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post #131 of 160 (permalink) Old 10-08-2016, 11:22 PM
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I'm just using Bioshock as an example of a game with deeper mechanics than SOMA - not that the mechanics of Bioshock are deep.

As I've said before, I think SOMA is great for what it is.

The other big problem with your argument is that you set no specific bar. Let's imagine I agree with you that SOMA has "little" gameplay and is a walking simulator. Let's say I will start using your logic from now on...

What is stopping me from simply going all the way and becoming an absolute Strategy/Tycoon elitist and call *insert game umeng2002 likes* a walking low skill simulator? Because in all honestly, it makes sense to me. I am not a big fan of the Bioshock series (more of a System Shock guy... unfortunately for myself), I can simply compare it to STALKER or Metro and call it sloppy CoD-like/Dear Esther-tier in skill games.

Might as well go all the way...

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post #132 of 160 (permalink) Old 10-09-2016, 02:23 AM
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With pure FPS', you use eye-hand coordination to kill enemies... like pong (a game). In a pure 3D platformer, you use eye-hand coordination to jump around accurately.

Those take some form of physical/ coordination skill. Walking around corridors and pushing buttons doesn't unless you're solving a puzzle like in Portal or Talos.

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post #133 of 160 (permalink) Old 10-09-2016, 07:06 AM - Thread Starter
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Quote:
Originally Posted by umeng2002 View Post

With pure FPS', you use eye-hand coordination to kill enemies... like pong (a game). In a pure 3D platformer, you use eye-hand coordination to jump around accurately.

Those take some form of physical/ coordination skill. Walking around corridors and pushing buttons doesn't unless you're solving a puzzle like in Portal or Talos.

And SOMA's environmental obstacles are seen as a practical puzzle since they impede process and usually take some time to solve (much more time than it takes to kill someone in BioShock). They are more complicated tasks than BioShock's killing, involving more thinking.

SOMA's enemy encounters involve sneaking not unlike sneaking in Thief or Dishonored, or they involve setting up distractions and then sneaking, or fleeing. Timing is very important with some of these enemies kind of like in a shooter.

SOMA definitely is unlike a traditional video game like BioShock or Pong. There is far more purpose and depth to it. Gameplay used as a storytelling tool? Huh? It's not a time waster, it's not just simple fun, it's one of few games that almost transcends its game status.
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post #134 of 160 (permalink) Old 10-09-2016, 08:35 AM
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Quote:
Originally Posted by umeng2002 View Post

With pure FPS', you use eye-hand coordination to kill enemies... like pong (a game). In a pure 3D platformer, you use eye-hand coordination to jump around accurately.

Those take some form of physical/ coordination skill. Walking around corridors and pushing buttons doesn't unless you're solving a puzzle like in Portal or Talos.

Bioshock can not compete with pure FPS games though. Most of those are higher in skill requirements or deeper in combat. Some require some level of strategic and tactical thinking... not Bioshock.

So.. what now?

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post #135 of 160 (permalink) Old 11-26-2016, 03:45 PM
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Just finished my second play through and wow. I really caught some details that I missed in the first play through that really enlightened me to some possibilities that I didn't think of before. It also influenced the choices I made considerably.

Just an absolute masterpiece of a game.

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post #136 of 160 (permalink) Old 11-26-2016, 04:19 PM - Thread Starter
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I hadn't even thought about the difference choices I'll make in my replay. That definitely makes it more interesting. I still really want a new monitor before I replay it though, the IPS glow on mine almost ruined the immersion at times.
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post #137 of 160 (permalink) Old 11-27-2016, 05:56 PM
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Quote:
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I hadn't even thought about the difference choices I'll make in my replay. That definitely makes it more interesting. I still really want a new monitor before I replay it though, the IPS glow on mine almost ruined the immersion at times.

I know what you mean. The darkness when hiding in a corner on the Curie had some god awful color transition on my TN panel.

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post #138 of 160 (permalink) Old 11-27-2016, 06:25 PM
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Well, finished SOMA. Very interesting concepts and thought provoking. Think Fictional did good on a few points like the under water environment and definitely the atmosphere of the game. Only grip I have is the monsters are dumb as rocks. Though the stinkers with the glowing heads where interesting concept for a monster. Wish they had did a few more puzzles. Felt lacking in that department compare to some of their older games.

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post #139 of 160 (permalink) Old 11-27-2016, 06:42 PM
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Well, finished SOMA. Very interesting concepts and thought provoking. Think Fictional did good on a few points like the under water environment and definitely the atmosphere of the game. Only grip I have is the monsters are dumb as rocks. Though the stinkers with the glowing heads where interesting concept for a monster. Wish they had did a few more puzzles. Felt lacking in that department compare to some of their older games.

I felt like the puzzles they had in the game were good, and some of them contributed very well to being thought provoking (the puzzle in Theta to get the security cipher for instance). Could there have been more? I suppose, but I don't hold that against the game and it never really occurred to me that it could use more puzzles. I felt that in addition to the actual puzzles, there were plenty of environmental puzzles where you had to figure out or do certain things to progress.

As for the monsters, I agree only somewhat. On my second play through when I knew what each monster's mechanic was, I still managed to have problems with the Theta Proxies, and the Jiangshi in the Curie (glowing head teleporting monster). Akers in the Theta labs gave me a death.

The very first monster in Upsilon was definitely pretty dumb and easy to get around, and the Robot girl in Omicron was pretty easy once her mechanic was figured out. Jin Yoshida in Tau still knocked me out unfortunately, but only because I made a wrong turn and got cornered.

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post #140 of 160 (permalink) Old 11-27-2016, 08:10 PM
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I felt like the puzzles they had in the game were good, and some of them contributed very well to being thought provoking (the puzzle in Theta to get the security cipher for instance). Could there have been more? I suppose, but I don't hold that against the game and it never really occurred to me that it could use more puzzles. I felt that in addition to the actual puzzles, there were plenty of environmental puzzles where you had to figure out or do certain things to progress.

As for the monsters, I agree only somewhat. On my second play through when I knew what each monster's mechanic was, I still managed to have problems with the Theta Proxies, and the Jiangshi in the Curie (glowing head teleporting monster). Akers in the Theta labs gave me a death.

The very first monster in Upsilon was definitely pretty dumb and easy to get around, and the Robot girl in Omicron was pretty easy once her mechanic was figured out. Jin Yoshida in Tau still knocked me out unfortunately, but only because I made a wrong turn and got cornered.

The puzzles where alright, but still think they could of done better. I really did not see the security one as a puzzle but collect the pieces instead.

Sorry, but all the darn monsters are dumb as bleeping rocks. Only one that killed me was one in Tau like you said by making a wrong turn, well and that darn fish that caught me off guard because I did not see it at first. The Proxies where super easy for me to get around, pretty much crouch and throw things or sit still when one comes by. You can pretty much dodge all the monsters pretty easy, their path patterns are too easy to figure out plus they are loud as hell so easy to figure out which direction they are going. Though, the glow heads are a tad annoying to get around (reason I kind of like their concept with the whole can't look at them, etc.).

Still not a bad game, still enjoy the story part and atmosphere. Just think they could done a few parts better.

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