Feedback on Frictional Games' SOMA

Many reviews agree that the enemies in SOMA aren't that terrifying, unlike everything else in the game. I think the reason is that they're too explicit and not human enough. Monsters can be scary, but things are only creepy in the uncanny valley. They create a feeling of mystery that we can't quite place, something calling to us from some dark place in our unconscious. Ambiguity keeps us in suspense, intensely focused on trying to decide what to do or think or feel. The stories of all your games offered a never seized opportunity of involving humanlike monsters that seem neutral as they quietly, without warning, approach one, until the light shines onto eyes that express an unfathomable level of insanity. Perhaps in some rooms they don't even attack immediately, but merely stalk the player right behind them as he has to solve a puzzle, making them struggle to think clearly through moans, and not to think about what kind of state of mind those moans could possibly express.
There is no doubt that Frictional Games are the most intelligent games ever made. That intelligence has to be applied as much to the psychology of the player as to the philosophy of the story, and it's why the games are so terrifying. Your games work so well because they explore themes relevant to the player so ambiguously: who they are, where they are, what they've done, whether they're good or evil and deserve to die. It makes the player feel small, crushed by the unknown of the surrounding darkness. None of us know who we are, and that's why we fear to find out.
The main antagonists in the game are never simply evil, but driven by forces or motives beyond our comprehension, whether it's an ancient godlike entity or a twisted cyberintelligence. This should be reflected in the enemies they control, but there, subtlety is usually lost in favor of blunt intimidation. I was terrified throughout your games *except* when I ran into a monster, at which point I was just agitated. The monsters are the one thing about Frictional Games that's not innovative and keeps to the traditions of horror.
Also, the choice whether or not to kill the WAU could've been programmed to affect the ending of the game. Catherine and Simon are the WAU's creations, so perhaps Catherine should only switch off at the end when the WAU is killed, and in that case Simon should switch off too. It could add to the dilemma often explored in the game of "to be or not to be": once their last purpose is fulfilled, would it be better if they were euthanized or if they lived on for the sake of surviving in a sort of psychotic WAU-induced ecstasy like Akers? The transition to the post-credit scene could then add to the paradox about consciousness: has their consciousness transferred because they died shortly after the scan? The fact that the ARK is now very far away only makes it more counterintuitive… there could be a copy of us on the other side of the universe right now for all we know.

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