I disagree with making leviathans unkillable and making the perimeter defense system not work doing the grabbing animations. I guess the no killing feels more artificial and annoying in some cases, while the perimeter defense solution seems frustrating and also artificial as there isn't a reason it shouldn't work. Maybe just needing a much higher charge to affect leviathans making it a real worry that if you over use it on top of waiting for the recharge, you will run out of power. On top of maybe nerfing it a little bit? Making it a longer recharge time and more power maybe? though am unsure as nerfs often can be annoying and risk just making it not worth having or using.
I mostly agree with you but I also think that perimeter defense should temporarily stun a leviathan instead of it not working. Also leviathan’s that you meet near the end of the game are immune to perimeter defense making the end game a tad bit harder.
I personally don't agree with the game forcing you to explore every biome, I think that every biome should've something important to progression, but I think that multiple biomes should have that, so instead of forcing the player to find a specific place to get a material, they should have to find one many biomes where that material can be found. Having secret areas that just look cool or give cool lore and such is great, as it helps the exploration feel less forced and in my opinion also helps immersion. So yeah basiclly this is one of the parts of Subnautica that don't need changes to be honest.
i think there should be some general reason to visit each biome on its own but thoroughly exploring the map should be completely up to the player and be rewarding for different reasons that aren't essential to completing the game, as it adds replayability
You are right, also by not forcing the player to visit every biome in one playthrough improves replaybility and make the gaming experience much more unique for everyone.
what if instead of a biome being required for game progression a biome will always have something for the player. an abundance of a resource, achievement, collectable, unique gear, lore. just something, anything to reward a player for exploring.
The thing about subnautica that I love is that it doesn’t necessarily make you scared, it makes you feel dread, like there’s something there, just watching you and you have fear because of it
the fear comes from being the only one in a large open ocean with known threats that could attack at any moment. Having patrol ranges would make it more thrilling.
Thats so true im playing with nitrox with a friend and the grand reef which I know has 2 ghost leviathans but they were missing which I knew was a bug but I was immersed enough for it to heavily unnerve me
The sleep point seems kinda silly, it’d be a thing that could very easily just be annoying. Though, having nocturnal and daiurnal flora and fauna, or giving different behaviors based on time of day could both be pretty cool (say, a plant that only opens up to have its resource be collected during the night). That could then make building a base and bed useful since you’d be able to decide what threats you want to deal with, or which resources you want to collect. Most of the rest of the points though are pretty good
I dont think it should be necessary, but they should add the ability to sleep through the day and wake up at night. That way players will be encouraged to sleep because doing so grants access to different resources
Perhaps the sleep mechanic could be used to provide a buff instead of just fulfilling a need? For example, something like the Medic's overheal in Team Fortress 2? You can heal yourself up to full health using medkits and such, but sitting down to take a nap in the cockpit of your submarine or a bed could provide a temporary overheal to give some extra protection as you explore. Or something else like a temporary boost to oxygen efficiency, movement speed, etc. Basically, if sleep is added as a mechanic, it wouldn't be something you constantly look at like oxygen, food, water, etc. It could instead be a temporary buff so people would naturally want to "rest up" before taking on a particularly dangerous mission for that extra boost.
I agree here, adding a sleep system with no incentive to be out at night basically invalidates the day night cycle entirely. Having it be a bar you need to keep tabs on every now and then might be fine especially if it can be disabled. Maybe also make the sleep duration fixed and you can't immediately sleep again until your bar is low enough so you have to think about when you do it in case you end up waking up at night and can't then skip the night phase.
Something I always do is just hiding in the lifepod whenever it’s night time so adding a reason for me to grow a pair and go get some cool resources MIGHT get me out of the lifepod
first of all I don't agree with defining Subnautica as an action game, at most for me it's an exploratory sandbox game, then I think that there should be a minimum of land on Subnautica 2 but as little as in the first game, and the last thing I strongly disagree with is giving you the means to kill the leviathans, because the game clearly discourages you from killing any creature as they don't drop anything and therefore it's as if it were a waste of time to kill the creatures on Subnautica, also because, if you remember the story of the first game, the game begins with a simple selfish goal of escaping from the planet but as you progress in the game the goal evolves into saving the planet in addition to your escape, making you interested in the flora and fauna of the planet, and with this I mean that the leviathans are just creatures like the others only much more dangerous, but that doesn't make them bad, in the game therefore they are mainly obstacles and not bosses, avoidable obstacles as they have a movement pattern that allows you to avoid them without them being noticed (except in the final part of below zero which I didn't like for this reason), but I absolutely agree with the fact that the leviathans' ai needs to be improved to punish you more if you get caught, but the leviathans should NOT become bossfights. A yes then I agree with making the various biomes more useful by giving you more reasons to explore but I would still like optional and not necessary biomes, because below zero makes you explore the whole map to make you finish the game but then after that you have nothing more to do, unlike Subnautica 1 which even after you finish the game you can still explore and discover new biomes.
Agreed with everything, making secret and optional biomes in my opinion also makes future playhtroughs more fun as you can still find new stuff, for example: I watched Subnautica videos long before I played it, so I knew a lot about the game, yet I still found new stuff, like the Underwater Islands area, which blew me away.
May I add, they shouldn't bring back the statis rifle as it is, they should atleast nerf it, so it needs a time to reload or something like that, cause that thing is overpowered in the base game. Same for the repulsion canon, I didn't know until now that you could repulse a LEVIATHAN 10 TIMES YOUR SIZE with it, like wtf even is that ? You should be scared of Leviathan and try to avoid them, not run into them and push them away / block them for an eternity
+ they could keep things like the perimeter defense, but nerf it. It is okay if it scares a tiny creature, but a leviathan should still chase you and not run away like that
I think a deprivation mechanic would be pretty neat if it causes hallucinations or mini-jumpscares (similar to how the Emperor speaks to you in the original game), but instead its a faint vision of a hostile creature staring / growling at you (respective to the biome you're in)
id add a leviathan that stalks and prowls the night in a random biome as a swimming nightmare where you can choose to sleep to skip the night or face it if you dare to
That point is really important. The first time I played the game I was so terrified that I just refused to go outside of the shallows at night. I couldn't remember the last time that I had been that scared of a video game. After I played the game more and got more comfortable with it, I got less scared of things overall. Letting me just skip through the night it would have been robbing me of a very valuable unique experience.
13:39 Bro you are OVERTHINKING the mechanic. The Reaper simply does 80 damage per bite, if you are unsuited and have 80 hp or less, then the "swallowed whole" death animation plays. PS: The reinforced dive suit halves all creature attack damage, meaning with the suit, the reaper only does 40 damage per bite
I feel like the point of the original PDA was to give a calming, clear to understand, robotic voice which gives you information and updates when required. The BZ PDA sounds like I'm listening to some random over the phone while they make terrible jokes. Dry humour is better than shit humour. PDA: "In the control room, you can change base lighting and colors, rename your base, and see information about power and structural integrity. But not the integrity of societal power structures." Like, where the fuck did that come from? Shut the f up.
AND definitely update the voicelines. Like the OG one where it says "Multiple leviathan class creatures detected. are you sure whatever you're doing is worth it?" is so much better than the BZ one
Would have been cool if they kept the original hole behind the crash site and played an animation of a reaper getting dragged down for players confident enough to explore that side of the ship. Also gives us a reason to go back there
One time i was playing subnautica in creative and i went to the back of the aurora with the no fog command and i saw a sea dragon, I didn’t even spawn anything in yet.
had a wayyyyyy cooler idea than removing self defense module. Make certain creatures overpower it, Imagine this, you THINK you're safe from a leviathan because you have a self defense module, but when you use it, it's absorbs the electricity and reflects it in the form an EMP. Utter Horror.
That is what the crab squid did in subnautica 1 & it was in fact terrifying even though the crab squid pretty much only disabled your devices & nothing else.
Best part about the land in Subnautica, was when you first find it you go crazy that you’ve actually found land in the first place! And that both were filled with lore for the story and good resources Biggest part of below zero that made it less memorable for me is that it felt like you were guided through it, I mean as soon as you land you get sent a location that sends you to a base that conveniently has a map of every other base, and at base you even find out where Margarets base is! Less hunting and exploration because you’re just told where most of the stuff is! Plus ain’t the craziest fan of its story like how is Margaret even still alive? And that you can just finish the game without curing the leviathan at all
Margaret is alive the same way everyone on sector zero is (presumably the synthetic cure on their diets), no important character ever confirmed to have died from the bacteria, maybe just 1 of the people in lifepods, you can say bart was but the blood on the floating island may say the crabs got him first
Very true I recently played through both the games again playing BZ first to see if me not having Subnautica fresh on my mind my opinions would change sadly not.
My theory for Margaret being alive is that all the Leviathan class creatures in the crater had some resistance to the Kharaa bacterium, hence why you never see an infected Leviathan in the first game, most likely by producing a substance in their bodies similar enough to Enzyme 42 that it would either halt or cure the Kharaa infection. Margaret would then ingest this substance while eating the Reaper while drifting between the crater and the polar region. This would allow her to survive the kharaa infection long enough for the sea emperors to be released and eradicate the kharaa.
@@cathygrandstaff1957 Yeah, it's said that the Sea Dragon Leviathans had a similar resistance but they were to dangerous to extract compared to the Emperor, so it would make sense if others did.
