Please no. Something faster than a cyclops. I enjoyed cyclops being a mobile base, but my god was it slow. I don’t remember what issues I had with the sea truck but I’d probably still prefer the truck to the cyclops.
You know what my thing is? The Cyclops is huge, and most of what you need it for is exploring a cave network. It would make more gameplay sense if you got a big boat or submarine that acts as a base of operations, and then something a little bit like the Seamoth for deep submergence.
I’m worried it might be a disappointment. The first one was catching lightning in a bottle. Below Zer0 has put some doubts over their ability to do it again.
I dunno, there are plenty of valid criticisms of both games, but they were both great games. I played through both of them more than once and loved them. They were janky, glitchy, and the second game added a lot of new ideas, seemly at the cost of map size and polish.
I’m buying the day it’s available, I know it’ll have an issue or two but I’ll still love it.
I think the reason why the first one was such a great experience for me is that I got it much later after a lot of the issues with the bugs and gameplay were fixed and the story line was completed. I’m glad I did so. I might do the same with that one and wait a year before getting it, if reviews are decent.
Some configuration file tweaks and an m.2 drive had the first one run great for me. Just had a few areas with clipping issues but no real problems. Some QOL mods definitely made it an awesome game, so yeah; it definitely took some work to polish up, but the mystery and story and exploration is something that I think they could pull off again, and the technical side of things…well, they’ll surely have a bit bigger employee count and can hire some talent.
I get lost in my own city, so I got a mod that leaves a map stay revealed anywhere you’ve swam to.
Then just a mod that allowed you to build an automatic organizer for all the stuff you mine and gather so I don’t have copper or something stored in like 3 different lockers.
Then lastly, a mod that let’s you build something advanced so long as you have enough base materials in your lockers to make it. This is the best one because it really gets rid of a pointless time waster. I don’t have to spend 10 minutes creating all the different parts, so I can make the different parts, so I can combine the different parts, so I can eventually build my super cool thing or whatever. If I have everything that would allow me to eventually put together the super cool thing, I can skip doing all the pointless parts and just create it straight away.
That’s all I used if I recall. The map one can effect gameplay and some mystery, but im directionally challenged. The others are just QOL and just do what the game should have already been doing.
I think Below Zero was made by a (mostly) different team, which could explain at least some of the differences. I wonder who will be working on this new one.
One thing that is very noticeable is that the sound/music design. The original designer isn’t working at Unknown Worlds anymore after making some very regrettable comments on social media and I’m not expecting him to come back. As a result Below Zer0’s sound design was OK but pales in comparison to the amazing atmosphere that was set in the original game. Unless they manage to find a very talented sound designer it might miss the mark again.
Yeah, that was a pity. I agree that guy did great sound design for the first game, but great art doesn’t make up for the harmful societal views he supported. I don’t think I would want to work with him, either.
Below zero was still an excellent game. I don’t think it was as good as the original, mostly due to the stupid snow Fox and must of the on land sections, but it doesn’t deserve anywhere near the level of hate it gets. The story was way better and more interesting than the first, and the world design was a great attempt at a different form of world building. I hope they expand on both and we can get an experience that propels the format further. No other game let’s me engage and chill out to anywhere near the same level.
Agreed, I loved Below Zero. It was very much a small step forward from Subnautica, and I think people were expecting a bigger step forward. But it was always a glorified DLC for the original. Knowing that, it’s extremely enjoyable. I’ve played it through twice and I do love it in it’s own right.
This teaser has me hopefully that Subnautica 2 will be a true sequel. More polished, a bigger improvement on the original. Maybe I’m naive, but I’m gonna choose to be hopeful.
It was super disappointing in many regards, sure. But only compared to the extremely lofty heights of Subnautica. Years later, Below Zero is still easily the second-most-atmospheric survival game I’ve played. It’s huge problem - that the on-land sections don’t work in how they were shown before release and were clearly intended because access to heat is way too readily available and easy to trivialize - cuts deep into it since it takes a huge chunk of atmosphere out (and the on-land part looks pretty bad, it was clearly relying on the terror of having to warm up again quickly). But, even with that, the water parts close the wound up. Deep Arctic is even worse thalassophobia than the crater edge in the first game!
