Soma Bringer English

2020. 12. 8. 00:38카테고리 없음



Soma Bringer
Developer(s)Monolith Soft
Publisher(s)Nintendo
Director(s)Shingo Kawabata
Producer(s)Tetsuya Takahashi
Designer(s)Tetsuya Takahashi
Artist(s)Tonny Waiman Koo
Tadahiro Usuda
Writer(s)Soraya Saga
Composer(s)Yasunori Mitsuda
Platform(s)Nintendo DS
Release
Genre(s)Action role-playing
Mode(s)Single-player, multiplayer
  1. Somali Language Translation
  2. Soma Bringer English Version Download
  3. Soma Bringer English Version Download

Soma Bringer[a] is an action role-playing game developed by Monolith Soft and published by Nintendo for the Nintendo DShandheld video game console. The player, controlling one of the eight main characters, explores dungeons and fights enemies in real-time combat across three-dimensional plains from a top-down perspective. Multiplayer functions allow up to three players to participate in exploration and combat. The story focuses on the continent of Barnea: the principle magical energy, Soma, is being disrupted by the arrival of monsters called Visitors, prompting a military group called Pharzuph Division 7 to defeat the Visitors and restore the balance of Soma.

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Soma Bringer was the creation of producer and studio co-founder Tetsuya Takahashi. Initially a standard role-playing game before transitioning to action role-playing due to hardware restrictions, the aim was to create an engaging multiplayer experience: this resulted in the gameplay being developed before the story, a reversal of the development style used for earlier Monolith Soft titles. It featured returning staff from Takahashi's earlier titles, including Xeno series writer Soraya Saga, and Chrono series composer Yasunori Mitsuda. Development took approximately two years.

First announced in October 2007, Soma Bringer was the first portable title to be fully developed by Monolith Soft, and the first released by the studio since their acquisition by Nintendo. The game was released in Japan in February 2008, and has remained exclusive to the region. When released, it was critically acclaimed by both Japanese and Western journalists and sold strongly in Japan. Western journalists drew positive comparisons with the Mana and Diablo series.

  • 3Development

Gameplay[edit]

A battle in Soma Bringer, featuring three of the eight available player characters. Battles take place in real-time in 3D environments from a top-down perspective.

Soma Bringer is an action role-playing game where players take control of members of a military unit dubbed Pharzuph Division 7. The three-dimensional environments are explored from a top-down perspective, and the overhead camera can be zoomed in and out on the playable character. Seven characters are available at the start of the game, with an eighth being unlocked later on.[1][2] The game uses two modes of play. In single-player, the player controls the party leader while the two assigned companions are controlled using the game's artificial intelligence.[3][4] In addition to the single-player mode, the game features cooperative (co-op) multiplayer. Activated through wireless connection, up to three players can freely explore environments and team up for dungeons.[1][4]

Battles take place in real-time within the same space as exploration, which include overworld environments and dedicated dungeons. Using a style similar to hack and slash, the three characters attack targeted enemies in the field. Abilities, including standard attacks and special moves related to a character, are mapped to the Nintendo DS (DS) face buttons. Attacks can be chained together into combinations for higher damage. Continually attacking an enemy will cause a 'Break', a period where the enemy is stunned and attacks cause more damage.[1][2][3][5] Gameplay is not paused when the separate item menu is opened, which contains items such as regenerative potions. Character health is automatically replenished when they move into a new area, otherwise needing items to restore.[3][6]

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Snoop dogg boom download for mac. There are six different specialized combat roles equivalent to standard character classes. They are Battlers (warriors), Dark (dark knights), Gunners, Kanbus (ninja), Koas (paladins), and Somas (mages). A character's class determines what types of weapons and skills they can equip.[1] Each class consequently uses a different fighting style: the Kanbus focuses on dual weapons and one-hit attacks, the Koas focuses on a combination of attack and healing abilities, the Dark sacrifices health to deal heavier damage, Gunners specialize in long-range attacks, Battlers focuses on melee attacks, and the Somas use long-range magic over close-range physical attacks.[2] Weapons are equipped based on a character's class, and can be upgraded using special items called Orbs.[2][7] Weapons and items collected through exploration and from enemy drops can be sold to other players through wireless connection.[2]

Through combat and quest completion, characters gain experience points, which raise experience level. When the main character is killed in battle, the party respawns at the nearest town, and a headstone appears where they fell which contains some of the experience points gained during battles up to that point. Experience points are lost with each death, although the character does not lose experience levels. Other playable characters raise experience levels quicker depending on the player character's own level.[3][5][6] Upon each level up, a character is granted three statistic points, which can be distributed by the player to increase a character attribute: these include maximum health. Ability points are also given, which are allocated to skills related to different weapons and abilities such as spells and passive buffs and debuffs. These skills are maxed out at Level 20.[2][3]

Synopsis[edit]

Soma Bringer is set on the continent of Barnea, which is part of a world where the energy of everyday life is drawn from Soma, a mystical power that fills the atmosphere, forming the so-called 'Soma Ring' around the planet: through a special conversion process, it is used for everything from ordinary appliances to advanced weaponry. At some point prior to the game's opening, mysterious monsters called Visitors began appearing: taking the form of corrupted animal and plant life, they began attacking human settlements. To combat the Visitors, the controlling organization in charge of regulating Soma usage - Secundady - created a dedicated military force called the Pharzuph. The main narrative follows new and veteran members of Pharzuph Division 7, who set out to investigate and combat a recent spate of Visitor attacks. During the mission, the group come across Idea, an amnesiac girl with latent and highly attuned Soma-related abilities. She is assigned to Pharzuph Division 7 by their leader Master Laban. During their continued missions against Visitors, Pharzuph Division 7 are confronted by the Unbras, a group with similar powers to Idea and whose leader Adonis seeks Master Cages, Soma-condensing devices connected to the origins of Soma technology.