11:00 What ruins my immersion is when ur standing in lava and the temperature is only 70C but standing at the centre of a hydrothermal vent gets to 100C
As someone who just beat subnautica for the 3rd time, i love the fact that most biomes dont have specific resources and blueprints, forcing you to get there. With each playthrough, i feel like im experiencing the game again for the first time because i didnt explore a biome in other playthroughs. 2nd run i explored sea treaders path, mountains biome, and the crash site for the first time, i started facing danger 3rd run i explored crag field, blood kelp trench, bulb zone caves (which was very sketchy), and dunes for the first time. I barely visited the mushroom forest, since i explored it heavily in runs 1 and 2 HOWEVER, its nice and refreshing until i get to the lost river, as there isn't an alternative biome for nickel and crystalline sulfur.
The Cyclops is such a contradiction though. It's totally awesome! Climbing into it for the first time is an iconic moment in gaming. But once you get it, you basically have no gameplay reason to build anything else, especially once you unlock the thermal reactor module and are completely self-sufficient. I actually really liked the Seatruck for that reason: the modules were useful, but not enough that you could live in the thing forever. You had to build bases, and it made sense to build them in different areas for ease of access.
Honestly I just want to see all of the vehicles return, yes that includes the Sea Truck I feel like it's a good mix for those who like the speed of the Seamoth along with having some of the capabilities of the Cyclops. Now my personal opinion is the Sea Truck should have just been an alternative to the Cyclops and Seamoth instead of replacement. Although keep the Snow Fox in purgatory. I don't want to ever see that thing again.
@@emmettcongleton1445 I feel like getting rid of the Prawn outright is a bad idea its to iconic, maybe we should get a successor to it. Prawn Suit MK.IV anyone?
Two things you missed. One, AUTOSAVING!! And two, interior snapping on the habitat builder so you can actually place things evenly inside your base. Edit: (optional autosaving)
tbh i love manual saving system just because if my Prawn gets ripped to shreds by ghosties ganging up on me, I can just go to a point where I was still around my lifepod, and not when I was already in this outrageous situation.
Absolutely want the snap system for interior base building. I'd also like the option to kind of cut a hole between two floors of a building with a railing, probably call it a Balcony interior module or something. Imagine a Large Room with these huge balconies connecting two floors. It would help to open things up a little bit.
@@stijndingemans9913 generally manual is better ik. Auto save would be good for a dumbass like me since I just lost 6 hours of progress while streaming 😭
Subnautica 2 should *NOT* be harder to play. The main reason being the franchise is so fun & easy to enjoy casually. Equipment like the Perimeter Defense System and Stasis Rifle are an *option* for the players that hate the existence of Leviathans. Those who want to ignore the OP gear for the challenge Leviathans offer *can do so* if they choose. The purpose of the buggy Levaithan pathing, OP late-game gear, and % chance of grabbing are for the *majority* of players will only have 1-4 Saved Worlds. These players tend to *never* toy with any Leviathans outside of maybe *using their prawn suit* or *playing in Creative* Mode. A harder game mode for the more veteran Subnautica fans would be the best alternative. To those who disagree with this stance: just please don't turn *Subnautica 2* into *Dark Souls:* Underwater.
Btw yea, I'm new and try to beat it but can't because I'm scared of creatures. But there is at least a way to defend or run away so it's just scare factor, if they will be a real thread then i will NOT be be playing that even if it was the best game ever
i have to agree, as a casual subnautica player i really love the feeling of power i get with the stasis rifle and propulsion gun. also, i dont play this game to struggle through fights. I dont want to be instant killed by main enemies, like maybe the sea dragon and adult ghost leviathans should be super deadly(end game boss and bounds enforcer) but it seems silly for starter players heading to the aurora getting 1 shot
@@maryedmonds4350 A great point. Creatures that fit the theme of "the biggest fish in the pond" or "out of bounds behemoth" should definitely do colossal DMG to the player.
And for the love of God.. don't make Sleep a requirement.. Imagine trying to get through The first game's ending, in the prawn suit, going all the way through the Lava zone, and multiple facilities, making the hatching enzymes, etc. All while having to occasionally stop, and go back to your base JUST to Sleep. And DEFINITELY Don't make it possible to skip nights just cuz ur in a Vehicle.. Half the scares in the game Come from it turning Night Time when you're already in a scary biome. Just being able to negate that (And entirely Break the AI of any charging leviathans by sleeping), would just ruin the whole game.. Also, Below Zero's way of forcing you into every biome isn't good either.. The thing that makes Subnautica So Replayable, is that you CAN Find new areas when you replay the game, because they weren't force fed to you in every run like they are in Below Zero. It breaks all immersion to Have to go everywhere on the map, because it Feels like there are no open world elements. Half the terror in the game comes from exploring new areas BY CHOICE. Forcing it completely takes that away. I really hope they lean into the original Subnautica, instead of Below Zero for a Lot of this.
The lack of ohk’s in this game was intentional so that you typically suffer heavy damage and retreat to a nearby safe spot to process what just happened while the threat is close by rather than respawn in your base and process in the absolute safety of your home. That kind of fear wears off a lot sooner when you’re able to make sense of it. “Woah, I just took a lot of damage and that thing was huge! I better run away! Is it behind me? Is it following me? Am I safe?” “Woah, that thing just killed me! I didn’t see it very well, but now I know it’s out there. Ah, man, it took me 20 minutes to get there! This will be an annoying trek. Guess I’ll just be on the lookout for that thing on my way back. I have to go there, so uh… yeah, I have to go there. I just have to be careful.”
Absolutely. One of the highlights of the game imo is the adrenaline of escaping an attack. Just because people who have replayed the game a bunch are bored doesn't mean that they should be depriving newer players of that experience!
One of the MAIN reasons Subnautica managed to illicit such feelings of horror, awe, etc., that you forgot to mention: Simon Chylinski's sound design and music. As you drop into into the Blood Kelp forest, the music that starts there, after many play throughs, still gives me heart palpitations. Unfortunately, they lost Simon, and I don't think he'll be back.
No land? Terrible idea. One of the best decorations in both games has been plants. Can't decorate with local flora if there's no land to get seeds/samples. They shouldn't do what Subnautica-like did by any means, but your base would get depressing extremely fast without plants. It's a psychological phenomenon humans experience. We simply need some level of engagement with nature in the spaces we live. It's why adopting a pet or taking care of house plants can dramatically help alleviate depression. If anything, we need MORE plant/decoration variety. Subnautica Clone did this wonderfully. It added loads of posters, knickknacks, and dumb stuff like a hotplate
I think what he meant was, don't let the games focus too much on land. Below Zero had the problem of most of the game taking place far too much on land and that defeated the purpose of the game being called Subnautica. There can be land, just don't let a lot of the major parts of the game focus on it.
I have a completely opposite feelings. Base must be as efficient as possible with easy access to what you use the most. During my many playthroughs never have I ever put a single plant in any of my bases, apart from bulbo trees for practical reasons. I don't think I have ever built anything more that a tube, multi purpose room and a moonpool 😁
I guess you must be blind or deaf because he said very little land just like the first game, why tf would there be no land in a survival game or in the ocean? that's just an empty water bowl buddy so obviously that's not what they're gonna do, but the 2 islands and the little of the reef and mushroom forests we got would be enough for the second game, below zero was too much land for me to make it way less scary.
2:42 i actualy really like the fact that you dont get directed to every place as a player. A big thing from subnautica was that you yourself get to choose how deep and far you go. So that there is even more to see, kind of as a optional side quest, makes it a plus for me, who realy enjoyes coming back from the depth and still finding new areas. But i do understand that you would want every player to exeriance every part of a game tou love (i feel the same). But i dont think it should be mandatory. Ps: srr for my English im not a native ;)
I don't really agree in some parts like the sleeping part, and saying you directly can't sleep or not being able to sleep in the cyclops makes me somehow think that you didn't play any of the subnauticas, though I know you did
I know you can sleep in the Cyclops. The only reason it wasn't mentioned is because it works the same way a house would and there is no guarantee we will even see the cyclops in the game. The point was about how you would make sleeping work if all you have is a vehicle like the seamoth where you can't move around in it.
4:19 I am looking for the need to piss and shit from time to time in Subnautica 2, and the need to craft toilet paper or a bidet... This would bring so much more fun, realism and excitement... And when you shit your pants, because you ignored your shit meter in the HUD: game over!
14:22 I mostly agree with you, but this right here is important, the player always needs oppurtunities to escape, to abort, and to run away. The best way to maintain tension is to make sure the player is in a constant state of fear and retreat. That's one of the reason subnautica is so terrifying, you're harrassed by these massive monsters but keep escaping/evading them by (what feels like) the skin of your teeth. However as you point out, if you don't give in to that terror and retreat, then the leviathons arent nearly as devastating or oppressive to maintain that role. Thus in summation, the leviathons need to be harder and much deadlier(especially put of vehicle), but always with advanced warning and tools at your disposal to allow you to escape (though not always accomplishing what you meant to). I think the perimiter defense module would work better if the health of smaller vehicles was reduced and it stunned/warded off the creature for shorter, goving you room to run, but little else
8:24 Wait till he learns it’s multiplayer and oh yeah if that one section of the subnautica fandom gets them to halt on multiplayer I’ll start tweakin.
