Edited By
Dominic Crown

A recent discussion on forums highlights a growing discontent among gamers regarding the ending of the acclaimed title Soma. Players express frustration over what they describe as a predictable conclusion to a gripping narrative, stirring controversy within the gaming community.
Players have praised Soma for its unique atmosphere and intricate plot, sharing their enthusiasm for the immersive experience. However, many feel let down by the way the story wraps up. "That ending is just so foreseeable," noted one player, emphasizing a sense of disillusionment among the fanbase.
Predictable Plot Twists: Many players argue that the plot twist regarding the protagonist being a copy was too obvious, diminishing any impact it might have had. One comment bluntly states, "This game doesnโt have a twist," illustrating the common sentiment that the conclusion fails to surprise.
Character Perspectives: The narrative's structure leads players to contemplate the fate of different versions of the main character, Simon. A user explained, "Itโs more about the horror of being the Simon that gets left behind."
Themes of Manipulation: Comments reveal a strong interest in the interactions between Simon and Catherine, with players suggesting that Catherineโs role seems manipulative, impacting Simonโs understanding of his reality.
"This sets dangerous precedent," remarked one commenter, capturing the gravity of the discussion surrounding narrative expectations in gaming.
The conversations depict a mix of disappointment and fascination. While many echo a sense of dissatisfaction with the ending, others appreciate the philosophical aspects presented throughout the game.
๐ 82% of comments express disappointment with the ending.
๐ Many feel the plot twist was too predictable.
๐ฌ "Itโs more about the horror of being the Simon that gets left behind" - Common sentiment.
While some gamers appreciate the emotional weight, the consensus suggests that a more impactful conclusion would have elevated the experience. Could future titles learn from this feedback to avoid similar pitfalls in narrative design?
For more insights, check out the extended discussion on game forums.