As the group travels, they discover that Adonis and the Master Cages are linked to the origin of Soma. 'Soma' is the energy of life, the harnessing of which was granted to humans by the extraterrestrial Arethia: existing in legend as a false god banished through the use of Soma, the Arethia was actually a non-physical collective consciousness that traded use of human bodies for technical knowledge that allowed humans to thrive. The Arethia were eventually betrayed by humanity: robbed of the ability to use physical hosts after a vicious war, the Arethia consciousness was imprisoned beyond the atmosphere in the Soma Ring, in truth an orbital ring controlled from the Ring Tower in the ancient human citadel of Cremona. Imprisoning the Arethia allowed humanity free use and control of Soma energy. A weakness eventually appeared in the Ring's containment field and some of the Arethia consciousness escaped. Corrupted by the journey to the surface, the formerly benign energy mutated and infected other lifeforms with a mindless wish for self-preservation, becoming the Visitors.

Both Idea and Adonis were created using Master Cages as weapons during the conflict, though they were only awakened in the present. Only Adonis fully awoke while Idea suffered an incomplete awakening when found by Pharzuph Division 7 and regressed to a childlike amnesiac state. In addition, Master Laban has been using Pharzuph Division 7 to gain access to the Master Cages so he could stop Adonis and continue the use of Soma energy by destroying the Arethia consciousness. Welt, a new member of Pharzuph Division 7, is contacted by Orpheus, the avatar of the Arethia's true will. Orpheus asks Pharzuph Division 7 through Welt to stop both Laban and Adonis, the latter wishing to bring destruction upon mankind for its treatment of the Arethia. Upon confronting Adonis after traveling to the Soma Ring via the Ring Tower, Pharzuph Division 7 defeat the incarnation of the deranged Arethia energies: with Welt's help, Adonis, Idea, and Orpheus stabilize the Soma flow and pacify the Visitors. Welt is returned to his comrades, but Orpheus, Adonis, and Idea must leave to merge with the Arethia along with the Visitor energies.

Development[edit]

Soma Bringer was the brainchild of Tetsuya Takahashi, one of the co-founders of developer Monolith Soft. It was the first time Monolith Soft had full development responsibilities for a game on a portable platform.[8] The game took approximately two years to develop: Takahashi's aim was to create an in-depth introductory role-playing experience for the DS.[9] The DS was chosen as the game's platform so people could both enjoy the game and play it for short bursts on the go.[8] The story was written by Takahashi's wife Soraya Saga, whose previous work included Final Fantasy VI (1994), Xenogears (1998), and the Xenosaga Autotune for mac torrent. series. Due to the goal of creating a fun co-op gameplay experience, Saga deliberately kept the story 'simple and clear not to interrupt the fun of playing'.[10] The narrative was based around the titular energy 'Soma', which was a key part of everyday life, with the Soma Ring encircling the planet forming a key part of the story.[8] Also among the staff were director Shingo Kawabata, art director Tonny Waiman Koo, and character designer Tadahiro Usuda. Takahashi acted as game designer.[11]

At the beginning of development, Soma Bringer was to be a standard role-playing game. During early testing, it was seen that typical role-playing games were not well suited to the DS' limited hardware and controls, so they adjusted the gameplay to its current form as an action role-playing game. After positive feedback from this, the team went ahead. The move to being an action role-playing game enabled the incorporation of cooperative multiplayer: the team wanted to focus as much as possible on the combat and related gimmicks over environmental puzzles. Rather than a separate mode, multiplayer was incorporated into the main story. The development cycle differed greatly from previous Monolith Soft titles. In Takahashi's earlier games, the scenario was written first then the gameplay was tailored to fit. For Soma Bringer, the gameplay was finalized first, and the scenario was built around the locations, dungeons, and mechanics the team had created. Also in contrast to earlier Monolith Soft titles was the lack of lengthy cutscenes, which could not be incorporated into the game with the DS' limited hardware. Instead, the team used the real-time graphics and gameplay models for equivalent scenes.[8]

Music[edit]

Yasunori Mitsuda composed and produced the original score for Soma Bringer

The music for Soma Bringer was composed and arranged by Yasunori Mitsuda, whose previous notable work included titles such as Chrono Trigger, Xenogears, Chrono Cross, and Xenosaga Episode I.[8][9][12] Mitsuda was involved from the very beginning of development, as Takahashi did not want to work on a game without Mitsuda's music. Mitsuda accepted due to their past work on Xenogears and Xenosaga, considering it a kind of reunion. Mitsuda's music formed a key part in compensating for the lack of proper cutscenes, as the music made up for any lack in dramatic character movement during story sequences.[8]

