![]() The game’s lighting effects are also pretty good. I’m pretty sure half of the planet’s flora and fauna feeds on neon, as most animals and algae are extremely colorful and shine during nighttime. Visually speaking, you’d expect Subnautica to be a boring sea of blue with everything else being splattered onscreen with a different shade of blue, but I was surprised to see how colorful and gorgeous the game is. Even though you need to constantly go back to surface in order to grab some oxygen, the game’s extremely dense map and my sheer curiosity were more than enough to keep me hooked for hours. In terms of gameplay, that’s all that needs to be said about Subnautica. The surface is as pretty as the deep sea. Most developers would just summarise their entire game’s objective as “you need to survive and animals want to kill you.” I wanted to explore to find more hidden artifacts and derelict ships, not only to grab new crafting blueprints, but also to grab voice logs. ![]() Not long after that I started paying more attention to the story, and I have to give the developers credit for crafting a decent plot to a survival game. Suffice it to say, I cancelled my dry land expansion projects and proceeded to add yet another hangar to Sealab McAwesome, because why not? I even started colonizing a nearby island at a point, but quickly gave up after not being able to cope with my main character’s unbearably slow walking speed (weirdly enough, the swimming mechanics are actually pretty fast). However, it didn’t take long until I had built a humongous underwater fortress with a hangar, defense systems, my own personal room, and a kitchen for all the zero employees stationed at Sealab McAwesome (yes, I actually named it that). I started off by doing a simple base with a resource fabricator, a radio station (you pretty much need one of those in order to proceed with the plot) and a window. There’s just so much you can do under the sea, or so I thought. I’m a sucker for building mechanics in video games (therefore I actually like Minecraft a lot), but I wasn’t expecting much from Subnautica‘s sea base system. Those sea caves feature more neon lights than most rave parties. After you’re no longer running the risk of becoming yet another corpse floating around, you can start planning on building your own seabase, and that’s when the fun really begins. Your escape pod is in shambles, your survival kit is very limited, and you need to quickly grab a few resources in order to build a repair kit, a radiation-proof suit and a “seaglider”. The beginning of the game is a bit slow-paced and very objective-focused, reminding me a bit of the first moments of No Man’s Sky (also known as the only good moments in No Man’s Sky). You’ll also have to figure out a complex and detailed subplot about ancient precursor species who once lived on said planet. You’re a spaceship crash survivor, and you have a set objective to figure out not only how to survive in this aquatic environment, but also how get the heck off of the planet you’re stranded on. ![]() You’re not just some random person stranded in the middle of the ocean like a cyberpunk version of that one Tom Hanks role where he befriended a volleyball. Most importantly, Subnautica gives you a story, and one worth caring about. The map isn’t immense, it’s actually just a few square miles in size, and not infinite. ![]() The map isn’t randomly generated with each new gameplay, it’s just one set location. Subnautica does things differently when it comes to survival gaming clichés. ![]()
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