Somerville Reviews
One man and his dog traverse the English countryside after an alien invasion in this haunting, wordless game: a masterclass in foreboding sound design and minimal storytelling
With his particular vision of The War of the Worlds, Somerville proposes a precious cinematic adventure focused on narration.
Review in Spanish | Read full review
Though getting through it was occasionally bumpy, I only wish I'd been able to get more of it once it really got going. And had Somerville maintained its human element front and center, I think I would've loved the way the story ended more than I ultimately did. As it stands though, Somerville is a notable debut by Patti's new studio, it just has some of the wrinkles of one too.
Somerville does at least stick the landing with a third act that largely pushes the puzzles to the side in favor of an alien mind game that plays with one’s perception of what came before, and some surprisingly effective emotional payoff in the multiple endings. These moments represent the game at its best: scary, strange, wondrous, and enthralling. Thankfully, there are just enough of those riveting moments to forgive the ones where Somerville feels more than a little rote.
Somerville is a prime example of how great ideas and great creativity can be overwhelmed by technical and design problems. But it still promises a good and different gaming experience.
Review in Turkish | Read full review
Somerville's biggest fault isn't with Jumpship utilizing Playdead’s successful template, but rather in forgetting to incorporate the pedigree alongside it.
Somerville is a strong IP for Jumpship to begin their portfolio.
Somerville's greatest flaw is just how boring it is. It is more of a walking-sim than a platforming-adventure game. Reactive objects are also colour-coded yellow, so there is never any question about what to do. This robs any sense of discovery in a title that is already so tightly focused on pushing players forward. The terribly slow walking speed will pad out Somerville's length to around four to five hours, when there is maybe only two hours of actual substance. Traditionally, these kinds of games are short but make up for it with excellent pacing. Somerville feels like a flatline for most of the entire run.
I couldn't say Somerville is my favourite game, nor would I say it's particularly action-packed or noteworthy in terms of puzzles, but technically it's a serviceable emotion-stirring two-and-a-half-hour jaunt that some may find value in.
Somerville is a game where both the new and old ideas don't work in the game's favor. The platforming is nonexistent, while the puzzles are hampered by either a lack of creativity, an uncooperative physics system, or a combination of both. The use of 3D produces situations where your objectives can become obscured due to the camera angle and distance. The shock and awe one would expect from the game's pedigree is greatly dampened, and the wordless story doesn't do much to carry a narrative that seems pedestrian and doesn't care about its characters. Some will still find fun in the various situations, and the runtime is brisk enough if everything works in your favor. If you are still interested in Somerville, wait for a sale before checking it out.
Although Somerville has some standout features, gorgeously peaceful environments, and atmospheric, silent storytelling, they're somewhat dulled by its terrible controls, awful performance, and lack of exposition. Being restricted to walking pace and the path forward often unclear, you frequently end up walking into invisible barriers. There are huge drops in frame rate throughout, especially when loading new areas, and the lack of names and backstories for the family you're playing leaves you frustrated with little to no attachment to them and their eventual outcomes. If you’re looking for a short, touching title to tide you over until the next big release, this may be worth a look, but with all its issues, it's better off left alone in the dark.
In Somerville's attempt to differentiate from Limbo and Inside, player's are left with a moody, wordless story lacking technical finesse and head-scratching puzzles that define the genre's best.
Somerville has some enthralling set pieces backed by some stellar sound design. While its narrative may be too much for some to decipher, its nuanced way of conveying emotion and drawing the player into the mystery is really excellently pulled off. Grab a headset and enjoy this experience to its fullest.
Players are left to decipher the path to these endings with little to no guidance from the game itself. This lack of direction will lead players to seek guides to uncover these elusive alternate endings. Even when armed with the knowledge of what actions to take, the solutions often lack coherence and may fail to provide players with a satisfying understanding of the game’s narrative twists and turns.