My first time going through Theta and getting past Akers was fucking terrifying. I never knew he could open doors so be me: Just unlocked the door to the chip via the monitor(fucking window wouldnt break),I go to the room with the chip, close the door behind me, and I'm vibing in there. Akers was outside of the window while I was making a ton of noise because I thought I was safe. Suddenly chase music starts and he bashes the fucking door down. The Most Terrifying Moment of My Life
No matter what flaws people are telling here, this is one of the games I played in the last few years that really made me feel a lot of things. That loneliness, the realization of the horrible situation, the looking for a glimpse of hope, the urge for hearing Catherine once more to have some relief, ... One of the best atmospheres I have been submerged in. And this ending, both brutal and beautiful. Amazing game.
I got to say though, I really love these enemies in terms of design and lore (heard they were terrible in terms of game mechanics though but I probably didn't notice). Their design is so fitting for a Futuristic-Aquatic Post Apocalyptic horror game. I just love how all of them have a deep and sad explanation of what happened to them and why they are here with you. They compliment each abandoned site your in and they give it a whole new creep factor. They way they make digital noises, screams, moans, cries. Heard some of the monsters had bits of dialogue but I think I was too scared to process any of it. Not only that but how they made the atmosphere though, when Hopper was describing world ending though the com while you were being stalked by the Flesher. I was just standing there staring at the wall thinking... this is a whole new level of tense.
00:28 The Construct 02:50 Crawler (first underwater level) 03:20 The Flesher (first encounter at Lambda) 03:50 The Flesher at CURIE 05:38 Proxy (server mainframe) 07:50 Akers (Theta Labs) 10:53 Proxies (Theta Maintenance) 14:30 Robot Girl at Omicron 17:15 The shoal of Viperfish (The Abyss) 19:24 The Anglerfish (exiting the spiders' cave) 20:12 Power Suit monster at Tau 22:41 Leviathan (on the path from Tau to Phi)
The problem but also genius of this game is how the enemies like Yoshida and the proxies (Akers) never go away, and in fact are programmed to stay near where you are without them having found you. It sort of breaks the immersion because it's incredibly obvious they know where you are but don't, but it's also genius because it forces you into conflict, most prevalent with Yoshida. I remember him the most because the pros and cons of this approach were the most visible.
The video is mine, it still exists, I made it to receive comments and interact with my viewers. Why wouldn't I respond to comments lol Thanks for the support, man 😌
@@amnesiaPUZZLES yep ppl are stupid, they think there's like a expiration date for it. if its still up and someone comments you can and should reply no matter the date lol.
@@FlechFisher It's not that people are stupid. They just rarely encounter a video creator who is genuinely devoted to interacting with their audience even after a long time, so they assume it's something unusual I will only miss those comments I won't get notifications for :( as TH-cam doesn't notify you of replies to *follow up* comments, so I tend to miss those, unfortunately
@@amnesiaPUZZLES oh trust me they are... Especially when it comes to the how old a comment or vid is lol like I said it's not like there's an expiration date
The fucking way and speed of how Yoshida walks... The only enemy in the game that actually made me scared. Every time I enter Tau, Oh man. The moment he dashes from behind of the blast door, I start shaking and swetaing so bad that opening doors becomes nearly impossible. After the first playtrough I had a nightmare of him the next night lol
Proxies were, for me, a star part of this game. Loved them. Akers fucked my brain up forever. I was in a hallway recently and someone coughed that sounded a bit like Akers and I coud hear my pulse in my ears. PTSD.
Damn I wouldn't want to be in this situation. Waking up in an unknown dark place. Discovering humanity is dead. Seemingly alone throughout your entire journey. Then finally trapped completely alone in complete darkness at the bottom of the sea. ALL ALONE. 😨
Jin Yoshida - if we check the logs in the suit room, it is revealed he took the suit a day after the WAU infested it. That happened in April, a mere month before our arrival. There was little to no food left, the others were dead or dying.... I am pretty sure he put on the suit to commit suicide.
I don't get the hate on this game. I had a great experience. Storywise it was really appealing, the voice acting and sound design both created immersion and tension for the run or hide parts. Character animation were clunky but its a low budget production. I think this game was made with love, this is the most important aspect of a game imo
Honestly I like this game. The only thing I HATE about the game is how fucking weak the enemies are. Robot Head Girl only appears near the end of the game, yet she takes like 2 or 3 hits to kill you. You only encounter her 2 times. Soo yeah..
@@TheoTungsten Yeah, but.. that's it. It's like making SCP-096 or the Witch from L4D not as dangerous. 096 would just slap you causing minor blood loss and the Witch would take 10% of your health. The atmosphere might sell it and make it seem scary but it's really not.
Does he? That's interesting, never tried to do that. Isn't it because of the flashlight the Leviathan notices immediately? I know the flashlight off helped me immensely
Dude I remember hiding from the proxies in a certain level of the game (I can’t remember which one) and I closed the door behind me thinking they couldn’t open them and BOI WAS I WRONG
I’m glad more people are playing this game, I’m almost done with my 3rd playthrough (I got it when it came out) and it’s my favorite game of the generation. So many stunning moments and my favorite ending to a game ever.
DesertFox73 • - I purchased the game ages ago on PC (when it first came out I’m sure?) and recently got it on PS4 and oml memories and the concept and story is just beautiful and unique, just as I remember it
I cannot express enough how well made SOMA is. Literally everything is perfect. The story, the sounds, the atmosphere, the level design, the visuals, the creatures... My favorite story of any game i've played and easily my favorite horror game. It's simply brilliant!
the proxy in general is completely bugged out, especially the one in the server room. I did alot of testing with him. if you put many objects in the doorframe of the room he spawns in, this will completely break his AI and he will be frozen. you can now do the server restart without any problem. his pathfinding is really bugged, once you spawn him simply pick up any object (smaller ones work better) and crouch and don't move. even though you are not moving, from just holding an object he will instantly agro on to you, putting objects in the doorway stops this. I've seen many streamers get killed by just holding objects and this is what made me go and see what was going on. he is completely bugged. I also had him aggroed on to me while I was upstairs, so I had him screaming and the chase music as I was in the bathrooms paper balls work the best to agro him for some reason, simply hold it and that's that. watch him pin point your exact location and come running, this is how I agroed him from upstairs, just holding paper
Man can't believe how long it's been already since this game came out. I honestly wish the game had more moments like Power Suit Man and just being on the ocean deep floor. Was practically the only time the game genuinely felt like a horror game besides the very few monster encounters. And the Angler Fish reveal was so good. The story is great and all, but when I play a horror game, I wanna feel the horror.
I don't understand the people complaining about bad gameplay. Sure, it wasn't flawless. There a few things that could have been explained or designed better. But aside from that, I thought it was great. Especially if you play with a good set of headphones and play in the dark. Very immersive, great atmosphere, sound design, decent puzzles, great tension/story. I think some people just set their standards too high. You'll never have much fun when you do that. Go into it expecting nothing! The only part I thought was somewhat boring is when you're following the lights to Tau. Just felt like a lot of the same thing, all at once. But the feeling of being vulnerable to the infected sea life was kinda spooky.
"Go into it expecting nothing" *PREACH, BROTHER* 🙏 In all seriousness though, it's okay NOT to like a video game. We all have our ideas on what a good game should be all about, and the perfect balance between gameplay, and story. What SOMA really focused on was the visceral and cerebral horror experience. Gameplay was intentionally simple. To me, it helped me immerse (no pun intended) in the game's reality. I somewhat agree with the Abyss section you mentioned. While it did have its desired effect on me-I felt helpless, abandoned, and terrified that I would get carried away by the strong ocean's currents-I felt like it was a bit too lengthy to me, and could've been executed in a different way. Still, loved the game.
I keep receiving comments, videos are still being played, why wouldn't I respond to comments then. *^^* I love to read these, and I love the feedback. It's always nice to know that people are still enjoying your content. 👍
I think what makes enemies a bit more scary is that the monsters that the wau created (like a proxie, robot girl or any monster with human bodies parts) where at one point actual people.
I don't know what's worse: the ones that are human bodies which are alive and probably still conscious (Robot Girl), the ones that are human bodies which are _probably_ alive and probably _aren't_ still conscious (Akers and Proxies), the ones that are human bodies which are definitely not alive and definitely aren't still conscious (Fleshers and Yoshida), or the ones that are robots, not alive, but conscious and completely nuts (Construct and Scavengers). 😵 Ross is in a class of his own, he's like a sentient Flesher or something.
@@Safiyahalishah Akers is still conscious, they originally intended him to speak throughout the entire section with him. You can find the footage online, and there's a mod that reinstated it.
I almost stopped playing this game because of this enemy. I didn't know he teleported and he was blocking the way forward. That was one of the harder sections for me. That one and the Power Suit monster. I had to skip some logs and recordings because of it.
When you go through the Proxies' "nests", you can see a few corpses in random piles of flesh. The interesting part is that looking dead, they are still breathing if you look at their chests. So I guess the dead who aren't completely maimed are brought back as Proxies.
If you get close enough to some of them at the shuttle station in Theta. They appear to be in a coma-like state where they live in their own happy virtual reality, thanks to WAU. You can hear the dreams they're having once you get close enough. I think the one in the shuttle is Alice Koster since the "corpse" mentions Brandon Wan, and she sounded really similar to Alice too.
Who else is getting these soma videos again even tho we you’ve seen them before. IVE SEEN IT ALL AND THE SOMA SERIES MADE ME DEPRESSED OVERALL! And the TH-cam algorithm is making go through that shit again by slowly filling my whole recommendations with soma
I know one of the guys that switched places is an actual cut enemy. It wasn't used in the vanilla game, but I've seen him used in _SOMA: Surface_ mod. If the creator of this custom story didn't modify the default AI, then the monster is pretty tough to handle, similar to the Flesher th-cam.com/video/q6p5Ehv8iLU/w-d-xo.htmlm22s
Monster encounters are widely considered the weakest part of Soma, and I think it goes beyond the fact they didn't put as much effort into those as they did with the story. The problem is two-fold: One - the game does a piss job at conveying what a monster can do. Cath tells you to not look at the Flesher and reading logs can make you guess that Ackerman is blind, but that's it. You have no way to get what the triggers are for each new monster unless you try them all. Is it blind? Deaf? Movement sensitive? Line of sight sensitive? Really good at picking noise? Attracted by light? Attracted by running? I had the most infuriating experience against the Leviathan most likely because I had my lamp on the whole time in an area that's pretty well lit anyway. I also spent a LOT of time with my thumbs up my butt because I didn't get that Proxies were blind. There should be little scenes of introduction scripted to scare you while hinting at the monsters' abilities. It doesn't have to be obvious, even bits of info in logs and journals can do the trick. Two: the game doesn't punish you for not understanding them. You can brute-force through most encounters. Even if you mess up, it takes you a couple of hits to die and you can pass out several times before getting a game over - which will have you restart at the start of the last room anyway. It takes away a lot of the tension from those encounters. Back in Amnesia if a monster was close enough to land a hit once then you were usually f*cked. Going back to my two examples - in the case of the Proxies, they posed zero threat despite me not getting how they worked. if push came to shove, I could just outrun them and break line of sight - or as it actually was, go beyond their hearing radius. So it just made for messy, frustrating encounters. The Leviathan on the other hand, would keep picking me up and chewing me before spitting me at the start of the area. This would go on and on and on until I'd FINALLY get a game over. This was really infuriating and killed all the tension that this huge abyssal beast inspired. It should have been: you run all lit up out of cover for too long - BAM - Leviathan gets you, you can only briefly see what's grabbed you before Simon dies. Then you try again but this time you'll be all shaking and careful. As things stand, it's really messy and gives the game a bad image for those who don't realize they're actually messing up.
