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- AI: The Somnium Files Review – The Mysteries Of The Mind
Sunday, May 7, 2023
Genre – Mystery, Detective, Sci-fi Play Time – 30 hours Developer – Spike Chunsoft Steam
One Eye Lost And Another Gained
Found
wandering in the street with a missing eye and no memories, Date is
taken in by a woman calling herself Boss, given a new eye/partner
Aibo and takes up the role of detective. Now years later he finds
himself investigating the murder of a former friend and uncovering
truths which will reshape how he sees himself and those around him.
From the developers of the Zero Escape series, AI: The Somnium Files
is a radical departure from their previous escape room style
narratives and into the genre of murder mystery. Their unique fingerprints are still all over this game but they take new and interesting
forms to better compliment the other changes in design. No longer
being bound to the rigid escape room structure opens a great many
possible spaces to explore for The Somnium Files but also presents
many chances to slip up that were not present before. There are few
games which bank on their plot and mystery more than The Somnium
Files does and this is both a blessing and a curse as it highlights
issues with other aspects of presentation and narrative. However,
there is little doubt that this visual novel will leave a strong
impression on you one way or another and this review will cover the
reasons for this distinctive flair. Let’s team up with a sassy AI
and solve this mystery.
A Dream Towards The Truth – Narrative and Themes
If
there is one area above all else in which AI: The Somnium Files triumphs it is its plot and the way the entire narrative is shaped around
it in a complete and engaging fashion. This is formed from the way it
blends its mysteries with its core plot device, the Somnium, and
makes the unknowns of each interweave in a way that keeps the player
guessing. Alongside it is the use of a limited but effective presence
of story branches that help the package feel like it is giving the player
room to explore the mystery. However, not everything is up to this
level of quality and most of it takes the shape of the game's many tonal
issues.
At
the core of any good detective story is a mystery which the player
and the protagonist must solve to overcome the threat against them
and bring the killer to justice. The medium that AI: The Somnium
Files uses to immerse the player in this fantasy is the titular
Somnium, the mental landscapes of the people Date dives into. These
worlds are abstract in nature and provide fertile ground on which
speculation can form about what the person is hiding and how they fit
into the overarching plot. Each Somnium is distinct from one another
with some being places the individual has been in the past while
others are twisted representations of their current state of mind and
these places are bursting with imagination that provide just enough
information to engage the player but never enough that they feel
satisfied. As such they are a perfect trail of breadcrumbs to lure
them into continuing to play both for more knowledge and to see what
strange place they will be able to experience next. Outside of the
Somnium scenes themselves this plot device is not treated as an
element isolated to those few moments, but as a feature which shapes
everyone in the story and they grapple with the implications of the
technology which makes this miracle possible. There are moments where
Date is too eager to use the Somnium to solve his problems rather
than deal with them through conventional means even when there will
obviously be consequence to doing so. The Somnium occupies this gray
space in the mystery and brings out the best and worst in people and
acts a thematic bridge between their feelings and the reality of the
situation by providing a tempting power which promises to give
solutions to issues that seem insurmountable.
Unlike
the developers’ previous games AI: The Somnium Files is not a
sprawling web of story branches but instead a tight set of a few
paths for the player to explore. The aim this time seems to have been
to tell a more personal narrative while still retaining the freedom
their games have been know for. These few directions of travel
through the game go a long way to solving the almost paralysing level
of choices that had become a staple of their titles and it is much
better for it with a tighter focus on key characters with a clearer
vision of how the plot will take place. These all tie nicely into
Date’s relationships to the characters and do a lot to sell the
state of mind he is in to make the choices that the player selected
to set him this path. Complimenting this is the way the choices are
merge into the Somnium sections in an organic way that allows for a
smooth transition from one path to another in such a way that the
player will not immediately notice until the distinctive tones of
each route come to the forefront. This is a system that has been
developed by people who understand the kind of story they want to
tell and know when a more hands off approach is needed to help ease
the player into the experience.