@@ArtrodiusVidsi think that the multi playerr will be fun as imagine playing with your buddy and he wants to go to like the aurora and you screaming at him dont he does that anyway gets his vehicle destroyed and dies
there should be an option for multiplayer, but i dont think they should design the game around multiplayer. a good example would be dying light. a game where you suspend your disbelief and take yourself out of the world by playing with friends because youre all playing as the same person
Amma defend biomes. Bulb Zone: Borders the mountains and leads to the best entrance to the Lost River, that same entrance being closest to the Lava Lake as well. (Only issue is the Baby Ghost Leviathan, but the shield generator exists) It it probably one of the best places to build a base Crag Field: Well, you have a point, HOWEVER! Markiplier Sea Treader Path: Also a brilliant place to build a base, Dung is brilliant for bioreactor and sea treaders unearth shale outcrops very frequently and is an infinite supply of Lithium, Diamonds and Gold. Floating Islands: If you want to use Nuclear Reactors, the area below floating islands is a really good source of Uranite. Mushroom caves: Aside from both of them having Cuddlefish Eggs, yeah you're right, same goes for Dunes Best example of this is actually the Dunes and weirdly, the Deep Grand Reef, Dunes and the Sparse Reed, Crag Fields and all those dead zones that aren't the Dead Zone
I'll never forget that moment in Subnautica when I was in the celp forest near the Aurora, and all of a sudden, a Repear Leviathan came out and attacked me. I was shocked for like 10 seconds, constantly repeating, "But that's impossible he can't go there!" I'll never forget the depth of the limbo near the Aurora, where everything is pitch black and you don't know how deep it is, and the deeper you go the more the ghost Leviathans there become aggressive because you're at the end of the map. Unforgettable stuff.
I just had this for my first time. Didn't realize it was the edge of the map, so I took my just-built cyclops and went lower and lower and suddenly there's a ghost and nothing else around me and I power down but he's just no leaving. And man, I waited, and waited, and finally turned back on and a second one came! And I got to like 900M and it just got so, so creepy and scary and I thought I was done for and wasn't going to be able to get out of it and that was truly wonderful terror. Epilogue: In a last ditch effort I powered on to flank and raced to surface and feels like maybe the ghosts didn't pursue since I was going up, not down. But I went all the way to the top, just in case and had a lot of fires to put out.
except what’s the difference between that and having an exclusive material? Once you have as much magnetite from that one area as I need… which I could get in one visit… why would I interact with that biome again? Maybe it’s pretty, but what do you want there to be?
The reaper grab attack is just the death animation IF you don't have enough health to survive the bite. That kind of video game logic is very common and easy to notice if it wasn't for the crab snake who does the grab animation regardless of your health, as opposed to the reaper
4:47 i think the game could have maybe sanity, like green hell or dont starve, both of these games have sanity that is drained if you dont sleep, and if you have low sanity you have hallucinations.
I hope the character(s) we play as don't talk. I feel that in Subnautica, one of the best qualities of the game is the immersion. It likely won't be nearly as immersive if they have dialogue from the playable character(s), and the way the story unfolds in the first game is just amazing and I hope they do it again.
i think the best way to approch this is with the more expressive pda, essentailly forcing players to feel pressured and take certains risks, potentaily trying to even split them up like glados in portal 2.
The thing that will ultimately make Subnautica 2 stand the test of time is good mod support. Just make it as mod-friendly as possible. Hell, just add a dedicated mod tool! One that is easy to use and where every game asset/system can be edited or repurposed.
After seeing modded subnatica videos im scared about what subnautica fans think good mods are because half of the popular mods that you see in videos for subnautica 1 are terrible
I want environmental hazards like whirlpools, strong tides, sharp rocks, and more. Improve the game feel of bring affected by them. in 1, getting poisoned felt so confusing because you move through the hazard zones causing it as if they weren’t there to begin with.
I’m sorry, but basically every single point made in this video is flawed or just straight up wrong. Land isn’t bad, it just depends on how it’s implemented. Mandatory sleeping would be tedious and wouldn’t add anything special/useful nor would it be fun. Making a game scary is easier said than done. Any game becomes not scary when you get used to it, and ‘scary’ is subjective. Sure, I agree, the game should be scary, but I cannot ignore the fact that I was terrified at my first playthrough, but now I toy with reapers for fun on my hardcore save. Making every and all biomes mandatory to visit will just again be tedious and it would make the game feel too linear in its path to completion. I don’t want Subnautica to be ‘go here, now go here, and then go here’ to systematically unlock upgrades for the next biome. The charm of Subnautica was the open-world feeling where you could progress as you yourself pleased. Sure, there was of course a natural progression to biomes such as first safe shallows, then kelp forest, then most likely grassy plateus, but after that it’s up to you. You could also explore biomes you were too scared to touch in your initial playthrough in later saves making the game feel fresh and not like a waste to replay. Especially with leaks saying that Subnautica 2’s map is supposed to be 10x bigger than the first game, making every biome mandatory to explore would actually be awful. Imaging having to explore every massive biome in its entirety in order to complete the game. I, however, agree that every biome should add something special and unique, such as different flora, different mix of fauna and structures. Making use of creatures is actually not a bad point. I see where you’re coming from, and it could be cool if Subnautica 2 allowed you to collect scales off of larger, scarier creatures for upgrades. But due to leaks, it seems one of the main aspects of the game will be to collect alien fauna DNA in order to inject yourself with to gain their evolutionary traits to help you in your journey, so it seems your wish will become truth. Game isn’t ‘too easy’, it’s the perfect amount of easy. The game becomes easier based on playstyle. If you want to explore everything, then the game becomes harder due to the aformentioned dangerous biomes such as dunes and mountains. Sure, these biomes offer little of value when it comes to exploration, but I think rewarding going into dangerous biomes is the perfect way to balance out the difficulty as well as making every biome feel useful without treading on the chill, sandboxy feel that certain players love. Depth already matters. All you essentially said to back up your point was ‘devs have to look at what worked in the two prior games and improve upon it’ without actually making a proper point as to what needs improvement. Just because SN BZ has areas you can’t explore with vehicles (even though SN also has that) doesn’t mean depth matters any more or less than in SN. I also don’t think/remember SN BZ maxed out your vehicle depth and forced you to swim further down for blueprints for new depth modules. Every new depth module was within reach of the previous depth modules. Anyways, this is just what I think. It’s definitely not objective, feel free to agree/disagree, but these are just my thoughts after watching your video.
Disagree on leviathans and biomes for the same reason, it's an exploration game and should be enjoyed as such. Also disagree on sleep, the water and food mechanics of subnautica were never anything more than annoying to me, i don't need another added in lol
Nah i like the alien yapping the problem was robin because its a character that has a story and whatever and isnt a silent protagonist. Subnautica 2 needs a silent protagonist like the 1st one so its more immersive
A correction I want made is to fix the scale. The reaper looks like it’s about the size of 2 school busses (≈22m) but it’s actually 55m long. The same applies to much of terrain. It seems so much smaller than it actually is compared to the player. I feel what causes this discrepancy in the scale is a result of three things. One is the base FOV. The small FOV on consoles makes things feel much smaller than they really are. Another would be the player’s swim speed. You can swim something like 15-20m/s in the game which is about 33-45mph. This makes everything around you seem small since you’re flying past things like a car. In fact, if you’ve ever gotten out of your car to see the scale of objects on the highway, you’d realize how massive everything is once you’re next to them and not moving. The same thing applies to subnautica. The third is something that can’t be fixed. It’s the fact that the game is rendered on a flat screen so you loose much of the sense of scale that way. Obviously they can’t fix that. The only remedy would be to play in vr.
Please tell me exactly what good and enjoyable game play does sleeping bring? If you want realism go outside, games are fun first and foremost and mechanics like sleeping for no other reason than "realism" is completely moronic.
@@ZGh0st1422 While it isn’t anything crazy to mention, I don’t see how it’d make the game more enjoyable. Sure, if it was something you could choose to select on and off, then I could understand. But otherwise, I don’t see how it would make the game any more enjoyable. I’m not sure about you, but I spend a lot of time every time I go out exploring or to get something. I spend sometimes multiple hours just going and collecting resources. It would just the game significantly more tedious.
@@Mr._Klonk not every feature is for player enjoyment, if it were genres wouldn't exist. You guys are so gung-ho to complain about game design when you simply don't understand it. You can have ways to sleep without going all the way back to a base, you can literally stick a bed in the cyclops. If you don't like survival games, don't play survival games
"Imagine if we had to.." In Deathrun Remade Mod... you have to get scan a river prowler for a Mk2 Reinforced Dive Suit, and get scales from a lava lizard to build a Mk3 Reinforced Dive Suit. Everything costs more to build, the air is unbreathable until you fix the drive core, creatures do more damage and have increased aggro (which increases as your technology and survival duration do), and everything one takes for granted in the regular game (even with "Hardcore" mode) feels like a necessary Godsend that came at just the right time. After 12 hours of playing, you find yourself remembering when you had one tank and no knife. You workshop and reconfigure your habits. Decompression sickness causes major damage that can just about one-shot you. Biters and sand-sharks become a real problem in the Grassy Plateaus. Stalkers in the Kelp Forests will kill you in two hits before you get a protective suit. You need plants from all the most dangerous biomes to craft the Seamoth, and to get 7 Prawn fragments for the suit, which you'll need nickel ore to make, and you also need nickel ore to make the Seamoth Depth Mk2 Module in the first place, so... a deep dive with no protection it is. I've had Reapers jump out of the water onto land at me. Warpers phase through the underwater hanger dock of the alien gun structure, and had to get 1000 yards away to lose a leviathan. There are so many cool differences in Deathrun Remade, I don't even know where to start. I was just starting to find out how useful the inflatable bladder is for reaching the surface until I found this mod... and now such a tool becomes a death sentence. Hahaha.
