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    Cool Soma

    SOMA debut trailer released by Frictional Games, out on PC and PS4 in 2015



    SOMA, the latest from Amnesia: The Dark Decent developers Frictional Games, has been released.


    The firm had released two teasers previously: ‘SOMA: Item #4017 – “Mockingbird” and ‘SOMA Item #2656 – “Vivarium“.


    According to the game description, strange occurrences are “disrupting the routines of the PATHOS-2 research facility,” as the radio has become silent; behavioral anomalies of the machines are increasingly dangerous, “if not… malevolent,”; and the facility is “devolving into chaos”.


    There are no weapons, and the only escape is “practically unthinkable.”


    Frictional describes SOMA as an “aberrant tale of scientific inquiry and survival; an entropic exploration of synapse and circuit that wades through the delusions of human consciousness.”


    The game is slated for PC and PS4 in 2015.


    Watch over four minutes of atmospheric horror below.

    Screens:







    SOMA Gameplay Teaser Trailer




    Damn, Trailer Tai Khobor Kore Dise Amar!!!!!!!!!
    Last edited by Badhon; October 11th, 2013 at 21:04.
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    Sounds interesting. Can't wait to see.

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    Deletions were a hint, infractions to the next people who bring it up again.

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    what a crazy game!
    Quran 6:159 - there is no sunni, shia under Islam.

    NOTE: I'm leaving this forum.. do not quote, tag, mention or PM me... you won't get a response.

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    Crafting Survival Horror - Soma





    Time for a little update on how SOMA is doing. (A brief summary for those who don’t already know: SOMA is a sci-fi horror game from the creators of Amnesia: The Dark Descent that will tackle unsettling questions about consciousness. It will be released on PS4 in 2015.)
    Before I get started, I should say a few words about the new teaser trailer, “Theta”. This video showcases a few in-game scenes along with fresh voice work. Our hope is to give you a taste of the feel and atmosphere that SOMA will have. It also contains a few clues on what the game’s story will be about.


    SOMA’s current status

    We are currently about a week away from the alpha of the game. This is a build in which a bit more than half of the full game is playable. It’s currently clocking in at around 5 hours, meaning the final game will end up at 8 hours or so.

    A game like SOMA is a bit different to have in alpha than most other games. Normally, a game relies on a core mechanic that creates the basic engagement. While graphics and sound are important, you can mostly test the game pretty early on with only temporary assets in place. This lets you get a feel for the game at a very early stage. Not so for us.


    We can play our game at last!

    SOMA doesn’t rely on a core gameplay loop – such as shooting baddies or jumping platforms – to create a sense of fun. Instead, you’ll take part in a wide range of activities; it’s impossible to narrow it down to one. You’ll search for notes, solve puzzles, hide from dangers, explore unsettling places, take part in strange events and sometimes just run away. All of these come together with the graphics and soundscape to create a larger whole. This means that we couldn’t properly test SOMA without having all of these things implemented in a fairly final state. Making matters worse is the fact that the game lets things take their time; slowly building up the atmosphere, narrative and themes. It is hard to condense all this into a short prototype; a large chunk of the game is required.

    Because of this, we haven’t been able to get a feel for how SOMA plays until very recently. The alpha is our first opportunity to really find out what the game is like. This means that we’ve had to take a lot of the design on faith, simply hoping that it’ll all work out. So it came as a great relief to us – when we’d managed to pull together everything for a pre-alpha test a few weeks ago – to find out that the game does hang together.

    This doesn’t mean that we’re totally happy with everything. Now that we know how our game plays, we also know what needs to be fixed. There are a number of goals that we wanted to hit with SOMA, and now marks the first time we can properly evaluate how well we’re doing with them.


    Goal 1: The feeling of playing a narrative

    It’s important that SOMA is constantly drenching the player in storytelling. We need to make sure there is always a red thread of narrative running through the game. We don’t want you to say “Oh, here comes a puzzle section”, but to constantly feel as if you are being told an interactive story. Getting this right is tricky as there still needs to be some challenge in progressing, but not so much that solving a difficult puzzle becomes your sole focus. Now that we’re close to alpha it’s possible for us to test this and tweak where needed.


    Goal 2: A coherently crafted world

    When creating Amnesia our setting was basically just “Old castle where supernatural stuff happens”. This allowed us to get away with just about anything and explain it with “because, magic”. But in SOMA we are building a world that is supposed to be tied into the real world and to make sense. Our goal here is to make proper sci-fi and not just a magical fantasy with futuristic designs.

    This raises a whole load of issues that we might not have cared about in Amnesia. Puzzles that don’t make sense in the world, tech levels that vary throughout the game, basic physics principles that are broken and so forth. When you have a large part of the game playable a lot of these become visible, and we intend to squash them all!


    Goal 3: Gameplay with plenty of variation

    As mentioned above, SOMA does not rely on a core gameplay loop. There is a very good reason for this: we don’t want the player to become too fixated on figuring out the game’s underlying abstract systems. We want players to approach the game from how it looks, sounds and feels. In order for this to work the game’s different scenes can’t have the same setup, as that would make you familiar with how everything works. Instead, we need to keep things fresh and avoid repeating ourselves.

    Now that we are in alpha we can more easily identify patterns and similarities in scenarios. If anything overstays its welcome it needs to be replaced by something else.