In a twisted way this weakness is a strength to the game's story and mystery. The fact that they DO have certain strengths and weaknesses and all follow different behavior patterns combined with the fact that you have no idea what it is or how to figure it out kind of makes it cool. Don't get me wrong - they're still the weakest part of the game, but they still contribute to your overall experience, including the fact that you can't figure them out properly.
Compared to Amnesia and Penumbra, I feel that the game was more punishing with the monsters. True that they had weaknesses, but in Amnesia and Penumbra, they were more of obstacles than real threats and in Amnesia monsters despawned, in SOMA they don't. Proxies were blind, but they had excellent hearing, so if you bumbed up a bucket, they were usually rushing to that location. As for the Flesher... I really liked the idea that you couldn't stare at the monster. It made the game a bit more difficult and scarier, because you needed to hide from something which you can't look at. And of course, I still think that the encounter with Jin Yoshida was the most cleverly set up monster encounter in the Tripwire games so far. Everything was just so creepy about it, when it appears on the computer logs, that after you entered the facility, Jin Yoshida entered too shortly afterwards. And yes, in Amnesia if a monster spotted you, you could easily die, but then that specific monster never appeared again (except 1). In SOMA if you die, the monster will still patrol that region. So that is just not true. Amnesia way more forgiving when it came to monsters.
FOR ME, the most scary and dangerous monster is hentai monster 20:25. When I first played SOMA, my nerves got fucked when this monster was near by me and I didn't know about his disadvantage (When you looking at him he's stopping)
AmnesiaPUZZLES, massive respect. Posting this video over 2 years ago and replying to comments as recent as 4 days ago. I just beat the game last night myself and am now taking the time to check TH-cam how easy I could have made my life. Man, what an experience haha, you make it look like a breeze. Props to you, I definitely spent a LOT more time waiting and planning. Also the girl monster who doesn't react to slow movement, I had no clue, I threw something (one of the random items laying around at her head to make her move from in front of that box) haha, was hilarious. Ran over and around, took that battery and fuckin' bolted. Other good shit too but long story short top tier vid.
Thanks man. I'm still active on this channel, so I don't know why I wouldn't respond to new comments. *^^* Trust me, it has taken me plenty of time to beat the game on my first run, I took my time, I didn't rush, and I allowed myself to be scared (It took me literally 30 minutes to crawl through Upsilon for the first time, haha). As for the Robot Girl, I was really confused at first too, haha, but I enjoyed discovering the strategy on how to deal with her. The whole experience was unnerving, sneaking around her seemed to have lasted an eternity, and yeah, I bolted out of the room as well, haha *^^* Thanks for the support man *^^* 👍
akers spooked tf out of me but i still understood that he had mechanics, and that it was an AI and that i just needed to outsmart it, just maintain calm and keep going- and then the angler fish happened and i had a fucking stroke
I loved this game. The sound design, the overarching story, the fantastic music cues that come in at the right moment make this game a terrifying experience. Akers, to me, was the scariest one. Trapped in a maze that, at some point, loses power and turns off the lights left me in a nervous sweat. The problem is, as many have said before, that...it's really fucking hard to know what these enemies do. I think there's a case to be made that the confusion from what enemies do and don't do adds to the terror - confusion and the unknown lessen our control of a situation, hence making it scarier - but it runs the risk of doing that Outlast 2 thing where it becomes too confusing and unclear what you're meant to be doing so you just die again and again and again and instead of feeling scared you become frustrated. You can't feel both frustrated and scared simultaneously - if I start feeling the former, I'm no longer scared of the game. Examples of these issues are, for instance, in the Curie. Sure, the idea of an enemy that I can't look at is cool and all because it's depriving me of a sense I rely a lot on for survival, but simultaneously it sucks cos I have to do shit walking backwards whilst IT CAN STILL SEE ME! How is that fair? You're just making me blind against an enemy that can still see and hear me. And this wouldn't be too awful if the game TOLD YOU this was the case - all Catherine says is to not look. Another example is the Leviathan. I hate the deep sea with a passion so this environment at the end of the game is fucking terrifying to be in. However, the multiple logs you find whilst walking on the sea floor tell you that the wildlife doesn't attack when you are in well-lit areas. So when you are running the final sprint over to Phi and the Leviathan just keeps attacking you EVEN THOUGH YOU ARE ON A WELL-LIT PATH, knocking me back a good distance, how the fuck am I supposed to guess I have to hide from it? The game is leaving me crumbs of information to use to my advantage but then seemingly punishes me for heeding that info. That being said, this game is a fantastic experience. I personally think the true experience of this game is with the enemies on (aka Normal) because at moments this game is so terrifying and tense that you have to pause for a break every now and then. I imagine if you're reading this you've already played but, if you haven't, go and do yourself a favour.
I love how the game makes you think the Monsters are Teleporting. They are not. They are just walk like normal. They only appear to teleport to you because you are shut down and black out for some Time without noticing it. Just like Cath on the Elevator.
I seriously loved the monster design in Soma, I don't really understand why people didn't like it. Compared to any of the other amnesia games they had way more depth and fear involved. TDD felt like the encounters were limited and I ended up going back to see the monsters closer most of the time.
Month late lol, but a lot of people got frustrated by their non linear or obtuse nature. It was easy to miss or forget the 'dont look at it' part of the flesher by the time you reach the ship, and when you don't know where to go and over estimate his ability, not being able to figure out where he is feels frustratingly paralyzing. Even knowing how he works intricately, he's my least favorite and i skip him with speedrun strats when I replay lol. For akers, he is very persistent. When you genuinely fear and respect him, you go slow, and he has no patrols you can get used to. He's always on you while you try to get lore or figure out where to go and what to do, and getting caught multiple times turns him into a chore of getting stuck in the same section. The fact that healing attracts him can lead to damage chaining when you first experience him. Then you reach the proxies, and expect more of this hyper aggressive non linear frustration, even though they are meant to be hidden from in steps through their patrol (cubbies are placed to make it convenient at times). They just keep coming, and going fast already knowing the patterns definitely trivializes them. So going slow as a new player can get exhausting, and that damages the scare factor. For our favorite claw lady, her mechanics are pretty obtuse. Lots of players just don't expect the mechanic, its very weird and unique. So they rush and get chased or caught and either get annoyed or brute force her since she's easy asf to outrun. You can just run to the battery and leave tbh, her wake up is slow. Some of the others like the fish and angler are easy to just miss lol. I'm surprised honestly but lots of players I've seen don't figure out that you hide under rocks from the leviathan, especially since some don't really feel like adequate cover. You assume it's a chase and get caught a few times and then are slow and still struggling. For Yoshida, you assume you should hide and there's lore to be found, but he always knows where you are. So either you feel over pressured or you keep moving and watch him and he's a pushover. Essentially, a lot of mechanics that make the monsters unique and a great experience for players who already understand horror monsters like amnesia well, are obtuse for players who don't. And when you can't figure out what's going on, you get stuck in place or die a lot, and then your fear slowly becomes annoyance. And once you give up and just start running past every monster, they get incredibly dull. It doesn't help that natural dialog with tips like the 'be quiet the proxy listens' can be cut off by scripted dialog and you just lose that info. Or some things require you to pay attention, ive seen many players not realize akers is blind. Which is baffling a bit if you pay attention, but you assume certain things when you suddenly see a monster, especially if you don't immediately connect the dots that he is akers at all. With a few hundred hours its difficult for me to remember the first experiences. But i do remember being paralyzed and frustrated with both the flesher and akers in my first run. Now i understand everything so intricately and have spent so long testing and playing with the ai, its impossible for me to have that moment of not knowing whats what yet again. Amnesia has simple monsters. And some people still don't notice the suitors are blind for example, they just play it safe and treat it like a brute. SOMA shoves the monsters more aggressively into spaces with you, so you cant just scrape by on assumptions as easily Idk if that makes any sense at all lol. Ive just watched lots of reviews and lets plays, and bought the game for most of my friends for them to stream a play through with me. So I've had lots of experiences with those 'first times', from people who start unafraid, to those who start so afraid they get bored of hiding. Hopefully it offers some insight into why so many people hate the monster sections of this game even though they are so much more varied. They are just so varied, you can never settle in. And while that keeps things spicy for those able and willing to learn monster gimmicks, its frustrating for those who just want to keep moving along
@@Charmlie.R This is such a great response, I understand exactly where you are coming from now. I think my perspective was coming from experienced horror game players but I can definitely see how these gameplay mechanics aren’t good for inexperienced players. I had quite a ridiculous amount of hours on TDD before I played Soma so I definitely have a biased perspective.
@@Charmlie.RFor Yoshida I never got why people were so scared of him. I noticed right off the bat that he stopped when you looked at him, so I just kinda walked backwards when he got too close, closed doors behind me to slow him down, and just kinda looped around until the second door to the ladder opened
SOMA is amazing in a way that it scared me by making me feel like I am really all alone in a desolate world. The atmosphere and scare tactics in the game definitely helps build up the story and adds to the immersive nature. I love how the story just makes me think and then everything adds up in the end without being to cliche. Truly one of the best sci-fi games I've played. :) (I don't easily get scared by horror films and games... but I played SOMA mostly during morning when the Sun is up! XD)
The funny thing about the last Leviathan is that I watched someone get good at dodging the attacks so they never had to take cover. They'd just turn around every so often, see the Leviathan coming and step aside. The Leviathan would helplessly try to circle back before giving up and try another run around.
I'd love to see that. Can you share the link to that video (without the https TH-cam part ofc, to make sure it doesn't detect this comment as spam)? I remember struggling so much with the Leviathan. I could never figure out any other tactic, it was like an avalanche I could never avoid, so I'd love to see the dodging strategy being used.
@@amnesiaPUZZLES "SOMA: Not killing the WAU (super not cool :/ )" To be fair, maybe it's because they decided not to kill the WAU and that made the leviathan much less aggro, but they just ran straight towards the exit. However, another "spar the WAU" playthrough I saw, the leviathan attacked as normal so either it bugged on the first girl's playthrough or she just kept dodging it effortlessly 😂
I fucking loved the deep sea part, the water sounding like thunders and the pitch black atmosphere, while just hearing the water blowing like wind. SOMA its one of the greatest games I've ever played and with plot twist worthy of a book or movie adaptation.
I couldn't agree more. The deep sea ocean floor trek is easily the highest tension sequence in a video game - or anything, really - that I've ever experienced. The deafening howl of the underwater currents, the immense darkness, the crushing pressure that distorts your vision even in your enhanced suit, all of the abyssal horrors lying in wait... and that sea-spider cave *shudders*. I felt like I couldn't fully breathe until I got to Tau. Frictional absolutely outdid themselves with that part.
