just search on nexus for VR mods. One of them is something like VR fixes and is absolutely mandatory. As the vanilla version is half finished and unplayable with no mouse cursor in menu screens etc. The mod fixes those. Second one is the lately released VR hands one. I dont care about motion controls so I went with mouse and keyboard but those who have tried it seem to give it a thumbs up
Finally after the simple fixes and when you start up make sure to double check the walking movement speed in the options. I have a theory that the official VR version is half finished since whoever was programming it got severely motion sick as the default walking value in VR mode is super low. Like 50% of normal speed
Fun first game, woke 2nd game
If you're afraid of things in the ocean you might wanna skip it
Otherwise it's a mostly one of a kind game and quite fun. Mods expand options such as additional base structures.
>I'm completely clueless here, how the frick do you make a game about exploring the ocean in another planet woke? are the fish trans??
https://www.kotaku.com.au/2018/02/subnautica-dev-fired-over-hateful-statements/
Anon, they're liberals.
The first one is fine, the second one is strong female whamen.
its the story and the make the protagonist babble on and on constantly
I'm not sure if its really "woke", but the story is fricking boring, the protagonist is annoying and obnoxious, the world is shallower, the monsters are worse and less scary, you don't get a cool submarine anymore, there are more ground sections and apparently they are very shit (didn't get to the worst part before dropping it, so I'm not really sure how bad it gets, but apparently its pretty bad)
couple consisting of a man and a woman got switched to lesbians mid-development
there's anti-gun messages in-game and in the credits
one of the devs was spouting fake anti-gun propaganda in the steam forums
and then there's the infamous firing of the sound designer over an attack helicopter joke (took place conveniently when he was done with most of his work)
The lack of guns is one of the best parts of the game. It makes you at the mercy of nature and when you finally overcome it by understanding it's patterns and building enough to protect yourself it's super comfy.
If you had guns to just hunt down the big mean fish they would not be scary at all
Also the first game had some subtle unobjectionable wokeness with a mercenary adventurer woman who was making a b***h of the two men she was stranded with. Logs suggest she died, and considering some story elements, she must have died, but somehow she survived and gets her extemded cutacene where she is old end ends up saving you in part two.
Great game but shame that there's nothing really like it. Why the frick is the ocean such an underutilized setting. Especially in things with horror elements.
>take the best and brightest minds humanity offers and put them to work in an underwater facility >90% of them kill themselves because they're too fricking stupid to grasp the concept of "making a copy" and legit believe there's a random chance they'll wake up in paradise
Anyone who promotes this shit game deserves to be chemically castrated.
The weird AI goo thing didn't start going crazy until the brainlets started killing themselves en masse. It panicked since its primary directive was keeping them alive and went full moron in response, thinking skin grafting was the only solution.
You can't "make it sounds dumber than it is" because it really is mind-numbingly stupid to have the world's most intelligent scientists and engineers not understand what a copy is.
they all knew what a copy was, your problem is that they had some religious beliefs over the copying process, likely born from the desperation of being trapped as the sole survivors of their race at the bottom of the ocean. it's really not that far fetched, scientists throughout history have been religious.
11 months ago
Anonymous
There was zero religious overtone. They were brainlets who thought they were taking a gamble blowing their brains out after being scanned. It was even dumber to suggest that humanity would somehow survive by uploading scanned brains inside a metal box to launch into space and float around until the power runs out or a meteor hits it. Just face it, you're a midwit who thought the plot was revolutionary and deep story telling when in reality it was barebones moronation. You are not as smart as you think you are.
11 months ago
Anonymous
>There was zero religious overtone.
really homie? the whole game plays with the idea of a "soul" in relation to consciousness, from the suicide cult, to akers, to fricking simon waxing philosophic with catherine on the descent to the abyss
11 months ago
Anonymous
>it's impossible to discuss consciousness without being religious!
Again: You are not as smart as you think you are.
11 months ago
Anonymous
heaven is straight up mentioned lmao, you're describing yourself
11 months ago
Anonymous
>the concept of a soul is inherently religious
based pseud
>The weird AI goo thing didn't start going crazy until the brainlets started killing themselves en masse.
the core in alpha started mutating as soon as the rock hit as it reassess its prime directives. Since it knew all humans got wreckt and the handful in the facility is all that is left. you even find photos and report documents about it in the deep sea outpost
I've played it. It's good but it's not the same. Soma's horror is more existential dread more than actual fear of the deep and the things that lurk inside it.
Might be cool but looks like more of a movie game / narrative experience.
I remember seeing webms of a game where it looks like the whole world was underwater and the player gets attacked by a giant eel or something, anyone know what I'm talking about?
Great game, but a flash in the pan. A moment of sheer brilliance that will likely never be matched for the unique atmospheric experience it affords.
Not like it isn't without short comings, but for the most part its matter of taste.
And this is a good point. While it absolutely is horrific - it is not and never really was designed as a horror game. So numb nuts like
Thank me later.
get the mistaken impression these are somehow comparable. What Subnautica offers currently is not comparable to much of anything on the market. Definitely scary, but a 'horror game'. So much the case I don't even bother mentioning the 'horror' in Subnautica excepting enough to question whether whomever I am recommending it to is not thaselophobic. Short of that, it isn't 'horror'.
I think Subnautica was scary precisely because it didn't outright try to be. Just the natural fear of the deep. The fact that it was never in our face about it is why it worked.
There are barely any survival elements in Subnautica, it’s mostly about exploring, finding stuff that helps you explore further and get eaten by reapers.
my problem with subnautica is that a lot of the biomes are redundant, and once you find "the thing" you just need to go back to the same place over and over again just going deeper each time with a new upgrade to find material for the next upgrade. the cyclops isnt even really necessary. the first time playing was an arduous journey and suspenseful because you think "holy shit i dont know what im going to encounter, i need to collect resources and kit out everything" and then all you really need is a prawn suit with a grappling hook to spiderman you everywhere in 10 seconds because the entire "story" is located in the same bit of trench, and by the end of the game you're staring at all the crap you collected and your giant base going "i didnt need any of this shit, why was i collecting so much?"
>you just need to go back to the same place over and over again
lol no >the cyclops isnt even really necessary
lmao, most people wouldn't bother finishing the game if there was no Cyclops >the first time playing was an arduous journey and suspenseful
It was like that for me until i realized most predators and leviathans are deaf and blind and also easily defeated by the stasis gun >and then all you really need is a prawn suit with a grappling hook
Pretty sure swimming on your own would be faster >because the entire "story" is located in the same bit of trench
Absolutely not >i didnt need any of this shit, why was i collecting so much?