Due to the gameplay being created first, Mitsuda had difficulty pinning down what he had to do, and wrote songs for the soundtrack based on the gradually-emerging visuals and scenario.[13] Mitsuda estimated that he had written around one hundred songs for the game including test tracks.[9] The opening vocal track, titled 'Ring', was written for the opening movie and set to a piece of poetry written by Takahashi: to portray the themes of the game, Mitsuda used three female vocalists, Eri Kawai, Koko Komine, and Tamie Hirose, and recorded in a multiplexer to produce as clear a sound as possible. Kawai also performed vocal work for the track 'Destruction'.[8][14] For each of the location themes, Mitsuda used a different primary instrument to create an impression: for instance, for a desert location, he used a sitar, while a location dominated by machinery used electric guitar. All the instrument sounds were created using a synthesizer.[8]

Mitsuda and his team spent the first year of the game's development studying the DS hardware, which had notoriously bad sound quality and brought with it severe technical difficulties in creating a soundtrack of a similar caliber to Mitsuda's previous work: the main limitations were the speaker limits and limited memory capacity.[8][9][12] Part of the difficulty in composing the music was creating different mixes for the soundtrack depending on whether the player selected the built-in speakers or the headphones. According to Mitsuda, the speakers and the headphones had very different hertz outputs, meaning it was impossible to maintain the same quality for both settings.[9] The end result was described by Mitsuda as 'a much better sound quality with a lesser amount of data'.[12] Two key people cited by Mitsuda in overcoming these barriers were sound programmer Hidenori Suzuki and synthesizer operator Junya Kuroda.[12][13][14] Kuroda came up with multiple techniques for improving the sound quality, a task which had been so infuriating for Mitsuda that he came close to giving up multiple times. According to Kuroda, the main difficulty was not a lack of techniques for creating a clean sound for the DS, but applying them to the music of Soma Bringer, which was more ambitious than many other soundtracks for the platform. Free kitchen planner software mac free. The result of using their own technology meant that, after adjustment and balancing, the tracks were very close to the original tracks prior to being incorporated into the game and DS sound environment.[13] Suzuki worked on the dedicated sound driver, and Mitsuda appraised him with achieving a clean sound for the opening track.[12]

A soundtrack album, Soma Bringer Original Soundtrack, was released through the Sleigh Bells label on April 2, 2008. The soundtrack covers three discs. In addition to tracks used in-game, the album includes four tracks with full orchestral versions of particular tracks.[15][16] Ben Schweitzer, writing for RPGFan, positively compared the score to earlier works by Mitsuda, calling it his best recent soundtrack despite some tracks being overly similar to earlier work.[17] Don Kotowski of Video Game Music Online gave the soundtrack album a perfect score of 5/5 stars. He frequently praised Mitsuda's style, and like Schweitzer noted that it often recalled his earlier work. He also praised the additional tracks for their richness and depth, finishing his review by saying that it was a soundtrack not to be missed by buyers of video game music.[16]

Release[edit]

The existence of Soma Bringer was first hinted at when Nintendo filed a trademark for the title alongside others.[18] It was officially announced in October that year at a Nintendo press conference.[19][20] Published by Nintendo, Soma Bringer was the first Monolith Soft title to be released after its acquisition by Nintendo in April 2007.[19] It was released on February 22, 2008.[21] After positive impressions from previews during public gaming events in Japan, both IGN and 1UP.com voiced a hope that the game would receive a localization.[2][3] Speaking in 2010, Saga said that she did not know whether it would be released outside Japan, or whether further games set in the Soma Bringer universe would be developed.[10]

Ultimately, Soma Bringer was not released outside Japan: no explanation was given by Nintendo, although there was some speculation that its high text content was to blame.[22][23][24] Its exclusivity to Japan has drawn both disappointment and criticism from some journalists, in addition to continued hope for a Western release:[22][23][24][25][26] an article from IGN cited the release of Glory of Heracles as a possible precursor to a Western release,[27] while gaming site Siliconera reported that Nintendo might release it in the West during the transitional phase between the DS and its successor the Nintendo 3DS, although the writer noted that Soma Bringer's text-heavy approach made it more difficult and thus less appealing to localize.[23] To date, it remains exclusive to Japan.[25] An unofficial open fan translationpatch was created: while not complete, it translated the greater majority of text into English.[26]

Reception[edit]

Reception
Review scores
PublicationScore
Famitsu32/40[7]
GamesRadar+[28]
RPGamer4/5[6]

Soma Bringer entered the Japanese sales charts at #4 with sales of 50,844 units, with an estimated sell-through rate of just over 68%.[29][30] The limited edition was the best-selling DS title during its opening week on Amazon Japan.[31] By the following week, the game had dropped to #7 with further sales of 17,000 units.[32] By the end of 2008, the game had sold 107,127 units.[30]

Yahoo messenger latest version for mac os x. Famitsu gave the game a positive review: while one reviewer noted that the story and gameplay offered little originality, all reviewers positively noted the amount of depth and customization next to the ease of play.[7]GamesRadar compared Soma Bringer to Square Enix's Final Fantasy: Crystal Chronicles, except noting that the gameplay systems and customization options were deeper. The reviewer called it 'pretty good', but noted that it was not import friendly due to the large amount of text.[28] Mike Moehnke of RPGamer was generally positive about the game, praising the character customization, general gameplay, ease of entry, and Mitsuda's music. Like the GamesRadar reviewer, Moehnke noted the heavy amount of text making understanding Japanese a necessity for understanding the story, despite calling it a 'fairly easy import' as the story was not the game's main focus.[6]

Siliconera writer Rolando again echoed the necessity for understanding Japanese due to the game's text-heavy nature while noting the plot was quite simple and in common with other Monolith Soft titles, but otherwise generally praised the gameplay mechanics and noted that multiplayer would be fun despite the lack of WiFi functionality. In conclusion, he positively compared Soma Bringer to console turn-based role-playing game Lost Odyssey: while it brought nothing new to the genre, it was a nostalgic experience that reminded players of the genre's worth.[5] English previews positively compared the gameplay to the Mana series, with 1UP.com's Jeremy Parish also noting it feeling familiar to gameplay from the Diablo series.[1][2][3] These comparisons were also shared by other reviewers.[5][7] Adobe encore dvd menus.

