Monday, October 17, 2022

SOMA, Scorn and the Appeal of Walking Simulators in Weird Post-Apocalyptic Landscapes

 A few weeks back, roughly five years late, I finished SOMA, an adventure game on Steam (and other platforms) which focuses on the experience of a man who starts his day getting an ordinary brainscan, and rapidly finds himself in a scifi apocalyptic landscape through which he must navigate and uncover the story of humanity's last days. After playing SOMA I realized that, on average, most of the games I play (and actually finish) tend to be this sort of game: you have a main character, a storyline to uncover, you may or may not have to worry about combat as a part of the experience, and you likely have some puzzles, but nothing that harkens back to the pixel-bitch era of the adventure game age. On occasion the format may vary (Oxenfree was a fascinating "side scroller" style adventure, for example) but usually its in first or third person mode. Other games of similar type which I have finished in recent years include obvious ones like The Evil Within and all of the Resident Evil and Silent Hill games, but recent treasures such as Moons of Madness, Conarium, the Amnesia series, Layers of Fear, Dear Esther, Paradise Lost and many more are all games I have completed. 

The genre isn't perfect. There are a nontrivial number of horror titles in this genre that break the mold a bit with an emphasis on undefeatable horrors which you must either outwit or evade; Outlast as a series is a notable example, and one which I have never gotten past a certain point in due to the fact that the game requires a measure of punishing repetition in some grim scenarios to proceed. Some day maybe I'll pick it up again...I'd love to get out of the water-filled dark basement alive one day. Horror titles like this are seeking a slightly different experience than other titles I have played, where horror as a genre is a component, but for which the horror of escape/survival is not so relevant. SOMA and Moons of Madness are both really good examples of horror which does not lean hard into survival, preferring instead to keep the player's focus on story and advancement.

Scorn just came out a week or so back, and I picked it up, played and finished it this weekend. The exact nature of this game eluded me before getting it; it clearly was leaning hard into a gory, weird world inspired by H.R. Giger, but beyond that I couldn't tell if it was going to be a moody shooter, an elaborate puzzle game or what. As it turns out, it's a walking simulator with a lot of puzzles, a little bit of gunplay, and a wordless approach to storytelling that exposes the player to a thick, mysterious narrative told entirely through the ambient experience of trying to figure out who your avatar is, why he is in this dystopian apocalypse, and what his inevitable fate means. Along the way you get treated to some at times clever puzzles and a bewildering array of disturbing imagery and events that have kept me thinking about this game long after I completed it. 


(SPOILERS ahead)

Scorn is not for everyone. SOMA, by contrast, has some creepy stuff, but it will be hard to say that anyone who has played other games in the horror genre (such as Resident Evil or even Silent Hill) will be surprised by; it's got a great visual aesthetic but it also deals with a future in which a machine-flesh fusion brought about by a technological advance in ferrofluids allows for a merging of the notion of biological consciousness and machine sentience. Scorn, by contrast, is about a future, likely so far in the future that whole epochs of existence have come and gone, that mankind is no longer recognizable as such. Or, maybe Scorn is an entirely different world. It's hard to say, but I like my interpretation that it is a future in which biotechnology became all-consuming, and changed the foundations on which humanity predicates its existence. The problem, of course, is that the depiction of this future existence is incredibly raw and disturbing; the concept of humanity as we understand it today simply no longer exists in the world of Scorn. To be human in Scorn is to be a product, weak, and desperate. Your avatar starts off apparently human, or human enough, but early on strange things happen and you awaken, apparently having died or been suspended in some state, for an indeterminate amount of time, determined to move forward into the belly of the great machine, for an inscrutable purpose. Along the way the evidence of life as a commodity that has been prioritized from the most base line form and existence on up to the most elaborate ascended forms by the late game can be seen everywhere, and a freakish ecology has grown up around the detritus of this approach to existence. 

Scorn doesn't really provide you any answers, it just offers questions followed by a range of experiences, and leaves you to interpret them. When I write what I see it as representing, know that this is how I interpreted it. By the end of the game I feel it is fairly obvious that your wretched character seeks an end goal of transcending existence, and instead his vicious symbiote counterpart makes him a permanent resident. It's not a happy ending, but it is incredibly fitting for this game and it's world.

Both SOMA and Scorn really got me thinking about how what I like most out of a very good, thoughtful video game is the ability to experience and visit these strange universes for a time, but they don't outstay their welcome. I think SOMA took about 14 hours to complete, and Scorn took around 8 hours, of which about an hour was spent mulling over a few key puzzles (I managed all of them without FAQs, which was nice, given that no one's written any detailed guides yet for Scorn). Both of these games had a bit of lite combat. In SOMA's case it was mainly a few very specific story-driven events, and most of the time evasion was your only recourse to survival. In Scorn you do get actual weapons (ironically I missed the pistol and finished the game with the bolt gun and later shotgun and grenade launchers), and there are things that try to kill you later on in Scorn for which shooting them is a solution. However, Scorn is really not a shooter; these sequences are essentially still puzzles, and waiting for the monsters to wander off to their lairs is a viable solution to most of these encounters. When you finally get something approximating a boss encounter it follows a specific set of behaviors that, exploited, really amount to a puzzle more than anything.

If you want some really good and interesting story-driven walking simulator experiences about the terrifying end of humanity, SOMA and Scorn are both well worth investigating. Just be aware, Scorn is grotesque, and you must enmesh yourself within the notion that humanity as a concept no longer exists....it is now warped beyond all possible recognition. If you can, I suggest playing these two titles back-to-back, they both hold freakishly interesting messages about humanity's future, and the elaborate dialogue and discovery in SOMA will make the harsh, wordless exposure to nightmare in Scorn even more interesting as a result. But be warned! If you thought some of the stuff in the Silent Hill franchise was disturbing in its implications, you might want to avoid Scorn, which doesn't waste time with silly implications; it's universe stopped coddling human sensibilities eons prior. 

SOMA and Scorn: both solid A games!

2 comments:

  1. For the happier post-human future, play Stray.

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    1. My wife loves that one! It does look cute. I may have to try it at some point, even if my proclivities are more along the lines of Scorn.

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