Slightly
off-center on the mental spectrum, Philip K. Dick was king of
presenting the fuzzy area between reality and perceived reality in
his fiction. Drugs, technology, mysticism, brainwashing, or just
differences in personal viewpoint (e.g. Are we living in a mass
hallucination?) were devices he used to illustrate the difference.
All are troubling, but perhaps the scariest is technology.
Differences in perception due to drugs, mysticism, brainwashing, etc.
we can chalk up to inevitable aspects of being human, even technology
to a large degree. But it is technology which has the potential to
make permanent, irreversible changes to society’s perceptions.
Exploring one technological possibility in what is thus far video
gaming’s most intelligent, mature, and existential story is
Frictional Games’ 2016 Soma.
At
the start of Soma, the player is introduced to Simon Jarret.
Recently in an auto accident that killed his girlfriend and left him
with brain damage, Jarret has signed up for an experimental brain
scan in an attempt to get to the root of the bleeding still plaguing
him a month later. Seeming innocuous enough, he arrives at the
graduate research clinic on the appointed morning, settles into the
dentist-like chair, attaches the head device, and begins the scan…
What
happens after is the core of Soma’s gameplay. And given
just how amazing the story is, it’s best not to elaborate further.
Without spoiling matters, players are forced to find their way
through a labyrinth (of sorts) using the tools they find while
avoiding the enemies (of sorts) that appear. Vague enough? Along
the way, players will continually be thinking: I see and hear my
environment, but what is actually going on here? What
is the reality beyond this? Am I just dreaming? Is it only a
simulation intended to heal my brain in some experimental fashion?
Are the graduate students at the clinic just fucking with my head?
Have I been transported to another location during the scan? Am I
really here? Suffice to say, the slow reveal of the answers to
these questions is what makes Soma’s story so damn
phenomenal.
I
have heard Soma described as ‘survival horror’, which is
wrong. Firmly psychological or existential horror, the game plays
with our deep-seated understanding of what it means to be human more
than it does scare us with overt threats to life and health, i.e.
monsters or ghosts. There is without a doubt a horror vibe to
gameplay (occasional jump scares and a strong atmospheric unease
exploring the dark, unknown depths of the setting). But these
elements are intended to complement the larger exploration of what it
means to be human, what human consciousness and autonomy are, and how
technology could drastically upset that understanding. Yes, very
Philip K. Dick (but in fact much more similar in detail to Greg
Egan’s Permutation City—oops, spoilery.)
In
keeping with Soma’s cerebral edge, nothing about the game is
spoon-fed to the player. In order to progress, they must put two and
two together based on the objects and terminals, switches and media
content they interact with. A very simple example is: players get
stuck in a locked room in a medical clinic early in the game.
Looking at an open computer terminal they can read through a doctor’s
emails, one of which says the passcode to open the nearby door is too
important to be written in an email, and that the person who wrote
the email will likely put it somewhere less visible for the receiver
to find it. After some searching through drawers, closets, and
cabinets, the player finds the passcode—not obvious yet not
hidden—on a piece of paper. There is no symbol or marker to
indicate the paper is the correct one (as many games would do); the
player needs to truly look through the papers lying around and in
drawers. After, players will need to write down or remember the code
(it’s four digits) for the door. Players are not assisted in any
way, something I say this with cynicism that most games these days
would save the story point—player has achieved passcode—and
automatically open the door when you approach it. Getting the
balance right, however, at no time does Soma overwhelm with
puzzle. Unraveling the game’s story/reality clearly intended to be
the focus rather than solving isolated puzzle after puzzle, all of
the problems needing to be solved are directly related to the
storyline, which makes for a rewarding, integrated experience.
Philip
K. Dick or Greg Egan can write novels describing certain perspectives
on technological possibilities in the human context, but it remains
in the scope of video games to give players the simulation of agency
within those technological possibilities. Soma takes full
advantage of this potential and delivers in the most impacting way
possible. There are two occasions in particular which force the
player to have a viewpoint on technology and existence simply not
possible in a novel. I will not describe the two occasions (they have
more meaning when discovered within the context of the game), but
will at least say they are mind-blowing from a story perspective,
from the perspective of the questions they force the player to have,
and the choice they ultimately offer. It is existentialism2—the
true power of video games, realized.
In
the end, Soma is a very cerebral game that keeps players on
edge for the unknowns lurking in the shadows, as well as the
discovery of the unknown of the game’s story/reality. I’m uncertain
that the fear-inducing moments are always complementary to story, but
the whole remains guided by a mature, intelligent plot that is the
most engaging, thought-provoking I’ve played in a video game. (It
is also better than a huge swathe of science fiction novels, of which
I’ve read hundreds.) Soma hasn’t garnered the attention
it deserves due to being an indie game, but is fully deserving of
broader acclaim. Kudos to Frictional Games for keeping game
standards high.
i did not like game
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