What I want for Subnautica 2: -A combination of Subnautica 1 vastness & Below Zero's detailed bioms: While many of the bioms in Below Zero are individually beautiful, as the whole Below Zero lack the vastness feeling of the original. I want the entire world feels like the original, while many individual bioms feel like Below Zero. -An Atlantic- style sunken city: After Subnautica 1 & Below Zero, a single water structure can hardly impress us anymore. The truly huge sunken city may still do that though. -Several side quests to follow: Something like an Elden Ring's style of side quest would be appropriate here I think. -A submarine larger than Cyclop: Id love to see the concept of a mobile base be pushed to the absolute limit. While I loved the Cyclops, I was a bit disappointed that I couldn't build the water filtration, or a nuclear reactor on it.
The scariest thing would be if you needed to get a crabsnake egg from those mushrooms. U never know if there will be one lurking there is not and just have to take ur chances
4:19 Sanity meter that refills with sleep. You might hear More scary noises, Maybe you might see more scary monsters. The lower gets the worse it gets. Your character passes out and if you're not in a safe place you might just be dead.
Using each biome during a story will just bloat the game. Having boost to certain resources or the blue prints makes so you have reason to go there. They could add in special/funny blue prints can have good reason for any player to go there especially replayers. In the sea treaters path could have been an upgrade for the Seamoth letting it go down to the lava zone but not having a heat shield would balance it.
Im gonna riot if they make night skippable by any means. Even if there's a somewhat cool gimmick that you have to beat by sleeping, i just wont ever agree with a skippable night phase
From one small creator to another (I just passed 10k subs personally) You’re going places. Keep up with this vibe of video, and this style, and you’ll be set man. I wouldnt be shocked if you were at like 50k subs by years end if you keep a good upload pace.
I really want to see some crazy deep biomes in the new Subnautica game that are at depths like 2000-3000 meters down at the very least This was planned in the original game because there was a Scrapped Cyclops depth module That Was made out of reefback dna and it Gave your cyclops like a 2800 metre crush depth
You made many excellent points & I couldn't have said it better myself. The only minor thing I disagree with is the sleeping need. We have always had the option to sleep. One of the scariest parts of subnautica was being out exploring all day only to get caught in the dark on your way back to base, & the terror that comes with that. & seeing all of the bioluminescence come to life at night was beautiful. If I am not mistaken you could build a bed in the submarine in subnautica 1. But among other things I do want the devs to bring back the terror & dread from the first game. I played BZ once & then never picked it back up again. I replay Subnautica 1 at least 1-2 every year. I loved the very deep & open expenses of subnautica & not being able to see the bottom. It was much cooler than the many caves of BZ. & definitely yes to putting more meaning in all biomes & making the creatures a part of that. I think that would add a lot of depth to the gameplay.
I think if they implement sleep requirements they should do so in the way Dredge does, that is if you don’t sleep you start hallucinating. Maybe at first the hallucinations are just hallucinations, you start hearing Reapers where there aren’t any, then as you spend more time awake you start to see the Reaper swimming around in the corner of your vision, but when you look it isn’t there, keep staying awake and it will start appearing randomly to attack you, but doing no damage because it’s not real. Then finally if you keep staying awake it will actually start damaging you, at this point you’ve pushed your sleep deprived body past what it can take and have suffered a heart attack. But I also don’t think the game really benefits from having a mechanic that forces the player to sleep. Minecraft doesn’t even benefit from it beyond giving you a mob that drops something you might potentially need. The best games that require sleep use an energy/stamina system where sleep replenishes your daily stamina so you can keep doing stuff, subnautica doesn’t do that beyond maybe that oh crap moment when you realize your base is about to lose power so you sleep through the night so the solar panels can start working again. Leviathans should actually be made either unkillable or they can be killed but respawn after a set period. IMO they work best as permanent floating threats that you’re really meant to avoid instead of engaging with. Although I do like the idea of being able to harvest a scale for crafting, this could be done either from the creature itself or found in the surrounding environment the way the stalker teeth are. Personally I think the land segments only work when it’s a small amount of land, the type that can be navigated on foot. The problem with Below Zero was both that there was too much land and that the cold mechanic meant you couldn’t really navigate it on foot for any length of time and there wasn’t actually much to find on land. Compare that with the Floating Island where the only limit on your time is how many supplies you have, but you find a lot of high value items including grow beds and food plants.
RE: the creatures clipping in and out of walls vs creature interactions - it's a really tough balance to strike there. the interactions became animations in BZ because the leviathan interactions in SN often resulted in players being clipped through the wall and thrown out of the map. it's possible we won't get those interactions back because of this but we'll see!!
I think that were they to include more land biomes (which I think they should), they should have various water enviromments within them, like lakes/lagoons and rivers, I feel like that’d open a lot of possibilities I don’t think that going to _every biome_ should be necessary to complete the game - the resources/blueprints found within them could be used for post-game stuff, which is something they should definitely expand on And I think the darkness is reason enough to sleep away the night in the previous games, which is why I think they should rather encourage the player to stay awake than give them further reason to just sleep through it. This could be done by adding things such as nocturnal creatures that produce essential resources, forcing you to wait until nighttime for them to come out Besides that, I agree with your ideas for thr most part
The Bulb zone is a valid place to grab an Alien Containment recipe, and a Water Filtration Machine recipe. Sure, you can get both elsewhere, at the Degasi bases. But there are several nice crafting recipes in the Bulb zone, and it's chock full of awesome resources once you can drill.
No to the sleeping idea. Food, water, power, structural integrity is enough. If you want to include sleep just have timed events like certain mats/life forms only come out at night/day and so you sleep to speed up time to collect those mats at those times. Bring back the terror is a massive thing that below zero lost mainly because of the focus of the land sections. The deep oceans need to be a bit darker, more risks that are actual threats, huge shapes/silhouettes in the darkness. Visibility in the deep is much less than what the game allows. Absolutely agree the threats from levitation class threats should do more damage. If a Great White got you, you're dead. So should it be in this game.
About the defensive equipment like stasis rifle and repulsion cannon, they could make different gamemodes, like vanilla/easy, where everything is available, a medium/hard one where maybe only the repulsion cannon are allowed, and a very hard/hardcore one where NO defensive equipment except knife is allowed.
I actually like some of these but here are my suggestions and what i agree with for the next game: -It needs another large industrial vehicle, ideally with the ability to dock at least 2 smaller vehicles, i want this mainly because Subnautica 2 will have multi-player. -Yes, specialized and equally important biomes are a must. -Yes, land gameplay while cool is not great for a game about ocean exploration. -Yes, the defense system made BZ's endgame way to easy and definitely needs rebalancing. -I would like to see a comeback of the Hull Reinforcement module. In the original it only reduced damage from collisions which was kinda useless. Maybe the "Seamoth" vehicle from the next game could benefit from this module with proper damage reduction instead of the defense system. This way you still keep leviathan encounters as a threat without putting the player into too much danger. -Also they should further expand on agriculture. The salads from BZ were really good and gave you an adequate reward for making a nice greenhouse. They should definitely expand on this and add more op consumables, maybe even ones with special temporary effects such as increased speed or health regen.
in my most recent playthrough of subnautica, i went to the crag field and a few others because they were the only ones with certain minable resources, large silver deposits, but other than that i had no other reason to explore it, i get what you mean and i definitely want this type of change in sub 2!
ironically I'm literally preparing to kill all three sea dragons in my current playthrough simply because I can't kill the warpers lmfao the game does a good job at making you use the prawn suit in the final area though - the seamoth is great, it's fast, small, evasive, and can go anywhere it can fit since it's not stuck relying on legs or a grapple, which could easily mitigate the warper threat and allow you to escape the sea dragon more easily. it would be my vehicle of choice for the lava zone if not for the max crush depth being only 900 meters - the cyclops would also mitigate the warper threat, but you still can't park it anywhere in the lava zone unless you want lava larvae (which I don't want to deal with even if I do have the thermal reactor and shield generator) - the prawn suit remains the only option. the thing I don't like about the prawn suit specifically is the movement. it's slow, gets stuck on small objects and small bumps in the terrain, and the grapple for some reason is programmed to have input delay. the movement of the prawn suit tells me it is built for fight, not flight, so fight I shall.
One thing that I think would be a pretty cool addition Would be like a feature where you could use a powercell or a battery With a Wall mounted kind of thing And add your Power and power storage from your Battery or power cell To your base's power
Leviathans are coded to not just instantly kill you. What you are suggesting is increasing the difficulty and tedium of engaging with Leviathans. If you just get chomped in one bite, all the stress is instantly gone. If you flee from a Leviathan and barely escape, then that instills terror. Even if you make it out alive, you still can't calm down, because you can't be sure the Leviathan has actually given up the chase or is planning its next ambush
@ArtrodiusVids yeah, they are more aggressive when you're in a vehicle. With the very same reason to make you feel unsafe. Even in your clip for the repulsion cannon we could see that the Reaper targeted you dadter, because it didn't hit you. And because an attack on a vehicle doesn't hit you either, they hunt you down more viciously when fleeing with a vehicle
@@ArtrodiusVids Being stuck in a vehicle does not make it any better, I was in my Cyclops playing with the multiplayer mod, as otherwise, I would not have progressed as much. My friend, I played with brought us to the dunes to collect some stuff. He left on his seamoth and I was left in the Cyclops as a reaper attacked me. I screamed and it just felt so much worse, than being outright eaten or killed by it. I was stuck there, seeing the reaper through the front window attacking and staring at me, its pincers going through the glass. Ramming the Cyclops, and as I ran behind and closed the door, begging my friend to come back as he had the only stasis rifle and was the one with the Repair tool, as I left mine at the base, the Cyclops was attacked from below, pushed around, while hearing its roars. It felt just so much worse for me than it ever felt being just attacked when I swam to the aurora with a seaglide before. Maybe because of my Thallasophobia and my Claustrophobia combined. Stuck in a metal coffin, a huge thing attacking from outside.
