SOMA Review

What lies beneath.

While SOMA may have been dubbed a spiritual successor to the terrifying Amnesia: The Dark Descent, it would be reductive to simply call it a ‘science-fiction Amnesia’. For all its foreboding dread and ghastly creatures that go bump in the night, SOMA is driven more by an enigmatic narrative than any chilling moments of bloodcurdling terror.

It’s a sophisticated and thoughtful game, with some grand, exciting, and frankly strange ideas, that proves to be a welcome sign of maturation for developer Frictional Games. It’s clear the Swedish developer isn't content to simply revisit well-trodden ground with another haunted house filled with ghouls and Lovecraftian horror, but instead eager to forge forward with something unpredictable and fresh. SOMA may not routinely rouse a quickened heartbeat, or cause beads of sweat to trickle down your forehead as regularly as Frictional's previous work, but it’s also all the better for it.

Plunging deep into the murky depths below, your time with SOMA is spent in the water-logged boots of Simon Jarrett. How he ended up on this derelict subterranean research facility is just one of SOMA’s many mysteries; gradually revealed over the course of a story-driven experience that never stopped surprising me.

The amount of high quality dialogue (in terms of both voice acting and writing), is one such delightful revelation, especially coming off the back of Frictional’s decidedly less garrulous work. Simon is certainly the talkative type, and though you may be trapped aboard a rotting undersea hulk, signs of life have not diminished entirely within these corroded metal halls just yet. Fairly early on you meet a woman named Catherine who keeps in semi-regular contact with you throughout the game. She represents a familiar voice in times of peril, but there’s also a sense of unease inherent in never quite knowing her true intentions. Nevertheless, the snappy back-and-forth between the two, and their budding relationship, forms the crux of SOMA’s storytelling, which meshes some surprisingly natural dark humour with more dramatic confrontations, and profound questions of both an ethical and philosophical nature.

SOMA compels you to interact with the world in all its mechanical and (slightly disturbing) organic forms.
SOMA compels you to interact with the world in all its mechanical and (slightly disturbing) organic forms.

Consciousness, suicide, the way we perceive our reality, and how we fit into the world are themes explored and handled with nuance throughout, displaying sympathy for those in need, and exhibiting the gallantry to question some of SOMA’s more outlandish science. How deep you want to tumble down this rabbit hole is entirely up to you, however. Simon and Catherine’s journey is deliberately-paced, ingraining a sense of urgency and momentum into proceedings that keeps you eagerly moving from moment to moment, no matter how ominous the path ahead may seem. But there are also palette cleansers, too, where you’re free to explore an environment and possibly uncover just what the hell happened here.

A lot of SOMA’s horror arises from these instances; from the things that you don’t see. Where you come across grotesque scenes of things gone awry, and your imagination is free to run wild. Environmental details might fill in some of the blanks, and any corpses you find can be interacted with to reveal the final few seconds of a person’s life, lending SOMA’s irregular style of audio logs a sense of weight and intrigue. Notes scrawled on bits of paper strewn across someone’s desk may offer some insight, while most computers carry a few tidbits of backstory and information, if you’re willing to look.

Most of this is ancillary to the overarching narrative, but it feeds into a feeling that this facility was once bustling and full of life. A place worth living in, and thus a world worth building. It’s here where Frictional’s love of interactivity comes to life, as you grab, pick up and move objects, manually slide open doors, and pull down on levers until they clunk into place. SOMA’s retro-futuristic aesthetic lends functionality to these mechanics, making your presence within this world feel tangible. Computers breathe into life with a digital clatter and the whirring of fans, and SOMA’s various puzzles usually revolve around simply interacting and manipulating these various machines, gears, and clunky hardware. Again, it all helps to ground you in this world, where puzzles and story are intertwined to make gameplay and narrative feel like one cohesive whole, rather than separate entities. This breaks SOMA free from the shackles of Frictional’s past. Where Amnesia found a predictable rhythm of running, hiding, and then solving puzzles, SOMA’s progression feels more natural due to the underlying story seamlessly tying everything together.

Click on the thumbnails below to see more creepy screenshots
Click on the thumbnails below to see more creepy screenshots

If it falters in any way, it’s when you begin to resemble a less-murderous Isaac Clarke, with objectives regularly tasking you to fix things in order to pave the way forward. But even in these moments, when it teeters mightily close to the edge of predictability, it rarely feels like you’re doing the exact same thing twice. There’s always some variable or twist, and in SOMA's best moments, simply re-routing power may present a moral quandary or two to gnaw at your conscience.