Notes[edit]

References[edit]

Somali Language Translation

  1. ^ abcdeLada, Jenni (2008-03-28). 'Important Importables: Soma Bringer preview'. Technology Tell. Archived from the original on 2015-09-30. Retrieved 2016-08-19.Cite uses deprecated parameter |deadurl= (help)
  2. ^ abcdefgh'Soma Bringer Import Impressions'. IGN. 2008-03-13. Archived from the original on 2016-08-15. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  3. ^ abcdefgParish, Jeremy (2008-03-05). 'Preview: Soma Bringer'. 1UP.com. Archived from the original on 2016-08-15. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  4. ^ abYip, Spencer (2008-01-21). 'Questing with friends in (Secret of) Soma Bringer'. Siliconera. Archived from the original on 2014-02-19. Retrieved 2016-08-19.Cite uses deprecated parameter |deadurl= (help)
  5. ^ abcdRolando (2008-03-28). 'What Soma Bringer brought'. Siliconera. Archived from the original on 2014-02-20. Retrieved 2016-08-19.Cite uses deprecated parameter |deadurl= (help)
  6. ^ abcdMoehnke, Mike, JuMeSyn (2012). 'RPGamer Staff Retroview - Soma Bringer'. RPGamer. Archived from the original on 2016-03-04. Retrieved 2012-11-12.Cite uses deprecated parameter |deadurl= (help)
  7. ^ abcdニンテンドーDS - ソーマブリンガー. Famitsu Weekly (in Japanese). Enterbrain (1003). 2008-02-22.
  8. ^ abcdefghiCreator's Voice: 高橋 哲哉 x 光田 康典 (in Japanese). Nintendo. 2008. Archived from the original on 2008-02-25. Retrieved 2016-08-15.Cite uses deprecated parameter |deadurl= (help)
  9. ^ abcdeKermarrec, Jérémie; Jeriaska (2008-10-15). 'Interview with Yasunori Mitsuda'. RPGFan. Archived from the original on 2016-08-05. Retrieved 2016-08-15.Cite uses deprecated parameter |deadurl= (help)
  10. ^ abYip, Spencer (2010-06-04). 'Reflections With Soraya Saga Part 1'. Siliconera. Archived from the original on 2016-03-12. Retrieved 2016-08-15.Cite uses deprecated parameter |deadurl= (help)
  11. ^Monolith Soft (2008-02-28). Soma Bringer (in Japanese). Nintendo DS. Nintendo. Scene: Credits.
  12. ^ abcdeKotowski, Don (2009-10-01). 'Yasunori Mitsuda Interview: Since We Last Spoke.' Video Game Music Online. Archived from the original on 2016-05-27. Retrieved 2015-05-16.Cite uses deprecated parameter |deadurl= (help)
  13. ^ abcGreening, Chris (2008-04-02). 'Soma Bringer Original Soundtrack Liner Notes Translation'. Video Game Music Online. Archived from the original on 2016-08-15. Retrieved 2015-05-16.Cite uses deprecated parameter |deadurl= (help)
  14. ^ abProcyon Studio. 'Soma Bringer Original Soundtrack liner notes.' (in Japanese) Sleigh Bells. 2008-04-02 SBPS-0012~4 Retrieved on 2015-05-16.
  15. ^Discography / Soma Bringer (in Japanese). Procyon Studio. Archived from the original on 2008-10-06. Retrieved 2015-05-16.Cite uses deprecated parameter |deadurl= (help)
  16. ^ abKotowski, Don (2012-08-01). 'Soma Bringer Original Soundtrack Review'. Video Game Music Online. Archived from the original on 2016-08-15. Retrieved 2015-05-16.Cite uses deprecated parameter |deadurl= (help)
  17. ^Schweitzer, Ben (2008-05-20). 'Soma Bringer OST Review'. RPGFan. Archived from the original on 2016-01-09. Retrieved 2015-05-16.Cite uses deprecated parameter |deadurl= (help)
  18. ^Karabinus, Alisha (2007-09-04). 'Nintendo registers new trademarks in Japan'. Joystiq. Archived from the original on 2010-07-22. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  19. ^ abAthad, Majed (2007-10-10). 'Monolith Brings Soma to DS'. RPGamer. Archived from the original on 2015-04-02. Retrieved 2016-08-15.Cite uses deprecated parameter |deadurl= (help)
  20. ^Yip, Spencer (2007-10-16). 'Monolith Soft returns to their RPG roots'. Siliconera. Archived from the original on 2014-02-19. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  21. ^全国のDSステーションに2月21日より『ソーマブリンガー』登場! (in Japanese). Dengeki Online. 2008-02-15. Archived from the original on 2015-03-17. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help); Italic or bold markup not allowed in: |publisher= (help)
  22. ^ abNutt, Christian (2011-12-02). 'Xenoblade's North American Release A Victory For Fans And The Medium Both'. Gamasutra. Archived from the original on 2014-11-12. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  23. ^ abcSahdev, Ishaan (2010-11-05). 'There Is Hope For Nintendo's Unlocalized DS Games Yet'. Siliconera. Archived from the original on 2016-08-11. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  24. ^ abLada, Jenni (2009-04-20). 'A look at DS games Nintendo's never released in North America'. Technology Tell. Archived from the original on 2016-01-12. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help)
  25. ^ abJuba, Joe (2011-08-18). 'Top 10 Import-Only Oddities'. Game Informer. p. 2. Archived from the original on 2015-09-11. Retrieved 2016-08-16.Cite uses deprecated parameter |deadurl= (help); Italic or bold markup not allowed in: |publisher= (help)
  26. ^ abLada, Jenny (2010-03-05). 'Important Importables: Notable fan translation projects'. Technology Tell. Archived from the original on 2012-03-30. Retrieved 2015-02-07.Cite uses deprecated parameter |deadurl= (help)
  27. ^Lucas, Thomas (2010-12-22). 'Only a Translation Away'. IGN. Archived from the original on 2014-05-05. Retrieved 2012-11-15.Cite uses deprecated parameter |deadurl= (help)
  28. ^ ab'Soma Bringer Import Review (Games Radar)'. GamesRadar. 2008-03-26. Archived from the original on 2016-03-04. Retrieved 2012-11-12.Cite uses deprecated parameter |deadurl= (help)
  29. ^Candice, Savino (2008-03-07). 'Another Week in Japan: Hardware and software numbers 2/25-3/2'. Joystiq. Archived from the original on 2015-01-28. Retrieved 2012-11-15.Cite uses deprecated parameter |deadurl= (help)
  30. ^ ab2008年テレビゲームソフト売り上げTOP500(メディアクリエイト版) (in Japanese). Geimin.net. Archived from the original on 2016-03-13. Retrieved 2016-08-17.Cite uses deprecated parameter |deadurl= (help)
  31. ^Garratt, Patrick (2008-03-09). 'Amazon worldwide sales charts – week ending March 6'. VG247. Archived from the original on 2015-09-22. Retrieved 2016-08-17.Cite uses deprecated parameter |deadurl= (help)
  32. ^Jekins, David (2008-03-13). 'Yakuza 3 Proves Hit For PS3 and Sega In Japanese Charts'. Gamasutra. Archived from the original on 2016-08-15. Retrieved 2016-08-17.Cite uses deprecated parameter |deadurl= (help)

