Sonar Shock is a first-person survival horror RPG that takes place on a gigantic, top-secret Russian submarine designed during the twilight years of the Soviet Union. Made in the style of
System Shock 1 and other Looking Glass immersive sims,
Sonar Shock tries to follow in their footsteps. The game world is the Utopia, a gigantic submarine powered by nuclear reactors. Utopia’s maiden voyage and secret mission is to sail from Murmansk down to the tip of Africa, and back through the Arctic Ocean, to prove the glorious power of the Soviet Union. Naturally, something goes wrong.
Getting Underway
Character creation involves picking three stats, which function like
System Shock 2’s career choices. You get four possible choices for each slot, which are more like perks. Each one has benefits, e.g., picking Free Stuff lets you scavenge more ammo from each pickup, while choosing People’s Opium lets you pray at crosses to restore your sanity. There are enough perks for each slot to liven things up for a replay or two.
There are eight stats, though some of these are skills, but hey I didn’t do it, blame the dev:
Strength - Determines melee damage and hit point total, also determines how far you can throw things. Also a requirement for one melee weapon.
Faith - Determines sanity total, resistance to sanity attacks, and psi power. Also, determines what psi powers you can use.
Agility - Determines movement speed.
Hacking - Determines what (if anything) you can hack into.
Luck - Determines critical hit rate.
Small Arms - Requirement for using pistols.
Light Arms - Requirement for using SMGs, some rifles, and shotguns.
Heavy Arms - Requirement for using sniper rifles, flamethrowers, and other heavy weapons.
Once you’re done, you get your selection of difficulty: Oiler, Cadet, and Deck Officer. Oiler is game jurno mode with free saving and endless respawns on death. Cadet is easy mode with wimpy enemies and more ammo. Deck Officer is the way the game is meant to be played, with limited ammo, difficult enemies, and limited saving, so that’s what I took. On Deck Officer mode, you can only save your game with save disks that can be picked up around the submarine.
What’s Shock And What’s Not
The first thing to talk about is the UI. Taking directly from
System Shock’s full screen mode, Sonar’s UI is almost a 1:1 replica, but that’s where most of the similarity ends. In
Sonar, there is no mouselook and no sliding or leaning. You'll also discover that there is no strafing, so you’ll be doing a lot of steering, and the game has a turn speed option in the menu. Another important thing to note about
Sonar’s interface is that you cannot see your current health unless you’ve taken a certain perk. Your only indicator is the EKG in the corner, and it occasionally flips out and goes off-line. Your only chance outside of that to see your current and total health is with a diagnostic kit, but these are rare. Enemies and NPCs are represented in 2D sprites. However, almost every object in the game world is a low-poly model, including weapons, food, and everything else you need to find. I didn’t have too many problems distinguishing items from props because there aren’t that many in the game and because every interactive has a popup on your cursor.
An item tucked away on a prop—a very common sight in Sonar Shock.
Unlike
Shock, you have an unlimited inventory and you can’t drop anything, so there's no reason not to grab everything in sight. In fact, I had no idea I was picking up consumables for a while, so I had a surplus of medical kits and pills to take. You'll also want to hoard all the vodka you can find to barter with an NPC on the first floor of the submarine later. Like
Shock, you get contacted by a handler several times throughout the game. Unlike
Shock, there are no audio logs and no voiced lines of any kind, save for two video clips. Exposition is given through scattered notes and NPCs spoken to along the way, which is another area where
Sonar detours from the standard formula.
Even London's most famous detective is on board a Russian submarine for some reason.
You aren’t alone on Utopia. Survivors are waiting to give you clues, hints, and quests. Some quests tie into the main plot; others are the usual busywork you do while everything is going to hell. The typical reward for finishing a quest is mikrochips (not a typo). Mikrochips play a role in several key parts of the game as plot coupons and bartering tokens. Some quests will also toss a few goodies your way. Once you get a quest it gets added to your log, but the log is very sparse with the details and you'll need to write all the door codes you get down. Unlike
System Shock 1, though, the numbers don't change, so you can cheat and look them all up if you forget.