Of course, there are still those occasions when you’re cowering in a corner; where the horror manifests itself in the hideous creatures that stalk and pursue you. It’s in these moments of isolation where the sound design really comes to life: all menacing growls, piercing shrieks, and something scurrying in the vents above. As ever, the fear of the unknown is often more terrifying than the blunt reality of coming face-to-face with your pursuer. Skulking the claustrophobic corridors of Pathos-II can be a test of your nerves. Whatever went wrong on this facility certainly left its mark, and the sense of dread is pervasive; etched into every nook and cranny.

"The fear of the unknown is often more terrifying than the blunt reality of coming face-to-face with your pursuer."

Biomechanical growths cover the walls like an aggressive cancer, covered in barnacles and dripping with a thick, black substance. A similar affliction seems to have affected the semi-organic creatures that lurk in the shadows. From your first encounter with the bulbous and lumbering brute near the game’s outset, to a relentless aggressor in a decaying diving suit, SOMA’s enemy encounters may be few and far between, but they’re certainly memorable--if only for their forlorn visual design. No two creatures are alike, and figuring out how they act and react to your presence forms the basis of these unsettling confrontations.

I found most of these interactions to be rather tedious affairs, however. As defenceless as you are, crouching and moving slowly proves to be the most effective tactic against these foes. When I was told not to look at one creature, I simply moved backwards. Meanwhile, a blind enemy who only reacted to sound merely made me especially careful not to bump into anything. These moments feel necessary to provide some adversity, and put a face to all the blinking lights and malfunctioning steam pipes, but I found myself clambering to get back to the story.

Those with a fear of drowning, you have been warned.
Those with a fear of drowning, you have been warned.

The same rings true when you venture outside into the deep blue, where sound is muted, the sea floor is awash with strands of seaweed, and the rotting husks of disused metal and decomposing facilities. Sea life is the only thing still alive out here, as crabs scatter past your feet, and curious fish circle overhead. A sunken submarine may inspire awe, but I found these sea walks to be dull, plodding affairs. Despite appearances, they’re incredibly linear, shuffling you along from point A to point B with nothing all that interesting to see in between.

These missteps of tedium shine a light on just how incredibly assured SOMA is elsewhere. I came in expecting something similar to Amnesia, just in a terrifying new location, but what I found is an intelligent game that forced me to think and contemplate ideas as only the best sci-fi is capable of doing. It may not stir the hordes of wailing YouTubers looking for the next best haunted house, but SOMA succeeds at crafting something much more meaningful in a genre that’s deserving of more than just simple jump scares.

The Good

  • Engaging and thought-provoking story
  • Impressive writing and voice acting throughout
  • The atmosphere is drenched in dread
  • Keeps you on the edge of your seat
  • Sound design is particularly chilling

The Bad

  • Enemy encounters can be tedious
  • Walking the ocean floor is dull and plodding

About the Author

Richard spent 10 hours in SOMA's murky depths, preferably with the lights off and a pair of headphones on.
202 Comments  RefreshSorted By 
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BKFworx

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Soma balls

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Gelugon_baat

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I do not find one element of the story to be believable, namely how people of the post-disaster world could take so easily to the idea of a digital version of Noah's Ark. I suppose that one could argue that despair has set in so deeply that even this idea would seem great, but I do not find this plot element to be relatable.

Also, there are too many god-out-of-the-machine plot twists in my eyes, such as the revelation of how the protagonist could "data-mine". The plot element of the insidiously miraculous "structure gel" has been exploited hard in SOMA.

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Gelugon_baat

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Edited By Gelugon_baat

Here's a player trying to get cheeky with the designs of the enemies in this game. There's a harsh reminder that not looking at them doesn't make them any less dangerous. :P

Apparently, some of the enemies do not appreciate Simon's attempt to walk sideways into them.

Also, the game has a clumsy game-saving feature. The player has to exit a session to save progress.

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Gelugon_baat

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Edited By Gelugon_baat

I am not certain why the game requires that the player character yank out cables which look like they are important for keeping something alive - something that does not seem to threaten the player character, that is. Even after he has, he asks them whether they are okay.