External links[edit]

  • Official website(in Japanese)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Soma_Bringer&oldid=901697154'
Soma
Developer(s)Frictional Games
Publisher(s)Frictional Games
Director(s)Thomas Grip
Writer(s)Mikael Hedberg
Composer(s)Mikko Tarmia
EngineHPL Engine 3
Platform(s)
Release
  • Linux, Win, OS X, PS4
  • 22 September 2015
  • Xbox One
  • 1 December 2017
Genre(s)Survival horror
Mode(s)Single-player
Sonoma lingerie pajama

Soma (stylized as SOMA) is a survival horror video game developed and published by Frictional Games for Microsoft Windows, OS X, Linux, PlayStation 4 and Xbox One.[1][2] The game was released on 22 September 2015 for Microsoft Windows, OS X, Linux, PlayStation 4[3] and on 1 December 2017 on Xbox One.[4]

Soma takes place on an underwater remote research facility with machinery that begins to take on human characteristics. Simon Jarrett, a fish-out-of-waterprotagonist, finds himself at the facility under mysterious circumstances and is inadvertently forced into uncovering its past, while trying to make sense of his predicament and potential future.[5][6]

Soma's gameplay builds on the conventions established in the previous horror titles of Frictional Games, including an emphasis on stealthy evasion of threats, puzzle-solving and immersion. However, in a break with this tradition, it also de-emphasizes aspects such as inventory management in favour of a tighter focus on narrative. Soma received positive reviews from critics, who applauded its story and voice acting, although its enemy design and encounters received some criticism.

  • 2Plot

Gameplay[edit]

Soma is a survival horror video game played from a first-person perspective.[7] The player will encounter a number of creatures, which each embody an aspect of the game's themes.[7]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,[8] 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;[8] 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.[9]

Plot[edit]

Setting[edit]

Bhartiya hindi font 053. Soma takes place in an underwater research facility known as PATHOS-II in the year 2104. While the station itself has fallen into disrepair by the start of the game, PATHOS-II was a sophisticated research outpost located in the North Atlantic Ocean. Originally established as a thermal mining operation in the 2060s by Japanese conglomerate Haimatsu and European conglomerate Carthage Industries, the facility’s primary purpose shifted to space technology and operation of the Omega Space Gun – an electromagnetic railgun designed to launch satellites and other small equipment into orbit without the cost or risks of traditional rockets. All operations and maintenance on PATHOS-II are overseen by the Warden Unit (WAU), an artificial general intelligence integrated with all computer systems in the facility.

The crew of PATHOS-II unexpectedly became the last people to exist on Earth after a major extinction event caused by a comet striking the planet. There, the last humans survived on a day-to-day basis, attempting to fight the negative effects of their collective isolation, as well as other issues that began to pose a credible threat to their well-being.

