![]() The devs clearly gave a lot of thought to establishing a world and a premise that justifies the mechanics of play, and it succeeds wildly. Of course an escape pod would have technology of this kind, it’s exactly what one would need, and o f course the player would have to scavenge for materials – it’s all perfectly logical. It frames the action, gives the player context, and has sensible explanations for all of the mechanics to follow. Honestly, this opening is bloody brilliant. ![]() All the player needs to do is scavenge for raw materials, feed the machine, keep it producing necessary gear – survival knife, swim fins, a flashlight - and wait for rescue. Most crucially, it houses a fabrication machine that comes pre-loaded with blueprints for things that can keep humans alive. Once the pod is safely bobbing on the alien ocean, an AI explains that it contains everything needed for survival. Subnautica begins with the player in an escape pod jettisoned from a spaceship about to crash on a water world. …And then not only did it take a bizarre hard left in the endgame that it never recovered from, its performance only got worse and worse as time went on. In fact, I was all set to rank it in my top ten of 2018… To my delight, the first 25-30 hours were bliss, and I had no qualms singing its praises on social media and the So Videogames podcast. I’ve had eyes on it for a while, so when it went into full release I was more than ready. ![]() Subnautica is an aquatic first-person sci-fi survival adventure from Unknown Worlds Entertainment, just out of Early Access. I’ve been through countless titles that haven’t managed it, but apparently it’s even trickier to end a campaign. Establishing the proper context, setting just the right tone and hopelessly hooking a player is no easy feat. It’s difficult not only to start a campaign well, but to start one perfectly. HIGH The first two-thirds of the campaign are outstanding.
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