I have yet to discover whether he is a full-blown idiot, a ruthless pretender, or is simply being compelled to do so.

UPDATE: Just finished watching someone else's playthrough. Yup, he's a bumbling idiot.

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Gelugon_baat

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Edited By Gelugon_baat

I suppose that the game has an excuse for why the player character is so clumsy at holding things in the prologue. :\

The dialogue triggers are simply location-based. If the player moves over to a location which triggers dialogue while another dialogue is already underway, the audio simply cuts to the triggered dialogue. This is a problem that could have been avoided if the game had been play-tested more.

What could have been a more poignant scenario about tricking the simulacra of a person to divulge information (somewhere in the middle of the playthrough) was turned into busywork.

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AaronElWhite

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One of the most well written reviews I've read on Gamespot in years.

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andruxandd

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best game in last years ever played!

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c0mmanderKeen

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Edited By c0mmanderKeen

Absolutely fantastic game. Highly recommended. Take your time and get immersed.

Oh, and a really well written review!

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Koolworld

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Three words....VALUE...FOR...MONEY!!! and a lot can be said for that nowadays. I'd of given it a solid 7/10 before the ending, but after seeing the end i raised it to an 8/10. Now baring in mind there's no such rating as a 10/10, this game rates fucking highly. Granted, the atmosphere and stealth don't rate to "Alien Isolation" but with that said, i played it through three sessions and couldn't put the controller down each time. You get to feel for the protagonists and hope they reach their goal in the end, and the script is very good to accompany the voice acting. This is a must play game, for the main reason that it puts the full priced games to shame. I feel sorry for the developers,programmers,designers etc etc who must of worked tirelessly to produce this game for £24,99... but on the flip side, congratulate them on a job well done, many thanks ;-}

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fatalbanana

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@koolworld: You have a weird rating system.

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Koolworld

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Edited By Koolworld

@fatalbanana: My rating system is solid, i'd rate my rating system as a 12/10.

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Cherub1000

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Finished this a few days ago, loved every moment! Great, character driven story and a very good ending. I'm already desperate for dlc (sorry to say that) or a sequel to answer a few questions but rest assured, ant of you who are on the fence about Soma should definitely give it a try!

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Haanabi89

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Release it for xbox one please gaming gods!!!

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andruxandd

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@haanabi89: buy a pc, this game need to be played! :)

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NTM23

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Edited By NTM23

I didn't know this was on PS4 as well. I just got it.

Edit - I got it then, and I just finished it about 30 minutes ago. The game was awesome. What a nice surprise.

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EliteGamingGuru

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What an amazing game, I give it an easy 9/10.

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ExK

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Edited By ExK

Mysteriously waking up in a strange sci-fi transport seems to be all the rage now as a game theme. We had Hyper Rift, Stasis not long ago, and now, Soma. All great games with mind blowing endings.

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Paoksis

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Well written review,agree with everything

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jenovaschilld

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I'll buy, gotten great reviews everywhere.

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Edited By amb

This might seem like a random question to ask about SOMA, but does anybody here know if there are any potential nasuea/motion sickness qualities to this game?

I deal with 24/7 migraines, and I almost never get motion sickness or headaches from a game, but I just recently got The Vanishing of Ethan Carter on PS4, and it's basically unplayable for me. Even playing around with the various settings, I can't get through even one minute of that game without feeling sick for hours afterwards. I think it's the extreme motion blur when you turn the camera.

I really want to check SOMA out, but I'm a little scared off from first person adventure games now... any potential issues?

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NTM23

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Edited By NTM23

@amb: Not sure if you've played it yet, but I would say yes, though not due to motion blur; it's actually due to a cellophane effect, or chromatic aberration effect you get when you're hurt, as his head bobs as he limps. No game has really done it before, and maybe it was due to me not eating enough food today, and/or drinking enough water, but I got slightly dizzy in one section because of it. Motion blur isn't an issue, at least not to me.

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GregoryBastards

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@amb: If you'r playing on pc you can always turn motion blur off......if you're not...watch a lets play session on youtube.

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Sound_Demon

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@amb: I suggest watching gameplay of the intro on your tv with headset and all and seeing what you feel.

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alizeeny

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This gets a 9/10 while The Last of Us gets an 8/10 -_- FUCKING ASSHOLES!!

