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[Official] SOMA - Information and Discussion - Page 11

post #101 of 160
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Quote:
Originally Posted by evoll88 View Post

Thanks for the info on talos but is this more like portal with just puzzles or is there some fighting/killing like in soma?

Gameplay in The Talos Principle is all puzzles and some exploration, but unlike Portal there is a far greater purpose behind it all. It's all tied in with the story wonderfully though, something that is rarely done well (SOMA is another marvelous example of gameplay-assisted storytelling and vice versa).
 
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post #102 of 160
Quote:
Originally Posted by boredgunner View Post

Gameplay in The Talos Principle is all puzzles and some exploration, but unlike Portal there is a far greater purpose behind it all. It's all tied in with the story wonderfully though, something that is rarely done well (SOMA is another marvelous example of gameplay-assisted storytelling and vice versa).
I am going to get it asap since it does sound fun with the puzzles and for some reason the way you describe the puzzles reminds of the old myst game.
post #103 of 160
Quote:
Originally Posted by evoll88 View Post

Thanks for the info on talos but is this more like portal with just puzzles or is there some fighting/killing like in soma?

Talos just has puzzles.

Then again SOMA is basically a walking sim with a few chase sequences.

Still, both games are great, imho.

Excellent examples of story and atmosphere driving a "game."
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post #104 of 160
Thread Starter 
Quote:
Originally Posted by evoll88 View Post

I am going to get it asap since it does sound fun with the puzzles and for some reason the way you describe the puzzles reminds of the old myst game.

Puzzles are nothing like Myst actually. Myst puzzles are alien and weird and it's often not clear what you have to do. Puzzles in The Talos Principle are all clear in what needs to be done, they are all logical problem solving within a certain set of rules.
Quote:
Originally Posted by umeng2002 View Post

Talos just has puzzles.

Then again SOMA is basically a walking sim with a few chase sequences.

Still, both games are great, imho.

Excellent examples of story and atmosphere driving a "game."

Wow someone ban this guy from my thread. Or at least, anyone reading this who hasn't played the game should disregard the bolded section of that post. First, read this:

https://www.gnd-tech.com/content/1032-The-Birth-and-Myth-of-Walking-Simulators

It is in no way, shape, or form a "walking simulator" as SOMA is filled with gameplay throughout, and more gameplay variety than most linear games. You must be one of the many who simply think no shooting or killing = no gameplay = walking simulator.

SOMA's gameplay involves object interaction to alter/advance through the environment, and pretty much every single instance of this is unique. Then it has lots of enemy encounters, and nearly every single enemy in the game is completely unique in AI, abilities, appearance, sounds, and thus different tactics are required for each. It has one scripted chase sequence. Whereas your average shooter for example consists of repetitive mechanics throughout the entire game, with a real lack of enemy diversity, all to the point where the entire game consists of doing the same thing over and over again. Not here. SOMA's gameplay is far better thought out and less repetitive than most games out there, and it isn't in any way scarce like a "walking simulator."

And why the quotation marks around the word 'game'? Because both do not have gameplay that revolves around killing things, they aren't games? Or something else? I'm curious. Both games are some of the finest examples in all areas of game design except perhaps graphics fidelity (for SOMA at least, nothing special there). They are modern pioneers that elevate gaming so much, more than almost everything else within the last decade or more.
Edited by boredgunner - 10/2/16 at 4:58pm
 
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post #105 of 160
Quote:
Originally Posted by boredgunner View Post

Wow someone ban this guy from my thread. Or at least, anyone reading this who hasn't played the game should disregard the bolded section of that post.

Sorry, do you have a gofundme so I can help with your sever and bandwidth costs?

I love Soma, but it's a walking sim. Maybe a button pushing sim. I like walking sims though as long as there is a good story/ atmosphere.

In fact, the chase sequences are the weakest part.

Talos ISN'T a walking sim because there are a billion puzzles to solve.

Just let me explore the environment without having to run from somethings.
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post #106 of 160
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Quote:
Originally Posted by umeng2002 View Post

Sorry, do you have a gofundme so I can help with your sever and bandwidth costs?