True but most people are going to realize this 2 hours into the game
once you find the blood kelp zone, especially the one to the southwest of the spawn, you literally just dive down there over and over again
and prawn suit grappling speeds sometimes even exceeds the seamoth
>you literally just dive down there over and over again
I went there once because there was a pod, collected some of the unique stuff in there, built a scanner, saw there was an entrance to Lost River, went back to upgrade and prepare, and then merely passed through on my way to properly explore the River, all thanks to the fact that i had a Cyclops.
And while in the river i even cheesed a leviathan and stealthed past another.
All that's left is the lava zone but i don't think the entrance is in the Lost River, i checked the map because my patience for this game ran out long ago but i'm too close the end to drop it now, it has become incredibly tiresome.
11 months ago
Anonymous
>lava zone
its definitely connected to the lost river, you just need to go further and deeper.
it's cool and I wish Below Zero didn't suck nuts cause I like the base building additions. fricking big ass LAND sections in a WATER game taking up underwater real estate.
Just replayed it for the first time since release and I was immaculately pleased that I'd forgotten enough of the map that it could surprise me again. Subnautica is a fricking gem of a game, it's so damn good. >politics >shit sequel
Don't care, the game is FRICKING good.
I recently did the same thing. Such an excellent game.
I'm terrified of getting anywhere near the crashed ship even knowing the safe route. I love the Cyclops like you wouldn't believe.
>Runs like shit despite the fact it has the worst view distance of any game, with things popping into existence infront of you constantly >Sonar doesn't work unless you visit the area, and then resets if you quit the game >Base Building is even more janky then Fallout 4 >Devs are progressive trans homosexuals and put cringe Markiplier shoutouts in their game
Hmm ya I agree. The biggest issue I have with survival games is how easy it is to survive and the game becoming extreamly boring after the super early game. Subnatica isnt even really a survival game its more of an exploration game. By the time you no longer worry about survival your probbably invested enough in exploration and seeing whats next it doesnt matter. The long dark is the best survival game actually.
Wait I'm confused.
First the girl made 2 posts about how the west is better than the rest of the world, then her third tweet is about how bitcoins need to be more expensive to combat inequality?
I wish I could enjoy the game to full extent but my ADHD is so bad I still can't decide where to build base and I'm constantly misplacing items in incorrect lockers.
if you go in blind and progress naturally the cyclops is one of the last thing you unlock. You get the mech suit blueprints from the wreck bay but the specific blueprints that spawn readily for the sub are most numerous at like 300-400 meters by the sea cow migration path. Like right at the entrace to the end game cave system
at least it was in my game, idk maybe its random seeds which sector spawns what pieces
i built local outposts with the deep sea scanners looking for pieces all along the ridge bordering the deep sea. Main place that had most numerous spawns was the single location as detailed before. Other places had maybe one, usually nothing. I played a coupled of months ago though first time so maybe its some stealth late rebalance which came with the patch that broke most mods
No?
Cyclops is entirely found in the Mushroom Forest. Seamoth in Shallow Plains. This is fixed.
All blueprints are in fixed areas. Like the laser cutter is in boxes around the Kelp Forest and the various prawn arms are in and around specific wrecks.
Maybe it was that way a long time ago but the current setup has them in predictable spots. You won't know them on your first playthrough but subsequent ones you can beeline stuff
iirc cyclops parts are spattered all over the map outside of the center zones, you'll find parts to scan for it long after you've gotten the blueprint
The first time you get to the Mushroom Forest your AI literally tells you there are Cyclops parts scattered about, and there's a pod marker that takes you there.
The rest most people get by exploring around the Aurora, although you can also find parts in the Crag Field but the game never tells you that as far as i'm aware.
I went in blind and had mine before i got to the 500m habitat and before exploring the Aurora, dunno what to tell you bro you were supposed to take your time in this kind of game and explore, not rush the main shit like some adhd tard or something.
It was good but I went into it blind which I feel led to some moments which ruined the pacing of the game for me. Still had a great time and was really addicted for a while but never ended up finishing it. Will probably go back to it one day since the sequel apparently sucks and theres not much else like it.
>The company that made subnautica first made the Natural Selection Goldsrc mod. >Kharaa is the name of the alien faction in Natural Selection.
I never knew.
Were there people from the original mod who were still there when Subnautica came out?
The best survival game ever made
The devs accidentally caught lightning in a bottle and have no idea how to do it again. The sequel is worse in every way, and serves only to wish it was as good as the first.
Political tourists will complain about noguns but they're morons. Political tourists will complain about the devs firing the sound designer and they're right because a huge amount of the success of the game is dependent on the sound. Political tourists will complain about muh brown person, but they're morons. Political tourists will complain about the stronk wamen who won't shut the frick up in the sequel and they're right.
It's kinda funny that during EA, Leviathans used to be laser-focused on the player and the seamoth at all times, but now somehow they flee when the player gets near.
I had to chase the sea dragon thing near the lava lakes for a solid 5 minutes to scan it and it didn't try to attack once.
worst part is the devs first claimed not including guns wasn't a political choice, they wanted to give players creative non-violent methods to deal with aggressive wildlife
turns out the "methods" the game offers are not creative at all and they're downright sadistic
then they went on to rant about Sandy Hook and there being a mass school shooting every day anyway
Your main gameplay loop is acquiring new tools, items, vehicles to explore new locations and solve issues so you can escape the planet. Cant breath underwater? Get an o2 tank. Need to explore the radioactive dump? Get a lead suit. Repeat untill game is beaten. So you explore and make items to explore new places.
Your main gameplay loop is acquiring new tools, items, vehicles to explore new locations and solve issues so you can escape the planet. Cant breath underwater? Get an o2 tank. Need to explore the radioactive dump? Get a lead suit. Repeat untill game is beaten. So you explore and make items to explore new places.
said but also some of it is aimless wandering at some point, because some of the essential tech you'll absolutely need in order to progress is scattered in specific biomes and aside from one or two occurences involving audio logs hinting that a specific tech might be near a location, you're on your own.
It's the same for one or two resource nodes that are specific to a single biome.
It wouldn't honestly be such a big deal if the game provided a simple, plain map and/or coordinates so you can write down interest points a bit better.
you can use the beacons as markers and a pseudo-map
one of the big problems of below zero was that there was way too much handholding, destroyed the sense of exploration
Beacons work, but they're really not that useful, and the worst issue with them is that if you don't have any and spot an interesting spot you can't explore now or don't have the tech to explore, you'll waste time either trying to find it again, or completely forget about it because you don't have a reliable way to locate yourself.
