Survival Survival: Subnautica

Short version: survival… underwater.

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Auspicious beginnings.

You know, it’s easy sometimes to get jaded with videogames. Go around the block a few times and it will feel like you have seen it all. Same mechanics, different textures. Then, something manages to catch you by surprise. Subnautica is precisely that something.

The premise of Subnautica is that you are a survivor of a spaceship crash on what appears to be a complete waterworld. Your lifeboat contains a Replicator, a Medical Replicator, a locker, and a damaged short-range communicator. Good luck.

I played version 42313 (Dec-16), and already the game looks goddamn amazing. More importantly, the game feels amazing. This is important because you will be swimming underwater 99.99% of the time. Initially, you are slow and clumsy, and have to stick to the safety of the shallows to find scrap metal to turn into Titanium. Over time, you can craft some swim gear, extra oxygen tanks, and eventually vehicles to travel with greater style.

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It really does feel great swimming.

The surprising part of this game, to me, was how… new everything felt, mechanics-wise. In Minecraft, Ark, Rust, 7 Days to Die, and countless other games, the beginning is always the same: look around, punch trees, collect rocks, build a fortress of doom. I spent the first 15 minutes of Subnautica in that same mindset, and filled my inventory with anything I could grab by left-clicking. Which ended up being a whole lot of relatively useless Acid Mushrooms that, while they can be made into batteries later, did nothing in the survival department right now.

That was when I realized that I needed to let go of what I knew before. Subnautica is its own game.

There is no better example of this than the Subnautica take on weapons. Basically, you have a survival knife. That you have to craft first. As far as I am aware, that is it. Stalkers and Sand Sharks and other carnivores have little issue taking a bite out of your scuba suit, so there is absolutely a sense of danger in the game, above and beyond the mundane (yet omnipresent) risk of drowning. Poking one with the knife will get them to retreat for a while, but this is a game where discretion is pretty much the only part of valor. Which, again, is completely refreshing.

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Yeah, don’t poke this guy.

 

I’m not entirely sure how much of the “game” game is implemented yet, but I am impressed by what I see thus far. I just hit what I imagine to be the mid-game: constructing underwater bases. This allows me to craft where the resources are, instead of having to swim back to my lifeboat each time. The crafting isn’t terribly complex, but yet still feels involved considering your limited inventory, which is limited further by extra oxygen tanks (which take up 4 cells). At the moment, I am trying to nail down additional debris fields so I can scan technology to build better vehicles/base structures.

Overall, Subnautica feels like… a breath of fresh air.

Yeah, I went there. And you should too.

Posted on January 24, 2017, in Impressions and tagged , , , , . Bookmark the permalink. 1 Comment.

  1. I played it for about 10 hours after buying it in the last Steam sale. I was also pleasantly surprised and really enjoyed it. I stopped playing after my first submersible (a Seamoth) was unceremoniously bitten into tiny pieces by a Reaper Leviathan (your third screenshot) not 20 minutes after I constructed it. It was actually pretty terrifying. After the adrenaline from surviving the monster attack wore off, I also realized I’d floated over a totally empty part of the map, which sort of shattered the illusion, which prompted me to shelve the game until it’s a bit further along.

    Very well done, though. I was skeptical about the underwater premise but it’s executed really well, and is really thrilling for someone with very mild thalassaphobia. Looking forward to really exploring the depths when it’s finished.

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