I like my strategy for the first true encounter better - alert the guy by accident, run terrified straight through the steam and nearly die, then shut the door and let heart rate settle.
the one at 8:19 was as far as I got cos it really freaked me out for some reason 🐹 u can see it was starting to get to u too from the slightly panicky way you opened that door & frantically hammered the lift button to get the doors shut. it's a very creepy game especially in headphones
8:19 is just the screen effect that can't be turned off And yeah I do get this panicky feeling sometimes, I have my moments but this is what I'm playing games like this for, and I love it haha, you play it for the thrill. This particular moment, the game does a good job at convincing you that the monster is really close, even though logically I know it's far away
The Proxies/Terry Akers and Jin Yoshida are the most terrifying enemies in my opinion. They're all extremely intelligent, have superior senses to make up for what they lack, and can one-hit kill you if they do find you. They still make me anxious. I still felt uneasy seeing someone else play the parts with Akers/Proxies, and Yoshida, even though I wasn't the one playing. I'm surprised that I made it through their encounters without having to get my heart defibrillated.
I guess this is meant to be more abstract, not focused on numbers. In real life, you don't have a healthbar above your head, showing you the percentage of your health left, or a numerical value. In real life, you see an enemy and you want to avoid an encounter at all costs, as you don't know how you will take it, and whether it will kill you. Same here. I know, that's not really your question. I personally never really checked which enemy does more damage etc. I try to avoid them all the time, as that's the purpose of this game 😅
My gamma was a bit low when I played this game, which changed a lot in the monster encounters. For example, I didn't really see the cover in the Leviathan encounter. Nor the floor. Nor the Leviathan. Yeah, the only thing I could make out in the abyss were the lights. Which is realistic, I must say. So my experience during the Leviathan encounter consisted of booking it towards the blue lights while the Leviathan hid in the dark. I was attacked twice, but I made it first try. Quite a dramatic experience, I must say. Limping towards the faint lights of the Site Phi airlock. It was so dramatic in fact that I believed it might be the intended way of playing the game. It wasn't, but I really enjoyed it. Oh but fuck Theta maintenance. I didn't know the proxies were blind until quite late on, so I didn't turn my flash light on. Yet again, I saw _nothing._ And that time, there weren't even blue lights to follow. Now there's a scary level.
Back in 2009 I had this 300 buck Dell Inspiron laptop that I used to play games on. It had this auto-gamma adjust that would darken the screen during dark scenes, and brighten it for bright scenes. It ended up making Left 4 Dead 2 impossible to play. Years later I built my own PC and fired up the mod that has the castle map and out loud said "OH, THERE'S THE MAP!" All I could see on the Dell was the glow of torches, the usernames, and the healthbars. I despise auto-gamma.
Oh I felt so hopeless in the Abyss level. The lights are literally the only thing you can hold onto. I'm not gonna lie, without the gamma turned up, I wouldn't have been able to beat it
My take on this game’s monsters: Construct: very nice way to start off the game, very clear mechanics, clever way to ease the player in. Has some very interesting music. Crawler: this guy is super easy to outrun but he is creepy the first time you see him Flesher: this was actually probably the scariest one for me (excluding one other), mainly in the ship. Those portions felt truly tense and because their mechanic was explained so clearly they felt pretty fair. Also nudity Proxy and Akers: when I say that only one other enemy felt tense, this is what I mean. Their sound design is the best in the game and creates a very memorable atmosphere. The biggest problem with these enemies is that I thought that they could see me and if you looked at them they would get you at some point, lying somewhere in between the flesher and the amnesia enemies in how they reacted to you looking at them. I feel like they should’ve specified that you don’t need to look away from them, at least more clearly. The amnesia monsters would just detect you eventually if you looked at them, so why wouldn’t the proxies? The Akers encounter got frustrating quickly as I took refuge in the security office and it took ages for him to leave for long enough for me to escape. They have my favorite music in the game, and what makes it special is the fade in to the chase theme, which truly makes you fucking PANIC. The long server room encounter was the best out of all of them, because on the way back I accidentally triggered a chase and I remember looking back and seeing it just fucking RUNNING towards me and really putting the “flight” in “fight or flight” (Fun fact: one of the sounds that you hear while crawling in the vents before the Akers encounter is titled akers_tomfoolery) Robot girl: hot Okay seriously now. The robot girl was weird because some things clues you into thinking it’s activated by sound whereas it’s actually just activated by movement, something that I never could’ve guessed. The scripted chase was terrifying though. (I wish they added an encounter with the remade human, the man on the floor in omicron that disappears at some point. There’s ai for it in the game files and everything.) Viper fish: not much of an opinion on this one honestly Anglerfish: never noticed it on my first playthrough Jin Yoshida: this one is honestly one that I dislike. The brevity of his encounter differs from the Robot Girl in that instead of making him memorable it just makes him forgettable. He has such little buildup and I wish he was seen at least once more in the game in order to actually make him memorable or interesting. When I saw him I actually felt kind of annoyed, saying “another one?” Leviathan: everyone talks like it’s the hardest and most annoying enemy in the game... but I never got hit by it. I just ran to the end (like I’m guessing most people did) and eventually made it. Quick shoutout to KATE for being the most lovable little thing on the earth. If you fall off of delta it’ll pick you up and put you back on the island. Then Simon says “You’re stronger than you look, little man.” Note he says “little man” instead of the “little guy” from when he rescues you from the crash. Details like that make me love this game even more.
By paying attention to logs and story you find out generally what monster you encounter. I was baffled seeing Terry akers eyes on the floor in his old living quarters. That gave a hint he's going to be blind
The only monster i didn't like was jin yoshida, it felt like that bastard had the same AI as the xenomorph from alien isolation, it technically knows where you are at all times but doesnt start a chase until it sees you. This man might as well have set up a tent and a campfire cause he camped outside the rooms I'd get trapped in for 20 minutes. Wish his disadvantage wouldve been more obvious.
He is very ez to avoid. I hid in one of the power armor suit for a bit and wait till he enter the room. Then i just circle around him and run. He doesnt even bother to chase me. Right after that moment he despawn and i dont have to worry about him :))
So glad safe mode was already in the game when I played it for the first time. It lets you explore and appreciate the environments and monsters so much more!
I always thought it was weird that it took so long for Simon to realize that he's basically a chip and a camera that's been shoved into a chick's corpse. You'd think that would be easy to notice.
@Viktoria Magrey Exept his "body" is a corpse that's held together by structure gel and a diving suit. He's a haphazard meat puppet and It's a minor miracle he can move normally at all. That and since it's a woman's body you'd think he'd notice the fact that he has "feminine"parts all of a sudden. That and his voice sounds normal with no hint of distortion at all so it's clearly not robotic in nature. it's very strange to hear a male voice come out of female vocal cords. Hell he dosen't have eyes, it's a camera unit that's been crudely shoved into the skull of the corpse and held in place with structure gel. I don't see how the fuck you wouldn't notice the change in vision and the complete lack of any feeling in you're eyes. Considering he isn't on brain altering drugs or suffering from severe psychosis I think it would be fairly difficult to just ignore all of that.
@@feedthemeat543f When you really analyze it, Simon being unaware for so long does seem a bit of a stretch. But Simon's mind subconsciously, yet deliberately, misinterpreting and denying the state his body is in is essentially the canon explanation in-game, and a major theme in the story to boot. -It's why Carl-bot is convinced he's still in his human body despite waving giant robot arms in front of his own face. (Read more) -It's why the diving suit suddenly appears over Simon's "bare" arms after the Communications Center at Upsilon floods - it takes literally being submerged in water before Simon's conscious mind is willing to accept that he must be wearing a suit if he's still alive. -It's the core of the conversation Simon has (well, tries to have) with Catherine at Delta, where he muses about how his mind has found a good balance between ignorance and understanding, and he worries that a sudden glimpse of insight might drive him insane. -It's why Robin Bass's scan inside the bot just outside Theta isn't panicking and thinks she must be on the ARK. -It's likely why some of the game's enemies are aggressive in the first place - they are human scans that COULDN'T cope with their robot bodies and DID go insane (e.g. the red-light helper bots between upsilon and lambda, the robot girl in Omicron, possibly the construct in Upsilon and others as well) And so on and so forth. In the end, like any work of science fiction, you have to meet it halfway and be willing to suspend disbelief. Who knows just how advanced the brain scan and robotics technology supposedly is at the time SOMA takes place? Consider that pilot seat technology - where your mind could essentially mesh with machine and put you in control "of a different body" was widely in use at Pathos-II before the WAU even started intervening. Combine that with a little hand-waving about how the WAU's algorithms and structure gel work, and the fact that Simon's scan is relatively "primitive" (and he had brain damage before even getting the scan done) - it's at least *plausible* to think that Simon's body-brain interaction included some subconscious denial and deliberate ignorance.
@@kleptomcrunfast1373 I know that most science fiction requires some semblance of disbelief but reed died from suffocation and was dead for some time before her body was repurposed for Simon's use. She would be completely brain dead and even with Simon's brainwave chip I don't see how you would circumvent that. It's also pretty clear that structure gel causes mutations in humans yet reed's body doesn't seem to be affected by it despite the corpse being exposed to a healthy amount of it. The mind is powerful but it can't change the physical body and by all rights Simon shouldn't even be able to move around at all. Maybe there's some golden nugget of information I'm missing but it seems Simon dosen't even follow the rules of his own universe.
Feedthemeat543 F considering your voice point, I do believe the voice is just coming from the microphone as part of the cortex chip setup. It doesn't sound "staticy" like everything else does though because Simon's brain is blocking it out- so to the outside world it sounds like that, but not to him. Maybe after a while his brain wouldve adjusted to include that, but we'll never know.
Whenever I met a monster, I stopped playing for a weak at least, I was so afraid of them... Now I am on proxies at server mainframe.. wish me good luck. And my nerves😢
When I first played SOMA, I spent time figuring out what each monster is attracted to and stuff, and decided all these complicated plans and attempts to get past them, and then After dieing/ spending 30 mins trying to get past one part. I just started YOLOing it and run through everything. And it tended to be way more succesful
The "infiltration" side of the game was not always the greatest but when you couldn't get around one of them or didn't know what made them tick really, sometimes you just went for it and made a run for your life, which in then end, totally added to the value of the atmosphere. Running around with the power suit monster trailing very close, not knowing which corridor to take, that sort of thing. The first playthrough is generally very scary. On the other hand I didn't know you could be "safe" so close to some of them. For Leviathan, I just kept running, was grabbed a couple times but I made it to the end without getting knocked out. For the proxy, I didn't realize it was blind but it's obviously attracted to any sound so in the end anyone just hides behind those drawers just in case. One of those blobs caused me real problems when he wouldn't move from a point I had to go through. Whatever way I tried to divert his attention, he just stayed put and very still, so I had the feeling the AI broke.
The most terrifying part of this game for me wasn't the monsters, it was all the people displaced by the WAU, scattered across the ocean floor in bodies that weren't theirs - the 'Mockingbirds'. Carl, Javid, Peter, Robin, Alan, Jonsy, the Construct, the Scavengers, and the DUNBAT (who is probably poor Garrett). That totally messed me up. 'All that water... we're drowning.' Though to be fair, the Fleshers are freaking terrifying to me as well. Human corpses probably piloted by an AI? No thanks!
Imagine waking up as a submarine one day, like what would you do? You don't get cold, you don't get hungry, at least not the same way humans do - pretty much everything that makes up your life and currently gives it meaning ceases to be important. Even if you weren't on a comet struck dead planet, your priorities would be wholly unique compared to everyone else - you'd be alone in the ocean drifting meaninglessly without purpose or joy.