There are five different pickups in this room—can you see them?
Light plays a big role in
Sonar Shock. Utopia is blacker than Brezhnev’s butt at the bottom of Lake Baikal, and the only portable sources of light are flares which last fifteen seconds and a lighter which burns fuel cells over time. Fuel cells are used as ammo and for lighting fires later on, so you need to be mindful of how you use them. One of your psi powers can also be used to generate light for free, but more on that later. Enemies are easy to spot in the dark given their 2D sprite nature, but objects are almost impossible to see. Naturally, most of the loot is hidden in the dark. The last thing that sets
Sonar apart is leveling. Killing monsters nets you experience and levels. Each level grants one point to spend on the stat of your choosing, giving you the freedom to build your character how you wish. So, is it
Shock 1? With its different stats, psionic powers, and various plot twists,
Sonar Shock is actually closer to
Shock 2 than
Shock 1, but it incorporates from both while being its own game.
Exploring Utopia
A barricaded door for plot protection. All of these doors are unlocked at the other end of whatever maze you need to traverse. Just click the piece of wood and exit through the gift shop.
The submarine consists of 5 decks. Four primary decks and then the bridge above that, at least that’s how I reasoned it. You start in engineering, where you’ve woken up from a head injury; helpful notes lay strewn about, showing you how to move. Utopia is a twisting, turning labyrinth and cobbled together from all kinds of things which you’ll find out about later on. Level 2 is crew quarters, 3 is recreation, and 4 is command. A lot of doors are locked, some with keypads. Some of those keypads can only be opened with codes, but a lot of them can be hacked, giving you a chance to use your trusty BONK hacking assistant. In fact, the only things that can be hacked are keypads. Every hackable keypad has a level requirement, but there’s a psi ability that will let you lower said requirement that you can find on level 3. One type of item you can collect are spikes that let you instantly hack, which sounds like a handy device for someone with no skill, but you can only use it if you can access the keypad, and you can only access a keypad if you can hack it, so they’re only for convenience.
Every hack is preceded with a pong minigame complete with little power ups like extending your paddle or speeding up the ball. It’s easy, inoffensive, and a hell of a lot better than most hacking minigames I’ve played. I'm pretty sure there's two jokes going on here. Wolf in Cyrillic looks a lot like bonk in English and the little character on your side looks like a wolf and the game is pong, get it? Bonk! Ha ha!
Enemies Of The State
Punching a blubber to death.
Horrors Lovecraftian and Russian stalk the Utopia waiting to put an end to you. The most basic of these are blubbers, a mass of writhing flesh which has to get close enough to bite you, and also comes in radioactive flavor. Later on, you’ll also face off against possessed crewmen who can shoot, stab, and even explode at you. Other fun enemies include the lost rusalka, who behaves a lot like the witch from
Left 4 Dead; she sits stationary, and, if you get too close, she goes berserk. A single kiss from her ends your game. You can kill them, but they're fast and take a lot of damage, so it's a risk/reward scenario. Risk dying, and dealing with level elements resetting (more on that later), or creep past.
This green box is actually a camera light. Stepping inside will set off an alarm and trigger a rusalka.
Shoggoths roam the darkened hallways of level 2 and require a quest to kill permanently. Another highly annoying group of enemies are the mobile statues that behave like weeping angels; they move when you have your back turned to them. By far the worst enemies come last: liquidators lower down from the ceiling and shoot you from afar with deadly precision, making the final stretch a nightmare.
The Leshy are numerous later on and a major drain on your sanity.
Sonar Shock doesn’t hurt for enemy variety, and, on Deck Officer difficulty, they keep you on your toes, ducking behind corners, and trying to dodge their sanity-sapping attacks. Because ammo is scarce, I tried to bait most of my foes into coming to me so I could punch them out or cut them down. I also had the trait that gave me a chance to stun with my fists based on luck, so that helped.
Two Men for Every Gun
A shotgun hidden behind a bookcase.