The
single largest problem within the narrative of AI: The Somnium Files is
the tonal issues which plague it from beginning to end. This is a
game with horrific murders and high stakes that demand a the player
take it seriously but it cannot help but constantly put in stupid
jokes and banter in moments where the stakes are meant to be high. We
are not talking about the occasional bit of humour to prevent the mood
from becoming too dark but rather a pervasive inability to maintain a
straight face for any extend period of time. Often this manifests
silly banter in situations that are otherwise dire or jokes about
what a bunch of perverts the man in the story are. Having banter
between characters is an important way to build and sell their
relationships in a believable way but there is a time and place for
it. Where The Somnium Files missteps is having these interactions in
otherwise serious moment such as investigating the mind of a person
they believe to be a murderer. Rather than being focused on the
dangers in front of them and treating each with the severity the game
has communicated them as having, they instead joke around and behave
in a flippant manner not suitable for how the scene has been built up
and as a result kill the tone. This plays into the regular jokes at
the expense of the male cast which paints them as a bunch of dumb
perverts. Perhaps the most egregious example is the treatment of a
band of mercenaries who are introduced as a major threat to the lives
of the cast but are defeated because they get distracted by a porn
magazine thrown their way. It is not just one of them who falls for
this obvious trick, they all do, at once. They all come over and
abandon their attempt at murder because of a porn magazine. The issue
here is the extreme clash between the seriousness of the plot and the
sheer stupidity of so many moments within its narrative. Instead of
being funny it is just confusing, does this game want me to take it
seriously as people get brutally killed or is this a slapstick comedy
where dumb things happen?
To Catch A Killer – Characters
In
order to have a good murder mystery you need a good collection of
characters with many among them having possible motives and means for
the murder to create a soup of relationships to compel the player to
engage with them. AI: The Somnium Files meets this need through
a charismatic cast who have larger than life personalities and
clashing dreams that are all the better to muddy the waters.
Underpinning the narrative is the dynamic between the main duo of
Date and Aibo as they banter backwards and forwards in a way that
sells the closeness of their bond and their complementary strengths as
detectives. Of course the ugly tonal issues rear their head here as
well and alongside them are a selection of characters who are
overemphasised despite being clearly minor to the overall story.
Front
and centre of the narrative is the dynamic duo of Date and Aibo,
they are rarely separated from one another especially since Aibo
takes the form of Date’s eye just to drive home their intertwined lives. Their banter is a gold mine of fun interactions with
neither one of them being assigned a set role in their relationship
and instead being flexible depending on the needs of the scene. This
means that Date can be the straight man in one section and then in
the very next one Aibo switches around with Date to be the straight
man. Rather than it feeling like they do not have a set personality,
the result is a believable friendship where the two can play along
with whatever nonsense the other comes up with and know how to have a
good time as they are comfortable with each other. Having a
relationship like this is an important part of a good detective story
since the player will be spending a lot of time in the heads of this
pair so making them empathise and feel like they are part of this
small group is important for the later trails they will undergo.
Without this bond the later revelations in the plot and the pair’s
eventual triumph would not have the desired impact. The duo of Date
and Aibo easily steal the limelight and serve as excellent point of view
characters into this world and the mystery which threatens them.
The
rest of the cast are in many ways just as charismatic as the main duo
but the emphasis is different for them. Rather than being solely
people the player is meant to empathise with, they are instead a
muddied mire of emotions and concealed intent that paint them
simultaneously as innocent and guilty. Their actions leave enough
potential for each of them to be the murder that you are encouraged
to analyse every word that comes out of the mouth for some clue as to
their motive and threat. Despite the possibility of them being a
killer they all maintain a strong humanity that makes you want to
believe in their innocence and helps ground them so you will never
see them in a detached fashion. Iris is one of the strongest examples of this mixture,
she is a cheerful internet idol who has boundless curiosity even if
it often get her into more trouble than she bargained for and coupled
with the loving friendships she has with many of the other cast
members and the result is an instantly endearing character. However,
throughout the game Iris behaves inconsistently in an almost mentally
unstable manner and alongside the undeniable link between her and the
murders which begins to form as more information is revealed, the
seeds of doubt sprout in your mind no matter how hard you try and
deny them.