No need for waypoints or an interactive map, simple GPS coordinates near the compass would allow you to both keep track of your current position and have a list of stuff you need to go back to.
Granted it's less of a pain when you have the Cyclops, but being able to locate yourself is still such a simple yet crucial mechanic in an exploration game.
Explore to find blueprints/materials that let you explore further to find more blueprints/materials and so on. I like to consider Subnautica as a game about tethers. At first, you are very tightly constrained to the area around your starting life pod. But as you progress, your leash gets longer and longer until you become captain Nemo, piloting your own submarine base. Most of the upgrades give you new functionality, instead of just a numbers boost, so there's always some excitement when you find a new blueprint. Solving the hunger/thirst problem does not involve crafting more filling food.
Unlike almost every other survival/crafting game, Subnautica has a story with actual plot progression and an ending. So there's an end goal that you are building/exploring towards, instead of for its own sake.
just...
kinda boring
There's no real survival. The enemies aren't threats. There's nothing truly terrifying
The only part of the game I enjoyed was a mod that replaces the (spoilers) giant laser which shoots down the rescue ship into an impossible gargantuan, multi-mile long behemoth of a sea beast that devours it and disappears
Otherwise it was just...boring.
Maybe it needed combat.
Sounds like a cool mod. I found exploring the map to be pretty engaging though. Some areas are total death traps and exploring wrecks could be proper spooky. It's kino when the AI voice asks "is whatever you're looking for in this area really worth it?"
If anyone likes the base building aspect of Subnautica and would want a game that more focuses on it I'd recommend the Planet Crafter. It's a game where you get dumped on a dry desert wasteland planet with nothing but a the pod from Subnautica and a goal of terraforming the whole planet so the sky develops an ozone layer, ice starts melting so you get rain, bodies of water start appearing, grass starts growing, trees start growing, life starts developing and so on and so on. Really comfy game.
Yeah it's still in early access as of now but it's decently feature full. Yeah there's not too much exploration but there's a satisfaction from going to areas you haven't been to for a while and see it looking completely different as the terraforming develops. There isn't too much hoovering of resources once you get things to automate gathering of mats or producing them either.
i do not care for planet crafter because it's a work simulator. the only constraint on your game is how often you want to do the same shit over and over again
Underrated masterpiece.
I was wondering why I had so much fun with it. Then I learned that it was written by the same author who also did FTL and Talos Principle.
>Large room over the frickin depths >Not the Moonpool >Not in a aesthetic biome, fricking crag fields or something instead >Sticking out like a lanky sore thumb >All those fricking rooms when you need maybe 2
nice glass walkways, but no outdoor farm, no glass bottoms/ceilings to some of your rooms, only a single moonpool, and no large circle to run laps in for exercise.
can the first one even be considered as woke? as far as I saw there was no forced homoism anywhere. Maybe some audio logs from the dead crew mentioned it at most
i was less annoyed by the text log queers and more by the anti gun-messages
even that anti-gun message in the intro could be interpreted as a jab at corporate agenda-pushing, but elsewhere (like in the credits and in forum posts) the devs make it clear that they're rabid, hysterical anti-gunners prone to lying, that kind of sours it for me
especially since the game would greatly benefit from a gun once enemies like sandsharks start becoming less of a threat and more of an annoyance
tech pistol mod greatly improves the game past that point
There's underwater firearms, anon. What you posted is firing a regular gun into or under water, of course it isn't designed for it.
There are also harpoon guns and net guns and the like that are also more in line with being different enough from regular guns but similar to the violence level of the knife or propulsion canon and stasus rifle.
Besides there being water guns and shit like harpoons and more interesting weapons if anything that kinda shows another missed opportunity. Imagine if they did add a gun maybe the one in the captains cabin and the first time you shoot it in water it jams and becomes useless.
The game is better without guns. The CEO/lead dev's reason for not having them is moronic, but his decision was correct. He's still a homosexual for firing Simon though.
It‘s a great concept and even applied somewhat interestingly, but it could have been so much better and the devs showed with their sequel that they lucked themselves into a good and unique game without knowing why it was so well received.
A more than only visual day/night cycle would have been amazing. There should have been special predators, who come out to hunt at night. And travelling Leviathans. The Reapers lose a lot of their horror, when you realize they are like a dog on a leash. What if they at least travelled around the map at night completely freely and settled down in a new location for the day?
Threat detection is completely whack anyway. You are telling me the Ghost Leviathan in the lost river is singlemindedly focussed on me, when I am outwide the submarine, but the moment I step inside the threat detection is seemingly halved? Why does it care about such a tiny fish as me?
Some kind of automation would have been awesome. If you have to make a game like this survival, why not go more hardcore? Make us create factories and a production chain. Have us manually set up little mining robots, which we have to visit from time to time to repair and get resources. I want there to be a special chemical plant, which needs to be built near gas geysers in risky locations to create submarine fuel. And factorio-lite production chains. That would have been great. Instead it‘s super tedious to get enough material for the stuff we need.
if i remember correctly the game had a pretty long early access period and a lot of mechanics were tried and scrapped
i agree with some things you said but i think if they tried to attack that stuff the game would fall victim to scope creep and wouldnt be able to deliver on those features meaningfully or without even more bugs
>Some kind of automation would have been awesome. If you have to make a game like this survival, why not go more hardcore? Make us create factories and a production chain. Have us manually set up little mining robots, which we have to visit from time to time to repair and get resources. I want there to be a special chemical plant, which needs to be built near gas geysers in risky locations to create submarine fuel. And factorio-lite production chains. That would have been great. Instead it‘s super tedious to get enough material for the stuff we need.
Sounds awful. I want to look at cool fishies, not run a plant.
I'm knee deep into making my own ocean survival game right now, trying to keep the scope within an hour or two of play
I'm debating whether or not to include crafting mechanics but I cant think of a better way to increase your range, aside from finding gear out in the world that you can repair at your boat.
dont they literally give you fast travel gates at the end so you dont have to backtrack
even if you fetched them without, the only one that is truly "far" or require you to go out of the way is the one in the bulb zone
>download subnautica a year ago >absolutely love it >far away from base >exit my submarine >instantaneously die to a glitch >lose 1.5 hours of progress because it's the only game made in the past 20 years to not have autosaving >uninstall and never play it again
It's really a shame bros, it was shaping up to probably be in my top 20 games of all time
i dont like games with resource management where resources make no sense.
like a flashlight battery going out in minutes when it can last for days, or an oxygen tank that runs out in minutes when it can last hours.
something that doesnt break my immersion in the most annoying way possible.
if im playing a sci-fi game and the level of tech is worse than what i can DIY im not going to be immersed.