I think all survival crafter's could take a leaf out of Valheim's book. You don't need to eat, sleep or drink, but if you eat things, you get more hp or stamina, or a mix of both. You eat hp stuff when you want to fight, you eat stamina stuff when you want to run, swim or work on things. Various drinks give buffs, like greatly reduced damage from certain sources, or increases speed and attack. Finally, resting at night or during storms gives you a buff, and advances the game time. It also provides a rested buff faster than just sitting in your home. And that's the other thing, building decorative furniture and decorating your space increases the amount of time your rested buff lasts, meaning you spend less time at home resting, and more time out and about working with the rested buff applied. The rested buff boosts hp regen, stamina regen and xp gain. With full comfort decor, it goes from 8 minutes to 24 minutes. Obviously, subnautica shouldn't do this 1 for 1. But what if that rested buff gives a 20% increase to swim speed, and increases the efficiency of tools like the laser cutter, and repair tool as you'll be working more efficiently. If instead of dying from no food, you just survive on very little hp and stamina. Low stamina is deadly when diving because you can't swim to the surface fast enough. Low hp is deadly because of dangerous wildlife. No water, sure. I'm fine with death from lack of liquids, but you can survive months with little to no food, depending on how fat you are. Me being fat, I could probably survive 6 months without eating, only drinking water. It's not healthy to try that, and I don't recommend it. You need vitamins and minerals, but it's possible. If food gives bonuses depending on sweet or savory (savory for hp, sweet for stamina), and you mix the two in meals for greater benefits, making meals at home, and producing travel rations to keep you going while out and about. This necessitates a kitchen area with a meal printer. Feed it fish and veggies and it prints nutritional meals you can eat at the table. Or it prints ration bars you can take with you that have a lesser effect. You can return home to sleep and eat, then go out exploring. Sleep gets you rested, the meal printer sets your hp to stamina ratio and you're off. Drink some water every so often to keep hydrated and possibly create better drinks to enhance your performance or have medicinal benefits. Also, have hp regenerate at home. Get hurt, either use a hp kit or go home. And I agree, sitting in a vehicle like the sea moth or the Cyclopse should count as a rest, the sea moth should be sitting still and not drinking gives a basic rested bonus for a few minutes, and the Cyclopse should have the same comfort system, letting you turn it into a home with a kitchen, bed and decor. It'd also be neat if the Cyclopse could house grow beds and alien containment for food on the go, and should have a desalination module you can install too. Possibly, have the Cyclops be modular with hard points for internal and external modules. Perhaps fitting glass panels for observation on the sides, a kitchen, storage or bed, a scanner module, desalination module or alien containment pod that takes an outer and an inner, and extra drone modules, armour and defense modules that take up the outer. A custom Cyclopse. This is just what I can think of for now.
Could definitely see that, also allowing for you to still take damage if you are not prepared and if you are grabbed you need to charge up the shock instead of insta getting rid of said creature.
When I encountered my first Reaper, he popped my sub like a bubble. I found myself in the middle of the ocean with a raging leviathan hunting me. THAT was the greatest moment of that game. All these points are spot on for my favorite game. Perimeter defense was poop.
I totally agree with almost everything you mentioned, other than some of the leviathan changes... When you're a new player, going in blind, you first start out wary and scared of almost everything, but as the opening sections of the game progress, you get slowly more and more comfortable with your surroundings. Eventually have to go to the Aurora, where most new player meet the reaper for the first time. If they even get attacked by it, they won't have the reinforced diving suit, or any of the upgrades on the Seamoth if they even bring it. So the reaper attacks them and sets them down to a low health, then retreats as you mentioned giving the player a chance to escape. This leaves the player absolutely terrified of what could be out there now, and all that sense of comfort they built up is now shattered, they met an unfamiliar apex predator that they think they are powerless against, and in their eyes, they barely escaped alive. This IS what makes the original so good, interactions with leviathans are rare and almost fatal, leaving you cautions and on edge for a long time until you learn more. If they kill you every single time they catch a glimpse of you from miles away, they become far, far more of an annoyance than that terrifying constant looming threat, making the game lose one of its strongest aspects of sheer dread and terror, rather than horror. Then you get better tech and admittedly, the equipment the game gives you can be a little overpowered, but by then you're already comfortable with the world and the creatures scare you less anyway. I think Sethorven explained what I'm trying to say much better, highly recommend a watch of his video, its much better than most other video essays of Subnautica imo: ruclips.net/video/5h6UPSHYhG4/видео.htmlsi=lMK6zDyhe6BE9Mz_
There’s a really good video from Architect of Games about why the leviathans not being able to kill you super easily in subnautica is kinda good, actually. It’s a great watch, I suggest it.
Completely agree with most of the points made in the video except for the sleep mechanic and land areas. I get that it's mainly a survival game and sleep is essential in the real world, but I feel like the mechanic would get super annoying fast. There's a lot they could do with sleep buffs (like faster swimming, health boost, etc.) that'd made sleeping worthwhile for more than just advancing time. Agree that BZ's Arctic Spires biome is an absolute pain in the butt and I really hope they don't bring something like that back. That being said, I love the Mountain/Floating Island biomes in the first game as they are a neat little addition and give a bit of a reprieve from the constant diving. That's more than enough from a land perspective IMO since it's supposed to be an underwater survival game. Since underwater ruins have been spotted in the Subnautica 2 teaser, it'd be neat to have some small above-water ruins areas that'd explain what happened to the original inhabitants of the ruins (similar to Mountain Island in the first game).
i think that when you get grabbed by, say, a sea dragon leviathan in a prawn suit or any vehicle, instead of doing a measly 15 damage to your prawn suit, it should stay on until you do a series of button presses to get out, and if you miss one button press, it would cost more button presses to escape, which would add skill AND danger to leviathans.
4:56 even better: what if you start hallucinating, like, a reaper appears on your screen, looks perfectly normal, but when it swims up to attack, it disappears. This would make it hard to tell what is real or not, and therefore be an insensitive to sleep so you don’t die from a real creature you thought was fake.
I think there absolutely should be biomes where the game doesn't force you to go but you can discover them independently and by complete surprise. One of my favorite aspects of the game is how free the exploration feels, how it doesn't feel forced like other survival games.
- I do agree with giving you a reason or more reasons to visit biomes, because some places I had no idea existed or you could go to. - Another thing I agree with is taking out having so much stuff to do on land - it's literally called Subnautica, let it be underwater!! - However, I don't agree with making sleep a necessary part of the gameplay, unless it's optional - make it like "Creative - Easy - Normal - Hard - Realistic" - needing sleep could easily be explained away because aliens exist in this world and technology is crazy advanced, so it could just come in the form of "eat this fish/make this fish into something consumable to fully replenish energy/sleep bar" in a similar way that the bladderfish works (i.e, grab fish, fabricate into resource, carry resource easily for adventure/exploration, *consume* ) - Adding creature interactions/behaviors would be very interesting! Having creatures like stalkers interact with each other playfully, having things hunt each other, or having creatures curiously investigate the player or things made by them - Yeah, making the lethal predators actually lethal would be very good and make the gameplay more interesting, but I do think this should still fit into game modes/difficulties or at least be somewhat avoidable if you can't avoid making it less immediate, because otherwise not as many people would probably play - I'd imagine it'd be irritating to have to go somewhere but continue getting one-shot by a leviathan - trying to find the balance between making the leviathans scary obstacles and lethal like they probably would be would likely be up to game modes/difficulties and perhaps even customization options But that's enough yapping from me for one day-
Yeah, they should make the leviathans more dangerous. In both current games, not a single creature can do anything against the unbeatable strategy of just swimming left. (or right if you feel fancy) What I definitely want is to have a more interconnected ecosystem. The spec evo part is my main draw to Subnautica and I want to see more of it. Give us leviathans hunting large prey, give us intraspecies interactions. Make critters hide when danger is near, make them curious, give them threat displays. With presumably an entirely new planet to explore, I want that planet to feel alive.
A upgrade to the fabricator, to give it the ability to grab everything on the base (locker, inventory ect ect) to craft. So you don't have to check every locker. Also : - sorting button -possibility to name big locker
The leviathan and squidsharks not killing you immediately is an intentional choice by the devs. When you die in a game, and are sent back to a base, i.e. somewhere safe, it removes you from the terror of a situation going south like a reaper attack. It gives you a break from the fear and panic, and provides time for you to collect yourself and brace for the recovery run if you left a vehicle down there. By having the dangerous fauna NOT one shot a player, and instead disengage for a few seconds, the player is robbed of that decompression time. You are kept in a situation where you're escaping a reaper who will almost surely come back to finish the job, allowing more fear to be built. Knowing a trip to X depth or Y biome is a one way trip makes it a lot harder to stay afraid of making that journey. When you don't know that you're basically resigned to death, its a lot scarier. They could do to maybe up the damage and cut back on the time the leviathan takes to disengage from you, but I think to remove those mechanics entirely would change the feeling of the game in a way that is not for the best
I think a sleep mechanic would be a nice addition, debuffs like hallucinations of preditors that can spawn in the biome you are curently in(ie being able to hear reaper screams right behind you in the dunes even if there isnt one, or a phantom fish that starts to attack you or your vehicle and disapears as soon as it touches you) maybe even a leviathan that becomes more agressive the more sleep deprived players are
The reason why I love those areas so much is specifically due to the game having no story objectives in them nor telling us they exist. If the game made us aware they existed, so that finding them would not be a surprise, it would ruin the entire spirit of adventure.