Mother Russia has provided arms and armament aplenty. You can carry one primary weapon and one pistol/melee weapon. You can also punch things with your fists, which never run out of ammo. Old weapons get swapped out on the spot for new ones. If you find yourself getting low on ammo for your shotgun, you might want to remember where you put that rifle. Most weapons have two fire modes, but there are no secondary ammo types like in
Shock 1 or
2 and there’s not that much ammo on Deck Officer mode. You want to make your shots count and use your fists or a melee weapon when possible. In a pinch, you can also throw things like crates, fire extinguishers, and exploding barrels at foes. There are several unique weapons hiding around the submarine waiting for someone to find them. Weapons like a magical sword, a harpoon gun, and the much maligned Chauchat, to name some. There are also knives that can replace your fists and do an instant kill, but they break after one use.
This guy on level 1 will sell to you after you do his quest. He trades in vodka (wodka in-game).
Do Not Short Stroke
The shooting/reloading system is another thing
Sonar Shock borrows and builds on from
System Shock. In
Shock 1, when you needed to reload your gun, you had to manually move the mouse cursor down to the ammo icon and click which ammo you wanted to load into the gun, mimicking the insertion of a new magazine.
Sonar has added a few additional steps to this process. Now, you click the ammo, which takes the magazine/shell/clip out of the weapon as appropriate, and it makes you load it back into the gun. After a small waiting period, the firearm is reloaded, but some weapons require that you pull back the slide, rack the pump, or cock the lever. Furthermore, some guns require you to do this for every shot, which means moving the mouse over the gun, holding down the button, and moving the part far enough to chamber the next round. When you're in the middle of a fight with something that refuses to die in one shot, this will make you glad you saved a knife or two. You did, right?
Knowledge Is Power!
Burning a mobile armor with the power of my mind!
The first psionic power can be found on the second level of the Utopia. There are eight powers in all, all of them written on blackboards. Some are in plain sight, some are a bit hidden. All powers require a certain level of the faith stat to use and all of them drain your sanity when cast. Your faith level determines how much sanity you have as well as how effective your powers are. Some of your powers include combust, which sets enemies on fire and can also be used to light up dark spots on the map, soma-mine, which lets you drop a sonic mine for enemies to trip over, and a typical heal power.
A blackboard with a new power.
During my playthrough I ended up maxing faith, but I only used a handful of the powers since I was also max strength. One power lets you summon a ghost that fights for you; I tried it and got no mileage from it. Another power lets you drain health from enemies at a cheaper sanity cost than healing. I mostly used psionics to heal myself and light enemies on fire, especially the mobile statues. A lot of enemies and certain areas in the game will drain your sanity. With the end of sanity comes whispers on the edge of hearing, inventory slots opening randomly, and stranger things I don't want to mention because they're very clever. Your sanity level can hit flat zero, but it won't kill you. However, you probably don't want to go around mad among the mad. Sanity restoration comes in the form of cigarettes and antipsychotics, which are sparsely located around the sub; this makes playing a pure psi build a tricky proposition. The People’s Opium starter perk also lets you pray at crosses for a full sanity restoration, but that’s one restoration per cross and there aren’t that many crosses on Utopia. One enemy can drain your sanity just by fighting with them, it's great.
Now here’s the catch:
if you don’t take any psionic powers, you never have to deal with the sanity mechanic, at all.
Sonar: The Dark Project? A stone face shooting a particle down a long hallway. This should look familiar to anyone who played Thief.
As I continued to explore the submarine, I realized how much of a salute
Sonar Shock was to Looking Glass. The similarities in level designs and concepts are taken right out of other LG games; upside-down rooms in Constantine's Mansion from
Thief: The Dark Project, sprawling forests in
Thief 2: The Metal Age, and the grav shafts that lead up to the Rickenbacker in
System Shock 2. Also, certain plot elements that will become noticeable to anyone who plays the game, but to say more would spoil. The visuals start springing up a lot towards the later half of the game, which is also where the only real issue comes in.