The day-night cycle is also super condensed in those games.
Might be cool but looks like more of a movie game / narrative experience.
I remember seeing webms of a game where it looks like the whole world was underwater and the player gets attacked by a giant eel or something, anyone know what I'm talking about?
I never found the seaglide and was exploring/deep diving with inventory full of water and food until past the halfway mark of my playthrough. I eventually found the seamoth and would just use it to go the deepest it could before exiting and diving down further. When I got the submarine I found it so clunky that I only did one trip with it and parked it deep as an oxygen stop. I only used the prawn for the lava area.
it's kinda fun, but I think there is something primal about the survival minecraft formula that taps into that hindbrain. The occasional danger or perceived danger helps vary the experience.
Pretty good but it has a smokes and mirror trick that once you see it, the game's more tension filled moments like having to go to the deeper abyss portions of the map with those huge creatures roaming about is ruined once you know the game has a semi rubber band thing going on that as long as you are holding down the opposite direction they will NEVER catch you no matter what even with lower rank gear.
Still no fricking autosave feature some 5 years later. Just lost 4 hours of progress cause it suddenly decided to crash after I looked at a fish the wrong way. Would be a massive god damn problem regardless but the fact this is a survival game where 90% of all gameplay is monotonous travelling/grinding it's enough to make me drop the game entirely.
pretty but criptic
how tf is it cryptic
BUILD SHIT AND GO DEEPER
fricking boring
Kelp Forest is the comfiest biome in all of gaming
Do you homework, you have school tomorrow
Sibbypibby
great in VR (after modding). too bad they fricked up the woke sequel
>great in VR (after modding)
What mods do you recommend? Been thinking about trying this soon.
just search on nexus for VR mods. One of them is something like VR fixes and is absolutely mandatory. As the vanilla version is half finished and unplayable with no mouse cursor in menu screens etc. The mod fixes those. Second one is the lately released VR hands one. I dont care about motion controls so I went with mouse and keyboard but those who have tried it seem to give it a thumbs up
Finally after the simple fixes and when you start up make sure to double check the walking movement speed in the options. I have a theory that the official VR version is half finished since whoever was programming it got severely motion sick as the default walking value in VR mode is super low. Like 50% of normal speed
Thanks, that'll help.
I don't intend to use motion controls either, so fixing up kbm shit is great.
np. Found it. It was called VR enhancements
https://www.nexusmods.com/subnautica/mods/173
great game that they'll never recreate, real shame
the second game is worse in every way, from sound design to quality assurance with bugs
Fun first game, woke 2nd game
If you're afraid of things in the ocean you might wanna skip it
Otherwise it's a mostly one of a kind game and quite fun. Mods expand options such as additional base structures.
I'm completely clueless here, how the frick do you make a game about exploring the ocean in another planet woke? are the fish trans??
>are the fish trans??
Yes
>I'm completely clueless here, how the frick do you make a game about exploring the ocean in another planet woke? are the fish trans??
https://www.kotaku.com.au/2018/02/subnautica-dev-fired-over-hateful-statements/
Anon, they're liberals.
The first one is fine, the second one is strong female whamen.
You underestimate the deprativty these mentally ill degenerates will stoop too. Best to remain oblivious.
there's a black person
its the story and the make the protagonist babble on and on constantly
I'm not sure if its really "woke", but the story is fricking boring, the protagonist is annoying and obnoxious, the world is shallower, the monsters are worse and less scary, you don't get a cool submarine anymore, there are more ground sections and apparently they are very shit (didn't get to the worst part before dropping it, so I'm not really sure how bad it gets, but apparently its pretty bad)
couple consisting of a man and a woman got switched to lesbians mid-development
there's anti-gun messages in-game and in the credits
one of the devs was spouting fake anti-gun propaganda in the steam forums
and then there's the infamous firing of the sound designer over an attack helicopter joke (took place conveniently when he was done with most of his work)
The lack of guns is one of the best parts of the game. It makes you at the mercy of nature and when you finally overcome it by understanding it's patterns and building enough to protect yourself it's super comfy.
If you had guns to just hunt down the big mean fish they would not be scary at all
That's why you mod the gun in, derpoid.
Then it gets comfy. I one shoot the big fish, then have fishkebab
>first game your character is basically a mute
>second game your character is a sassy black woman that never shuts the frick up
Also the first game had some subtle unobjectionable wokeness with a mercenary adventurer woman who was making a b***h of the two men she was stranded with. Logs suggest she died, and considering some story elements, she must have died, but somehow she survived and gets her extemded cutacene where she is old end ends up saving you in part two.
It doesn’t work on my logitech controller, any fix?
Great game but shame that there's nothing really like it. Why the frick is the ocean such an underutilized setting. Especially in things with horror elements.
Thank me later.
>take the best and brightest minds humanity offers and put them to work in an underwater facility
>90% of them kill themselves because they're too fricking stupid to grasp the concept of "making a copy" and legit believe there's a random chance they'll wake up in paradise
Anyone who promotes this shit game deserves to be chemically castrated.
there's the whole "all of mankind but us is dead and a weird goo thing is going crazy" part too but yeah just make it sound dumber than it is sure
The weird AI goo thing didn't start going crazy until the brainlets started killing themselves en masse. It panicked since its primary directive was keeping them alive and went full moron in response, thinking skin grafting was the only solution.
You can't "make it sounds dumber than it is" because it really is mind-numbingly stupid to have the world's most intelligent scientists and engineers not understand what a copy is.
they all knew what a copy was, your problem is that they had some religious beliefs over the copying process, likely born from the desperation of being trapped as the sole survivors of their race at the bottom of the ocean. it's really not that far fetched, scientists throughout history have been religious.
There was zero religious overtone. They were brainlets who thought they were taking a gamble blowing their brains out after being scanned. It was even dumber to suggest that humanity would somehow survive by uploading scanned brains inside a metal box to launch into space and float around until the power runs out or a meteor hits it. Just face it, you're a midwit who thought the plot was revolutionary and deep story telling when in reality it was barebones moronation. You are not as smart as you think you are.