To think...that the Warden Unite created these things (or at least most of them) to help the humans of Pathos ll to survive, not realizing that it is condeming them into an existance worse then death...that's really one of the more frightening aspects of this game, and of other scifi stories- this NAIVETÉ that artificial intelligences can display about humanity. I think that the reason as to why so many robots and A.I.s end up either turning on humanity or doing to it more haem then good is because we don't bother to teach them about the complexity and nature of humanity as a whole. We are so focused on how to keep machines under our control, that we forget to also make an effort that sentient machines will understand that we are not just violent or destructive, or in this game's case, are ok with being turned into half human half machine hybrids against our will...
thank the Lord, I was stuck on the blind one, the area with Brandon wan. it was so confusing and I didn't know what to do, thanks mate. EDIT: my dumb ass forgot to take the chip after I uploaded the security thing.
I played this on PC back in 2015 but just replayed it since it was free on PlayStation. I enjoyed it much more my second play through. I love the underwater sequences, especially when you can look down into the Abyss before traveling down there.
I dunno what's with people's problem with the monster designs in this game. They're just right, and add a lot to the horror/suspense-filled atmosphere of this game!
After like the 3rd monster they added no horror/suspense to my experience at all. For me it was like "Ok, how to I get by this one as quickly as possible to enjoy the rest of the game" every single time. Also they actively keep me from exploring especially the more hidden parts of the story. They might be right for you, but certainly not for me. I liked the monster design in Amnesia and Subnautica much better. Because they fulfilled their horror part without being a constant nuisance.
Man, that anglerfish scared the living shit out of me. Mistook his light for the next light to go to, and then I saw the teeth and then I was dead. Got me good, loved it!
Aw man, thank you SO MUCH for this guide. I played the ENTIRE game in one day today, and not knowing some of these mechanics probably would have drove me crazy. Jin Yoshida was the worst, in my opinion. I underestimated how fast he went. So you can imagine my surprise when I look away for less than 5 seconds, and I hear this bastard CHARGING at me, looking at them just in time to not get my testicles torn off. Cheers to you.
I've just recently finished the game. It's hard to believe for me how easy to avoid them can it be and how long I've spent with the monsters in this game. Finished in 16 hours, so imagine how long it took for every monster... Specially Jin, I can hear that shit in my nightmares, IT WAS SO FUCKING HARD! I mean, the guy's in fucking god mode, not only he seems to "know" where you are, he has best eyes and ears and runs like Usain Bolt.
I ducked my brain and nerves with Akers for about an hour, not because I'm stupid, cause i eas so frightened! Every noise made me mad)) You just passed this like it was no Soma, but any SuperMario location))
Yeah, I love that too. I believe the only time I remember this game lag during loading + visibly loading textures is one scene in the vent, shortly in the beginning of the game, before Simon realises yet he's not in his own body
Honestly, me spoiling some monster behaviors for myself made it a more enjoyable experience. I see a lot of people give this game hate on its monsters, but to be honest, I enjoyed it. I was too terrified to go in completely blind, so every time I encountered a new monster, I looked up its wiki page to put myself at ease. The game does a terrible job of letting you know how the monsters work, for sure, so looking them up actually made the game more enjoyable, and in a way, more terrifying for me. Say what you will, but minus having to use this roundabout way to understand the enemies, I honestly found SOMA more immersive, fun, and terrifying than Amnesia: TDD! Definitely at the top of my scariest gaming experiences, though I've just started Amnesia: Rebirth, so we'll see how that list changes... Fantastic video, by the way. Now that I've had my scares and beaten the game, it's nice to see it played casually, and to watch the monsters get juked like its a one-sided basketball match
I can't help it but I love trolling the proxies in Theta. ie throwing objects at them whenever I'm at a safe spot they can't reach. This is especially true to Akers.
Something I did with Akers but that might take a little bit more time was trapping him in the next room using the computer to lock the door. Just wait for him to get inside and lock it, pretty sure he can't escape because judging by the sound he was supposed to chase you once you enter the elevator, but he was still trapped
This works until you trigger his searching phase, which happens when interacting with the panels, running, or when you enter the elevator area (such as trying to fix it). He then resplendent in a random area decently close to you, while playing noises just before to indicate he travels through the vents to cover the actual model disappearing and reappearing. You can, however, lock yourself into Stromiers Office and he can't get in.
I dont know how they did it but i never realised the enemies had anything different orther than looks and speed. Really detailed game yet for no reason, since you can play the whole game without even realising that they are diffrent
When I encountered Yoshida (the walking suit) I went into a room thinking he/it hadn't seen me. HE DID! Motherfucker was standing right behind me when I turned around. Gave me the heart attack of the century! Edit: Oh yeah one thing: if you wonder why he was just standing there, it was in safe mode :P BUT STILL 😩
Funnily enough, I didn't die at all on my first playthrough, but after I learned how to deal with the monsters for my second playthrough, *that's* when I started dying to them lol
One of the best games i have ever played i got it on discount on flash sale on ps4 this should get more credit the story is incredible and the end oh men bravo
I love seeing everyone's salty comments. I felt the same way about the monsters: "oh man these things are so tedious, fuck off will you im trying to escape" etc etc etc. Deep down though, we all know that this is just us coping with how creepy it all was
I actually genuinely found them annoying. I was mostly interested in the plot and the monsters were kind-of... bland. Not the design mind you, or the excellent sound design - just playing around them became a chore quite fast.
@@koritnica oh. for that part, the trick actually was to disconnect the back ones first, so you get a headstart when you get knockdowned pulling the first wires, and no jumping is required, except the first part from the stair balcony to the door
Fun fact:In Dubai Soma is forbidden(as i was told by my mother who went there a week ago,she didnt know that i had Soma and wanted to buy me a copy,and when she asked the clerk he told her that its forbidden to sell it in their country,IDK why)
Predator[TF2] : out of curiosity I did some Internet searching.. While I haven't found anything to support this fact, that doesn't mean its not true according to your mom,. I've seen a lot of crazy games so far and I'm always genuinely curious as to "why" ☺ actually looked for a cpl hours lol I wanna know! So hopefully maybe someone can shed light on the reason why if it is forbidden. The many reasons for so many banned or forbidden games get pretty wild. its culture and their reasons not ours. But curiosity its gonna kill me😂
Sporm Last Name funny thing is It says I posted reply 2 weeks ago.. I must have been sleeping while replying, not hard to do with narcolepsy LOL however.. touché my dear lol😂
I like the monsters in general in SOMA. The game does a horrible job of actually explaining their strengths and weaknesses, both in gameplay and dialog, but I don't mind all that much. I only wish there was a way to turn them completely off though, because I love to play SOMA for the story alone. Its puzzles don't need the suspense that Amnesia has.
My first time going through Theta and getting past Akers was fucking terrifying. I never knew he could open doors so be me: Just unlocked the door to the chip via the monitor(fucking window wouldnt break),I go to the room with the chip, close the door behind me, and I'm vibing in there. Akers was outside of the window while I was making a ton of noise because I thought I was safe. Suddenly chase music starts and he bashes the fucking door down. The Most Terrifying Moment of My Life
Haha, I can relate
Attention crew, this is your captain speaking. The final efforsts to stop the comet have officially failed. Impact is imminent
guido7095 rip
I’d be scared shitless. It’s also so depressing hearing the guy explain how the surface is just gone- nothing survived
@@Sarah-qx4vz yes :/
Sadly, the ARK never made it to the Stars, the huge balls of one of its citizens were too heavy to launch the ARK trough the Atmosphere
What
Im still confused
Yes, they were so huge that even the digital version of such balls were too heavy for take off.
@@reeseschicktanz6713finish the game
No matter what flaws people are telling here, this is one of the games I played in the last few years that really made me feel a lot of things. That loneliness, the realization of the horrible situation, the looking for a glimpse of hope, the urge for hearing Catherine once more to have some relief, ... One of the best atmospheres I have been submerged in. And this ending, both brutal and beautiful. Amazing game.
You perfectly summed up what this masterpiece is about.
hearing again Catherine was so soothing for me
I just finished this game and I have to say it's one of the best story and gameplay that any game could have and I loved the game
@@nigeljohn8586 agree, I play red dead redemption 2 now, not the same genre but I highly recommend if you didn't play it
@@GuardKZ I'm playing it right now but so far I didnt find it interesting in my opinion but it maybe after I play the game further
The sound desing of this game is briliant
@Carnac Rico Designing
@@genotsSnor Disingeng*
@@rieeesss4120 Digsignin
@@genotsSnor Desygning
@@solitary-sun Desintegrating
I got to say though, I really love these enemies in terms of design and lore (heard they were terrible in terms of game mechanics though but I probably didn't notice). Their design is so fitting for a Futuristic-Aquatic Post Apocalyptic horror game. I just love how all of them have a deep and sad explanation of what happened to them and why they are here with you. They compliment each abandoned site your in and they give it a whole new creep factor. They way they make digital noises, screams, moans, cries. Heard some of the monsters had bits of dialogue but I think I was too scared to process any of it. Not only that but how they made the atmosphere though, when Hopper was describing world ending though the com while you were being stalked by the Flesher. I was just standing there staring at the wall thinking... this is a whole new level of tense.
00:28 The Construct
02:50 Crawler (first underwater level)
03:20 The Flesher (first encounter at Lambda)
03:50 The Flesher at CURIE
05:38 Proxy (server mainframe)
07:50 Akers (Theta Labs)
10:53 Proxies (Theta Maintenance)
14:30 Robot Girl at Omicron
17:15 The shoal of Viperfish (The Abyss)
19:24 The Anglerfish (exiting the spiders' cave)
20:12 Power Suit monster at Tau
22:41 Leviathan (on the path from Tau to Phi)
The problem but also genius of this game is how the enemies like Yoshida and the proxies (Akers) never go away, and in fact are programmed to stay near where you are without them having found you. It sort of breaks the immersion because it's incredibly obvious they know where you are but don't, but it's also genius because it forces you into conflict, most prevalent with Yoshida. I remember him the most because the pros and cons of this approach were the most visible.
You are the first TH-camr that I have seen that still responds to new comments from a video that is 4 years old. Mad respect bro
The video is mine, it still exists, I made it to receive comments and interact with my viewers. Why wouldn't I respond to comments lol
Thanks for the support, man 😌
@@amnesiaPUZZLES yep ppl are stupid, they think there's like a expiration date for it. if its still up and someone comments you can and should reply no matter the date lol.
@@FlechFisher It's not that people are stupid. They just rarely encounter a video creator who is genuinely devoted to interacting with their audience even after a long time, so they assume it's something unusual
I will only miss those comments I won't get notifications for :( as TH-cam doesn't notify you of replies to *follow up* comments, so I tend to miss those, unfortunately
@@amnesiaPUZZLES oh trust me they are... Especially when it comes to the how old a comment or vid is lol like I said it's not like there's an expiration date
@@FlechFisher what is wrong with you lol. Why are you flaming the doge
The fucking way and speed of how Yoshida walks... The only enemy in the game that actually made me scared. Every time I enter Tau, Oh man. The moment he dashes from behind of the blast door, I start shaking and swetaing so bad that opening doors becomes nearly impossible. After the first playtrough I had a nightmare of him the next night lol
Proxies were, for me, a star part of this game. Loved them. Akers fucked my brain up forever. I was in a hallway recently and someone coughed that sounded a bit like Akers and I coud hear my pulse in my ears. PTSD.
