Subnautica - Undah Dah Sea (you die)

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I started playing Subnautica yesterday, restarted after a while and am doing well now (beat the island mission, which I'd stumbled across by myself the excursion right before I got the radio call; looked up and was like, "Whoa, where'd this island come from?")

The devs are massive faggots. If it's their (gay) creative vision to not have violence that's their choice, but it's a gay and wrong choice. Could have had spears, harpooons, harpoon guns, GRENADE TIPPED HARPOONS which were historically used by real whalers to hunt whales, dynamite fishing, KNIVES (REAL SURVIVAL TOOL) FILLED WITH CO2 SO IT BLOWS THE FUCK OUT OF THE SHARK YOU JUST STABBED, lots of stuff. And I saw in some thread here how they threw a bitch fit about guns because they make them scared.

As far as the game goes, it's not scary, but on my restart it clicked what was supposed to be fun about this. This is the same type of game as Motherload and Steamworld Dig. Which is to say a Sisyphean resource toil simulator. You work to get lower so you can acquire the same resources necessary to make progress to get lower. In Motherload, the simplest of the lot (which I really enjoyed as a kid), this was as simple as the drilling becoming an absolute bitch at depth and the costs exploding where you had to mine in the depth right before to afford, at all, the new stuff and at the same time never wanting to mine in a previous strata. Reward and cost both explodes exponentially so you're driven down. Same thing here but narrative driven and less transparent, more scattered around. Toil away. I just got the habitat tool so I haven't been building yet. I have no idea where to build, as in, what's far enough away to be worth my time. I was thinking maybe over the jellyshroom cave. On my first run I stumbled across it and died inside and I had a feeling it was time to just start from scratch with what i'd learned. Game is so imposing in how low effort it is to survive (do that indefinitely, all the food in the world is right there...) plus how vague it is about what you should do (how important is it to horde titanium? what exactly do I do?).
 
As far as the game goes, it's not scary, but on my restart it clicked what was supposed to be fun about this. This is the same type of game as Motherload and Steamworld Dig. Which is to say a Sisyphean resource toil simulator. You work to get lower so you can acquire the same resources necessary to make progress to get lower. In Motherload, the simplest of the lot (which I really enjoyed as a kid), this was as simple as the drilling becoming an absolute bitch at depth and the costs exploding where you had to mine in the depth right before to afford, at all, the new stuff and at the same time never wanting to mine in a previous strata. Reward and cost both explodes exponentially so you're driven down. Same thing here but narrative driven and less transparent, more scattered around. Toil away. I just got the habitat tool so I haven't been building yet. I have no idea where to build, as in, what's far enough away to be worth my time. I was thinking maybe over the jellyshroom cave. On my first run I stumbled across it and died inside and I had a feeling it was time to just start from scratch with what i'd learned. Game is so imposing in how low effort it is to survive (do that indefinitely, all the food in the world is right there...) plus how vague it is about what you should do (how important is it to horde titanium? what exactly do I do?).
I think it was mainly the narrative, worldbuilding and exploration elements that most people liked, it's definitely the type of game that will suffer greatly if you researched everything beforehand and already know the story beats.

With bases I kept it utilitarian. Built my first base in the safe shallows and expanded it only as needed to add unlocks as I progressed the story. You definitely want to build a moon pool. Additional bases aren't really necessary, but its nice to have somewhere to recover and store excess junk in the deeper biomes without coming all the way back up every time your holds are full.

Just build your stuff wherever. You can dismantle anything you build later for a 100% refund on the resources, so there is no penalty to changing your mind all you want.
 
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I think it was mainly the narrative, worldbuilding and exploration elements that most people liked, it's definitely the type of game that will suffer greatly if you researched everything beforehand and already know the story beats.
I've been trying not to look things up but it's hard not to. If it didn't come across the right way I like it now that it clicked to me as a Motherload-like. It also feels a little like Wytchwood, which was literally Fetch Quest: The Game but worked because it knew to have the fetch quests involve constantly little decisions, fucking around with combining things, choices of where to go, constant progress being made because you almost always have several strands of fetch quests going at once, and so on. Which is what this has been, the fish are no threat, survival is no threat, but you zoom around working.

I liked Maneater. It was... more satisfying to explore, but there was a lot less of a game there too.
 
If you build a decently well stocked cyclops (some resources, farming setup, fabrication) and find the undersea river you can basically self sustian all the way to the end of the game (ie harvest more resources without really needing to backtrack, build depth modules, harvest more resources and keep going).

I do strongly recommend savescumming though as there is an enemy near the end that can knock your prefabbed stuff loose of the cyclops from a distance and screw over your continued resource harvesting when it seemed like you survived the damage. That killed my last probably ever run a year or two ago just because I couldn't figure out how to scum that due to not noticing my resources were gone for so long and not having a save point, and not wanting to start from scratch due to such a cheesy end
 
Is it nice though?
It's alright. It's just a multipurpose filled with lockers and a sensor room. I had to look up where to the get the multipurpose blueprints and I wound up suicide running (on accident) that stupid cave getting them. Game feels real different now. It isn't absolute hell lugging stuff around since there's actual storage capacity (hated my dozen lockers floating in the water) and I was shocked at how much stuff I hadn't picked up that was laying all around. The game world is so disorienting. I like how it has the camera drones. I have a fish tank I store my food (peepers) in.

I also got attacked by a Reaper (poking around the Aurora). I survived.
 
It's alright. It's just a multipurpose filled with lockers and a sensor room. I had to look up where to the get the multipurpose blueprints and I wound up suicide running (on accident) that stupid cave getting them. Game feels real different now. It isn't absolute hell lugging stuff around since there's actual storage capacity (hated my dozen lockers floating in the water) and I was shocked at how much stuff I hadn't picked up that was laying all around. The game world is so disorienting. I like how it has the camera drones. I have a fish tank I store my food (peepers) in.