>There was zero religious overtone.
really homie? the whole game plays with the idea of a "soul" in relation to consciousness, from the suicide cult, to akers, to fricking simon waxing philosophic with catherine on the descent to the abyss
>it's impossible to discuss consciousness without being religious!
Again: You are not as smart as you think you are.
heaven is straight up mentioned lmao, you're describing yourself
>the concept of a soul is inherently religious
based pseud
>The weird AI goo thing didn't start going crazy until the brainlets started killing themselves en masse.
the core in alpha started mutating as soon as the rock hit as it reassess its prime directives. Since it knew all humans got wreckt and the handful in the facility is all that is left. you even find photos and report documents about it in the deep sea outpost
Those morons would believe anything to cope with the world being over.
The majority of them didn't kill themselves though, the WAU popped all of their heads.
I've played it. It's good but it's not the same. Soma's horror is more existential dread more than actual fear of the deep and the things that lurk inside it.
Under The Waves comes out this month. Looks like kino to me
Might be cool but looks like more of a movie game / narrative experience.
I remember seeing webms of a game where it looks like the whole world was underwater and the player gets attacked by a giant eel or something, anyone know what I'm talking about?
landless?
stranded deep has a giant eel but isnt all underwater
Did it look like a battleship with spider legs?
>chromatic abomination
>blur
>more blur
>gay main
>gay lights
>gay everything
gay as frick
Great game, but a flash in the pan. A moment of sheer brilliance that will likely never be matched for the unique atmospheric experience it affords.
Not like it isn't without short comings, but for the most part its matter of taste.
And this is a good point. While it absolutely is horrific - it is not and never really was designed as a horror game. So numb nuts like
get the mistaken impression these are somehow comparable. What Subnautica offers currently is not comparable to much of anything on the market. Definitely scary, but a 'horror game'. So much the case I don't even bother mentioning the 'horror' in Subnautica excepting enough to question whether whomever I am recommending it to is not thaselophobic. Short of that, it isn't 'horror'.
I think Subnautica was scary precisely because it didn't outright try to be. Just the natural fear of the deep. The fact that it was never in our face about it is why it worked.
>go into cave
>"oxygen"
>cant find the exit
>hardcore run
Survival mechanics fricking suck in every game having to drink water every 11 seconds is not fun
Absolute kino.
There are barely any survival elements in Subnautica, it’s mostly about exploring, finding stuff that helps you explore further and get eaten by reapers.
my problem with subnautica is that a lot of the biomes are redundant, and once you find "the thing" you just need to go back to the same place over and over again just going deeper each time with a new upgrade to find material for the next upgrade. the cyclops isnt even really necessary. the first time playing was an arduous journey and suspenseful because you think "holy shit i dont know what im going to encounter, i need to collect resources and kit out everything" and then all you really need is a prawn suit with a grappling hook to spiderman you everywhere in 10 seconds because the entire "story" is located in the same bit of trench, and by the end of the game you're staring at all the crap you collected and your giant base going "i didnt need any of this shit, why was i collecting so much?"
>you just need to go back to the same place over and over again
lol no
>the cyclops isnt even really necessary
lmao, most people wouldn't bother finishing the game if there was no Cyclops
>the first time playing was an arduous journey and suspenseful
It was like that for me until i realized most predators and leviathans are deaf and blind and also easily defeated by the stasis gun
>and then all you really need is a prawn suit with a grappling hook
Pretty sure swimming on your own would be faster
>because the entire "story" is located in the same bit of trench
Absolutely not
>i didnt need any of this shit, why was i collecting so much?
True but most people are going to realize this 2 hours into the game
once you find the blood kelp zone, especially the one to the southwest of the spawn, you literally just dive down there over and over again
and prawn suit grappling speeds sometimes even exceeds the seamoth
>you literally just dive down there over and over again
I went there once because there was a pod, collected some of the unique stuff in there, built a scanner, saw there was an entrance to Lost River, went back to upgrade and prepare, and then merely passed through on my way to properly explore the River, all thanks to the fact that i had a Cyclops.
And while in the river i even cheesed a leviathan and stealthed past another.
All that's left is the lava zone but i don't think the entrance is in the Lost River, i checked the map because my patience for this game ran out long ago but i'm too close the end to drop it now, it has become incredibly tiresome.
>lava zone
its definitely connected to the lost river, you just need to go further and deeper.
Subnautica has a "little b***h mode" with that stuff removed
Yeh, it is tedious grinding out like 50 bottles of water every time you're going far
>put indoor plant beds in the cyclops
>grow fruits and veggies inside your mobile base
>suddenly food and water is a non issue
git gud
Filtered. Like my Subnautica drinking water.
it's cool and I wish Below Zero didn't suck nuts cause I like the base building additions. fricking big ass LAND sections in a WATER game taking up underwater real estate.
You be interested that a recent patch backported BZ's base-building additions to the 1st game.
oh frick guess I'm reinstalling
did they add the ability to change your base color too or is it just the big rooms
They added the control room module that lets you mess with some of the base settings.
Tedious with atrocious texture pop in.
What phenotype is this?
Filipino? The game seems set in a dystopian asyan hypercorporation controlled world, it'd make sense for him to be one I guess.
SEA
EL OGRO DE LAS FILIPINOS
el Americano
dios mio.. la creatura americana..
Favela
Guy who made it is some shitlib, so for that reason alone I think the game is shit.
Just replayed it for the first time since release and I was immaculately pleased that I'd forgotten enough of the map that it could surprise me again. Subnautica is a fricking gem of a game, it's so damn good.
>politics
>shit sequel
Don't care, the game is FRICKING good.
I recently did the same thing. Such an excellent game.
I'm terrified of getting anywhere near the crashed ship even knowing the safe route. I love the Cyclops like you wouldn't believe.
The sub should've been the game
poisoned a generation of zoomies who now think video games are about "muh sense of progression". Being unable to hold my breath is not gameplay
>poisoned a generation of zoomies who now think video games are about "muh sense of progression".
Zoomers invented Metroidvanias?
it's not amazing but it's easily the best survival base building game
kino
don't play the sequel
kino
sequel is okay too idk why people hate it so much, just turn off the dialogue volume and you're set
>Runs like shit despite the fact it has the worst view distance of any game, with things popping into existence infront of you constantly
>Sonar doesn't work unless you visit the area, and then resets if you quit the game
>Base Building is even more janky then Fallout 4
>Devs are progressive trans homosexuals and put cringe Markiplier shoutouts in their game
>trans homosexuals
not you though, you're just a saturated homosexual
It's good. Below Zero is really boring by comparison, I miss my Cyclops and Seamoth, and the story and biomes are just worse.