You can tell how good this TH-camr is when he’s replying to comments even tho the videos over 2 years old
The point of videos is to stay online forever, I'll obviously do my best to respond to comments when I can 😌
amnesiaPUZZLES Hi
You made the video omg
@@walterclements5280 yes, I'm the creator! Hi :)
amnesiaPUZZLES hi you are very fun and good fun funn very good channel to watch
Damn I wouldn't want to be in this situation.
Waking up in an unknown dark place.
Discovering humanity is dead.
Seemingly alone throughout your entire journey.
Then finally trapped completely alone in complete darkness at the bottom of the sea.
ALL ALONE.
😨
yep, that prospect is terrifying
I would kill myself
@@frank.medgyesi WAU wouldn't let you
@@gangstafish135 tell that to the abyss
Jin Yoshida - if we check the logs in the suit room, it is revealed he took the suit a day after the WAU infested it. That happened in April, a mere month before our arrival. There was little to no food left, the others were dead or dying....
I am pretty sure he put on the suit to commit suicide.
The sound design of the robots/monsters is incredible! It really sells the environment 1000 times more.
Agreed
I don't get the hate on this game. I had a great experience. Storywise it was really appealing, the voice acting and sound design both created immersion and tension for the run or hide parts. Character animation were clunky but its a low budget production. I think this game was made with love, this is the most important aspect of a game imo
Same I loved the game
Honestly I like this game.
The only thing I HATE about the game is how fucking weak the enemies are.
Robot Head Girl only appears near the end of the game, yet she takes like 2 or 3 hits to kill you. You only encounter her 2 times. Soo yeah..
@@Xenorvya
If she gets you in that hallway chase, it's an instant game over.
@@TheoTungsten Yeah, but.. that's it. It's like making SCP-096 or the Witch from L4D not as dangerous. 096 would just slap you causing minor blood loss and the Witch would take 10% of your health. The atmosphere might sell it and make it seem scary but it's really not.
fun fact, the Leviathan doesn't like it when you trick him, for example making a U turn when he's behind you, he immediately gives chase
Does he? That's interesting, never tried to do that. Isn't it because of the flashlight the Leviathan notices immediately? I know the flashlight off helped me immensely
even without the flashlight, he still does it
Some Potato How do you trick it?
Dude I remember hiding from the proxies in a certain level of the game (I can’t remember which one) and I closed the door behind me thinking they couldn’t open them and BOI WAS I WRONG
It's like they open them with the MIND CONTROL! haha
The viper fish opened the door?...
I’m glad more people are playing this game, I’m almost done with my 3rd playthrough (I got it when it came out) and it’s my favorite game of the generation. So many stunning moments and my favorite ending to a game ever.
DesertFox73 • - I purchased the game ages ago on PC (when it first came out I’m sure?) and recently got it on PS4 and oml memories and the concept and story is just beautiful and unique, just as I remember it
If you liked soma, i think you'll like Kona.
I like how there are people who still know/play this game even after years... Truly shows the timelessness of the game..
I cannot express enough how well made SOMA is. Literally everything is perfect. The story, the sounds, the atmosphere, the level design, the visuals, the creatures... My favorite story of any game i've played and easily my favorite horror game. It's simply brilliant!
Only critique i could possibly give is that dying isn't punished enough, and the monsters could be alot faster (so that stealth is the only option)
The monsters were made without almost any effort, I think
the proxy in general is completely bugged out, especially the one in the server room. I did alot of testing with him. if you put many objects in the doorframe of the room he
spawns in, this will completely break his AI and he will be frozen. you can now do the server restart without any problem.
his pathfinding is really bugged, once you spawn him simply pick up any object (smaller ones work better) and crouch and don't move. even though you are not moving, from just holding an object he will instantly agro on to you, putting objects in the doorway stops this. I've seen many streamers get killed by just holding objects and this is what made me go and see what was going on. he is completely bugged. I also had him aggroed on to me while I was upstairs, so I had him screaming and the chase music as I was in the bathrooms
paper balls work the best to agro him for some reason, simply hold it and that's that. watch him pin point your exact location and come running, this is how I agroed him from upstairs, just holding paper
Don't know what's everybody problem with this game, literally the best one they made ever
No, like not at all
Nope. Amnesia The Dark Descent is the best they ever made. 2nd place goes to Amnesia Rebirth, then SOMA and then the Penumbra series.
@@mynamekanye240 we dont even need to mention a machine for pigs lol
@@gymboy4524 it wasn't made by Frictional Games
@@mynamekanye240 dude nice joke, but rebirth was shit
Man can't believe how long it's been already since this game came out. I honestly wish the game had more moments like Power Suit Man and just being on the ocean deep floor. Was practically the only time the game genuinely felt like a horror game besides the very few monster encounters. And the Angler Fish reveal was so good. The story is great and all, but when I play a horror game, I wanna feel the horror.
The Angler Fish was fucking great lol, you just walk right into it. Well played Frictional
So maybe Amnesia: The Bunker is something for you then.
I don't understand the people complaining about bad gameplay. Sure, it wasn't flawless. There a few things that could have been explained or designed better. But aside from that, I thought it was great. Especially if you play with a good set of headphones and play in the dark. Very immersive, great atmosphere, sound design, decent puzzles, great tension/story. I think some people just set their standards too high. You'll never have much fun when you do that. Go into it expecting nothing! The only part I thought was somewhat boring is when you're following the lights to Tau. Just felt like a lot of the same thing, all at once. But the feeling of being vulnerable to the infected sea life was kinda spooky.
"Go into it expecting nothing" *PREACH, BROTHER* 🙏
In all seriousness though, it's okay NOT to like a video game. We all have our ideas on what a good game should be all about, and the perfect balance between gameplay, and story. What SOMA really focused on was the visceral and cerebral horror experience. Gameplay was intentionally simple. To me, it helped me immerse (no pun intended) in the game's reality.
I somewhat agree with the Abyss section you mentioned. While it did have its desired effect on me-I felt helpless, abandoned, and terrified that I would get carried away by the strong ocean's currents-I felt like it was a bit too lengthy to me, and could've been executed in a different way. Still, loved the game.
Best Game I've Ever Played And Best Science-Fiction Story Ever Brought To Life. Will give you goosebumps throughout. True art. Not to be forgotten.
Shoutout to Amnesiapuzzles for still reading recent comments on a 2 year old video
I keep receiving comments, videos are still being played, why wouldn't I respond to comments then. *^^* I love to read these, and I love the feedback. It's always nice to know that people are still enjoying your content. 👍
I think what makes enemies a bit more scary is that the monsters that the wau created (like a proxie, robot girl or any monster with human bodies parts) where at one point actual people.
definitely true
@Улитка Нет.
I don't know what's worse: the ones that are human bodies which are alive and probably still conscious (Robot Girl), the ones that are human bodies which are _probably_ alive and probably _aren't_ still conscious (Akers and Proxies), the ones that are human bodies which are definitely not alive and definitely aren't still conscious (Fleshers and Yoshida), or the ones that are robots, not alive, but conscious and completely nuts (Construct and Scavengers). 😵
Ross is in a class of his own, he's like a sentient Flesher or something.
@@Safiyahalishah Akers is still conscious, they originally intended him to speak throughout the entire section with him. You can find the footage online, and there's a mod that reinstated it.
3:47
this part was definitely one of the most terrifying experiences I've ever had in a video game, unforgettable.
Really? This? Not the abyss?
I just find it depressing hearing them say that there is nothing left of earth
@@Sarah-qx4vz If you live on Portugal, this is terrifying
I almost stopped playing this game because of this enemy. I didn't know he teleported and he was blocking the way forward. That was one of the harder sections for me. That one and the Power Suit monster. I had to skip some logs and recordings because of it.
Mine were Terry Akers and the proxies.
When you go through the Proxies' "nests", you can see a few corpses in random piles of flesh. The interesting part is that looking dead, they are still breathing if you look at their chests. So I guess the dead who aren't completely maimed are brought back as Proxies.
Yep, they're still being kept alive by the WAU
If you get close enough to some of them at the shuttle station in Theta. They appear to be in a coma-like state where they live in their own happy virtual reality, thanks to WAU. You can hear the dreams they're having once you get close enough. I think the one in the shuttle is Alice Koster since the "corpse" mentions Brandon Wan, and she sounded really similar to Alice too.
Nothing is allowed to die...
Except people of ómicron
Who else is getting these soma videos again even tho we you’ve seen them before. IVE SEEN IT ALL AND THE SOMA SERIES MADE ME DEPRESSED OVERALL! And the TH-cam algorithm is making go through that shit again by slowly filling my whole recommendations with soma
I did not play the game but now my recommendation is filled with depression too
Same. It's gonna do one week since my recommendations are filled with Soma gameplay
TH-cam: *evil laughter*
I was afraid of the power suit Jin Yoshida for DAYS! I looked at the map terminal, made a game plan and ACCOMPLISHED IT! Like a Head Coach
I found it really creepy how in the Omicron base (where the crew lost their heads, litereally) the corpses switch position from time to time.
I know one of the guys that switched places is an actual cut enemy. It wasn't used in the vanilla game, but I've seen him used in _SOMA: Surface_ mod. If the creator of this custom story didn't modify the default AI, then the monster is pretty tough to handle, similar to the Flesher th-cam.com/video/q6p5Ehv8iLU/w-d-xo.htmlm22s
Monster encounters are widely considered the weakest part of Soma, and I think it goes beyond the fact they didn't put as much effort into those as they did with the story.
The problem is two-fold:
One - the game does a piss job at conveying what a monster can do. Cath tells you to not look at the Flesher and reading logs can make you guess that Ackerman is blind, but that's it.
You have no way to get what the triggers are for each new monster unless you try them all.
Is it blind? Deaf? Movement sensitive? Line of sight sensitive? Really good at picking noise? Attracted by light? Attracted by running?
I had the most infuriating experience against the Leviathan most likely because I had my lamp on the whole time in an area that's pretty well lit anyway.
I also spent a LOT of time with my thumbs up my butt because I didn't get that Proxies were blind.
There should be little scenes of introduction scripted to scare you while hinting at the monsters' abilities.
It doesn't have to be obvious, even bits of info in logs and journals can do the trick.
Two: the game doesn't punish you for not understanding them. You can brute-force through most encounters. Even if you mess up, it takes you a couple of hits to die and you can pass out several times before getting a game over - which will have you restart at the start of the last room anyway.
It takes away a lot of the tension from those encounters. Back in Amnesia if a monster was close enough to land a hit once then you were usually f*cked.
Going back to my two examples - in the case of the Proxies, they posed zero threat despite me not getting how they worked. if push came to shove, I could just outrun them and break line of sight - or as it actually was, go beyond their hearing radius. So it just made for messy, frustrating encounters.
The Leviathan on the other hand, would keep picking me up and chewing me before spitting me at the start of the area. This would go on and on and on until I'd FINALLY get a game over. This was really infuriating and killed all the tension that this huge abyssal beast inspired. It should have been: you run all lit up out of cover for too long - BAM - Leviathan gets you, you can only briefly see what's grabbed you before Simon dies. Then you try again but this time you'll be all shaking and careful.
As things stand, it's really messy and gives the game a bad image for those who don't realize they're actually messing up.
In a twisted way this weakness is a strength to the game's story and mystery.
The fact that they DO have certain strengths and weaknesses and all follow different behavior patterns combined with the fact that you have no idea what it is or how to figure it out kind of makes it cool.
Don't get me wrong - they're still the weakest part of the game, but they still contribute to your overall experience, including the fact that you can't figure them out properly.