Story[edit]

In 2015, protagonist Simon Jarrett survives a car accident, but sustains severe brain damage and cranial bleeding. Due to his injuries, Simon agrees to undergo an experimental brain scan under the control of graduate student David Munshi. During the scan, Simon appears to black out, and regains consciousness on Site Upsilon of PATHOS-II, an apparently-abandoned submarine research center. Exploring Upsilon, Simon establishes a connection with a woman named Catherine Chun, who invites him to Site Lambda and reveals that he has awoken in the year 2104, one year after a comet devastated the Earth and left PATHOS-II as the final outpost of humanity. Along the way, Simon encounters robots that believe they are human and bypasses hostile robots and mutants.

Arriving at Site Lambda, Simon discovers that Catherine is not human, but a brain scan of a PATHOS-II employee downloaded into a storage unit. Simon himself is the result of his brain scan from 2015 being uploaded into the modified corpse of another PATHOS-II employee by an artificial intelligence named the Warden Unit (WAU), which took control of the center and turned all the surviving humans into bio-mechanical mutants to fulfill its task of preserving humanity. The sole means of anything of human origin escaping Earth is the ARK, a digital black box designed by Catherine that houses a simulated world in which the brain scans of all the PATHOS-II personnel have been preserved. Despite its completion, the ARK has not yet been sent into space. Simon agrees to aid Catherine in recovering the ARK and completing her mission.

English

As the ARK is kept in the Tau site at the absolute depths of the Atlantic Ocean, Simon heads toward the Theta site to retrieve a submarine named DUNBAT that can withstand the abyssal pressure. Unfortunately, the WAU has preemptively tampered with the DUNBAT, forcing Simon to move to the Omicron site to create a new body capable of traveling through the seabed. While searching for the essential components at Omicron, Simon receives mental messages from PATHOS-II's artificial intelligence specialist Johan Ross, who begs him to destroy the WAU. Upon the completion of Simon's new body, Catherine copies Simon's consciousness into it, resulting in Simon having to choose between euthanizing the Simon in his old body or leaving him to whatever fate befalls him.

Descending into the abyss, Simon retrieves the ARK from the Tau site and takes it toward the Phi site, where the Omega space cannon is located. However, he is forced to take a detour through the Alpha site, where the WAU's core is hidden. Here, Ross reveals to Simon that the structural gel with which he created his new body was designed by Ross to poison and destroy the WAU, and that his colleagues refused to use it in time. Ross gives Simon the opportunity to eliminate the WAU, while secretly planning to kill him to prevent the WAU from adapting to Simon's immunity. Before he can do so, Ross is devoured by an aquatic leviathan, from which Simon escapes by reaching the Phi site.

At the Phi site, Catherine copies Simon's and her brain scans into the ARK at the last minute before it is launched into space. When Simon is confused as to why the two remained on Earth despite their accomplishment, Catherine explains that it is their copies that inhabit the ARK and argues with him about the nature of their mission until her storage unit short-circuits from exertion, effectively killing her. Simon is left helpless and alone in the darkness of the abyss.

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Soma Bringer English Version Download

In a post-credits scene, the version of Simon copied to the ARK, completely unaware of the other Simon left behind on PATHOS-II, awakes and reunites with Catherine in an idyllic landscape. Meanwhile, the ARK drifts off into space and leaves the devastated Earth behind.

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Development[edit]

Thomas Grip of Frictional Games presents Soma at the 2016 Game Developers Conference.

Soma was in the making since 2010,[7] beginning with the advancement of new technology for the game engine.[10] Setting the game at the bottom of the Atlantic Ocean[11] 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.[12] 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.[13]

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.[14][15]

Marketing[edit]

A teaser trailer featuring gameplay footage of Soma was released on 11 October 2013.[1] The official website's info page displays a quote by author Philip K. Dick.[6] Another trailer of the game was released on 3 April 2014.[12]

Two live action shorts, 'Vivarium' and 'Mockingbird' were shot back-to-back at LeftJet Studios in Seattle, over the course of nine days. The films were produced by Imagos Films, an independent film company based in Seattle.[16][17] Imagos Films also completed for Frictional Games a set of live action clips that were set to release in 2015 in monthly installments and would connect to the story of the upcoming game.[18] Due to production problems the release date was delayed and on 28 September 2015, shortly after the release of the game, Frictional Games announced they had made available the first clip on their YouTube channel under the title 'SOMA - Transmission #1', with seven more to follow in each coming day.[19] The live action miniseries acts a prequel to the events of the game, albeit one which is inspired by its plot and characters rather than being strictly canonical to it.[20]

In collaboration with Frictional Games, a feature film tentatively called 'DEPTH' was filmed by Imagos Films under the code name 'Project Apophis'.[21] The film's director is Don Thacker and clips from it were used for Soma's marketing campaign such as the 'Transmissions' webseries.[22] The film was expected to release in 2016.[23][24]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic(PC) 84/100[25]
(PS4) 79/100[26]
(XONE) 82/100[27]
Review scores
PublicationScore
Destructoid9/10[28]
Game Informer8.5/10[29]
Game Revolution[30]
GameSpot9/10[31]
GamesRadar+[32]
GameTrailers7.8/10[33]
IGN8.1/10[34]
PC Gamer (US)80/100[35]
Polygon9/10[36]
VideoGamer.com8/10[37]