Once
again the aspect of the game which brings it down is the tonal
issues. They manifest here as characters who are used for most of
their screen time as the butt of jokes suddenly being shifted into a
major staring role. This highlights their lack of personality traits
and motives forceing the game to give them some and they can feel
out of place next to what we already know about them. Their role as
joke characters does not help things as before they are pushed into the
spotlight they often break up serious moments in ways that destroys
the tension that has been building up and they have been involved in too
many scenes for their joke to still be funny. They are background
characters raised above their station and it is very obvious to the
player they should have remained where they were. Perhaps the
most noticeable example of this Outa who is painted as this pitiable
Otaku type character who is the butt of many of the character’s
jokes and generally says and does stupid things every time he is on
screen. However, later on he is suddenly thrust into the limelight by
the game’s narrative and standing in centre stage it becomes
obvious how little there is to his character. This is not helped by
the fact that the game continues to undermine Outa at every turn with
his actions often appearing pathetic until the climax of his
involvement in the story. Overall, if he had only been a secondary
character then these issues would not have been so clear and he could
have had a strong place among the characters as a palate cleanser,
but instead the result is an undermining of tone and content.
Diving Into The World Of The Mind – Visuals, Audio and Gameplay
In
terms of presentation the distinctive style of the Zero Escape games
is very much alive in AI: The Somnium Files with stylised 3D graphics
and a vibrant soundtrack carrying the game to greater heights. The
actual Somnium worlds all have a distinct visual identities that are
a treat to look at, but when it comes to the gameplay within them
they are somewhat of a mixed bag.
Utilising
3D space for effect is something that the game knows how to leverage
and get the most out of each itch. Despite not existing on the 2D
plain used by most visual novels it is still very much informed by
visual novel design sensibilities in terms of scene framing, emphasis
and composition. The 3D space is used as if it were an extension of
the backgrounds and sprites found in other visual novels and it is
presented with this in mind to capture both that familiar feeling
while adding its own unique spin on these ideas. Each movement is
composed in a way that makes it clear that it holds some importance
and demands the player’s attention in the way only a visual novel
is capable of achieving. Supporting all of this higher level design
is a visual and musical identity that blends a familiar world with a
futuristic method of investigating. Juxtaposition is AI: The Somnium
Files’ favourite technique but it understands that there need to be
gaps between its use in order that it never becomes too familiar so the
futuristic elements are used sparing to keep the player stimulated
and looking forward to more.
When
it comes to the Somnium the strong identity and narrative technique
are maintained with their free-form nature allowing for more
experimental and abstract forms of presentation. There are few spaces
as memorable as the variety of Somnium the player will witness over
the course of the game and each one has a distinct flare resulting in
an impressive level of complexity to the feeling of being in one. They all sell their owner’s mental state in a way mere
words could never be able to express and this is by far their
greatest triumph. It is a shame then that they are such a mixed bag
when it comes to the mechanics. Each Somnium has a time limited
attached to it and the player is offered choices which deduct time
from that pool and they must deduce the correct path through choices
before they run out of time. One the surface this might seem
perfectly harmless and for much of the early game it is, but once the
later game Somnium hit things go down hill as the choices and correct
outcomes become increasingly nonsensical with there being no way for
the player to determine the correct path from the information they
are given. What results is a tedious mire of trial and error which
not only bores the player but takes away from the fantasy of being a
clever detective figuring out the mystery by making the player feel
as if they cannot possibly work out the solution. This weakness is
not a deal breaker since no Somnium ever lasts long enough for this
to completely shatter the experience but it does sour an otherwise
outstanding visual novel.
Verdict -
A
gripping mystery and abstract visual identity define AI: The Somnium
Files and come together to make for a truly unforgettable journey.
Pros -
+
An excellent mystery with proper build up and incorporation of the
Somnium into its progression.
+
Memorable characters who you grow attached to and a strong main duo
dynamic.
+
Tightly paced narrative containing very little unnecessary content.
+
Distinctively designed characters and locations that make the most
out the limited space available.
Cons -
-
An extremely inconsistent tone which jumps wildly between life or
death seriousness to silly high jinks seemly at random.
-
Some of the chacters feel out like they should not have assumed a major role but stayed to their background tasks.
-
The Sommium themselves are a mixed bag with the later ones
descending into trial and error nonsense.