Gustave Monfils i did not get anything you said you said words in gibberish or something all i knew was the flesher and the proxy is blind
wow
Compared to Amnesia and Penumbra, I feel that the game was more punishing with the monsters. True that they had weaknesses, but in Amnesia and Penumbra, they were more of obstacles than real threats and in Amnesia monsters despawned, in SOMA they don't. Proxies were blind, but they had excellent hearing, so if you bumbed up a bucket, they were usually rushing to that location. As for the Flesher... I really liked the idea that you couldn't stare at the monster. It made the game a bit more difficult and scarier, because you needed to hide from something which you can't look at. And of course, I still think that the encounter with Jin Yoshida was the most cleverly set up monster encounter in the Tripwire games so far. Everything was just so creepy about it, when it appears on the computer logs, that after you entered the facility, Jin Yoshida entered too shortly afterwards.
And yes, in Amnesia if a monster spotted you, you could easily die, but then that specific monster never appeared again (except 1). In SOMA if you die, the monster will still patrol that region. So that is just not true. Amnesia way more forgiving when it came to monsters.
Rubeolda Tripwire?
6:41 - Always loved that sound.
I legit thought I was the only one lol. It's really satisfying. The sound design on this game was top notch.
FOR ME, the most scary and dangerous monster is hentai monster 20:25. When I first played SOMA, my nerves got fucked when this monster was near by me and I didn't know about his disadvantage (When you looking at him he's stopping)
hentai monster 😂 yeah he's the most unnerving one to me as well, I can never get past him easily even now
AmnesiaPUZZLES, massive respect. Posting this video over 2 years ago and replying to comments as recent as 4 days ago. I just beat the game last night myself and am now taking the time to check TH-cam how easy I could have made my life. Man, what an experience haha, you make it look like a breeze. Props to you, I definitely spent a LOT more time waiting and planning. Also the girl monster who doesn't react to slow movement, I had no clue, I threw something (one of the random items laying around at her head to make her move from in front of that box) haha, was hilarious. Ran over and around, took that battery and fuckin' bolted. Other good shit too but long story short top tier vid.
Thanks man. I'm still active on this channel, so I don't know why I wouldn't respond to new comments. *^^* Trust me, it has taken me plenty of time to beat the game on my first run, I took my time, I didn't rush, and I allowed myself to be scared (It took me literally 30 minutes to crawl through Upsilon for the first time, haha).
As for the Robot Girl, I was really confused at first too, haha, but I enjoyed discovering the strategy on how to deal with her. The whole experience was unnerving, sneaking around her seemed to have lasted an eternity, and yeah, I bolted out of the room as well, haha *^^*
Thanks for the support man *^^* 👍
akers spooked tf out of me but i still understood that he had mechanics, and that it was an AI and that i just needed to outsmart it, just maintain calm and keep going-
and then the angler fish happened and i had a fucking stroke
😂 I feel this
That scream the robot girl does when she notices you is quite scary
I loved this game. The sound design, the overarching story, the fantastic music cues that come in at the right moment make this game a terrifying experience. Akers, to me, was the scariest one. Trapped in a maze that, at some point, loses power and turns off the lights left me in a nervous sweat. The problem is, as many have said before, that...it's really fucking hard to know what these enemies do.
I think there's a case to be made that the confusion from what enemies do and don't do adds to the terror - confusion and the unknown lessen our control of a situation, hence making it scarier - but it runs the risk of doing that Outlast 2 thing where it becomes too confusing and unclear what you're meant to be doing so you just die again and again and again and instead of feeling scared you become frustrated. You can't feel both frustrated and scared simultaneously - if I start feeling the former, I'm no longer scared of the game.
Examples of these issues are, for instance, in the Curie. Sure, the idea of an enemy that I can't look at is cool and all because it's depriving me of a sense I rely a lot on for survival, but simultaneously it sucks cos I have to do shit walking backwards whilst IT CAN STILL SEE ME! How is that fair? You're just making me blind against an enemy that can still see and hear me. And this wouldn't be too awful if the game TOLD YOU this was the case - all Catherine says is to not look. Another example is the Leviathan. I hate the deep sea with a passion so this environment at the end of the game is fucking terrifying to be in. However, the multiple logs you find whilst walking on the sea floor tell you that the wildlife doesn't attack when you are in well-lit areas. So when you are running the final sprint over to Phi and the Leviathan just keeps attacking you EVEN THOUGH YOU ARE ON A WELL-LIT PATH, knocking me back a good distance, how the fuck am I supposed to guess I have to hide from it? The game is leaving me crumbs of information to use to my advantage but then seemingly punishes me for heeding that info.
That being said, this game is a fantastic experience. I personally think the true experience of this game is with the enemies on (aka Normal) because at moments this game is so terrifying and tense that you have to pause for a break every now and then. I imagine if you're reading this you've already played but, if you haven't, go and do yourself a favour.
I love how the game makes you think the Monsters are Teleporting.
They are not. They are just walk like normal.
They only appear to teleport to you because you are shut down and black out for some Time without noticing it. Just like Cath on the Elevator.
That, and Akers goes through the vents.
I seriously loved the monster design in Soma, I don't really understand why people didn't like it. Compared to any of the other amnesia games they had way more depth and fear involved. TDD felt like the encounters were limited and I ended up going back to see the monsters closer most of the time.
Agreed. Soma did monsters very well compared to Amnesias.
Month late lol, but a lot of people got frustrated by their non linear or obtuse nature. It was easy to miss or forget the 'dont look at it' part of the flesher by the time you reach the ship, and when you don't know where to go and over estimate his ability, not being able to figure out where he is feels frustratingly paralyzing. Even knowing how he works intricately, he's my least favorite and i skip him with speedrun strats when I replay lol. For akers, he is very persistent. When you genuinely fear and respect him, you go slow, and he has no patrols you can get used to. He's always on you while you try to get lore or figure out where to go and what to do, and getting caught multiple times turns him into a chore of getting stuck in the same section. The fact that healing attracts him can lead to damage chaining when you first experience him. Then you reach the proxies, and expect more of this hyper aggressive non linear frustration, even though they are meant to be hidden from in steps through their patrol (cubbies are placed to make it convenient at times). They just keep coming, and going fast already knowing the patterns definitely trivializes them. So going slow as a new player can get exhausting, and that damages the scare factor. For our favorite claw lady, her mechanics are pretty obtuse. Lots of players just don't expect the mechanic, its very weird and unique. So they rush and get chased or caught and either get annoyed or brute force her since she's easy asf to outrun. You can just run to the battery and leave tbh, her wake up is slow. Some of the others like the fish and angler are easy to just miss lol. I'm surprised honestly but lots of players I've seen don't figure out that you hide under rocks from the leviathan, especially since some don't really feel like adequate cover. You assume it's a chase and get caught a few times and then are slow and still struggling. For Yoshida, you assume you should hide and there's lore to be found, but he always knows where you are. So either you feel over pressured or you keep moving and watch him and he's a pushover.
Essentially, a lot of mechanics that make the monsters unique and a great experience for players who already understand horror monsters like amnesia well, are obtuse for players who don't. And when you can't figure out what's going on, you get stuck in place or die a lot, and then your fear slowly becomes annoyance. And once you give up and just start running past every monster, they get incredibly dull.
It doesn't help that natural dialog with tips like the 'be quiet the proxy listens' can be cut off by scripted dialog and you just lose that info. Or some things require you to pay attention, ive seen many players not realize akers is blind. Which is baffling a bit if you pay attention, but you assume certain things when you suddenly see a monster, especially if you don't immediately connect the dots that he is akers at all. With a few hundred hours its difficult for me to remember the first experiences. But i do remember being paralyzed and frustrated with both the flesher and akers in my first run. Now i understand everything so intricately and have spent so long testing and playing with the ai, its impossible for me to have that moment of not knowing whats what yet again.
Amnesia has simple monsters. And some people still don't notice the suitors are blind for example, they just play it safe and treat it like a brute. SOMA shoves the monsters more aggressively into spaces with you, so you cant just scrape by on assumptions as easily
Idk if that makes any sense at all lol. Ive just watched lots of reviews and lets plays, and bought the game for most of my friends for them to stream a play through with me. So I've had lots of experiences with those 'first times', from people who start unafraid, to those who start so afraid they get bored of hiding. Hopefully it offers some insight into why so many people hate the monster sections of this game even though they are so much more varied. They are just so varied, you can never settle in. And while that keeps things spicy for those able and willing to learn monster gimmicks, its frustrating for those who just want to keep moving along
@@Charmlie.R Bruh just say "skill issue" and move on...
@@Charmlie.R This is such a great response, I understand exactly where you are coming from now. I think my perspective was coming from experienced horror game players but I can definitely see how these gameplay mechanics aren’t good for inexperienced players. I had quite a ridiculous amount of hours on TDD before I played Soma so I definitely have a biased perspective.
@@Charmlie.RFor Yoshida I never got why people were so scared of him. I noticed right off the bat that he stopped when you looked at him, so I just kinda walked backwards when he got too close, closed doors behind me to slow him down, and just kinda looped around until the second door to the ladder opened
SOMA is amazing in a way that it scared me by making me feel like I am really all alone in a desolate world. The atmosphere and scare tactics in the game definitely helps build up the story and adds to the immersive nature. I love how the story just makes me think and then everything adds up in the end without being to cliche. Truly one of the best sci-fi games I've played. :) (I don't easily get scared by horror films and games... but I played SOMA mostly during morning when the Sun is up! XD)
At 1:05-1:06 the robot said "Crab Soda"
Yes
Yum
Does it have structure gel?
The funny thing about the last Leviathan is that I watched someone get good at dodging the attacks so they never had to take cover. They'd just turn around every so often, see the Leviathan coming and step aside.
The Leviathan would helplessly try to circle back before giving up and try another run around.
I'd love to see that. Can you share the link to that video (without the https TH-cam part ofc, to make sure it doesn't detect this comment as spam)?
I remember struggling so much with the Leviathan. I could never figure out any other tactic, it was like an avalanche I could never avoid, so I'd love to see the dodging strategy being used.
@@amnesiaPUZZLES "SOMA: Not killing the WAU (super not cool :/ )"
To be fair, maybe it's because they decided not to kill the WAU and that made the leviathan much less aggro, but they just ran straight towards the exit. However, another "spar the WAU" playthrough I saw, the leviathan attacked as normal so either it bugged on the first girl's playthrough or she just kept dodging it effortlessly 😂
@@amnesiaPUZZLES is the code thingy nuNV9a3MszI
I fucking loved the deep sea part, the water sounding like thunders and the pitch black atmosphere, while just hearing the water blowing like wind.
SOMA its one of the greatest games I've ever played and with plot twist worthy of a book or movie adaptation.
It's definitely worth a movie.
I couldn't agree more. The deep sea ocean floor trek is easily the highest tension sequence in a video game - or anything, really - that I've ever experienced. The deafening howl of the underwater currents, the immense darkness, the crushing pressure that distorts your vision even in your enhanced suit, all of the abyssal horrors lying in wait... and that sea-spider cave *shudders*. I felt like I couldn't fully breathe until I got to Tau. Frictional absolutely outdid themselves with that part.
Yes. It was great, I felt danger was coming from everywhere and I was terrified to stop and of getting lost in there
After seeing the construct first time I was like, hey this game is not even that scary its just robots. How wrong I was lmao
I was already terrified by the time I saw the Construct 😅 my first panic in this game, ahh good old times
The build up to the construct is one of the worst feelings I've had in a game in a while
The construct made me fear all of the robots on the wall. I at first thought they would turn out like him and grab me
Isn't the common strategy for all monsters 'run like fuck'?
