So what exactly does that mean? First of, it isn’t the same as Alpha. SOMA was in Alpha mid-March this year, and since then we’ve made loads of additions, changes and fixes based on feedback and our own evaluation of the game’s state. The pre-pre-Beta that happened a few weeks back was our final big test of that work. The game’s current state, pre-Beta, is a milestone in preparation for the proper Beta, basically the full game without the final polish, which will happen a few months into next year. The pre-Beta marks final our chance for us to evaluate a number of crucial elements in the game.
SOMA is now Pre-Pre Beta
Today is the day SOMA reached Pre-Pre Beta, which marked the first time the game could be played from start to finish.
Thoughts on Alien: Isolation and Horror Simulation
Alien: Isolation is an interesting game. It is the latest entry in a lineage of games that I refer to as horror simulators. It does an excellent job at creating tension and uses a lot of the knowledge built up over the years to great success. But, because it has such a laser focus on a certain type of play a bunch problems arise and other parts of the package suffer. It is a great game in many ways, truly excellent really, but there are some fundamental problems. These lead to, for me at least, a devastating flaw: At its core it fails to be a faithful emulation of the original Alien (1979) movie.
People of Frictional: Samuel Justice
My name is Samuel Justice. I became audio lead here at Frictional Games in February of this year. However, I’ve been directly and indirectly involved with the studio for 3 years. I work from home in a place called Worthing in England – a small seaside town that’s fairly sleepy.
Peter Wester: Engine programmer
I’m Peter Wester and I have been an Engine Programmer here at Frictional Games since late 2011.
I work from my apartment in Stockholm, Sweden. I used to have a nice big desk, but after getting a PS4 Devkit it has become cramped.
Editor Fly Mode
Hey there! Vacation time is really close now and there’s so much to do before it arrives, but I still wanted to drop by and keep you posted on new editor stuff, so I’m gonna keep it short this time.
Steven Redmond: Gameplay Programmer
I’m Steve, another newcomer to the ranks of Frictional Games from the foggy British Isles. I joined around the same time as Ian give or take a few weeks and, like both Ian and Patrik, am responsible for level and gameplay scripting.
People of Frictional: Ian Thomas
I’m Ian, one of the handful of Brits on the Frictional team. Like Patrik, I’m a level scripter and gameplay programmer. I’m a recent recruit – I only joined Frictional in October 2013, and have been on SOMA since then.
Particle Editor updates
Hey! Today I’m sharing the results of the last two weeks of work on the ParticleEditor with you. I’ve had loads of time for additions and improvements — I’m just gonna go over the most notable ones briefly.
Aaron Clifford: 3D Artist
Hello! I’m Aaron Clifford, one of the artists here at Frictional Games. Right now there are four of us artists and I’m relatively new around here. I started collaborating with Frictional back in April 2012 as a contractor, making props and other smaller bits for SOMA. A few months later I was brought on to the team full-time and, as they say, the rest is history.