Additionally, outside of certain 'safe shallows' zones, the player would have to be aware of the amount of noise and light they produce as to not alert the creature. We called it Challenger Deep, and basically a Leviathan ends up cutting off the main way to the surface, so the player has to survive after the catastrophic event by using second-gand, outdated tools and blueprints and heavily relying on modification moreso than the previous games. Look, me and my sister had this fever dream concept for a new Subnautica game COMPLETELY underwater because it takes place in the depths entirely, as some sort of facility that gets cut off from the surface. I loved BZ but I get why people say it felt less lonely. While both are having to survive in situ the goals set by the game are different and that change in narrative colors the experience differently for a lot of us. Robin chose to go to 4546b to investigate what really happened to her sister Sam and met people along the way. Ryley crash landed after being shot down from space and had to fight to survive while dealing with the fact that not only did everyone else he was traveling with die but the only rescue team contacting the planet also died and he's infected with some unknown alien pathogen. The thing with the first game that makes it feel most different from BZ for me are the conditions of my character being there. And for most of BZ you aren't alone thanks to Al-An. I think why people leave BZ out of that is just because you speak to and meet with multiple people throughout the story while in SN you only receive transmissions you can't reply to. Pitch black void is a terrible environment for gameplay Making a huge cavernous space, cathedral-like, with soft light glowing through it. All folds of transluscent solar-sail, wrapped around asteroids and lesser wrecks. I had the concept for a wrecked Solar Sailer ship as part of my space-scenery. One of the most important things I've been thinking about for that is how to make the scenery compelling in space beyond just planets and moons and nebulas in the distance that you can never visit. I have some thoughts on a "subnautica-in-space" game of my own. The worst parts of it are pitch black caverns a mile below the surface. Light filtering through the water, sun-dappled sea-bed, colourful fish and scenery. The best part of Subnautica for me is the gorgeous underwater environments in the safe-shallows and nearby. I go there to finish the game, not because I want to be there. I also don't actually want to play in the deep darkness.
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