the game didn't make available to me. There also aren't really any consequences to anything, it's pretty much entirely up to you to think about them and whether your actions even did what you think they did, because the game itself is mostly unresponsive to what you do or don't do. (There's not even particularly much consequence to losing to a monster.) That's not such a bad thing, it would be unfair to compare the game to something that is designed to give quite a lot of player freedom of choice in actions (like Deus Ex) or something constructed more explicitly with different choices and consequences in mind (insert favorite RPG here). SOMA, like the rest of the studio's games, is constructed to be a story-driven walking simulator with horror and puzzle elements. It does quite a bit better than most of that type of game. But I think overall it falls short of the studio's even older games, like Amnesia and especially Penumbra: Black Plague, even if I enjoy the sci-fi elements and setting more and of course the graphics are better. The latter has you controlling a named protagonist as well (Philip) but it leans much more towards the "silent protagonist" trope and that helps make it easier to insert yourself into the experience. (Enough that I had to go and remind myself of his name, even.) It's a different, arguably weaker, plot and has different themes, but it executes really well, especially the shared horror and psychological manipulation aspects. (The overt attempts at horror might be SOMA's weakest point. It didn't need them, the subtler existential horror of everything was good enough.) I agree it's artful, and again it's not a bad game and I enjoyed it. (I think it took me until maybe 2011 or so to fully realize but I usually enjoy it when a piece of media collects a bunch of topics I like in one expression, even if it's well-trodden ground (at least individually), or even if sometimes the execution is lacking. I like it all the more when the execution is masterful, though.) |
> It's not you, it's Simon. And Simon is.. kind of dumb.
I strongly disagree with this. Anything that puts me in a first person PoV and lets me take at least some of the actions and choices (even if flawed, because as you said, this is after all a videogame restricted by the limitations of technology) makes me identify with the character, in a way no static fiction can.
When immersed in the game, I didn't think it was Simon, I felt it was me. Anything I didn't recollect or understand: brain damage, time-displacement, confusion. And I never thought he was dumb, just confused, afraid, and in denial. A very human reaction! Catherine is also very, very stubborn during the game... and deceitful.
Also, as a well-read scifi... uh, reader... I was caught by surprise by the ending. I mean, it all clicked into place after it happened (I understood Catherine immediately, unlike Simon who was still in denial) but while I was rushing to "launch the thing" it never once crossed my mind this wouldn't help this me. It's not that I thought "teleportation", I simply rushed through the actions, goaded by a deceitful Catherine, without thinking of consequences. So I must be dumb like Simon :)
To me, this game is close to perfect, barring the limitations of videogames. It's a much better presentation of the topic than reading about it in a scifi novel. About the only thing that feels derivative is the "rogue AI" angle, but if you're following what I'm saying, you know that's not the part that thrilled me!
> There also aren't really any consequences to anything
You lose and must restart that bit. That's a consequence. You can also choose to plug/unplug sentient things. If you mean dying in videogames doesn't actually have permanent consequences (like deleting the game from your Steam collection), well... yeah, but that's an impossibly high standard. There are no consequences to any scifi story you read either. You have to assume this is the story of how... the thing gets launched. Anything else, as the videogame Spider and Web would put it: "no, that's not how it happened" ;)