I can handle scary games when the subject matter is of the type that can not exist. However when a horror game starts to affect you psychologically and emotionally, those are the games that I can’t handle.
SOMA, by Frictional Games, is a sci-fi horror game that questions our concepts of identity, consciousness, and what it means to be human. You are trapped in an underwater facility called PATHOS-II. There is no radio to call for help and the machines have become sentient and blood thirsty. If you take a look at the trailer below, you’ll see just how creepy it all really is.
With that said. No thanks. I actually want to sleep at night.
September 22, 2015 – Frictional Games, creators of the Amnesia and Penumbra series, presents SOMA. Plunging into the abyss to tear at the delicate threads of human consciousness, SOMA is available today on PlayStation 4 and PC.
SOMA Launch Trailer
Creative Director Thomas Grip, reflecting on the development of SOMA:
“Five years ago, SOMA started as a simple idea; to make a game that would explore the more disturbing aspects of what it means to be a conscious being. Since then, we have gone through years of iterations, lots of hard work and almost tripled the size of our team. And finally, today, the game is done. We are very proud of how it has turned out, and feel that we have achieved what we set out to do. It has easily been the most ambitious project we have undertaken, and getting to this point has been quite a struggle. We hope people find SOMA to be a creepy and provocative experience that stays with them long after playing.”
The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for?
From Frictional Games, creators of Amnesia: The Dark Descent, SOMA is a sci-fi horror game that questions our concepts of identity, consciousness, and what it means to be human.
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