However, this means braving waters where a Reaper Leviathan stalks. Players will need the tech onboard the ship to explore deeper waters, and so the journey is inevitable.
WILL THERE BE A 3RD SUBNAUTICA GAME HOW TO
Subnautica is terrifying because it knows how to balance risk and reward. The only exception to going down is instead climbing aboard the wreck of the spaceship floating in the water. The depths are the richest and most dangerous areas.
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Running out of food, water or even battery power, with no spare provisions, makes you feel truly doomed. It becomes especially horrifying when exploring the deepest areas, as you are so far from any safety or respite. The environments become darker, teeming with more dangerous life, and your vehicles will be crushed if sent too deep. Datapads around the map suggest that deeper waters hold the key to a cure, but it’s difficult to get there. This becomes more apparent following the realisation that the player character needs a cure for their infection. Whether it’s simply to make surviving more comfortable, or it’s to explore further, diving deeper is a necessity. From the vehicles, to base components that can grow food and produce water, the depths hold treasures. However, doing so will mean missing out on the most useful equipment in the game.
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It can be tempting to simply stick to its safety and gather the necessary fish for food and water. The shallows afford you with a very limited number of resources. The presence of the infections means the planet is rejecting you, and every moment spent there is worsening your condition.
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Subnautica is terrifying due to its narrative reaffirming you can’t live out your days in comfort, even with a base. They have no idea what is beneath the water, but there is no escaping it. Making that plunge into the water for the first time is scary because there doesn’t seem to be anything else. Resources are limited, strange crabs keep attacking you, and there is no solution for getting home.įrom the moment the player steps out of their escape pod, their first sight is an endless ocean. However, the game cleverly integrates ruined remnants of previous survivor bases to show that these refuges were unsustainable. It’s easy to feel a sense of relief upon reaching an island, as though you’ve been saved. While some weapons are eventually craftable, for the most part, players don’t stand a chance against most creatures.Įven when players find themselves on land, they are made to feel like they don’t belong. The leviathans in particular serve to make players feel small and helpless. From introducing more aggressive creatures and disorientating cave systems, everything about the depths continues to make players feel unwelcome. While the shallow starting area provides a comfortable beginning, players quickly have to head into deeper waters. Each moment spent in the water continues to deplete your oxygen, and sooner or later you will begin to drown. Out of Your DepthĮvery aspect of the game is intentionally designed to make players feel as though they do not belong. The ocean floor never felt like a safe place to be again. It was the first time in any game that I genuinely held my breath, afraid it would somehow hear me. A giant serpent-like shadow appeared in front of me, and when I looked up, a Reaper Leviathan swam above. One of my most nerve-racking experiences happened as I swam along the seabed. Even so, the game continuously reminds players of nearby threats, as the sounds of cries and roars are almost constant. The first-person perspective of the game also limits player visibility, making every threat feel just outside of the camera’s periphery. Similarly, sticking close to the seabed restricts your manoeuvrability should something attack from above.
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Swimming atop the surface completely hides what could be lurking below. Subnautica is terrifying because it is so difficult to avoid this state of vulnerability. It becomes all the more suspenseful at night when the dark further obscures the dangers of the depths. The most heart-pounding space to exist in the game is floating in the middle between the surface and the ocean-floor. Subnautica, by contrast, imposes an all-encompassing sense of dread by opening up the possibility of threats from all directions. Similarly, not as many threats come from the sky, so players rarely concern themselves with above and below. Each flank opens up a vulnerability, but the ground feels safe. On average, players feel the need to maintain a sense of vigilance regarding what’s in front and behind. Most games afford players the luxury of a least a few directions of safety. 6) The Best and the Worst Experience The Danger is All Around