Somerville Review - I Wanted To Believe
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Somerville Review - I Wanted To Believe

Despite aliens existing as one of the most prevalent enemies in video games, seldom do we get to experience them from the vantage point of ants beneath their shoes we may well be. So often, we're tasked with shooting aliens in space battles or gunning them down on the back of military vehicles, and the lack of a proper alien invasion story in the vein of Signs or Invasion of the Body Snatchers has been a personal annoyance for years. For the most part, Somerville finally gives us such a game, but that uncommon setup I've so looked forward to is ultimately hampered by both story and gameplay decisions that keep it from feeling impactful.

Created in part by a former Playdead (Inside, Limbo) developer at a new studio called Jumpship, Somerville feels similar to those milestone puzzle-adventures. The color palette favors darkness, the story unfolds without dialogue of any sort, and you'll explore by moving through a world full of threats, solving puzzles to overcome each obstacle and outrun unassailable enemies.

In Somerville, you play the patriarch of a family of four which also includes your wife, baby, and dog. It doesn't take long at all for the story to pick up; within minutes, you go from passing out on the couch on a typical evening at home to scrambling for shelter as otherworldly pillars rain down from the sky. Separated from your wife and child, the nameless father and his four-legged friend embark on a quest to reunite with the others.

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