>the story
What stronk wamen not good for you? U not respek wamen?
One of the rare cases of a game acing a genre.
Hmm ya I agree. The biggest issue I have with survival games is how easy it is to survive and the game becoming extreamly boring after the super early game. Subnatica isnt even really a survival game its more of an exploration game. By the time you no longer worry about survival your probbably invested enough in exploration and seeing whats next it doesnt matter. The long dark is the best survival game actually.
if you want me to read this try placing stuff vertically. i dont have 5 monitors
No arrow
Wait I'm confused.
First the girl made 2 posts about how the west is better than the rest of the world, then her third tweet is about how bitcoins need to be more expensive to combat inequality?
She was saying treatment of women is better. She was a liberal but not a tanky so they got rid of her.
I wish I could enjoy the game to full extent but my ADHD is so bad I still can't decide where to build base and I'm constantly misplacing items in incorrect lockers.
>submarine is the coolest part of the game and featured on the cover art
>unlocks right as you finish the game
anon you can go get the cyclops blueprints as soon as you make a scanning tool at the very start of the game
if you go in blind and progress naturally the cyclops is one of the last thing you unlock. You get the mech suit blueprints from the wreck bay but the specific blueprints that spawn readily for the sub are most numerous at like 300-400 meters by the sea cow migration path. Like right at the entrace to the end game cave system
at least it was in my game, idk maybe its random seeds which sector spawns what pieces
iirc cyclops parts are spattered all over the map outside of the center zones, you'll find parts to scan for it long after you've gotten the blueprint
i built local outposts with the deep sea scanners looking for pieces all along the ridge bordering the deep sea. Main place that had most numerous spawns was the single location as detailed before. Other places had maybe one, usually nothing. I played a coupled of months ago though first time so maybe its some stealth late rebalance which came with the patch that broke most mods
No?
Cyclops is entirely found in the Mushroom Forest. Seamoth in Shallow Plains. This is fixed.
All blueprints are in fixed areas. Like the laser cutter is in boxes around the Kelp Forest and the various prawn arms are in and around specific wrecks.
Maybe it was that way a long time ago but the current setup has them in predictable spots. You won't know them on your first playthrough but subsequent ones you can beeline stuff
The first time you get to the Mushroom Forest your AI literally tells you there are Cyclops parts scattered about, and there's a pod marker that takes you there.
The rest most people get by exploring around the Aurora, although you can also find parts in the Crag Field but the game never tells you that as far as i'm aware.
I went in blind and had mine before i got to the 500m habitat and before exploring the Aurora, dunno what to tell you bro you were supposed to take your time in this kind of game and explore, not rush the main shit like some adhd tard or something.
>admits to having quest markers like pod beacons on
>in a exploration game
>accuses other of being a adhd rusher
lol what a moronic zoomie
>admits to having quest markers like pod beacons on
>Quest markers bad
They fricked, didn't they?
>playing game for first time
>get to her
>immediately save and exit and look up porn
>Very first interaction
>"Are you here to play?"
She's literally 200 meters long.
>200m
anon he said 200 meters not 200 tonnes
Even better!
Out of ten!
Very good vidia, top shelf. I still remember how awesome was abandoning the base and using Cyclops.
I liked the first one, it had this feeling of isloation and unease that's quite hard to get right.
The sequel is shit
Subnautica is one of the best games I've ever played.
You may hurl various prepackaged insults at me.
you're right and i crave another good underwater sandbox game that makes my anus clench
It is.
I can't wait to get dementia and do fresh replay every week.
You aren't wrong
Because you didn't say below zero
I'll call you a Black person because you asked.
You're opinion, however, is correct and should be applauded
it shouldve been called subvidya
It was good but I went into it blind which I feel led to some moments which ruined the pacing of the game for me. Still had a great time and was really addicted for a while but never ended up finishing it. Will probably go back to it one day since the sequel apparently sucks and theres not much else like it.
>The company that made subnautica first made the Natural Selection Goldsrc mod.
>Kharaa is the name of the alien faction in Natural Selection.
I never knew.
Were there people from the original mod who were still there when Subnautica came out?
I loved Natural Selection 1 and 2.
The best survival game ever made
The devs accidentally caught lightning in a bottle and have no idea how to do it again. The sequel is worse in every way, and serves only to wish it was as good as the first.
Political tourists will complain about noguns but they're morons. Political tourists will complain about the devs firing the sound designer and they're right because a huge amount of the success of the game is dependent on the sound. Political tourists will complain about muh brown person, but they're morons. Political tourists will complain about the stronk wamen who won't shut the frick up in the sequel and they're right.
>will complain about noguns
It's still ironic that you can kill things with a heated knife or shoot things to death with toxic torpedoes.
I'm a grapple and drill-to-the-face kind of guy.
Well so what if you play as a black woman in the sequel, it's a silent protagonist in a FPS game
>she talks now
uh-oh
>she talks a LOT
eesh
>and you're now confined to a much smaller map, an on-rails story experience with less exploration and way too many pointless audiologs
It's like they expanded on everything that made the game bad and cut back on everything that made it good.
AND they added the new objects and buildings to the base game, so there's no point
>No guns because Sandy Hook
>Fire sound designer for being a Chud
>No guns
>Force me to spend several mins killing leviathans with a butter knife thus inflicting untold torture on the creature.
Ya im goin with based.
There's no reason to kill any leviathans.
Most can't even kill you if you're not a moron and drive directly at them repeatedly.
Why wouldnt I kill them? They exist in the same place as me and attempt to hurt me. I have every right to defend myself.
>breaks into someone's house
>"I HAD TO KILL THEM, THEY WERE IN THE SAME HOUSE AND ATTEMPTED TO MAKE ME LEAVE! I HAVE EVERY RIGHT TO DEFEND MYSELF!"
Yes
>fish owning private property
its a self defense situation
>Moralizing over animals
Anon, they're animals. You could be killing them for fun and still be in the right.
It's kinda funny that during EA, Leviathans used to be laser-focused on the player and the seamoth at all times, but now somehow they flee when the player gets near.
I had to chase the sea dragon thing near the lava lakes for a solid 5 minutes to scan it and it didn't try to attack once.
worst part is the devs first claimed not including guns wasn't a political choice, they wanted to give players creative non-violent methods to deal with aggressive wildlife
turns out the "methods" the game offers are not creative at all and they're downright sadistic
then they went on to rant about Sandy Hook and there being a mass school shooting every day anyway
>No guns
not even a spear or harpoon gun, it's so obvious too.