Sure, it’s disappointing and meh compared to the first game, but that’s just a too high bar to clear. I’d advise to not expect this game to clear it, either. Like you said, Subnautica 1 was kinda lightning-in-a-bottle. Compared to a 100/100, even a 98/100 would feel disappointing. 💡
If I was asked to compile the 10 prettiest screenshots from the two games, at least 7 of them are coming from BZ. The deep twisty bridges, the giant anemone cave, the crystal caverns, the…what’s the thing you go up inside of? Subnautica really hits you with the beauty early on in the safe shallows, and otherwise goes for “cool” rather than “pretty.”
I like both soundtracks. My absolute favorite track comes from Subnautica, which often uses music to establish tension. BZ has an overall nicer soundtrack that has a lot of movements that feel “wondrous,” like our character feels amazed at the environment more than anything.
Subnautica’s story works perfectly. It’s a castaway scenario, and Riley Robinson’s goal, from start to finish, never stops being “survive and escape.” What working toward that goal entails takes a winding and scenic path, but at no point does your overall motivation stray far from “Survive and escape.”
BZ’s story belongs in the square hole. Most of the problem is they had written one story, built a lot of the game’s assets including several setpieces around the map with that story in mind, and then they threw it away and had to come up with something else. You play as an idiot named Robin Ayou, whose goal of finding out what happened to her sister is a minor sidequest because Robin becomes a sidekick to the real main character, Al-An.
Subnautica could sometimes have issues with draw distance and pop-in. BZ solves this problem by making everything murkier so no matter what you can’t see more than a few feet forward.
Subnautica features shallow reefs, flat plains, sloping dunes, abyssal depths, narrow canyons, giant forests, huge caverns, narrow passageways, floating islands, lots of varied terrain that present different challenges and opportunities. BZ is made almost entirely of self-similar confusing twisty turny corridors. The caves below the kelp forests, the twisty bridges, the anemone cave, the icebergs, everywhere on land, there’s nowhere that isn’t a twisty turny self similar corridor.
The Snowfox feels broken. That whole segment of the game, I’m amazed they shipped it.
Probably the most exciting part of the trailer is that it all but confirms multiplayer which was probably the biggest missing element of the first game.
The description and comments on the video 100% confirm multiplayer. Honestly I’d be excited for the game either way, but I have a lot of fun playing crafting/survival games with friends so it’s appreciated.
Sure - the story is built around 4 characters - 4 teens, basically miniaturized to an ant’s size, must navigate a backyard filled with dangers, craft tools, and find a way to return to normal size.
The multiplayer element is integrated by allowing up to four players to team up and work together in real-time to explore, fight enemies, and complete story objectives, fostering cooperation in survival and discovery.
When you connect to the game you select one of the 4 teens as your avatar - only esthetics and voice impact, no material change - and the game is well balanced so it’s feasible whether you’re 1, 2, 3 or 4 players joining…
Introducing the English Voice Cast (Names and Char-Bios):Gustave (voiced by Charlie Cox) is a resourceful engineer, fighting to defeat the Paintress and reclaim a future for Lumière’s children. Maelle (voiced by Jennifer English) is a shy loner, eager to fly. Maelle sees the expedition as her chance to escape Lumière and explore the world beyond. Lune (voiced by Kirsty Rider) is a brilliant scholar and mage. The daughter of renowned researchers, she has sacrificed everything to continue their work. Her one goal is to unravel the mystery of the Paintress. Sciel (voiced by Shala Nyx) is a calm, cheerful warrior. Once a farmer and now a teacher, Sciel embraces every day with joy, masking the pain of a tragic past. Renoir (voiced by Andy Serkis) is a man driven by ruthless determination. His sole focus is saving his family, but beneath that fierce exterior lies deep, agonizing loss. Verso (voiced by Ben Starr) is a mysterious, dangerous stranger. His motives are unclear, but he’s tracking the Expedition’s every move. ___
Just the VA NamesCharlie Cox Jennifer English Kirsty Rider Shala Nyx Andy Serkis Ben Starr ___
I will personally shout out Tactical Beach Wizards. Incredible writing, charming art style, easy to learn hard to master mechanics, loads of content for the price, it really is a gem of a game. All my homies hate Steve Clark!