The best strategy for Akers however is to pray, because from every video I've seen of this game its damn near impossible to outrun him.
that's why this hide genre sucks ass
can't even see what the fk are you dealing with
I like my strategy for the first true encounter better - alert the guy by accident, run terrified straight through the steam and nearly die, then shut the door and let heart rate settle.
Zeus0Moose Amazing, that was naturally my first strategy too.
I remember how when I first encountered these monsters, I had no idea how to deal with them but just went with my guts. Truely a great game.
the music with the pitch rising its probably the most effective ambiance ever made for a horror game.
Are you talking about the bit at 15:10?
pretty much any part where the pitch goes up. Thats what I'm trying to say. @@mv2e19
the one at 8:19 was as far as I got cos it really freaked me out for some reason 🐹
u can see it was starting to get to u too from the slightly panicky way you opened that door & frantically hammered the lift button to get the doors shut.
it's a very creepy game especially in headphones
8:19 is just the screen effect that can't be turned off
And yeah I do get this panicky feeling sometimes, I have my moments but this is what I'm playing games like this for, and I love it haha, you play it for the thrill. This particular moment, the game does a good job at convincing you that the monster is really close, even though logically I know it's far away
The Proxies/Terry Akers and Jin Yoshida are the most terrifying enemies in my opinion. They're all extremely intelligent, have superior senses to make up for what they lack, and can one-hit kill you if they do find you. They still make me anxious. I still felt uneasy seeing someone else play the parts with Akers/Proxies, and Yoshida, even though I wasn't the one playing. I'm surprised that I made it through their encounters without having to get my heart defibrillated.
I still dont understand how the health system of this game works, some enemies one-shot you meanwhile others just will knock your character out?
I guess this is meant to be more abstract, not focused on numbers. In real life, you don't have a healthbar above your head, showing you the percentage of your health left, or a numerical value. In real life, you see an enemy and you want to avoid an encounter at all costs, as you don't know how you will take it, and whether it will kill you. Same here.
I know, that's not really your question. I personally never really checked which enemy does more damage etc. I try to avoid them all the time, as that's the purpose of this game 😅
My gamma was a bit low when I played this game, which changed a lot in the monster encounters. For example, I didn't really see the cover in the Leviathan encounter. Nor the floor. Nor the Leviathan. Yeah, the only thing I could make out in the abyss were the lights. Which is realistic, I must say. So my experience during the Leviathan encounter consisted of booking it towards the blue lights while the Leviathan hid in the dark. I was attacked twice, but I made it first try. Quite a dramatic experience, I must say. Limping towards the faint lights of the Site Phi airlock. It was so dramatic in fact that I believed it might be the intended way of playing the game. It wasn't, but I really enjoyed it. Oh but fuck Theta maintenance. I didn't know the proxies were blind until quite late on, so I didn't turn my flash light on. Yet again, I saw _nothing._ And that time, there weren't even blue lights to follow. Now there's a scary level.
Back in 2009 I had this 300 buck Dell Inspiron laptop that I used to play games on. It had this auto-gamma adjust that would darken the screen during dark scenes, and brighten it for bright scenes. It ended up making Left 4 Dead 2 impossible to play.
Years later I built my own PC and fired up the mod that has the castle map and out loud said "OH, THERE'S THE MAP!" All I could see on the Dell was the glow of torches, the usernames, and the healthbars. I despise auto-gamma.
Oh I felt so hopeless in the Abyss level. The lights are literally the only thing you can hold onto. I'm not gonna lie, without the gamma turned up, I wouldn't have been able to beat it
My take on this game’s monsters:
Construct: very nice way to start off the game, very clear mechanics, clever way to ease the player in. Has some very interesting music.
Crawler: this guy is super easy to outrun but he is creepy the first time you see him
Flesher: this was actually probably the scariest one for me (excluding one other), mainly in the ship. Those portions felt truly tense and because their mechanic was explained so clearly they felt pretty fair. Also nudity
Proxy and Akers: when I say that only one other enemy felt tense, this is what I mean. Their sound design is the best in the game and creates a very memorable atmosphere. The biggest problem with these enemies is that I thought that they could see me and if you looked at them they would get you at some point, lying somewhere in between the flesher and the amnesia enemies in how they reacted to you looking at them. I feel like they should’ve specified that you don’t need to look away from them, at least more clearly. The amnesia monsters would just detect you eventually if you looked at them, so why wouldn’t the proxies? The Akers encounter got frustrating quickly as I took refuge in the security office and it took ages for him to leave for long enough for me to escape. They have my favorite music in the game, and what makes it special is the fade in to the chase theme, which truly makes you fucking PANIC. The long server room encounter was the best out of all of them, because on the way back I accidentally triggered a chase and I remember looking back and seeing it just fucking RUNNING towards me and really putting the “flight” in “fight or flight”
(Fun fact: one of the sounds that you hear while crawling in the vents before the Akers encounter is titled akers_tomfoolery)
Robot girl: hot
Okay seriously now. The robot girl was weird because some things clues you into thinking it’s activated by sound whereas it’s actually just activated by movement, something that I never could’ve guessed. The scripted chase was terrifying though.
(I wish they added an encounter with the remade human, the man on the floor in omicron that disappears at some point. There’s ai for it in the game files and everything.)
Viper fish: not much of an opinion on this one honestly
Anglerfish: never noticed it on my first playthrough
Jin Yoshida: this one is honestly one that I dislike. The brevity of his encounter differs from the Robot Girl in that instead of making him memorable it just makes him forgettable. He has such little buildup and I wish he was seen at least once more in the game in order to actually make him memorable or interesting. When I saw him I actually felt kind of annoyed, saying “another one?”
Leviathan: everyone talks like it’s the hardest and most annoying enemy in the game... but I never got hit by it. I just ran to the end (like I’m guessing most people did) and eventually made it.
Quick shoutout to KATE for being the most lovable little thing on the earth. If you fall off of delta it’ll pick you up and put you back on the island. Then Simon says “You’re stronger than you look, little man.” Note he says “little man” instead of the “little guy” from when he rescues you from the crash. Details like that make me love this game even more.
By paying attention to logs and story you find out generally what monster you encounter. I was baffled seeing Terry akers eyes on the floor in his old living quarters. That gave a hint he's going to be blind
Most of them were once humans
The only monster i didn't like was jin yoshida, it felt like that bastard had the same AI as the xenomorph from alien isolation, it technically knows where you are at all times but doesnt start a chase until it sees you. This man might as well have set up a tent and a campfire cause he camped outside the rooms I'd get trapped in for 20 minutes. Wish his disadvantage wouldve been more obvious.
He is very ez to avoid. I hid in one of the power armor suit for a bit and wait till he enter the room. Then i just circle around him and run. He doesnt even bother to chase me. Right after that moment he despawn and i dont have to worry about him :))
LMFAO might as well set up a campfire and tent
So glad safe mode was already in the game when I played it for the first time. It lets you explore and appreciate the environments and monsters so much more!
I always thought it was weird that it took so long for Simon to realize that he's basically a chip and a camera that's been shoved into a chick's corpse. You'd think that would be easy to notice.
@Viktoria Magrey Exept his "body" is a corpse that's held together by structure gel and a diving suit. He's a haphazard meat puppet and It's a minor miracle he can move normally at all.
That and since it's a woman's body you'd think he'd notice the fact that he has "feminine"parts all of a sudden. That and his voice sounds normal with no hint of distortion at all so it's clearly not robotic in nature. it's very strange to hear a male voice come out of female vocal cords.
Hell he dosen't have eyes, it's a camera unit that's been crudely shoved into the skull of the corpse
and held in place with structure gel. I don't see how the fuck you wouldn't notice the change in vision and the complete lack of any feeling in you're eyes.
Considering he isn't on brain altering drugs or suffering from severe psychosis I think it would be fairly difficult to just ignore all of that.
@@feedthemeat543f When you really analyze it, Simon being unaware for so long does seem a bit of a stretch. But Simon's mind subconsciously, yet deliberately, misinterpreting and denying the state his body is in is essentially the canon explanation in-game, and a major theme in the story to boot.
-It's why Carl-bot is convinced he's still in his human body despite waving giant robot arms in front of his own face. (Read more)
-It's why the diving suit suddenly appears over Simon's "bare" arms after the Communications Center at Upsilon floods - it takes literally being submerged in water before Simon's conscious mind is willing to accept that he must be wearing a suit if he's still alive.
-It's the core of the conversation Simon has (well, tries to have) with Catherine at Delta, where he muses about how his mind has found a good balance between ignorance and understanding, and he worries that a sudden glimpse of insight might drive him insane.
-It's why Robin Bass's scan inside the bot just outside Theta isn't panicking and thinks she must be on the ARK.
-It's likely why some of the game's enemies are aggressive in the first place - they are human scans that COULDN'T cope with their robot bodies and DID go insane (e.g. the red-light helper bots between upsilon and lambda, the robot girl in Omicron, possibly the construct in Upsilon and others as well)
And so on and so forth.
In the end, like any work of science fiction, you have to meet it halfway and be willing to suspend disbelief. Who knows just how advanced the brain scan and robotics technology supposedly is at the time SOMA takes place? Consider that pilot seat technology - where your mind could essentially mesh with machine and put you in control "of a different body" was widely in use at Pathos-II before the WAU even started intervening. Combine that with a little hand-waving about how the WAU's algorithms and structure gel work, and the fact that Simon's scan is relatively "primitive" (and he had brain damage before even getting the scan done) - it's at least *plausible* to think that Simon's body-brain interaction included some subconscious denial and deliberate ignorance.
@@kleptomcrunfast1373 I know that most science fiction requires some semblance of disbelief but reed died from suffocation and was dead for some time before her body was repurposed for Simon's use. She would be completely brain dead and even with Simon's brainwave chip I don't see how you would circumvent that.
It's also pretty clear that structure gel causes mutations in humans yet reed's body doesn't seem to be affected by it despite the corpse being exposed to a healthy amount of it.
The mind is powerful but it can't change the physical body and by all rights Simon shouldn't even be able to move around at all.
Maybe there's some golden nugget of information I'm missing but it seems Simon dosen't even follow the rules of his own universe.
Feedthemeat543 F considering your voice point, I do believe the voice is just coming from the microphone as part of the cortex chip setup. It doesn't sound "staticy" like everything else does though because Simon's brain is blocking it out- so to the outside world it sounds like that, but not to him. Maybe after a while his brain wouldve adjusted to include that, but we'll never know.
I can see that you actually put quite a bit of effort into making a sort of semi walkthrough, and I must say it is quite helpful.
Thanks! I try to do my best. ;)
Whenever I met a monster, I stopped playing for a weak at least, I was so afraid of them... Now I am on proxies at server mainframe.. wish me good luck. And my nerves😢
You can do it I believe in you
Good Luck uwu
Jin yoshida is scary as hell
Akers is hell
When I first played SOMA, I spent time figuring out what each monster is attracted to and stuff, and decided all these complicated plans and attempts to get past them, and then After dieing/ spending 30 mins trying to get past one part. I just started YOLOing it and run through everything. And it tended to be way more succesful
Yea that was the weakest part of the game. They didn’t spend much time on the enemy encounters
Right? This is very frustrating for me. I can't shake it off. How can the game be so good but also you can just YOLO through every monster?