    Goal 4: Deep, disturbing themes that make you think

    A crucial design goal for us is to allow a deep exploration of what it means to be a sentient being. The first step towards doing this is to make sure that SOMA’s gameplay, plot, characters and setting reflect the subjects we want to discuss. If you approach the game in the right way, some seriously unsettling implications should be become clear.

    And here lies the problem. Are we getting through to you in the right way? Will the really interesting details just rush past you, or will you stop and give them some serious consideration? What’s crucial here is that we don’t simply spell everything out for you, but that you can come to conclusions on your own. These sorts of things take a while to come together, and it’s not until this alpha that we’ll get a clear idea as to how it is working out.


    Goal 5: A pervasive sense of horror

    Finally, the game should be utterly terrifying. We do not want you to calmly stroll through the various environments; it must be emotionally tasking to progress. We want this blanket of oppression and fear wrapped around the entire experience. Sustaining this through eight or so hours takes some finesse – if we repeat something too often, you’ll get used to it and be able to predict upcoming events. The buildup must take time without becoming dull, and there needs to be a nice rhythm of ups and downs throughout the journey.

    All of these are things that we’ve had a hard time getting a grip on until now. Now we can playtest a complete experience. A task that requires a dark room, a pair of headphones, an empty house and a tired, slightly hallucinating developer. You can’t leave this up to reports from your playtesters, you must experience the atmosphere firsthand to truly understand it.


    The road left to travel

    That should give you a good sense of the kinds of issues we’re currently struggling with. Hopefully it has also given you a bit more insight into what kind of game SOMA is.

    We still have a long way to go; SOMA is still a year or so away from its 2015 release. We feel we are on the right track though, and we think this is shaping up to be our studio’s best work so far — by a wide margin.

    Oh, and sometime soon, we’re going to reveal a big secret about SOMA. Keep your eyes open for it!


    Posted by
    Thomas Grip
    on Mar 05, 2014
    Creative Director, Frictional Games


    Playstation Blog
    Last edited by Badhon; March 5th, 2014 at 19:33.
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    My ex-girlfriend!

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    Outlast to purata khelte pari nai.. eta pari naki ke jane

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    Dive deep trailer:

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    SOMA will be a different kind of horror experience
    Frictional lead Thomas Grip has said that SOMA will be a different kind of horror experience than Amnesia: The Dark Descent.

    “I really hope that people will feel it is a fresh experience. There have been so many games now that are just about running way from monsters, and I think a lot of player are getting desensitized to that,” Grip told GamingBolt.

    “So our goal is for SOMA to also feel like a revitalization of the horror genre, just as Amnesia did. Will it be as scary? I do think so! Not just in the same primal ‘run and hide in closets’-fashion that Amnesia evoked, but at a more deeper more psychological and gut-chilling level.” Amnesia itself was quite different from what was at the time the standard horror experience in games. Grip said that SOMA’s enemies will once more be unlike those found in other titles.

    “The monsters are not really enemies in the sense they are in a game like Resident Evil, or even Outlast. You will see very little of them, and we are very careful not to overuse them,” he said.Most creatures will only appear in one or two specific locations, he continued, and they won’t always be threats – the player will sometimes need their help to progress.

    “We hope this gives a sense of paranoia you are unsure how to approach monsters you encounter,” Grip explained.“Finally, the creatures all also have different ‘rules’ you need to figure out. Some cannot be looked at, others only go by sound and so forth. So not only do you not know if the creature is dangerous or not, you also need to make sure you engage them in the right way.”

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    Quote Originally Posted by VANGUARD View Post
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    Gameplay Trailer:



    Releasing September 22 on Steam and PS4!

    - - - Updated - - -

    We at Frictional Games started working on SOMA in the autumn of 2010, so the game has been in development for almost five years now. This makes it extremely satisfying for us to finally be able to reveal a release date and to look forward to unleashing our creation upon the world.

    So why has the game taken so long to make?

    The biggest issue has been how to handle our themes properly. We didn’t want SOMA to be just another ‘run from the monster’-affair. While it does have that sort of thing too, as our gameplay video shows, the horror runs way deeper.

    The aim with SOMA is to explore the unsettling aspects of subjects such as consciousness, identity and our very existence. We didn’t want to do this by simply having some ham-fisted exposition now and then, we wanted the player to experience this first-hand.

    Getting this right has been extremely hard as it’s not something you can easily iterate on. Creating that disturbing sense of existential horror just right takes hours of setup. It also requires a lot of assets to be in place before it can be tested properly. So while other games can make several iterations a week on their foundational elements, it’s taken us roughly a year for each iteration.

    Two months ago we sent out the beta, our final iteration, to a bunch of testers. This was quite scary as we knew this would be our final major revision. We’d carried out two big tests prior to that and were pretty clear on what issues to hone in on, but of course we couldn’t be sure that we had made the right choices. If testers failed to have the experience that we wanted them to this time around, there wouldn’t have been much we could do about it.

    So it came as a huge relief when the feedback came back overwhelmingly positive. Even those who gave us negative feedback experienced the crucial aspects of the game as we’d intended and liked the game overall. While there were a wide range of reactions, they were all strong and dealt with the topics we’d intended to raise. This makes us quite confident that we managed to achieve our goals and have created a horror game that delves into new, spine-chilling territory.

    So all that’s left for us now is just to polish as much of the game as we can, and to make our final release the best one possible. We are all extremely excited about releasing SOMA, and looking forward to hearing what you guys think of it!

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