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CustardPirates

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@alizeeny: Who cares about the score, what really matters is the written review. All that a score should tell you is that if the game is worth buying.

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deactivated-57bcc1891a93a

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@alizeeny: oh FFS

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schu

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@alizeeny: screw last of us

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EliteGamingGuru

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Playing this now and I have to say its pretty fucking rad.

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wgerardi

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Really loved this game.

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LeviHarris

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Now that I'm playing this I wish they'd do a re-release of Amnesia for PS4. My computer took a crap and I'd love to invest the time to go through it again.

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PlaystationZone

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Best horror game of year I got this and finish it really great game .

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TehUndeadHorror

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Wow, this review is beautifully written.

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jj2112

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The story is intriguing, but sometimes it feels as if you're playing Alien Isolation, Bioshock or even the original System Shock... which BTW is now available on GOG in widescreen format and revamped controls, can't wait to play it again.

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UberMan5000

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"It may not stir the hordes of wailing YouTubers looking for the next best haunted house"

You mean it's not exceedingly stupid and shallow? That's a rarity for horror games these days.

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davedrummer88

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Edited By davedrummer88

It's cliche to say, but it's very immersive. The presentation is nailed down by the 1st-person narration. Bioshock meets Alien: Isolation meets Axiom Verge. I'm only two hours in and the drip-feed story and atmosphere has me reeling.

Put it this way, if you were disappointed by Everybody's Gone to The Rapture (what's the point of playing a game where the mystery is solved right in the title!? h/t to Yahtzee on that one), you won't be by this game. It's not merely a "walking simulator" but a very interactive story that parses out its narrative in cryptic morsels.


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snogglethorpe

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@davedrummer88: thanks for the direct comparison..... I bought EGTTR specifically because of the great reviews it got here and elsewhere, only to end up hating it (great environmental design, but horribly plodding gameplay and cliched writing).

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davedrummer88

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@snogglethorpe: Thanks for the acknowledgment. I was so let down by EGTTR. Dear Esther is still great!

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MysticKnight7

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What's the saving system like, I'm assuming it just has checkpoints, no manual saving right? I don't mind checkpoints as long as they're not too scarce.

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@mysticknight7: In addition, quitting will save your game state exactly where you are when you quit. It's a really pleasant save system.

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Cherub1000

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@mysticknight7: yes, the save system is checkpoint based but don't worry as they are plentiful and even if and when you die your bound to face only minor back tracking. Certainly not frustrating

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Moun7ainMan

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Anybody like this more than Amnesia?

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Cryio

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@Moun7ainMan: I like this more than Amnesia. I'm much more engaged in the story and the horrible things about it.

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rykeut

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@Moun7ainMan: Much more than Amnesia. This is the most engrossing game I've played in a long, long time. It's a special kind of treat after the disappointing MGSV and the overlong Witcher 3.

The reviewer says that the ocean floor bits were plodding. I would sort of agree. You see interesting things that you can use to guide your understanding of the story, but otherwise there's not much to do in between lab sites. There is, however, an enormous exception, which you'll know when you get there.

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LeviHarris

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@rykeut: Agreed, this thing pours on atmosphere and I highly recommend playing it with a pair of high quality headphones to get the full effect. The sound design is as good as, if not better than the game.

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skiggy34

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@Moun7ainMan: So far? Hell no!! This game has been more frustrating to me than anything. Grant it I havent really delved into it completely but now I know why they made a First 15 Minutes of the Game video. Because the 1st 15 mins SUCK!! Trying to find the tracer food and get that damn code... I havent tried too hard, I found the food but now Im a half minute further and stuck again.. Nothing like Amnesia!

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GraveUypo

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won't read the review because i don't want any kind of spoilers and i already knew it would be great after amnesia.

this is my kind of terror game.

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Blakkheim

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Poor man's Alien Isolation. The game lets you pick up and throw items to make noise, but the noise doesn't even distract the robots! So why include an obvious game element meant to distract enemies if it doesn't distract them?

In A:I this was critical to fool the xenomorph. Here it seems like a grievous oversight.

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rykeut

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Edited By rykeut

@blakkheim: Not all of the robots can hear noises. Certain of them will be distracted by throwing objects, though. I pulled it off a few times.

Also, I think a few of them can sense you in a very particular other way, so distractions simply can't work on them.

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