I love Soma, but it's a walking sim. Maybe a button pushing sim. I like walking sims though as long as there is a good story/ atmosphere.

In fact, the chase sequences are the weakest part.

Talos ISN'T a walking sim because there are a billion puzzles to solve.

Just let me explore the environment without having to run from somethings.

It's no more of a walking sim than any other game that has walking. All you're saying is that if a game doesn't have puzzles or killing, it has no gameplay. You're just showing the complete inability to analyze what you're doing in a game. Did you know that people say SOMA has puzzles? I would never say it does, but they say that because all of the object interaction isn't just pushing buttons. Every instance of object/world interaction is unique and logical. This is why your posts are so misleading since you're labeling many different gameplay concepts as "walking sim" (especially how gameplay is used in the storytelling process) which just shows a lack of intelligence.

More gameplay variety than most linear games is an objective way of putting it. You can call that a walking sim if you want, but now it just looks wrong.

The fact you keep saying "chase sequences" also shows why you're apparently unqualified in describing a game. There is one scripted chase sequence. You can't differentiate between a scripted and dynamic event.

So, in seeing this hopefully everyone learns to disregard those misleading posts.
Edited by boredgunner - 10/2/16 at 5:26pm
 
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post #107 of 160
Quote:
Originally Posted by umeng2002 View Post

Sorry, do you have a gofundme so I can help with your sever and bandwidth costs?

I love Soma, but it's a walking sim. Maybe a button pushing sim. I like walking sims though as long as there is a good story/ atmosphere.

Talos ISN'T a walking sim because there are a billion puzzles to solve.

Just let me explore the environment without having to run from somethings.


1. Please explain how SOMA is a walking simulator/button pushing simulator? SOMA had a fantastic story. It's a shame you missed that. Did you listen to any audio logs? Did you pay attention to the dialogue between Simon and Catherine? Or did you just run around pushing buttons?

2. You were playing a horror game. What did you expect?
Edited by Valkayria - 10/2/16 at 6:14pm
post #108 of 160
Most living things walk, it's slightly unavoidable. Especially considering it's required to navigate.


I completed this in a handful of plays, couldn't put it down.
post #109 of 160
Quote:
Originally Posted by umeng2002 View Post

Sorry, do you have a gofundme so I can help with your sever and bandwidth costs?

I love Soma, but it's a walking sim. Maybe a button pushing sim. I like walking sims though as long as there is a good story/ atmosphere.

In fact, the chase sequences are the weakest part.

Talos ISN'T a walking sim because there are a billion puzzles to solve.

Just let me explore the environment without having to run from somethings.

1. SOMA is no more a walking sim then an RPG like Skyrim where you walk/run around everywhere and then interact with the world. In SOMA, you walk to different places and around the station to then interact with the world, solve puzzles, and avoid the monsters to progress the story. I'm sorry, but if "walking sim" is all you got out of it, then I don't know what to say.

2. There are actually 2 chase sequences. One which lasts all of 3 seconds (and drives the story forward in Theta, not to mention giving you a little revelation), and the other one I think is the one we are all referring to (Curie). Both played their respective parts to the story. All other encounters are dynamic in nature (as in not a linear chase).

3. SOMA is a horror game, what do you expect? The monsters help drive the game.

Quote:
Originally Posted by Silent Scone View Post

I completed this in a handful of plays, couldn't put it down.

Halfway through my second playthrough. Really enjoying finding some of the small details that I missed in the first playthrough.
Edited by Sir Beregond - 10/3/16 at 12:41pm
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Reading and listening to logs and unlocking doors doesn't save a game from being a walking sim.

It's a walking sim.

There are a handful of enemies that you "escape" from and you unravel a story.

I'd recommend everyone who likes horror and sci-fi to "experience" it, but I still think it's a walking sim.

It's a game I think about all the time, and I even haven't played it in like 6 months. I'm going through Bioshock 2 now, so maybe I'll scratch more of my underwater fix and "play" it again.

But it's still a walking sim.
Edited by umeng2002 - 10/3/16 at 3:44pm
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