![]() I put this to the devs during the event and was met with a message of hope the team would love to return to this world again in the future because there’s still so much more to discover. Naturally, before we wish you luck on your next expedition, we know you’re all dying to know the answer to the biggest question of all: will there be more games in this series? Essentially, these all act as a way of upgrading your character’s capabilities as the game progresses, but in a way that continues to deliver the non-violent survival experience we’ve come to expect from Subnautica. Partnered with this, there’s some old equipment making a comeback, as well as some new alien hybrid tech to test drive. Players can look forward to changing the exterior colours of their base, can have larger glass-domed spaces, jukeboxes for some fan-created musical interludes, and plenty of other innovations. If this was one of the reasons you loved Subnautica, you’re in for a lot of fun because Unknown Worlds have built in a lot more range. What’s more, they provide a quirky avenue to express some of your personality in the game - you’re able to design the base in your own vision, meaning your playthrough will always be slightly different from your friends’. As fans of the first game will know, bases are crucial for survival. Moving away from the story and to customisation, it’s time for us to talk about bases. This being said, do keep in mind that Subnautica: Below Zero is still in early access with a rough target for release in spring 2021, meaning that things can, and will, change as the game develops further. Of course, this means the gating of the game is dramatically different from the first, with several revelations coming earlier on, though still in a way that doesn’t reveal too much too soon. Ultimately, these subtle but vital decisions succeed in creating a more open world for us to roam as opposed to a rigid one. ![]() Though, as always, the main action is down in the darkness. During the events of the first game, we rarely had to spend much time on land, however, this time around there’s many reasons to keep our feet on solid ground. This is exactly what the devs wanted, and that I feel they’ve achieved thus far. By having greater challenges on land, the game takes on a refreshed feel - we don’t feel like we’re merely playing a rehashed game, we feel like this is a whole new chapter of Subnautica. In the original game, we encountered plenty of fantastical thunderstorms, but nothing quite as unforgiving as the arctic. As if family crisis wasn’t enough of a risk factor, there’s the planet’s harsh elements to set our hearts racing faster. There were external risks, such as the squid sharks (a new creature to frantically swim away from), but it wasn’t personal enough to make us invested. ![]() It’s a simple, but incredibly valid reason for the decision - without that sense of needing answers, of wanting to learn the fate of her sibling, players didn’t get the full effect of this immersive world. As one of those devout gamers who’s been religiously awaiting news about the game, I couldn’t help but ask why this change came about. Fast forward to the latest builds of Subnautica: Below Zero, and we find Robin on the search for answers after learning something’s happened to her sister. Consequently, those who’ve seen YouTube let’s plays of the title through early access will notice that Robin’s story has been given a massive overhaul.īack in its early stages of development, the reason for Robin being on planet 4546B was related to her job: similar to her sister, Sam, she was a researcher tasked with learning more about the planet. That being said, they were quick to reiterate that they wanted to make sure the story wasn’t too linear. This is why we’re introduced to the main character, Robin, and her reasons for being on planet 4546B very early on - because it’s what compels us deeper into the depths of the ocean. During the early access preview and developer discussion, the devs made it abundantly clear that they’ve taken the series in a more story-driven direction.
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