I also got attacked by a Reaper (poking around the Aurora). I survived.
You should build soil beds or flower pots, use your knife on some plants on the island and plant their seeds in your base, infinite food so long as you keep replanting after you exhaust them. Theres another module later that generates high quality water and salt at regular intervals. It's worth building everything in your base at least once to check it out, some have great benefits that aren't immediately obvious.
 
You should build soil beds or flower pots, use your knife on some plants on the island and plant their seeds in your base, infinite food so long as you keep replanting after you exhaust them. Theres another module later that generates high quality water and salt at regular intervals. It's worth building everything in your base at least once to check it out, some have great benefits that aren't immediately obvious.
I got that water filtration system set up today.

I finally reached a point where the game's h o r r o r kicked in. I had a giant hole I'd found with a camera drone. I don't have any depth modules so I had to park my Seamoth at it, and I'm methodical about this stuff, I angle it down with the lights, I learned at some point to color the beacon differently from everything else so I don't get confused (I still do), have lockers around for repeated diving. I go down the hole for maybe the fourth time and of course each time I'm going further since I'm not just picking up and stopping to scan random shit, and there's nasty fish and stuff all over the place. Finally I reach this huge hole - like a geological chute - and I think I'm at 500m and I just look down in it and feel dread. Then I see this ghostly squid-like creature staring at me nearby getting ready to do something and I pull out of there. On the way back I have plenty of air (I brought, including the one on my back, four high-capacity tanks) but I'm freaking out about not being able to see the cave walls clearly, not being sure that the distance on the beacon going down means I'm going the right direction (because it absolutely does not) and feeling disoriented. Finally I emerge... out of a completely different entrance. It's a different kind of horror than actual horror genre games, because I felt rattled and unsafe afterwards as I sailed back to base with my loot.

I know from reading that this game is basically "Cave Diving Disaster: The Meme: The Game."
 
I had a lot of trouble locating parts of the vehicle upgrade module to scan and unlock the blueprints for it. Wasn't even aware of its existence until eventually looking up how to use all these different vehicle attachments I discovered, turns out you mostly find them in a shallower biome I had already lightly combed through, completed the story content for and had assumed I was "finished" visiting/scavenging from it. Admittedly I scarcely used the scanner room, just be mindful of that happening.
 
The devs are massive faggots. If it's their (gay) creative vision to not have violence that's their choice, but it's a gay and wrong choice. Could have had spears, harpooons, harpoon guns, GRENADE TIPPED HARPOONS which were historically used by real whalers to hunt whales, dynamite fishing, KNIVES (REAL SURVIVAL TOOL) FILLED WITH CO2 SO IT BLOWS THE FUCK OUT OF THE SHARK YOU JUST STABBED, lots of stuff. And I saw in some thread here how they threw a bitch fit about guns because they make them scared.
this is actually the biggest problem in the latergame, once you get a prawn suit and cyclops you can just avoid or kill anything in your way (even the sea dragon if you try hard enough) im glad they focused the game more on exploration than enemy killing. adding real weapons would just exacerbate this problem and ruin the game especially because outside of the mechs combat just feels shitty in this game and i dont think adding a gun would help. no clue about the devs politics tho id assume they are some form of gay judging by the disastrous dei shitheap that is subnautica below zero so your probably right on that point.
 
I always found it funny how the devs trying to virtue signal inadvertently undermined their own retarded message.

Here you are, alone, stranded on an alien planet with only a limited AI to help you along, surrounded by hostile aliens, and you can't make any sort of weapon to defend yourself because liberal, corporate Karens, and their beta orbiters, raised a stink until management put all the good stuff behind a DRM.

Don't matter this lack of weapons has led to the deaths of all the other crew that survived the crash, what's important is that the feelings of the leftists weren't hurt.

How the dumbfuck devs don't see the parallels between what they put in the game and their own behavior is beyond me. They sure proved to me that not having guns is a good thing.
 
this is actually the biggest problem in the latergame, once you get a prawn suit and cyclops you can just avoid or kill anything in your way (even the sea dragon if you try hard enough) im glad they focused the game more on exploration than enemy killing. adding real weapons would just exacerbate this problem and ruin the game especially because outside of the mechs combat just feels shitty in this game and i dont think adding a gun would help. no clue about the devs politics tho id assume they are some form of gay judging by the disastrous dei shitheap that is subnautica below zero so your probably right on that point.
I've had no issues with fish as is. The one time I got attaked by a Reaper the thing just shook me around and I sailed away. The other ones don't DO anything. If you don't sniff up thier ass they don't harass you or they just nibble your toes.

I always found it funny how the devs trying to virtue signal inadvertently undermined their own retarded message.

Here you are, alone, stranded on an alien planet with only a limited AI to help you along, surrounded by hostile aliens, and you can't make any sort of weapon to defend yourself because liberal, corporate Karens, and their beta orbiters, raised a stink until management put all the good stuff behind a DRM.

Don't matter this lack of weapons has led to the deaths of all the other crew that survived the crash, what's important is that the feelings of the leftists weren't hurt.

How the dumbfuck devs don't see the parallels between what they put in the game and their own behavior is beyond me. They sure proved to me that not having guns is a good thing.
WTF I love this creative choice now
 
Subnautica's up there as one of my favorite, accidentally fun games made by giant faggots who try to ruin their own products for the sake of social credit points no one is counting. I'm still looking forward to seeing just how much AIDS they can pack into the sequel after showing their hand with Below Zero.
 
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