@@draugnaustaunikunhymnphoo6978 think of it more like you require this item to make something you have no idea where to get it. Then you finally find this biome and it has what you need on top of everything you just said.
Idea for Subnautica 2, you CAN kill leviathans, but they can respawn until they reach a maximum amount in that area. And certain leviathans have special items. What I mean is, yk how the sea emperor produces enzym 42? it would be cool to have certain bio products that you need to collect from leviathans that are incorporated into blueprints. like an injection arm for the prawn suit that puts anti reaper or other leviathan fluid into said leviathan that makes the leviathan die slowly. this could also go hand and hand with the bio modification thing being implemented. as you might have to go collect reaper stomach acid and the dna of a certain creature's reenforced stomach so you can eat things raw and get good nutrients, or maybe it will help you eat certain plants that you couldnt before. maybe there could be variations of sample collection from leviathans. like bioluminesent tissue from a creature, and dna scans of a plant that grows builuminecense, to always have light around you. This, in my opinion, would make the game more fun and engaging, because you might need certain leviathan samples to make body upgrades, to get through certain areas safely. like a pitch black cave system that you would need builuminecence to get through. requiring you to battle certain leviathans. Feel free to reply your opinion on my idea 😀
one of the important parts of subnautica is the lack of violence. the developers made a decision to disincentivize killing threats by making it not drop anything and limiting the weapons the olayer has acess to. while i can see that your idea is interesting and thought through. a key part of subnautica is that when your faced with a threat you have to run away which keeps the game scary, if you could/were incouraged to kill everything then it would no longer feel like subnautica it would feel like monster hunter. regardless of wether you agree with me or not part of the developers philosophy with the previeos two subnauticas is that you shouldnt be incentivized to kill things and i think its very unlikey that will change in the next one.
The subnautica devs intentionally made it to where you get nothing from killing things because they didn’t want to encourage that style of play. Unless they’ve changed their minds on that idea, it’s not gonna change
Very good arguments. Most of which I agree on. Sleep should be a gameplay mechanic too. I wish day/night cycle could be increased so they last longer. On when the player should need to rest could be done by having an exhaustion bar that fills up gradually thought the game at different rates: - normal one when simply swimming and gathering materials or walking/standing on land/base; - less when sitting in a chair or vehicle in overall calm situation; - more when fighting a creature or carrying a bunch of materials; - a real deal when in pressence of a leviathan, on low hp, or overall in a very stressful situation. Exhaustion could limit your peceptive capabilities (can't hear predators that well/foggy sight)/slow movements - unless in those very stressful situations, when fight or flight kicks in. Since Sub2 is meant to be multiplayer, than it would probably require all players on the server to sleep, but option to just rest a bit so bar depletes while other player does stuff, could also be a good solution (if well balanced and possible to go afk). There could also be an option to set duration, to what time are you going to rest. Other topic I'd like to add in regards to flaws of previous games is that in BZ there was almost no sense of loneliness. Awarness that there is 1 more human on 4546b still and constant talking between 2 characters kinda diminished the feeling of dread when playing. That's the aspect og Subnautica was superior in. You were alone. With an exception of one creature trying to talk to you, sense that any other human being that could have been alive till you learned they are not (Yu or Keen storywise possibly perishing while Riley was stacking on acid mushrooms or in other part of crater). Since the 2 is going to be multiplayer, that aspect seems unlikely to recreate. In regards to levis and difficulty. In my opinion it should be possible to attack leviathans and deal dmg. However, it should be hard to achieve. That's why I would actually agree with removal of stasis rifle. If the player wants to go on hunt, they should be prepared by other means then remove enemy's ability to defend. Make us able to grab onto levis, make dodging attacks intuitive and rewarding. Right now the most interesting way to fight those creatures was to go into PRAWN, grab onto levi, drillarm/punch while close, if you get bitten and low vehicle hp then retreat and try fixing before next attack. It should be high risk, high reward thing. It does not need to be any gameplay advantage, but a trophy for doing something hard would be interesting. However on the other hand, player should not be encouraged to exterminate all levis. Maybe by making their existance provide something important for the biome, or only a live speciment producing some materials you would need. There is also a possibility that there could be leviathans migrating from the void to replace dead ones after a few days. Or a youngling shows up in biome from somewhere and will grow with time.
Id say when it comes to the perimeter defense system on the seamoth/seatruck, don't remove it entirely or remove its ability to prevent grabs, make it so that you can't spam it. This could be done by making it a much more energy-expensive ability that would risk stalling your vehicle out in dangerous waters if you spam it once you burn through your energy, or have a significant cooldown between uses (in-game lore can say that the seamoth's systems permit that ability to only be used once for a certain period of time to prevent catastrophic damage to electrical systems or something). I would personally love to see them do more with the dead zones, especially unique, particularly large leviathans and possibly some other abyssal organisms native to the zone. In our IRL oceans, the average depth of ocean basins (which I assume is what the dead zones are, effectively open ocean) is between 4 and 6 kilometers, which none of the areas intended to be playable in the game even begin to approach in terms of depth. Also in the real world, there's fauna that are specially adapted to living at such great depths, such as with bioluminescent lures and the loss of skin pigmentation due to the lack of natural light. The tie-in to the ghost leviathan life cycle in the original subnautica is a start, but the abyssal chelicerates in Below Zero feel a bit uninspired. Parallels to real-life organisms like oceanic white tip sharks closer to the surface, which are excellent at conserving their energy between meals, and deeper water organisms like vampire squids and angler fish would make the dead zone more interesting, on top of unique, particularly large and vicious leviathans, of course. Maybe make it so that in the postgame, you're able to further upgrade the depth modules for your vehicles to explore deeper into the unforgiving depths of the void to see all of the terrifying creatures that call the open and deep oceans home.
bro hael naw, i loved my stasis rifle when i had it, killed every leviathon possible with it in subnautica....felt very weak when i found out it wasnt in below zero 😅...so pls atleast subnautica 2 should have the stasis rifle....also leviathons shouldnt be invincible, i mean cmon, hunting leviathons is already challenging and fun and gives a sense of achievement and power ;)
Yea, he tries to do subnautica 2 for the best veterans that beat hard mode mod like an easy mode If it will be like he says NO ONE except veterans that beat hard mode mod like an easy mode will play it
I agree with almost everything said in the video, except for the part about the "land" areas. For me, the zones outside the water were something different and interesting. The problem with them was that it was obvious they were added as filler since the gameplay wasn’t well-designed for those areas. In the end, you spend about 80-90% of your time underwater. I’d definitely like to see similar zones again, but with improved gameplay mechanics.
I totally agree with the land maks in subnautica games, they should be either small or hard to get to that makes the journey on them a lot more memorable
For sleep - how about a don’t starve insanity mechanic, where not sleeping leads to hallucinations, slowed movement speed etc. you don’t HAVE to sleep, but you’ll want to to keep the hallucinations at bay
There should be a hyper-aggressive leviathan that will follow you. It should have heavy spawns in a select few biomes but can spawn in any biome on uncommon occasions. Also a creature that will track you from great distances and will ambush you suddenly. Not like how the Reaper ambushes you, but how the Shadow leviathan ambushes you.
Every biome should not have a reason to go there, some of them should be find by player just by traveling. And Below Zero is underrated and can’t understand the hate towards it. The lands in Below zero is one of the best biomes. Trying to survive there was hard and horrifying.
Agree? Disagree? Think I missed something?
I agree
You also look pretty sus becouse of the crewmate behind you
I mostly agree with you but I like multiplayer.
I disagree with making leviathans unkillable and making the perimeter defense system not work doing the grabbing animations. I guess the no killing feels more artificial and annoying in some cases, while the perimeter defense solution seems frustrating and also artificial as there isn't a reason it shouldn't work. Maybe just needing a much higher charge to affect leviathans making it a real worry that if you over use it on top of waiting for the recharge, you will run out of power. On top of maybe nerfing it a little bit? Making it a longer recharge time and more power maybe? though am unsure as nerfs often can be annoying and risk just making it not worth having or using.
Imma be honest I think your points are garbage and the make it more scary is kinda hard to do because familiarity
I mostly agree with you but I also think that perimeter defense should temporarily stun a leviathan instead of it not working. Also leviathan’s that you meet near the end of the game are immune to perimeter defense making the end game a tad bit harder.
I personally don't agree with the game forcing you to explore every biome, I think that every biome should've something important to progression, but I think that multiple biomes should have that, so instead of forcing the player to find a specific place to get a material, they should have to find one many biomes where that material can be found. Having secret areas that just look cool or give cool lore and such is great, as it helps the exploration feel less forced and in my opinion also helps immersion.
