In the game SOMA, the creators employ a sophisticated combination of visual and environmental design techniques to immerse players in Simon’s disorienting journey, reflecting his fractured identity and the intertwining of human and machine. Through these design choices, players can experience the psychological horror and existential dread that permeate Simon’s existence.
Visual Distortions and Glitches
One of the most striking ways SOMA conveys Simon’s mental state is through visual distortions and glitches that affect his perception. As players navigate the world, they will notice blurred visuals, screen tearing, and eerie after-images. These effects serve as a metaphor for Simon’s faulty sensory perception, illustrating the instability of both his physical sensors and the virtual reality of his mind. For example, the appearance of “structure gel” can be interpreted as a visual representation of brain bleeding or mental corruption, symbolizing the chaos within Simon’s psyche ([source 1](https://dearplayer.wordpress.com/tag/soma/), [source 3](https://jphanderson.wordpress.com/2016/11/12/a-critique-of-soma/)). This manipulation of sight not only signals confusion to the player but also deepens their emotional involvement with Simon’s plight.
Blending of Organic and Synthetic Environments
The game’s setting is depicted as a harrowing fusion of mechanical and organic elements, significantly enhancing the theme of identity confusion. The environment boasts cyborg-like beings—humans intermingled with sea creatures—amidst dark, fluid motifs reminiscent of ink or water. This design creates a world where the distinctions between what is alive and what is artificial are blurred, mirroring Simon’s own struggle between his human consciousness and his technological body ([source 1](https://dearplayer.wordpress.com/tag/soma/)). This unsettling atmosphere fosters a sense of entrapment, where Simon navigates a liminal space that challenges the very notion of identity.
Interface Mechanisms Reflecting Psychological Fear
SOMA utilizes interface mechanics that link fear to sensory feedback, enhancing the game’s horror elements. For instance, when Simon encounters terrifying creatures, the visual interface degrades, exhibiting screen tearing and sensory overload. This design choice prompts players to instinctively look away—an act that correlates with Simon’s psychological responses to trauma and fear. As players experience this distress, they are compelled to empathize with Simon’s psychological breakdown, solidifying the game’s ability to evoke a visceral sense of panic and disorientation ([source 1](https://dearplayer.wordpress.com/tag/soma/)).
Symbolism of Isolation and Blocked Pathways
Throughout SOMA, the setting often resembles an industrial simulation of Simon’s mind—fragmented, dark, and labyrinthine. The presence of locked passageways and blocked paths symbolizes the barriers within Simon’s memory and psyche, reinforcing feelings of entrapment and disorientation. These visual elements act as metaphors for Simon’s struggle to confront his past and reconcile with his identity, effectively mirroring the fragmented state of his consciousness ([source 3](https://jphanderson.wordpress.com/2016/11/12/a-critique-of-soma/)).
Conclusion
Together, these design choices create a powerful narrative experience that deeply immerses players in Simon’s unstable mental state. By using sensory disruption and symbolic imagery, SOMA evokes themes of disorientation, loss of self, and psychological horror. The game stands as a poignant exploration of what it means to exist within an increasingly mechanical world, leaving players to ponder the fragile nature of identity amidst chaos.

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