@@dinev9 because they are stupid monsters lol
The "infiltration" side of the game was not always the greatest but when you couldn't get around one of them or didn't know what made them tick really, sometimes you just went for it and made a run for your life, which in then end, totally added to the value of the atmosphere. Running around with the power suit monster trailing very close, not knowing which corridor to take, that sort of thing. The first playthrough is generally very scary.
On the other hand I didn't know you could be "safe" so close to some of them. For Leviathan, I just kept running, was grabbed a couple times but I made it to the end without getting knocked out. For the proxy, I didn't realize it was blind but it's obviously attracted to any sound so in the end anyone just hides behind those drawers just in case. One of those blobs caused me real problems when he wouldn't move from a point I had to go through. Whatever way I tried to divert his attention, he just stayed put and very still, so I had the feeling the AI broke.
The most terrifying part of this game for me wasn't the monsters, it was all the people displaced by the WAU, scattered across the ocean floor in bodies that weren't theirs - the 'Mockingbirds'. Carl, Javid, Peter, Robin, Alan, Jonsy, the Construct, the Scavengers, and the DUNBAT (who is probably poor Garrett). That totally messed me up. 'All that water... we're drowning.'
Though to be fair, the Fleshers are freaking terrifying to me as well. Human corpses probably piloted by an AI? No thanks!
Imagine waking up as a submarine one day, like what would you do? You don't get cold, you don't get hungry, at least not the same way humans do - pretty much everything that makes up your life and currently gives it meaning ceases to be important. Even if you weren't on a comet struck dead planet, your priorities would be wholly unique compared to everyone else - you'd be alone in the ocean drifting meaninglessly without purpose or joy.
I started playing this game on xbox game pass. I love survival horror and this game is right up there with one of my faves
To think...that the Warden Unite created these things (or at least most of them) to help the humans of Pathos ll to survive, not realizing that it is condeming them into an existance worse then death...that's really one of the more frightening aspects of this game, and of other scifi stories- this NAIVETÉ that artificial intelligences can display about humanity. I think that the reason as to why so many robots and A.I.s end up either turning on humanity or doing to it more haem then good is because we don't bother to teach them about the complexity and nature of humanity as a whole. We are so focused on how to keep machines under our control, that we forget to also make an effort that sentient machines will understand that we are not just violent or destructive, or in this game's case, are ok with being turned into half human half machine hybrids against our will...
10:35 scared the absolute shit out of me
It sounds like my dog💀💀
Tea Spilled 😂😂😂😂😂lmaooo
Akers and Yoshida are still in my nightmares
Truly
Nobody:
TH-cam algorithm: wAnnA SpOokY gaMe aT 3 aM??
WE GET IT THE YOURUBJE ALGORMTURHM ISBDMFKXFCKFIFMNKVO
Nobody:
People with Oh yeah yeah yeah yeah meme still
thank the Lord, I was stuck on the blind one, the area with Brandon wan. it was so confusing and I didn't know what to do, thanks mate.
EDIT: my dumb ass forgot to take the chip after I uploaded the security thing.
I played this on PC back in 2015 but just replayed it since it was free on PlayStation. I enjoyed it much more my second play through. I love the underwater sequences, especially when you can look down into the Abyss before traveling down there.
2:05 He is so cute making those noises 🥺
He’s probably the most innocent one🤣
I dunno what's with people's problem with the monster designs in this game. They're just right, and add a lot to the horror/suspense-filled atmosphere of this game!
After like the 3rd monster they added no horror/suspense to my experience at all. For me it was like "Ok, how to I get by this one as quickly as possible to enjoy the rest of the game" every single time. Also they actively keep me from exploring especially the more hidden parts of the story. They might be right for you, but certainly not for me. I liked the monster design in Amnesia and Subnautica much better. Because they fulfilled their horror part without being a constant nuisance.
I took care of Akers by lockin him on one of the rooms, thought I was fine until the script in the elevatro
ive heard he actually goes through the vents if you do that, you can apparently hear him doing it
@@bevivoices yeah, I locked it up too, but it got out, and I don't know what happen, but it felt like I had another aker spawned lol
Man, that anglerfish scared the living shit out of me. Mistook his light for the next light to go to, and then I saw the teeth and then I was dead. Got me good, loved it!
Great video with timeskips and useful tips and gameplay. Awesome work!
Always great to see someone appreciating the effort put in the videos. Thanks!
Aw man, thank you SO MUCH for this guide. I played the ENTIRE game in one day today, and not knowing some of these mechanics probably would have drove me crazy. Jin Yoshida was the worst, in my opinion. I underestimated how fast he went. So you can imagine my surprise when I look away for less than 5 seconds, and I hear this bastard CHARGING at me, looking at them just in time to not get my testicles torn off. Cheers to you.
I've just recently finished the game. It's hard to believe for me how easy to avoid them can it be and how long I've spent with the monsters in this game. Finished in 16 hours, so imagine how long it took for every monster...
Specially Jin, I can hear that shit in my nightmares, IT WAS SO FUCKING HARD! I mean, the guy's in fucking god mode, not only he seems to "know" where you are, he has best eyes and ears and runs like Usain Bolt.
He was relentless and there was no way to get away from him :( a perfect last enemy
Maybe he was playing twice, so that explains the easiness
This game gave me 9999% anxiety when I played it
10:37 give me a heart attack
15:57 That was bold.
16:41 and this one was just as terrifying.
Hey, you gotta trigger them when you can, haha
This was 2 years ago.........
Holy shit times flies fast
I ducked my brain and nerves with Akers for about an hour, not because I'm stupid, cause i eas so frightened! Every noise made me mad)) You just passed this like it was no Soma, but any SuperMario location))
But fuckin' Yoshida was the spookiest shit in this game...
I actually feel very sleepy until i found this video. Sleepness replaced with anxiety.😂
I am utterly amazed by this game’s ability to do everything in one take and never stop for long cutscenes or loading hubs.
Yeah, I love that too. I believe the only time I remember this game lag during loading + visibly loading textures is one scene in the vent, shortly in the beginning of the game, before Simon realises yet he's not in his own body
Honestly, me spoiling some monster behaviors for myself made it a more enjoyable experience. I see a lot of people give this game hate on its monsters, but to be honest, I enjoyed it. I was too terrified to go in completely blind, so every time I encountered a new monster, I looked up its wiki page to put myself at ease. The game does a terrible job of letting you know how the monsters work, for sure, so looking them up actually made the game more enjoyable, and in a way, more terrifying for me.
Say what you will, but minus having to use this roundabout way to understand the enemies, I honestly found SOMA more immersive, fun, and terrifying than Amnesia: TDD! Definitely at the top of my scariest gaming experiences, though I've just started Amnesia: Rebirth, so we'll see how that list changes...
Fantastic video, by the way. Now that I've had my scares and beaten the game, it's nice to see it played casually, and to watch the monsters get juked like its a one-sided basketball match
I can't help it but I love trolling the proxies in Theta. ie throwing objects at them whenever I'm at a safe spot they can't reach. This is especially true to Akers.
I'll never forget the first one, scared the crap out of me
5:05
Accurate representation of the gravity in my nightmares when i'm being chased.
Same
Yeah you can jump really high when you are chased by your nightmare
Lucky, in my nightmares gravity is so intensely high I can't run very fast and I trip all the time
Something I did with Akers but that might take a little bit more time was trapping him in the next room using the computer to lock the door. Just wait for him to get inside and lock it, pretty sure he can't escape because judging by the sound he was supposed to chase you once you enter the elevator, but he was still trapped
This works until you trigger his searching phase, which happens when interacting with the panels, running, or when you enter the elevator area (such as trying to fix it). He then resplendent in a random area decently close to you, while playing noises just before to indicate he travels through the vents to cover the actual model disappearing and reappearing. You can, however, lock yourself into Stromiers Office and he can't get in.
I dont know how they did it but i never realised the enemies had anything different orther than looks and speed. Really detailed game yet for no reason, since you can play the whole game without even realising that they are diffrent
When I encountered Yoshida (the walking suit) I went into a room thinking he/it hadn't seen me. HE DID! Motherfucker was standing right behind me when I turned around. Gave me the heart attack of the century!
Edit: Oh yeah one thing: if you wonder why he was just standing there, it was in safe mode :P
BUT STILL 😩
Kay Stephan feels bad man same, but I just juked the hell out of that dude
This game and that guy look scary
Was he was in the specs suit
Dude ur on safe mode? Im on normal mode rip
@@sayabutuh3180 I was. I finished the game quite some time ago
Simon: exits
Akers:i'm About to End This Man's Whole Career
Funnily enough, I didn't die at all on my first playthrough, but after I learned how to deal with the monsters for my second playthrough, *that's* when I started dying to them lol
One of the best games i have ever played i got it on discount on flash sale on ps4 this should get more credit the story is incredible and the end oh men bravo
MacraGE R
I pirated it, also one of the best games for me
I love seeing everyone's salty comments. I felt the same way about the monsters: "oh man these things are so tedious, fuck off will you im trying to escape" etc etc etc. Deep down though, we all know that this is just us coping with how creepy it all was
I actually genuinely found them annoying. I was mostly interested in the plot and the monsters were kind-of... bland. Not the design mind you, or the excellent sound design - just playing around them became a chore quite fast.
The flesher I think was the only one I thought of as "annoying". Probably because it took a really long time for me to get past him, though
power suit monster was the peak of the game for me him sprinting at you caught me off guard especially in the tight ass rooms
That disco head, in the deep water, was the hardest to beat, for me. I died 5-6 times before outrunning him. This game kicks ass. Amazing story.
I just got knocked out once, and he went the other way, and I was already on the ladder spinner, so I just YEETED IT as fast as possible
@@Bluzlbee Wasn't hard on board the ship, just that final run, when you disconnect the WAU. That was the hard part for me.
@@koritnica oh. for that part, the trick actually was to disconnect the back ones first, so you get a headstart when you get knockdowned pulling the first wires, and no jumping is required, except the first part from the stair balcony to the door
Fun fact:In Dubai Soma is forbidden(as i was told by my mother who went there a week ago,she didnt know that i had Soma and wanted to buy me a copy,and when she asked the clerk he told her that its forbidden to sell it in their country,IDK why)
Predator[TF2] : out of curiosity I did some Internet searching.. While I haven't found anything to support this fact, that doesn't mean its not true according to your mom,. I've seen a lot of crazy games so far and I'm always genuinely curious as to "why" ☺ actually looked for a cpl hours lol I wanna know! So hopefully maybe someone can shed light on the reason why if it is forbidden. The many reasons for so many banned or forbidden games get pretty wild. its culture and their reasons not ours. But curiosity its gonna kill me😂
Gamers therapy Unit I did a little research and found that the same culture deems women’s faces forbidden. Lol
Sporm Last Name funny thing is It says I posted reply 2 weeks ago.. I must have been sleeping while replying, not hard to do with narcolepsy LOL however.. touché my dear lol😂
now my comment is gone on my end that you commented on.. TH-cam stahp! I'll still give it to you lol
Gamers therapy Unit thanks.
I like the monsters in general in SOMA. The game does a horrible job of actually explaining their strengths and weaknesses, both in gameplay and dialog, but I don't mind all that much. I only wish there was a way to turn them completely off though, because I love to play SOMA for the story alone. Its puzzles don't need the suspense that Amnesia has.
You can play safe mode where they can’t see you and you never die to them