An interesting thought: Letting the player "defeat" the monsters

It's interesting that whenever I see a discussion about the monsters in SOMA pop up, its always about whether or not having monsters at all might have been better than being forced to run & hide from them. It's never about an obvious third option, about being able to "defeat" the monsters again.

I know people seem somewhat adverse to the notion as it might endanger the horror, but then again, is this really the horror the game needs? I constantly see people complaining that the monsters feel more annoying than scary, about them being more of a speedbump than something that actually adds to the game's strengths. And I do feel this is because they "block" content in a way. They patrol around, never disappearing, often magically knowing the rough area you're in and just killing any motivation to explore in the process. They quickly become a detriment to the experience, in a way. So much so that people ask about mods to remove them completely from the levels, which isn't optimal either as they do add a lot of atmosphere.

So, I really do think the game would have been better served with having them appear, but also giving the player some method to get rid of them to explore around in peace.

I feel the notion that this would ruin the game somehow is mostly due to a lack of imagination. It's not about giving the player weapons to shoot the place up in the vein of Dead Space, it's just about neutralizing the threat. This could be done in any number of indirect ways by just giving the players the opportunity to use their wits. For example:

  • Being able to permanently lock a monster behind a door via a computer console
  • Trapping a monster with some sort of device (beartrap etc.), or jettison it out the air/waterlock
  • Tricking the monster into not attacking you with the help of a disguise/pheromones
  • Using environmental hazards to your advantage, i.e. eletrocuting the monster through some faulty wiring
  • Activating a deadly decontamination sequence while the monster is in the room
  • Pitting another monter against your monster to let them fight it out etc.

Even just weakening them could prove interesting, i.e. reprogramming a robot monster to switch off its visual feedback thus making it blind, turning on some machinery to drown out the sound of your footsteps or being able to remotely lure a monster away from where you'd like to explore would be enough to gain some room to breathe and enjoy the other aspects of the game more.

I think this is an worthwhile thought, if not for SOMA then perhaps for Frictional's next project. By keeping the player just as vulnerable as before, but adding in some more indirect ways to tackle the threat, I feel the games could strike a more healthy balance between horror and narrative. They have spent so much time creating this intriguing story and world with all the cool hints strewn throughout that it would be a damn shame to punish players with frustration (looking a you there, TAU) who want to explore it fully.

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DMale

When I originally played Penumbra and Amnesia, I was dumbstruck by the genius of not having a weapon. I felt the defenselessness added so much to the horror element and it gave me this sense of fright from the monsters I hadn't encountered before. Your only choices were to hide or run, and I loved it.

In recent years I've kind of done a U-turn on this opinion, however. While I once thought only having the options of hiding and running was amazing, I now think it's actually detrimental to the game for a simple reason: I KNOW I can only run or hide.

If I'm not presented with the option of fighting back, whenever I see a monster I always know that the game developers intended for me to be able to run away or hide, since there's no option of fighting back. To contrast this with other games, such as Silent Hill, where you are often equipped with nothing but a pistol, you have no idea whether or not you can fight whatever monster appears and that uncertainty is terrifying. Some monsters are impervious to your bullets, others aren't, and some monsters you can't just evade by hiding or running which may have been your go to strategy before. You'll have to face the threat head on. Frictional has kind of done this in Amnesia and SOMA with the monsters standing still in front of an objective, but that ultimately just boils down to running which isn't quite the same thing.

Overall, I agree with the sentiment OP makes. I do think having the option to fight at least some of the monsters in one way or the other would do wonders for the variety of Frictional's next project.

zhujik

It isn't a new concept to have no weapons. I think the first game I encountered this style was the game "clocktower" for the SNES. You played a little girl trapped in a mansion, chased by monsters. The game was fantastic for a SNES horror survival. Look it up on youtube, it will struck you how many elements amnesia copied from this game.

I personally preferred the style in the early thief series. You COULD fight, however, you were incredible weak and sneaking / avoiding was always the better option in these games.

RedMser

The enemies in Amnesia TDD actually have health, it just depletes ever-so-slowly by throwing physics objects at them. Killing them makes them disappear. This probably means Frictional did consider the idea of killing enemies but just deprecated it.

As long as you don't have a weapon, but have to finish another puzzle or have it as an environmental hazard off to the side, it'd probably work well. The appeal of survival horror, in my opinion, is that you don't carry a firearm or the like, so having it fit into the game's environment would IMO be the best approach.

[deleted]

You can did this in Black Plague too, but they didn't disappear.

-The_Blazer-

Being able to permanently lock a monster behind a door via a computer console

This can be done with the second Theta monster (after the part where you play around with the test Ark). You can use the computer in the security room to lock or unlck any room. If by some incredible stroke of luck the monster is in one of those rooms, you can lock it down and it won't be able to exit. I know this because it happened to me - although the game doesn't seem to be able to tell that he is harmless, as the chase music and all the fear VFX will still play.

chicol1090

I tried this on my first play through. On the Theta level where you need to recover and update the security chip to use the elevator. I trapped the proxy (Akers?) In the med bay via the security terminal. I even opened/closed the security room door a few times and confirmed the proxy was locked inside the adjacent room (he was pissed off). But then a few minutes of exploring later, I saw him walking around again. So i went back and unlocked the door, and he walked out of the room! Either there were two proxies on that floor or the game didn't actually let me lock him in the room.

dash16dn

I think this is a genius idea. Similar to how in Hitman, you often have multiple ways to accomplish an objective. Even with no weapons, the player should not always be completely helpless. The solution may be non-obvious, even obscure, but think how rewarding it would be to figure out a solution to protect yourself using the environment.

On my second playthrough I tried locking Akers in the medbay/lab across from the security room, and even succeeded several times but the game will not allow you to keep him locked in there. Soon after being locked in the room, I heard muffled sounds as if Akers were crawling through a vent, and he appeared in another part of that area as if by magic. Extremely disappointing, especially considering I'd heard other players successfully locked him in a room and were able to explore the rest of that area unhindered.

Defeating enemies like this should be difficult but rewarding. And for those that don't want the added effort or stress, they can always just rely on the existing crouch/hide/flee mechanics.

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bigfoot1291

The monsters in the game definitely do "cheat", so to speak. They do have a bit of their own mind, but the game 100% knows where you are and the monsters "know" where you are, even if they don't know where you are. If that makes sense.

DeadMachineStds

The locking a robot/monster behind a door might be possibe (I think). We have access to some the scripts (written in C++) and the level editor, but I haven't experimented with it yet so who knows. The GUI for terminals appears to be done with look a lot like HTML, which is nice. All that's left is to figure out what everything does..

Mvin [OP]

With HTML? That's quite interesting. I assume in conjunction with CSS or did they use more sophisticated tools to style it afterwards? What a strange place to find web-based languages.

DeadMachineStds

Either that or it's based on HTML, since it looks the same and uses the same comments. I guess it makes sense since HTML already deals with all the stuff they need for designing the interface of a computer terminal.

OrbitalChiller

I wonder if it's possible to kill the first enemy with the horizontal sliding door (the one atop the stair leading to the com room. Must be very challenging to achieve though.