Post atmosphere.
You just know that fat frick behind the kelp is going to flip over your cyclops.
One of the best games I've played
Subnautica: Below zero was very disappointing, do not reccomend
What is the gameplay loop like? I like the atmosphere of it but what exactly do you spend time doing?
you track down beacons and try to find a way off the planet building shit and collecting resources along the way
>mine rocks
>build base
>mine rocks
>scary monster jumps out aaaaaa
>mine rocks
>build base
>mine rocks
Your main gameplay loop is acquiring new tools, items, vehicles to explore new locations and solve issues so you can escape the planet. Cant breath underwater? Get an o2 tank. Need to explore the radioactive dump? Get a lead suit. Repeat untill game is beaten. So you explore and make items to explore new places.
No Mans Water
explore, collect and scan stuff, go back to your base to upgrade your kit, maybe build another base somewhere else
What
said but also some of it is aimless wandering at some point, because some of the essential tech you'll absolutely need in order to progress is scattered in specific biomes and aside from one or two occurences involving audio logs hinting that a specific tech might be near a location, you're on your own.
It's the same for one or two resource nodes that are specific to a single biome.
It wouldn't honestly be such a big deal if the game provided a simple, plain map and/or coordinates so you can write down interest points a bit better.
you can use the beacons as markers and a pseudo-map
one of the big problems of below zero was that there was way too much handholding, destroyed the sense of exploration
Map was way too small as well. Should have just scrapped the above ground
Beacons work, but they're really not that useful, and the worst issue with them is that if you don't have any and spot an interesting spot you can't explore now or don't have the tech to explore, you'll waste time either trying to find it again, or completely forget about it because you don't have a reliable way to locate yourself.
No need for waypoints or an interactive map, simple GPS coordinates near the compass would allow you to both keep track of your current position and have a list of stuff you need to go back to.
Granted it's less of a pain when you have the Cyclops, but being able to locate yourself is still such a simple yet crucial mechanic in an exploration game.
Explore to find blueprints/materials that let you explore further to find more blueprints/materials and so on. I like to consider Subnautica as a game about tethers. At first, you are very tightly constrained to the area around your starting life pod. But as you progress, your leash gets longer and longer until you become captain Nemo, piloting your own submarine base. Most of the upgrades give you new functionality, instead of just a numbers boost, so there's always some excitement when you find a new blueprint. Solving the hunger/thirst problem does not involve crafting more filling food.
Unlike almost every other survival/crafting game, Subnautica has a story with actual plot progression and an ending. So there's an end goal that you are building/exploring towards, instead of for its own sake.
just...
kinda boring
There's no real survival. The enemies aren't threats. There's nothing truly terrifying
The only part of the game I enjoyed was a mod that replaces the (spoilers) giant laser which shoots down the rescue ship into an impossible gargantuan, multi-mile long behemoth of a sea beast that devours it and disappears
Otherwise it was just...boring.
Maybe it needed combat.
Sounds like a cool mod. I found exploring the map to be pretty engaging though. Some areas are total death traps and exploring wrecks could be proper spooky. It's kino when the AI voice asks "is whatever you're looking for in this area really worth it?"
That's fair. I don't think its a bad game, it just bored me.
Below Zero really shit the bed with their leviathans.
The squidshark should have been reaper sized or bigger.
If anyone likes the base building aspect of Subnautica and would want a game that more focuses on it I'd recommend the Planet Crafter. It's a game where you get dumped on a dry desert wasteland planet with nothing but a the pod from Subnautica and a goal of terraforming the whole planet so the sky develops an ozone layer, ice starts melting so you get rain, bodies of water start appearing, grass starts growing, trees start growing, life starts developing and so on and so on. Really comfy game.
isn't it still early access? I played the demo and it had the same feel as subnautica, allthough more hoovering resources up vs exploration
Yeah it's still in early access as of now but it's decently feature full. Yeah there's not too much exploration but there's a satisfaction from going to areas you haven't been to for a while and see it looking completely different as the terraforming develops. There isn't too much hoovering of resources once you get things to automate gathering of mats or producing them either.
i do not care for planet crafter because it's a work simulator. the only constraint on your game is how often you want to do the same shit over and over again
It's supposed to be a relaxing game. It's a similar appeal that Factorio has or Dyson Sphere Program just without the immense logistical complexity.
It's a shame the devs don't understand what made it good.
Absolutely incredible in VR.
Crafting games suck shit.
Underrated masterpiece.
I was wondering why I had so much fun with it. Then I learned that it was written by the same author who also did FTL and Talos Principle.
FTL has a story?
oh
I guess the sequel was written by someone else?
Yup.
rate base
run a crack, hue hue
Basic but reliable / 10
no dome tower reaching out of the sea with the glass ceiling bedroom. So you can soigape at the parent planet zooming through the sky
0/10
>Large room over the frickin depths
>Not the Moonpool
>Not in a aesthetic biome, fricking crag fields or something instead
>Sticking out like a lanky sore thumb
>All those fricking rooms when you need maybe 2
7/10
nice glass walkways, but no outdoor farm, no glass bottoms/ceilings to some of your rooms, only a single moonpool, and no large circle to run laps in for exercise.
Going in totally blind was one of the best experiences I've had with video games. Not a lot of replay value though.
The only game I consider to be woke but still good.
Just don't forget it's not made to be played for 200 hours and you'll have fun with it
can the first one even be considered as woke? as far as I saw there was no forced homoism anywhere. Maybe some audio logs from the dead crew mentioned it at most
i was less annoyed by the text log queers and more by the anti gun-messages
even that anti-gun message in the intro could be interpreted as a jab at corporate agenda-pushing, but elsewhere (like in the credits and in forum posts) the devs make it clear that they're rabid, hysterical anti-gunners prone to lying, that kind of sours it for me
especially since the game would greatly benefit from a gun once enemies like sandsharks start becoming less of a threat and more of an annoyance
tech pistol mod greatly improves the game past that point
Good, but the devs are self righteous homosexuals. The sequel had too much dialog and plot.
No harpoon.
lmao rng resources
who the frick designed this shit
It's cool but we can't have threads about it anymore because noguns
Guns wouldn't even make sense for this game, water's too dense and slows down bullets to being harmless right away.
There's underwater firearms, anon. What you posted is firing a regular gun into or under water, of course it isn't designed for it.