Nice, this is only the 90000000th time this has been posted! Seriously guys, STOP. This didn’t change literally anything. It’s just a clarification to comply with an upcoming California law.
I haven’t really seen anything posted on on beehaw about it though it might be we are not federated with the communities that posted it or I have been on at the wrong time to see it. Also thanks for pointing out that the change is a clarification going to add that to the title since it could clickbait people into thinking its a change with how steam operates. cheers.
Ah, I see a man of culture as well. :D Yes, thank you. :-) I like interacting with the community in Brodie’s comment section as well. Pretty cool people. Its often just a joke or meme, but sometimes I get involved in more thoughtful discussions as well. As strange as it sounds for YouTube comments. lol. Good to see you here as well.
Its always interesting finding the same person in a comment section from another site. It feels kind of like an easter egg but one where you can get a new friend out of it.
I use FreeTube client, which does not have Google account support (that’s one of the reasons to use it actually). But just for commenting and interacting with others, I still open Firefox to just discuss. I hate YouTube, but this is worth it to me.
Understandable I use invidious when its working but when I am using youtube I always have ublock origin on with firefox. Youtube ads are just not safe.
BTW FreeTube blocks YouTube ads too, plus it has integration for SponsorBlock. In case you are not familiar with it, its a community driven extension where Sponsor seqments (which are not detected as ads) are then marked or jumped over. And it has two modes you can switch to, the native mode (which Google still gets your IP but works most of the time. And secondly the Invidious mode, which breaks from time to time but Google doesn’t know anything.
I have an exception for YouTube with uBlock Origin. Because at that time when it started I did not know if account could get banned or not for using it. Since I’m used to watch on alternative clients, I leave it as it is now.
It was technically always licenses for every video game ever commercialised. It’s just that a publisher has no practical way to control what happens to someone’s floppy/optical disc/cartridge/whatever physical media.
Same for almost every book you’ve ever read, every CD you’ve ever listened to, and every movie you’ve ever watched. You owned the leaves of paper the book was printed on, or the plastic disc the music or movie was stamped into, but never the words, the songs, or the movie itself.
Like Kichae mentioned, every media we buy is technically a license. License to use. However we own the physical part of it and we can use (read, watch, play etc.) it whenever we please. Should be like this with games as well. At least GOG does this. As long as an installer is in our hard drives, it’s a physical media.
I wasn’t aware of that though reading it now I can see how it is implied in the title that it was a much bigger change than adding a clarification. Will have to avoid sharing from their channel in the future.
To be honest, I’m not against “Free Speech” in the sense of not sharing. Everyone should have their own opinion. So from my view, despite my personal dislike of it (I was watching it for half a year), I’m not against of sharing.
Okay so I've watch some of the video and I'm annoyed by it. A problem in the video has been highlighted when it comes to indie games and that's genre favoritism.
Indie game development seems to have such a hard on for roguelikes, strategy and anything that is addicting with retro visuals. That to me throws a lot of red flags. He does show some other games from other genres, but the ratio is evident. A lot of the games don't really impress me that much and that's coming from someone who has already been spoiled with the best of what indie gaming had to offer in previous years.
That guy is also kindof annoying too. "I realllly want to play", "addicting" .etc
I’ve been pretty vocal about my annoyance with the roguelike genre. I even have the tag blocked on Steam so they’re never recommended to me - my hope is that Steam shares metrics on tag-blocking statistics.
But, I would guess there are enough fans of them to keep being made.
I’d say this is mostly due to budget constraints. Voice acting, music scores, high fidelity art, models, animations etc cost a ton of money. Making random generated boards / levels / dungeons with simple art and scalable gameplay is simply just more feasible.
Another aspect is the popularity of the game. We’ve seen a lot of saturation in genres over the years. A the peak of PUBG and Fortnite popularity, there were so many battle royale games coming out. Then we got extraction shooters, and so on.
Personally, I love roguelikes and how we got to the point of mixing it with other genres (Balatro, Dungeon Clawler), but I can see your point. I feel the same about 2D (pixel art) platformers: I feel like I’ve seen it all already and nothing can excite me anymore.
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