@gerhardtm1999: Well I can at least say that I am the biggest wuss when it comes to scary games, hence why I only watched Patrick play it and not play it myself. In fact, I usually just experience horror games through let's plays while I keep the light on and pause frequently. I am easily freaked out by this stuff. There was no point on this game where I was freaked out from a fear perspective, most of it was just philosophical horror of what the game asks you to contemplate. There was one section that I know I would have freaked out were I the one playing, but with someone else in control, I got through it. I even managed to watch part of this game with the lights off. It never gets truly scary. There's also no spike in the level of gore in the game either, though the audio-log things do get a little more distressing as the tale draws to a close.
Sadly you do still have a few sections with shambling creatures, including what looked like the most frustrating one of them all.. On the plus side, each encounter is much shorter than in the sections you've previously surpassed. The great horror thing I'm alluding to is psychologically stimulating rather than disgusting or frightening (the two types of horror SOMA seems to mostly stick to otherwise). I don't want to ruin it as it's quite unique, but the section masterfully intertwines the mix of atmosphere, fear of the unknown, the players sense of exploration, linearity, and enemies into a riveting piece of gameplay. You have one more outpost to go through before this section.
Also, when I say that the game picks up, this is on all fronts, but most significantly on the narrative side. I'd say up to the point you're at, it certainly seems like a story that Simon is merely a passenger in. Following from where you are, you get to the point where Simon begins to question his position and the task at hand, resulting in the direct conflict between him and the world he is in. This culminates in some actual player choice. In the next outpost is where the first of the few big philosophical choices is presented to the player.
That said, the choices from then on out are not wildly different. Most are thematically similar, and designed with the same kind of player-input. I found them to be quite emotionally charged, and Patrick also seemed to be interested by the depth with which they would test the player/Simon. That said, there isn't much of an escalation so if you aren't moved (potentially because you've seen these ideas presented better in other stories before) then the wrap-up to the story probably isn't going to deliver the final stinger that you're hoping for.
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