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It's the only thing that didn't evolve since Penumbra. Still the same core mechanics, still the exact same core issues.
When you watch videos on cut content like this here:
https://www.youtube.com/watch?v=yh_tgh-KkAg
you'll notice there must have been some attempts to build on this gameplay aspect, which ultimately didn't make it into the final version of the game.
I can see how Frictional's creatures require the player to suspend disbelief and forget that dying has no real consequence, that they are dumb AI automatons and that you can usually run faster than they can. Once you figure out the mechanics and realize they are not threatening, then the illusion of fear is easily shattered.
I think in Frictional games, you have to consciously avoid doing things like running straight up to the creatures with the volume turned down low and then kite them around watching them helplessly fail to catch you. Is that a design flaw? Probably. Knowing all this, it still gets to me because Frictional gets me way before the creatures even appear. Just things that are off in the environment like doors that were previously closed are suddenly open. There are many visual queues like this before the sensory assault begins and the dread for me bordered on paralysing.
I've had this on my wishlist for a while and I keep hesistating on it. I want to play it myself instead of watching another person play it but every time I'm given control, the anxiety hits me pretty hard and I find it super stressful to play.
I felt kind of the same way. Knowing other Frictional titles I knew how to go about playing them. Would still be awesome to see them find a way to overcome this in some way for good, as they definitly got the build up, tension, environments and atmosphere down like no other studio.
And I'm confident they eventually can find a way. For example the idea with sanity in Amnesia to discourage looking straight at the monsters was a really clever way to get around some of the issues like not so clever AI pathing, imperfect animations or not the best textures and details on the models. Instead it set the focus on the terrifying designs and outlines you only get to catch a glimps of in the shadows, forcing your imagination to fill in the blanks.
I think if they didn't tone this down so much in SOMA a lot of the shortcommings of the encounters would not have been noticed at all. On the flipside the monster design in SOMA carries much more weight in the story and environment than it was the case with Amnesia. That makes the descisions for the final game understandable.
So yeah, when i play something, i want to feel the dread, anxiety, panic. I want to feel so out of place that i have to press pause like when i did in RE3 when i was a kid and switched it off.
This is the same feeling i got, now as an adult with SOMA. And i played all of their previous games too long before SOMA, all Penumbras, both Amnesia (The original, and the one the other developers did) then jumped into Alien:Isolation, and that game was also a thrill. But nowhere near as SOMA was.
It's not the enemies, it's the pulsating artifical breathing you are doing. The sound and music, the glitched view, the fact that you are under the ocean, and not in a pretty way like in BioShock.
The fact that you are going into the damn abyss at the end.
Yeah, it was fun, it was tense at times, but not scary. Most of the time i kinda giggled around how generic the horror was and how stupid the main character was (Sure, Simon was hell of a stupid guy, but there are perfect valid reasons for that, being delusional, this one just goes for journalism, even after all that crap that has happened to him). I just don't find scripted running all that fun, especially in the second game (first one was better IMO). SOMA has some basic mechanics for stealth, line of sight and chasing. However it just works fine. In Outlast, if you mess up one thing, you are dead. Here, you have some freedom on where to run and hide.
Not to mention Outlast 2 tried to be too edgy aka mature with the whole gore/porn stuff, it never worked.
My favorite videogame of all time is Bioshock and while Bio (like this game) had moments of complete fear it was mostly the atmosphere/story that creeped me out more than anything and I think that is one of the ways horror has evolved.
Resident Evil and Silent Hill are regarded as masterpieces but were they really THAT scary? Aside from a few moments not really however the atmosphere was incredible, just like it is in SOMA.
I definitely think "thinking" horror is far more terrifying than "jumpscare" horror. You can sleep off a jumpscare but how about the existential mind bending idea of having your consciousness stuck inside a machine and not even being aware of it? Well, that'll stick for awhile. Same can be said for SH and it's manifestations of fear.
I guess thriller is a better term for it than horror.
The safe mode thats coming will fix some of my issues with the game however some of the monsters did make sense storywise to be hostile and I hope they stay that way but a lot of them were there to just be there bc 'horror'