المدة الزمنية 44:11

SOMA 100% Cinematic Walkthrough (No Commentary, Normal Difficulty) 03 DELTA

بواسطة patologTV
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تم نشره في 2021/08/01

You can find full walkthrough playlist here: /playlist/PL61FH1Fo4C7FrbEBg9OlsSk5hS51PnkAx ► Buy SOMA here: ◘ Steam: https://store.steampowered.com/app/282140/SOMA/ ◘ GOG: www.gog.com/game/soma ► Consider supporting the channel on Patreon: patreon.com/patologTV ► Become a Channel Member: /channel/UC3TTvRLPOkTckh7AO8BzSHg/join ► Visit my Discord server: https://discord.gg/UBdANAm ► Contact me on Steam: https://steamcommunity.com/id/patologTV/ ►►► BASIC INFO ◄◄◄ Game: SOMA (2015) Developed by: Frictional Games Published by: Frictional Games Difficulty: Normal (hardest) Video Quality: 1440p/60 FPS ►►► RESOURCES USED ◄◄◄ Written Walkthrough by nyiaor2 ► https://gamefaqs.gamespot.com/pc/735002-soma/faqs/74225 Video Walkthrough by Foggy ► /playlist/PLJA0MNUyOCaFwN33Xs0d_91tDzsh9B3be Written Walkthrough by Jakub Bugielski ► https://guides.gamepressure.com/soma/ ►►► GAMEPLAY ◄◄◄ Soma is a survival horror video game played from a first-person perspective. The player will encounter a number of creatures, which each embody an aspect of the game's themes. Soma primarily utilizes elements of psychological horror instead of conventional scares found in most video games within the genre. Throughout the game, the player will find a large array of clues, such as notes and audio tapes, which builds atmosphere and furthers the plot. Similar to most titles by Frictional Games, the player progresses through puzzle-solving, exploration, and the use of stealth; the player may die if they fail to avoid monsters, although two years after the initial release, a "Safe Mode" has been added that keeps the monsters but stops them from killing the player. Soma was in the making since 2010, beginning with the advancement of new technology for the game engine. Setting the game at the bottom of the Atlantic Ocean was an idea decided on a "whim" by Frictional Games co-founders Thomas Grip and Jens Nilsson, which Grip said they had wanted to try for a long time. At some point in development, the story of the game underwent a number of major changes before ending up at the final version that was released, with an older build released via an easter egg. The storytelling was designed to rely on the player's actions rather than serve as a guide for the player to adhere to, so as to allow those who ignore exposition material, such as audio logs and notes, to follow the plot. Soma's underlying theme is consciousness, and was developed in order to explore the nature of free will and the self. The game's atmosphere was inspired by the work of Philip K. Dick, China Miéville and Greg Egan. Achieving a realistic sound to fit the mood required audio director Samuel Justice to utilise what he called "the room size system". Instead of processing sounds to make an effect possible, recordings were made of environments that complemented such needs, like the reverb of a large hall. With this system, over 2,000 footstep sounds were captured.

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