Upside-down dining room with textures that might look familiar.
Issues
Keeping warm on level 4.
The last part of the game is a slog. Enemy difficulty jumps from somewhat and very dangerous to insane. Liquidators attack from afar and do a ton of damage quickly. They can also man the machine gun turrets scattered about for even more damage. You also have to keep from freezing to death when you first arrive. You'll be spending fuel cells to light fires at designated points and then returning to them to keep your body temperature up. A lot of players complain about slowdowns, though I only experienced a few minor ones in my playthrough, but be advised that you might encounter problems. One of my biggest gripes was losing my keybinds every other time I started the game, and the only way you can rebind is to quit out to the menu. The other thing I didn’t like at all is how most of the level resets on reload. Crates and certain enemies will respawn upon death or reload, which can be a major drain on your dwindling resources. This is yet another reason why melee tends to be the king of
Sonar Shock, since you never run out of fists, wrenchs, or swords.
As for limited saves, I never had a problem running out of save disks and ended my game with a surplus, but other people may be more save-happy than myself, so your mileage might vary. Otherwise, the only problems I had were in the very beginning; getting accustomed to loading my weapons and losing some early progress. If the sound of that is too much for you, there's always the easier difficulty modes.
Submerged, but not quite Immersed
In quest-sensitive areas, you can hear a magical tingling sound and quest items get highlighted. Like next to this big tree. I had the quest in my log, but I'd forgotten about the clues until later.
Sonar Shock bills itself as an immersive sim and it’s trying hard to be one, but it isn’t quite there. While more than the sum of its parts, it’s not the total it wants to be. There’re multiple approaches for some problems, but the game world itself is too simple and provides no room for emergent gameplay (I hate that term). You can crouch, but you cannot jump, which takes care of a lot of design headaches for the dev, but also kills a lot of gameplay elements right there. You can grab crates, and I think there’s exactly one place in the game where you can make a bridge from them. Otherwise, they exist to block paths, be lit on fire for a temp light source, or be thrown as weapons. Psionics are a supplement to your playstyle due to the limited number of powers and sanity mechanic. You don’t have enough restoratives to main psionics as a weapon, and combust is your primary attack anyway—waiting for enemies to burn to death while you hide is inefficient.
Melee is a far more viable way to fight enemies because there’s a magic sword you can get on level 2 from solving a quest. It can hit enemies at range when you hold down the mouse for a few moments, and a full strength build does a lot of damage and also gives you more health. Meanwhile, ammo is very scarce on the intended difficulty mode, so bullets should be saved for dangerous enemies and dire moments. Other examples include the radioactive blubber which deals damage if you get close, and several areas in the game where you can hear your Geiger counter go off. For a while I was worried I might get radiation poisoning, but there isn’t any poisoning mechanic. The only environmental hazard is the freezing on level 4. The people in the sub all stand in place waiting for you to speak to them, they don’t work, they don’t get attacked by the monsters, and they gleefully stand there watching you die if you get ambushed. You also can’t do anything else to them so forget about mass murder. There are many books on the Utopia, and clicking on them gives you XP, but you can’t actually read any of them. It’s not that I think people want to read
War and Peace or
Masque of the Red Death in game, but even collecting a few pages into some kind of document folder would give more life to the world. It’s a lot easier for me to call this a survival horror RPG than an imsim; there are too many things missing for it to be a full-blown immersive simulation.
But is it Fun?
Sonar might not be an imsim, but it is fun. I enjoyed myself and I got about nine hours out of it. There are at least two endings and a number of secrets to uncover. The replay value lies in exploring the endings and approaching the game with different perks and skills.
Sonar Shock is a survival horror rpg worth the time for the money, and even when it’s not on sale, it’s dirt cheap. It capitalizes on the UI and weapon jankiness of the original
System Shock while removing the cumbersome movement system. The sanity system is a nice detail, and the survival aspects of the intended game difficulty make you think about each bullet you shoot and each save disk you spend. Best enjoyed by people who play on the hardest mode and like challenging games.