It is really very well realized - like an even more immersive Rapture with a much stronger "sciencey feel" for lack of a better term. I've been playing with headphones and the audio is outstanding and, yes, everything is tense even outside of the monster encounters. That said, the idea that the monsters can come out from any where at any time adds a lot to that suspense, and a lot of the background sounds are the kinds of things that make you think "oh shit, is that a monster?".Ack wrote:SOMA as pure walking simulator doesn't sound like too much fun, though I guess if the setting is creepy enough. Dave, not withstanding the sneaking about, how do you feel about the atmosphere?
A lot of these atmospherics are built on sounds of electricity/dying electronics (e.g. pops, fizzes, stutters) and on the sounds of organics interacting with electricity (e.g. sizzles, muted pops, etc.). The monsters have all of these sounds going on...and they boost the soundtrack volume too, so you are always listening for audio cues and every audible noise is potentially a threat...
And now I think I want to write an article on SOMA's sound production.