So yeah basiclly this is one of the parts of Subnautica that don't need changes to be honest.
i think there should be some general reason to visit each biome on its own but thoroughly exploring the map should be completely up to the player and be rewarding for different reasons that aren't essential to completing the game, as it adds replayability
You are right, also by not forcing the player to visit every biome in one playthrough improves replaybility and make the gaming experience much more unique for everyone.
what if instead of a biome being required for game progression a biome will always have something for the player. an abundance of a resource, achievement, collectable, unique gear, lore. just something, anything to reward a player for exploring.
instead of every biome being "I have to go there," it should be "I have to go there to get this."
I believe that's basically what he meant by "forcing" you
The thing about subnautica that I love is that it doesn’t necessarily make you scared, it makes you feel dread, like there’s something there, just watching you and you have fear because of it
Well, first Subnautica literally has the lore implying that Warpers are watching you at all times.
Except when i hear a ghost behind me as im just getting out of my seamoth
the fear comes from being the only one in a large open ocean with known threats that could attack at any moment. Having patrol ranges would make it more thrilling.
Nah it’s fuckin scary bro
Thats so true im playing with nitrox with a friend and the grand reef which I know has 2 ghost leviathans but they were missing which I knew was a bug but I was immersed enough for it to heavily unnerve me
The sleep point seems kinda silly, it’d be a thing that could very easily just be annoying. Though, having nocturnal and daiurnal flora and fauna, or giving different behaviors based on time of day could both be pretty cool (say, a plant that only opens up to have its resource be collected during the night).
That could then make building a base and bed useful since you’d be able to decide what threats you want to deal with, or which resources you want to collect.
Most of the rest of the points though are pretty good
I dont think it should be necessary, but they should add the ability to sleep through the day and wake up at night. That way players will be encouraged to sleep because doing so grants access to different resources
they could make it so that there is an actual affect , like hallucinations and slower swimming
Perhaps the sleep mechanic could be used to provide a buff instead of just fulfilling a need? For example, something like the Medic's overheal in Team Fortress 2? You can heal yourself up to full health using medkits and such, but sitting down to take a nap in the cockpit of your submarine or a bed could provide a temporary overheal to give some extra protection as you explore. Or something else like a temporary boost to oxygen efficiency, movement speed, etc.
Basically, if sleep is added as a mechanic, it wouldn't be something you constantly look at like oxygen, food, water, etc. It could instead be a temporary buff so people would naturally want to "rest up" before taking on a particularly dangerous mission for that extra boost.
I agree here, adding a sleep system with no incentive to be out at night basically invalidates the day night cycle entirely. Having it be a bar you need to keep tabs on every now and then might be fine especially if it can be disabled. Maybe also make the sleep duration fixed and you can't immediately sleep again until your bar is low enough so you have to think about when you do it in case you end up waking up at night and can't then skip the night phase.
Something I always do is just hiding in the lifepod whenever it’s night time so adding a reason for me to grow a pair and go get some cool resources MIGHT get me out of the lifepod
first of all I don't agree with defining Subnautica as an action game, at most for me it's an exploratory sandbox game, then I think that there should be a minimum of land on Subnautica 2 but as little as in the first game, and the last thing I strongly disagree with is giving you the means to kill the leviathans, because the game clearly discourages you from killing any creature as they don't drop anything and therefore it's as if it were a waste of time to kill the creatures on Subnautica, also because, if you remember the story of the first game, the game begins with a simple selfish goal of escaping from the planet but as you progress in the game the goal evolves into saving the planet in addition to your escape, making you interested in the flora and fauna of the planet, and with this I mean that the leviathans are just creatures like the others only much more dangerous, but that doesn't make them bad, in the game therefore they are mainly obstacles and not bosses, avoidable obstacles as they have a movement pattern that allows you to avoid them without them being noticed (except in the final part of below zero which I didn't like for this reason), but I absolutely agree with the fact that the leviathans' ai needs to be improved to punish you more if you get caught, but the leviathans should NOT become bossfights.
A yes then I agree with making the various biomes more useful by giving you more reasons to explore but I would still like optional and not necessary biomes, because below zero makes you explore the whole map to make you finish the game but then after that you have nothing more to do, unlike Subnautica 1 which even after you finish the game you can still explore and discover new biomes.
Wonderful take
Agreed with everything, making secret and optional biomes in my opinion also makes future playhtroughs more fun as you can still find new stuff, for example: I watched Subnautica videos long before I played it, so I knew a lot about the game, yet I still found new stuff, like the Underwater Islands area, which blew me away.
May I add, they shouldn't bring back the statis rifle as it is, they should atleast nerf it, so it needs a time to reload or something like that, cause that thing is overpowered in the base game. Same for the repulsion canon, I didn't know until now that you could repulse a LEVIATHAN 10 TIMES YOUR SIZE with it, like wtf even is that ? You should be scared of Leviathan and try to avoid them, not run into them and push them away / block them for an eternity
+ they could keep things like the perimeter defense, but nerf it. It is okay if it scares a tiny creature, but a leviathan should still chase you and not run away like that
I agree subnauctica 2 shouldn’t do action but stay with being an exploration one
I think the reason they don't have sleep is because subnautica is 10x more terrifiying at night
@@prolionaand beauttiy
I think a deprivation mechanic would be pretty neat if it causes hallucinations or mini-jumpscares (similar to how the Emperor speaks to you in the original game), but instead its a faint vision of a hostile creature staring / growling at you (respective to the biome you're in)
id add a leviathan that stalks and prowls the night in a random biome as a swimming nightmare where you can choose to sleep to skip the night or face it if you dare to
That point is really important. The first time I played the game I was so terrified that I just refused to go outside of the shallows at night. I couldn't remember the last time that I had been that scared of a video game. After I played the game more and got more comfortable with it, I got less scared of things overall. Letting me just skip through the night it would have been robbing me of a very valuable unique experience.
@@the_ej1970 Basically, the equivalent of the Phantoms from Minecraft?
13:39 Bro you are OVERTHINKING the mechanic. The Reaper simply does 80 damage per bite, if you are unsuited and have 80 hp or less, then the "swallowed whole" death animation plays.
PS: The reinforced dive suit halves all creature attack damage, meaning with the suit, the reaper only does 40 damage per bite
so its just a death animation
The reinforced dive suit won't stop the swallowing animation if you are under 80 hp though.
@@Op_isgoated1 ...... yes....... actually I overcomplicated it
@christianwilke305 Nah, it halves the damage to 40
The experience he had with a reaper (6 seconds to death) was my first experience with the chelicrate.
First thing is having old PDA voice back…
It just had different vibe feeling
i totally agree with you on this one!!
True
I feel like the point of the original PDA was to give a calming, clear to understand, robotic voice which gives you information and updates when required. The BZ PDA sounds like I'm listening to some random over the phone while they make terrible jokes. Dry humour is better than shit humour.
PDA: "In the control room, you can change base lighting and colors, rename your base, and see information about power and structural integrity. But not the integrity of societal power structures." Like, where the fuck did that come from? Shut the f up.
@ 100% agreed
AND definitely update the voicelines. Like the OG one where it says "Multiple leviathan class creatures detected. are you sure whatever you're doing is worth it?" is so much better than the BZ one
Sea Dragons didn't come up to the surface to kidnap a Reaper because the cave system they went through was under the crash
Would have been cool if they kept the original hole behind the crash site and played an animation of a reaper getting dragged down for players confident enough to explore that side of the ship. Also gives us a reason to go back there
@@ZGh0st1422 yeah they should make sure the players see a lot of valuables around too, that way they’ll have to come back
One time i was playing subnautica in creative and i went to the back of the aurora with the no fog command and i saw a sea dragon, I didn’t even spawn anything in yet.
this isn’t part of the lore anymore there is an entrance to the lost river with reaper skeletons
In the beta there was a lava zone entrance in crash zone so ig confirmed
had a wayyyyyy cooler idea than removing self defense module.
Make certain creatures overpower it,
Imagine this, you THINK you're safe from a leviathan because you have a self defense module, but when you use it, it's absorbs the electricity and reflects it in the form an EMP. Utter Horror.
Ah yes, an electiricty redirecting leviathan, truly terrifying
“Parry this filthy leviathan!”
“OKAY”
@@YisehakKebedqethefirst *proceeds to disable your Cyclops or whatever*
That is what the crab squid did in subnautica 1 & it was in fact terrifying even though the crab squid pretty much only disabled your devices & nothing else.
Yes but make it a specific type of leviathan
Best part about the land in Subnautica, was when you first find it you go crazy that you’ve actually found land in the first place! And that both were filled with lore for the story and good resources
Biggest part of below zero that made it less memorable for me is that it felt like you were guided through it, I mean as soon as you land you get sent a location that sends you to a base that conveniently has a map of every other base, and at base you even find out where Margarets base is! Less hunting and exploration because you’re just told where most of the stuff is! Plus ain’t the craziest fan of its story like how is Margaret even still alive? And that you can just finish the game without curing the leviathan at all
Margaret is alive the same way everyone on sector zero is (presumably the synthetic cure on their diets), no important character ever confirmed to have died from the bacteria, maybe just 1 of the people in lifepods, you can say bart was but the blood on the floating island may say the crabs got him first
Very true I recently played through both the games again playing BZ first to see if me not having Subnautica fresh on my mind my opinions would change sadly not.