There are also harpoon guns and net guns and the like that are also more in line with being different enough from regular guns but similar to the violence level of the knife or propulsion canon and stasus rifle.
Besides there being water guns and shit like harpoons and more interesting weapons if anything that kinda shows another missed opportunity. Imagine if they did add a gun maybe the one in the captains cabin and the first time you shoot it in water it jams and becomes useless.
The game is better without guns. The CEO/lead dev's reason for not having them is moronic, but his decision was correct. He's still a homosexual for firing Simon though.
It‘s a great concept and even applied somewhat interestingly, but it could have been so much better and the devs showed with their sequel that they lucked themselves into a good and unique game without knowing why it was so well received.
A more than only visual day/night cycle would have been amazing. There should have been special predators, who come out to hunt at night. And travelling Leviathans. The Reapers lose a lot of their horror, when you realize they are like a dog on a leash. What if they at least travelled around the map at night completely freely and settled down in a new location for the day?
Threat detection is completely whack anyway. You are telling me the Ghost Leviathan in the lost river is singlemindedly focussed on me, when I am outwide the submarine, but the moment I step inside the threat detection is seemingly halved? Why does it care about such a tiny fish as me?
Some kind of automation would have been awesome. If you have to make a game like this survival, why not go more hardcore? Make us create factories and a production chain. Have us manually set up little mining robots, which we have to visit from time to time to repair and get resources. I want there to be a special chemical plant, which needs to be built near gas geysers in risky locations to create submarine fuel. And factorio-lite production chains. That would have been great. Instead it‘s super tedious to get enough material for the stuff we need.
if i remember correctly the game had a pretty long early access period and a lot of mechanics were tried and scrapped
i agree with some things you said but i think if they tried to attack that stuff the game would fall victim to scope creep and wouldnt be able to deliver on those features meaningfully or without even more bugs
You're not wrong, but they couldn't even include an animation for climbing stairs, I think this was beyond their capacity.
>Some kind of automation would have been awesome. If you have to make a game like this survival, why not go more hardcore? Make us create factories and a production chain. Have us manually set up little mining robots, which we have to visit from time to time to repair and get resources. I want there to be a special chemical plant, which needs to be built near gas geysers in risky locations to create submarine fuel. And factorio-lite production chains. That would have been great. Instead it‘s super tedious to get enough material for the stuff we need.
Sounds awful. I want to look at cool fishies, not run a plant.
Underdeveloped.
The subnautica devs are unhinged brainrotten morons.
I'm knee deep into making my own ocean survival game right now, trying to keep the scope within an hour or two of play
I'm debating whether or not to include crafting mechanics but I cant think of a better way to increase your range, aside from finding gear out in the world that you can repair at your boat.
Fun until the last mission which is a huge fetch quest. I console commanded all the items in
>I console commanded all the items in
dont they literally give you fast travel gates at the end so you dont have to backtrack
even if you fetched them without, the only one that is truly "far" or require you to go out of the way is the one in the bulb zone
Anon, the portals all lead directly to the necessary items
>that new mod that added content to the fricking abyss
its ok
>LOW OXYGEN!
I got annoyed having to go back up for oxygen every 30 seconds. How long does it take until you get a substantial oxygen tank?
this has to be bait
>guys how do i turn on my computer????
Uhhhhh maybe 2mins. I can get the seamouth in like 15mins.
build a breathing surface breathing tube or sit above o2 bubbles moron.
>Thoughts on Subnautica?
I had such a good time, I 100% both games as soon as I was able. Real fun.
>Sunbeam out
homosexual dev
>uhh we don't like killing
everybody else
>stasis rifle
>stab stab stab stab
One of the more satisfying progressions in a survival game, but the end was a little bit of a slog.
Can we just for once get a diving game where you go to fun corral leaves and meet the people of atlantis and all that instead of deep sea horror
No, that sounds gay as frick you gay ass homosexual.
You mean like Endless Ocean?
>download subnautica a year ago
>absolutely love it
>far away from base
>exit my submarine
>instantaneously die to a glitch
>lose 1.5 hours of progress because it's the only game made in the past 20 years to not have autosaving
>uninstall and never play it again
It's really a shame bros, it was shaping up to probably be in my top 20 games of all time
i dont like games with resource management where resources make no sense.
like a flashlight battery going out in minutes when it can last for days, or an oxygen tank that runs out in minutes when it can last hours.
what the frick to you think resource management is, acquiring something that lasts for hours so you never have to do it more than once?
something that doesnt break my immersion in the most annoying way possible.
if im playing a sci-fi game and the level of tech is worse than what i can DIY im not going to be immersed.
The day-night cycle is also super condensed in those games.
That's Full Fathom.
>The day-night cycle is also super condensed in those games.
another thing i dislike
I never found the seaglide and was exploring/deep diving with inventory full of water and food until past the halfway mark of my playthrough. I eventually found the seamoth and would just use it to go the deepest it could before exiting and diving down further. When I got the submarine I found it so clunky that I only did one trip with it and parked it deep as an oxygen stop. I only used the prawn for the lava area.
I guarantee my game was more kino than your game.
I just brought the resources for bases everywhere. I could swim from base to base.
The Planet Crafter is literally Subnautica 2.0, just without the monsters.
it's kinda fun, but I think there is something primal about the survival minecraft formula that taps into that hindbrain. The occasional danger or perceived danger helps vary the experience.
Nah.
Dios mío, la creatures de las profundidad. Salva de mi alma escuchado las plegarias y alejado de mi la obscuridad eterna.
Will be good when mods finally release for it.
Pretty good but it has a smokes and mirror trick that once you see it, the game's more tension filled moments like having to go to the deeper abyss portions of the map with those huge creatures roaming about is ruined once you know the game has a semi rubber band thing going on that as long as you are holding down the opposite direction they will NEVER catch you no matter what even with lower rank gear.
Still no fricking autosave feature some 5 years later. Just lost 4 hours of progress cause it suddenly decided to crash after I looked at a fish the wrong way. Would be a massive god damn problem regardless but the fact this is a survival game where 90% of all gameplay is monotonous travelling/grinding it's enough to make me drop the game entirely.
how do you homosexuals not have the "save every 5 minutes" instinct if you play at least like 3 videogames or use ANY software for work whatsoever
>scariest creature in a game with 100ft+ sea monsters is a tiny fairy looking thing
All those fish make me hungry
what the frick happened to the sequel? Did the devs just get lightning in the bottle the first time?