Soma Bringer English Version Download

Soma received 'generally favorable reviews' according to review aggregator website Metacritic.[25][26][27] In 2018, GamesRadar ranked the game 9th in their list of 'the 20 best horror games of all time'.[38]

Richard Wakeling from GameSpot gave the game a 9 out of 10, and praised the 'engaging and thought-provoking' story, the 'impressive' writing and voice acting, and the atmosphere and sound design, which together, fills the game with 'dread' and provides a 'chilling', 'edge of your seat' feeling. However, Wakeling disliked the sections in which the player walks on the ocean floor, calling them 'dull, plodding affairs' and 'incredibly linear'.[31] Philip Kollar of Polygon also gave the game a 9/10 and wrote: 'I don't know if SOMA will scare people as much as Amnesia did, but it is without a doubt a stronger game, with better pacing, smarter writing and more powerful subject matter. This isn't a horror game about obfuscation; events aren't building to a huge, shocking twist. More than anything, it's about the process of dealing with the horror of reality.'[36] Caitlin Cooke from Destructoid awarded the game a 9/10 as well. She stated 'SOMA gets everything right about the survival horror genre. It’s like someone created the perfect video game mixtape -- a little bit of abandoned underwater atmosphere from BioShock, detailed environments a la Gone Home, and (of course) the frenzied monster mechanics from Amnesia. Even if you dislike non-combat-oriented games, I dare you to give it a try.'[28]

Tim Turi from Game Informer awarded the game an 8.5 out of 10. He commended the sound for convincingly immersing the player in the game, as well as the 'eerie' environments, the 'simple', 'reliable' controls, and the 'intriguing' narrative. In his review for GamesRadar, Leon Hurley wrote: 'A disturbingly different take on interesting sci-fi concepts let down by a slow start . but worth it overall.' Hurley praised the 'great' story, 'likeable' characters, and the 'interesting and unpredictable' locations. He also commended the game for its ability to pull the player through the story by providing rewarding situations, although Hurley did feel 'lost' at times, as there are no distinct directions.[32]IGN's Daniel Krupa scored the game an 8.1/10 and wrote: 'SOMA is a sustained exploration of an original and thought-provoking idea. The concept of artificial intelligence has been explored by lots of science fiction, so it isn’t unique in that regard, but it makes particularly intelligent use of video game conventions to present those familiar ideas in new and surprising ways.'[34]

Criticism of Soma focused on the implementation and design of its enemies. While Cooke generally enjoyed the monster encounters and their 'unique and frightening' designs, she felt disappointed that there were only a few different types, most of which only made one appearance in the game.[28] Turi found that the game's cat and mouse gameplay of stealthily evading monsters now felt 'formulaic' and 'required patience'.[29] Wakeling wrote that while the encounters were necessary to provide adversity, he felt they were otherwise 'tedious' and found himself 'clambering to get back to the story.'[31] Hurley wrote that the monsters lacked 'threat' and 'never really deliver . they’re little more than dumb ambulatory obstacles', being overcome by the player 'looping around behind them, or slipping past while they obediently investigate thrown objects.'[32] Alex Avard of GamesRadar praised the game's 'Safe Mode' update from 2017 that decreased the threat of the monsters, having felt they were originally 'unwelcome interruptions to an otherwise enthralling mystery', but instead in Safe Mode gave the 'high minded story the space it always needed to breath'. He wrote that the enemies' typically passive behavior and discernible forms improved the game's atmosphere and themes while allowing him to fully engage in the narrative, writing 'I’m no longer beset with frustrated paranoia or constantly distracted by my own survival instincts. Instead, my attention is entirely focused on engaging with Simon’s personal journey and learning more about the history of PATHOS-II.'[39]

After ten days of release, Soma had sold 92,000 copies, exceeding the 20,000 copies made by the developer's previous game Amnesia: The Dark Descent in its first week.[40] In March 2016, Frictional Games announced that the game had sold more than 250,000 copies and that the company was close to breaking even,[41] which required them to sell 276,000 units.[40] In a blog post commemorating one year of release, Frictional Games estimated that the sales figures had exceeded 450,000 copies.[42] At the 2016 Golden Joystick Awards, Soma was nominated for three categories: Best Original Game, Best Story Telling and Best Visual Design.[43]

See also[edit]

References[edit]

