![]() ![]() The twin issues of depth and air supply give Subnautica a level of danger and tension that is not often found in similar games – as you dive deeper and deeper, exploring lightless caves and shattered wrecks, you need to keep one eye constantly on your remaining air supply, calculating how long you can stay down before emerging, how quickly you can reach the surface. The monsters aren’t coming for you you have to go to them. Unlike a lot of games with horror elements, Subnautica forces you to be a willing participant in the terror. You could stay near the surface, where it’s sunlit and safe, but more precious resources – required for more advanced construction and potential rescue – are only found at greater depths. As the game progresses, you are driven deeper, to colder waters with more dangerous denizens. What sets Subnautica apart from all of its competitors though, is that the hostile environment in question is an alien world that is almost entirely covered by water.Īt first, you explore shallow seas, diving from your damaged lifepod to gather food and research the simple alien herbivores around you. This is the core plot of every survival game, and it’s been done a thousand times before with varying levels of quality. Stranded alone in a hostile environment, you are forced to struggle for survival, learning about your new home and constructing more and more complex tools. Subnautica, therefore, is absolutely my kind of thing. Something about the bizarre half-lit world down there is endlessly fascinating to me. If a film/book/game is set underwater, regardless of other considerations (genre, quality, etc.), I am interested. I have, for unknown reasons, always been drawn to the deeps.
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