Cut to the Chase: SOMA Playthrough w/ Commentary, Pt. 5

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  • เผยแพร่เมื่อ 5 ก.พ. 2025
  • In this episode, Simon destabilizes the CURIE’s reactor core, which upsets the monster that roams the vessel. Simon says, “Hey, why don’t you access your reactor core, and try to see why my being here causes you to react this way?” The monster responds with, “I think it all started when I felt the crushing isolation of being here, alone…” Just kidding-the monster chases Simon as he runs back to the escape vessel. Just as things are looking up, the vessel gets knocked off course to Site Delta, where Simon must find a new transport for him and Catherine. In this video I talk about existential dread; die, get confused, gain clarity, rinse, repeat; get reunited with my robot friend; and avoid playing chess.
    - - -
    Hi, I’m Kim, and welcome to Wonder as I Wander, a gaming channel where I…well, it’s right there in the name. On this channel I will do playthroughs of narrative/adventure/exploration games-some new to me, some I’m already familiar with. I hope you enjoy going on these digital journeys with me, and if you enjoy my content I hope you “like” and subscribe!

ความคิดเห็น • 7

  • @Felice_Enellen
    @Felice_Enellen 4 หลายเดือนก่อน +2

    Yup. I swear I was walking around Delta for a good hour before I figured out what I was supposed to be doing. I think it's because I always explore exhaustively and end up forgetting anything from early in the exploration, making it hard to remember things I need to put 2+2 together. There are times in the game where I think it could have used a lot more focus testing with newbies, which is where you sit someone down with your game and a webcam so you can watch them from remote while they try to figure things out without any help from you. Watching someone play something you thought was straightforward without being able to help them was always ... edifying, I guess I'd say. Or perhaps _humbling_ would be a better word. 😅 Always made the game better though! 😁 See you next time!

    • @wonderasiwander3964
      @wonderasiwander3964  4 หลายเดือนก่อน +1

      Yes, very humbling 😄. After a while I'm thinking, "Am I that clueless? Does this come naturally to everyone else?" 🙃 I like the world building they've done with this game, though. I 'm looking forward to reading it all in depth when I'm done with the game.

  • @Ayranenjoyer
    @Ayranenjoyer 2 หลายเดือนก่อน +1

    At the earlier concepts, MS CURIE - Inspired by the real life FLIP "Floating Instrument Platform" of the US NAVY Office of Naval Research- had a bigger role than she does in the retail version. Indeed it was still the main vessel and the crucial part how PATHOS-II got its supplies and equipment from around the coasts that collaborated with their effort, BUT she was more than just a flesher hive, even as a game level. Well, it was still a Flesher hotspot, but back then they also called them "Proto Fleshers". And they were more than bloated, mad corpses. They used the HAIMATSU deep diving suit as their skin and had actual faces that you could see human features. WAU did actually create sound bodies, just like it did with Simon - 2.
    Proto Fleshers and this other faction composed of mechanical spiders made of structure gel, named "Solipsists", had constant wars against each other. But they both revered the WAU, Fleshers did in their temple, formerly MS CURIE, and Solipsists did so in the caverns created by their lord, WAU. This is actually monumental, it shows WAU's ability to not just patch stuff together, revive and reuse but also create some new life that can think and act within their reasoning. Have rivalries because where they stand in the field of existence. Solipsists are of steel and structure gel, Fleshers are of bone and flesh, but their blood also run no less black. But their situation makes them different, thus a conflict. In the final version, you only have Catherine, Simon and ever ungrateful Ross to be "passable" examples to WAU's effort.
    There's a mod in the steam workshop that tries to recreate this whole level as it was intended to be, created entirely from the content that was left in the game files. Oh, also you were supposed to meet Catherine in MS CURIE for the first time. But, they also took her back to the LAMBDA, another level they cut some pieces of, as seen the designed but never used rooms with the level editor.
    /
    Not only that, but they can open doors. I figured that out in my last playthrough, and it wasn't pretty at all. 8:35
    /
    Keep in mind that Catherine didn't know anything about WAU other than what was publicly made known to PATHOS-II personnel, which was nothing. 19:05
    /
    If you didn't rescue K-8 before at UPSILON-B fields, just like then you would have to do something else to proceed. 20:25
    /
    That little red button powers up the post you're in. Also, note the WAU box next to corpse of Evans. It is already corrupted just like whole of DELTA, there's even a construct swimming around the site. But, the corpse of Evans is untouched by WAU, and suggests something else. Curious. 24:00

    • @wonderasiwander3964
      @wonderasiwander3964  2 หลายเดือนก่อน +1

      You know so much! I looked up the Solipsists after reading your comment, just to get more of an idea of what they would've looked like, etc. You may have answered this already, but why do you think the developers changed the game so much from what they intended to vs. the finished product? I know "time and money" is usually the answer to questions like that 😄. I like that this version of the game allows some quiet moments to allow for reflection and the feeling of isolation, but I'm curious how much the tone of the game would change with the original concept.

    • @Ayranenjoyer
      @Ayranenjoyer 2 หลายเดือนก่อน +1

      @wonderasiwander3964 That I do not know. There are multiple things in the game files just more than as concept art and white boards. Of course there are completed, finished but never used models, sounds, animations and scripts. But I imagine they had no place in the real thing. SOMA did go through a tone change and that is very obvious. FRICTIONAL GAMES did test the waters and acted with how they wanted to present the whole idea, which is admirable. The whole thing is still there, but it is a lot less obvious. Much more room for doubt and space for thinking about the question in ALPHA. A lot more to weigh at the end of things, if it really matters.

  • @Frykiller1
    @Frykiller1 4 หลายเดือนก่อน +1

    Hi I started from the beginning and glad to have finally caught up to this video! Looking forward to the next videos! I'll do my best not to say any spoilers, but I'd like to mention random things about what you have seen in your gameplay. The 2 things you saw in the dry bloody room were eyeballs eeeew!!

    • @wonderasiwander3964
      @wonderasiwander3964  4 หลายเดือนก่อน +1

      Thanks for watching--and thank you for clarifying what was on the floor 😄👀.