SOMA immerses you only with atmosphere and implied visional/sound effect which are not utterly scary, but keep in at a certain stress level which is just enough for me. Nowadays, devs like Chinese Room like to use fractionalized story telling which is really confusing and sometimes makes no sense, instead, SOMA's story telling is like a constant reward during progression to let you step by step know more useful about what is actually happening (You get meaning why you play the game over time!). At proper times, you get to know bit more that contributes to the main theme. I like the story paving, well layered, integrated/centralized and interesting/weird but easy to understand. I like the story paving, well layered, integrated/centralized and interesting/weird but easy to So far so good, I have entered into Theta. ![]() ![]() So far so good, I have entered into Theta.
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