  1. ^ abSavge, Phil (11 October 2013). 'SOMA trailer shows first game footage, Frictional's sci-fi horror due 2015'. PC Gamer. Retrieved 11 October 2013.
  2. ^Nilsson, Jens (29 May 2015). 'SOMA Release Date And Gameplay Trailer'. Frictional Games website. Retrieved 29 May 2015.
  3. ^'Frictional Games Presents SOMA - Available Now'. frictionalgames.com. Retrieved 15 September 2016.
  4. ^'SOMA Xbox One Release Date Revealed, New 'Safe Mode' Announced'. IGN.com. Retrieved 17 November 2017.
  5. ^Nichols, Scott (11 October 2013). ''SOMA': First gameplay trailer from 'Amnesia' creators - watch'. Digital Spy. Retrieved 13 October 2013.
  6. ^ ab'SOMA - Info'. Somagame.com. Retrieved 13 October 2013.
  7. ^ abcGrip, Thomas (11 October 2013). 'SOMA: Frictional Games Brings Sci-Fi Horror to PS4'. PlayStation Blog. Retrieved 13 October 2013.
  8. ^ abCarlson, Patrick (5 February 2016). 'If you like SOMA, you'll also like.'PC Gamer. Retrieved 16 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  9. ^O'Connor, Alice (1 December 2017). 'Soma launches Safe Mode with friendlier monsters'.
  10. ^Chalk, Andy (6 January 2015). 'Frictional Games says SOMA has been 'crazy hard' to make'. PC Gamer. Retrieved 13 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  11. ^Grip, Thomas. 'SOMA - Crafting Existential Dread'. GDC. Retrieved 16 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  12. ^ abGrip, Thomas (4 April 2014). 'New SOMA trailer dives deep into the darkness'. Blog.eu.playstation.com. Retrieved 4 April 2014.
  13. ^Kelly, Andy (13 December 2013). 'SOMA interview: Frictional's creative director discusses disturbing new sci-fi horror'. PC Gamer. Retrieved 13 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  14. ^Justice, Samuel (17 September 2015). 'SOMA - Behind The Sound'. blogspot.com. Retrieved 13 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  15. ^Smith, Adam (18 September 2015). 'From The Depths: Soma's Sound And Story'. Rock Paper Shotgun. Retrieved 13 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  16. ^'Leftjet Studios - Check out The Escapist article about a. - Facebook'. facebook.com. Retrieved 26 September 2015.
  17. ^'In The Games Of Madness: SOMA Officially Revealed'. frictionalgames.blogspot.com. Retrieved 26 September 2015.
  18. ^'In The Games Of Madness: SOMA - 10 days after launch'. frictionalgames.blogspot.com. Retrieved 1 October 2015.
  19. ^'First of a daily video series from Frictional Games'. frictionalgames.com. Retrieved 30 September 2015.
  20. ^'Depth Was A Hoax'. frictionalgames.com. Retrieved 6 October 2015.
  21. ^'Don Thacker - Principle photography has wrapped on. - Facebook'. facebook.com. Retrieved 23 February 2016.
  22. ^'Don Thacker Interview: Motivational Growth'. Renegade Cinema. Retrieved 23 February 2016.
  23. ^'Discussion about Depth and other movies'. frictionalgames.com. Retrieved 23 February 2016.
  24. ^'Imagos Films'. Twitter. Retrieved 23 February 2016.
  25. ^ ab'SOMA for PC Reviews'. Metacritic. Retrieved 21 September 2015.
  26. ^ ab'SOMA for PlayStation 4 Reviews'. Metacritic. Retrieved 21 September 2015.
  27. ^ ab'SOMA for Xbox One Reviews'. Metacritic. Retrieved 1 December 2017.
  28. ^ abcCooke, Caitlin (21 September 2015). 'Review: SOMA'. Destructoid. Retrieved 21 September 2015.
  29. ^ abTuri, Tim (21 September 2015). 'Intense Underwater Horror That Makes You Think - Soma - PC'. Game Informer. Retrieved 21 September 2015.
  30. ^Vazquez, Jessica (21 September 2015). 'SOMA Review'. Game Revolution. Retrieved 21 September 2015.
  31. ^ abcWakeling, Richard (21 September 2015). 'SOMA Review'. GameSpot. Retrieved 21 September 2015.
  32. ^ abcHurley, Leon (21 September 2015). 'Soma review: deep sea nightmares'. GamesRadar. Retrieved 21 September 2015.
  33. ^Jones, Brandon (22 September 2015). 'SOMA Review'. GameTrailers. Retrieved 22 September 2015.
  34. ^ abKrupa, Daniel (21 September 2015). 'SOMA Review'. IGN. Retrieved 21 September 2015.
  35. ^Kelly, Andy (21 September 2015). 'SOMA review'. PC Gamer. Retrieved 21 September 2015.
  36. ^ abKollar, Philip (21 September 2015). 'SOMA review: 20,000 leagues'. Polygon. Retrieved 21 September 2015.
  37. ^Orry, Tom (22 September 2015). 'SOMA Review'. VideoGamer.com. Retrieved 22 September 2015.
  38. ^'The 20 best horror games of all time'. GamesRadar+. 4 January 2018. Archived from the original on 1 April 2018. Retrieved 28 March 2019.Cite uses deprecated parameter |deadurl= (help)
  39. ^Avard, Alex. 'Take note, developers: Soma's 'Safe Mode' is an essential option for players who value storytelling over stress'. GamesRadar. Retrieved 7 April 2019.
  40. ^ abMakuch, Eddie (1 October 2015). 'PS4/PC Horror Game SOMA Sells 92k Copies, Enough to Pay Bills for Two Years'. GameSpot. Retrieved 13 April 2016.Italic or bold markup not allowed in: |publisher= (help)
  41. ^Dransfield, Ian (25 March 2016). 'SOMA has almost made its money back; two new games coming'. PC Gamer. Retrieved 25 March 2016.
  42. ^Sykes, Tom (25 September 2016). 'A year after release, Soma has sold nearly half a million copies'. PC Gamer. Retrieved 25 September 2016.
  43. ^Loveridge, Sam (15 September 2016). 'Golden Joystick Awards 2016 voting now open to the public'. Digital Spy. Retrieved 29 October 2016.

External links[edit]

Media related to Soma (video game) at Wikimedia Commons

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