Somerville is one of the coolest video games Iāve played in years. Itās also one of the most frustrating.
Something of a spiritual successor to 2D classics Limbo and Inside (both were developed by Playdead, whose co-founder worked on this), Somerville sees you take on the role of a man who, faced with a cataclysmic disaster, has to scramble to first save his ass, and then be reunited with his wife and son.
UPDATE, November 20: Playdead have reached out to say āThere is no overlap between the creative teams and leadership making LIMBO and INSIDE and the creative team and leadership making SOMERVILLE, in fact the only human overlap there is is executive producer Dino Patti who was not a creative contributor to LIMBOor INSIDE. I understand why you draw parallels between the titles, but I can assure you that there is no overlap between the creative teams and that we have no involvement with the SOMERVILLE project.
Like those two games, thereās a haunting simplicity to Somerville. Thereās not a single word of dialogue in the whole thing, and while there are brief moments of action, most of your time with the game is spent wandering around, completing basic platforming tasks, and solving light puzzles.
Again, like those two games, thereās a reason for this: The slow pace and absence of distraction lets Somervilleās world wash over you, its silence and restraint leaving enough room for every scene to tell a story, and every gesture to have meaning.
Unlike those two games, though, Somerville is a pain in the ass to actually play, with bugs, a lack of polish, and some curious design decisions combining to sap much of the enjoyment found in just soaking up its wonderful art design.
Much of this is down to Somervilleās decision to leave 2D behind for more of a 3D adventure. Previously, these kind of games worked so well because the perspective was constantly shepherding you forwards, their linear nature allowing the pacing of your adventure to be controlled and the worldās limitations made clear and obvious.
In Somerville, the world is more 3D, almost isometric in some places. I found that, given wider spaces to explore, I was often…exploring them, sometimes intentionally and more often not, constantly running into dead ends or heading towards paths that looked like they should be the way forward, but werenāt. Which sounds like a minor complaint, but itās a big deal in a game of this type (and length, at around 4-5 hours), because thereās absolutely nothing to do if youāre not going in the right direction. There are no NPCs to chat to, and thereās nothing to collect. Every second spent wandering around a screen, instead of taking the designerās intended path through it, is sapping Somervilleās pacing of its potency.
Throw in a number of frustrating instadeath scenariosāwhere, again, every retry drains the short, tight story of its punchāand a number of glitches and bugs throughout, and by the end of Somerville Iād found myself wishing this had simply been an animated film instead of a game.
Which may sound damning, but is also a backhanded compliment, because despite all my issues with Somerville, I still really dug my time with it. The world and its story are the priorities here, not your minute-to-minute actions. Its sci-fi designs are fantastic, its world-building utterly immersive, and its cinematography, while occasionally maddening for gameplay reasons, is never anything but breathtaking to behold.
Somervilleās intro is especially memorable. Iāve seen a lot of people compare it to the opening of Spielbergās War of the Worlds, and with good reason; itās real heart-in-the-mouth stuff, generating an incredible amount of tension and suspense for whatās essentially a āwalking around all the timeā adventure game.
Iād even go so far as to recommend a second playthrough, because not only does your muscle memory help tighten up the gameās pacing by moving you through its stages more quickly, but you can also piece together a little more of Somervilleās story, which sure does go places in the second half. You might even want to revisit some key decisions towards the end as well, since the game has three different endings depending on some decisions you make.