My theory for Margaret being alive is that all the Leviathan class creatures in the crater had some resistance to the Kharaa bacterium, hence why you never see an infected Leviathan in the first game, most likely by producing a substance in their bodies similar enough to Enzyme 42 that it would either halt or cure the Kharaa infection. Margaret would then ingest this substance while eating the Reaper while drifting between the crater and the polar region. This would allow her to survive the kharaa infection long enough for the sea emperors to be released and eradicate the kharaa.
@@cathygrandstaff1957 Yeah, it's said that the Sea Dragon Leviathans had a similar resistance but they were to dangerous to extract compared to the Emperor, so it would make sense if others did.
11:00 What ruins my immersion is when ur standing in lava and the temperature is only 70C but standing at the centre of a hydrothermal vent gets to 100C
As someone who just beat subnautica for the 3rd time, i love the fact that most biomes dont have specific resources and blueprints, forcing you to get there. With each playthrough, i feel like im experiencing the game again for the first time because i didnt explore a biome in other playthroughs.
2nd run i explored sea treaders path, mountains biome, and the crash site for the first time, i started facing danger
3rd run i explored crag field, blood kelp trench, bulb zone caves (which was very sketchy), and dunes for the first time. I barely visited the mushroom forest, since i explored it heavily in runs 1 and 2
HOWEVER, its nice and refreshing until i get to the lost river, as there isn't an alternative biome for nickel and crystalline sulfur.
i just want really big vehichles again, making myself a gigantic mobile base was an amazing experience in the first subnautica.
Yes. BIG, not so skinny and long it cant turn without bumping into something
I like the cyclops, its amazing.@@orange_turtle3412
The cyclops litterly fits everywhere.@@orange_turtle3412
I did an entire playthrough with only the moon pool, cyclops and prawn suit.
The Cyclops is such a contradiction though. It's totally awesome! Climbing into it for the first time is an iconic moment in gaming. But once you get it, you basically have no gameplay reason to build anything else, especially once you unlock the thermal reactor module and are completely self-sufficient.
I actually really liked the Seatruck for that reason: the modules were useful, but not enough that you could live in the thing forever. You had to build bases, and it made sense to build them in different areas for ease of access.
Cyclops MUST be resurrected
Edit: good comment get good likes. Also, glad to see all agree, and I agree with the ideas like an architect submarine
Think bigger, a multi manned vehicle.
@@NickPlazma like the cyclops?
Honestly I just want to see all of the vehicles return, yes that includes the Sea Truck I feel like it's a good mix for those who like the speed of the Seamoth along with having some of the capabilities of the Cyclops. Now my personal opinion is the Sea Truck should have just been an alternative to the Cyclops and Seamoth instead of replacement.
Although keep the Snow Fox in purgatory. I don't want to ever see that thing again.
@galacticgamer8760 yes. Snow fox sucked. Maybe something different than the prawn suit as well?
@@emmettcongleton1445 I feel like getting rid of the Prawn outright is a bad idea its to iconic, maybe we should get a successor to it. Prawn Suit MK.IV anyone?
00:10 You know what else is massive?
The gargantuan levathan?
Cyclops
LOWWWW TAPERRR FADDEEEE
MY MOM HEHEHEHE
The urge to have ninja flash the screen whenever I hear the word "massive".
Two things you missed. One, AUTOSAVING!! And two, interior snapping on the habitat builder so you can actually place things evenly inside your base.
Edit: (optional autosaving)
tbh i love manual saving system just because if my Prawn gets ripped to shreds by ghosties ganging up on me, I can just go to a point where I was still around my lifepod, and not when I was already in this outrageous situation.
Absolutely want the snap system for interior base building. I'd also like the option to kind of cut a hole between two floors of a building with a railing, probably call it a Balcony interior module or something. Imagine a Large Room with these huge balconies connecting two floors. It would help to open things up a little bit.
Manual save is better imo cause if you fuck smth up in your world you can just quit
@@stijndingemans9913 generally manual is better ik. Auto save would be good for a dumbass like me since I just lost 6 hours of progress while streaming 😭
@@witherwolf3316so you mean like a glass I compartment connecting two floors
Subnautica 2 should *NOT* be harder to play. The main reason being the franchise is so fun & easy to enjoy casually.
Equipment like the Perimeter Defense System and Stasis Rifle are an *option* for the players that hate the existence of Leviathans. Those who want to ignore the OP gear for the challenge Leviathans offer *can do so* if they choose.
The purpose of the buggy Levaithan pathing, OP late-game gear, and % chance of grabbing are for the *majority* of players will only have 1-4 Saved Worlds. These players tend to *never* toy with any Leviathans outside of maybe *using their prawn suit* or *playing in Creative* Mode.
A harder game mode for the more veteran Subnautica fans would be the best alternative. To those who disagree with this stance: just please don't turn *Subnautica 2* into *Dark Souls:* Underwater.
Btw yea, I'm new and try to beat it but can't because I'm scared of creatures. But there is at least a way to defend or run away so it's just scare factor, if they will be a real thread then i will NOT be be playing that even if it was the best game ever
i have to agree, as a casual subnautica player i really love the feeling of power i get with the stasis rifle and propulsion gun. also, i dont play this game to struggle through fights. I dont want to be instant killed by main enemies, like maybe the sea dragon and adult ghost leviathans should be super deadly(end game boss and bounds enforcer) but it seems silly for starter players heading to the aurora getting 1 shot
@@maryedmonds4350 A great point. Creatures that fit the theme of "the biggest fish in the pond" or "out of bounds behemoth" should definitely do colossal DMG to the player.
I agree. As much as I love watching the Deathrun mod, it should *not* be part of the base game.
And for the love of God.. don't make Sleep a requirement.. Imagine trying to get through The first game's ending, in the prawn suit, going all the way through the Lava zone, and multiple facilities, making the hatching enzymes, etc. All while having to occasionally stop, and go back to your base JUST to Sleep.
And DEFINITELY Don't make it possible to skip nights just cuz ur in a Vehicle.. Half the scares in the game Come from it turning Night Time when you're already in a scary biome. Just being able to negate that (And entirely Break the AI of any charging leviathans by sleeping), would just ruin the whole game..
Also, Below Zero's way of forcing you into every biome isn't good either.. The thing that makes Subnautica So Replayable, is that you CAN Find new areas when you replay the game, because they weren't force fed to you in every run like they are in Below Zero. It breaks all immersion to Have to go everywhere on the map, because it Feels like there are no open world elements.
Half the terror in the game comes from exploring new areas BY CHOICE. Forcing it completely takes that away. I really hope they lean into the original Subnautica, instead of Below Zero for a Lot of this.
The lack of ohk’s in this game was intentional so that you typically suffer heavy damage and retreat to a nearby safe spot to process what just happened while the threat is close by rather than respawn in your base and process in the absolute safety of your home. That kind of fear wears off a lot sooner when you’re able to make sense of it.
“Woah, I just took a lot of damage and that thing was huge! I better run away! Is it behind me? Is it following me? Am I safe?”
“Woah, that thing just killed me! I didn’t see it very well, but now I know it’s out there. Ah, man, it took me 20 minutes to get there! This will be an annoying trek. Guess I’ll just be on the lookout for that thing on my way back. I have to go there, so uh… yeah, I have to go there. I just have to be careful.”
You said it perfectly
Absolutely. One of the highlights of the game imo is the adrenaline of escaping an attack. Just because people who have replayed the game a bunch are bored doesn't mean that they should be depriving newer players of that experience!
One of the MAIN reasons Subnautica managed to illicit such feelings of horror, awe, etc., that you forgot to mention: Simon Chylinski's sound design and music. As you drop into into the Blood Kelp forest, the music that starts there, after many play throughs, still gives me heart palpitations.
Unfortunately, they lost Simon, and I don't think he'll be back.
You are correct, his music is amazing
No land? Terrible idea. One of the best decorations in both games has been plants. Can't decorate with local flora if there's no land to get seeds/samples.
They shouldn't do what Subnautica-like did by any means, but your base would get depressing extremely fast without plants. It's a psychological phenomenon humans experience. We simply need some level of engagement with nature in the spaces we live. It's why adopting a pet or taking care of house plants can dramatically help alleviate depression.
If anything, we need MORE plant/decoration variety. Subnautica Clone did this wonderfully. It added loads of posters, knickknacks, and dumb stuff like a hotplate
I think what he meant was, don't let the games focus too much on land.
Below Zero had the problem of most of the game taking place far too much on land and that defeated the purpose of the game being called Subnautica. There can be land, just don't let a lot of the major parts of the game focus on it.
I have a completely opposite feelings. Base must be as efficient as possible with easy access to what you use the most. During my many playthroughs never have I ever put a single plant in any of my bases, apart from bulbo trees for practical reasons. I don't think I have ever built anything more that a tube, multi purpose room and a moonpool 😁
@@destroybootWhat's important is players having the choice.
@@destroyboot Yeah same here honestly. XD
Multi purpose rooms for Lantern Plants and reactors and moonpools. XD
I guess you must be blind or deaf because he said very little land just like the first game, why tf would there be no land in a survival game or in the ocean? that's just an empty water bowl buddy so obviously that's not what they're gonna do, but the 2 islands and the little of the reef and mushroom forests we got would be enough for the second game, below zero was too much land for me to make it way less scary.
2:42 i actualy really like the fact that you dont get directed to every place as a player. A big thing from subnautica was that you yourself get to choose how deep and far you go. So that there is even more to see, kind of as a optional side quest, makes it a plus for me, who realy enjoyes coming back from the depth and still finding new areas. But i do understand that you would want every player to exeriance every part of a game tou love (i feel the same). But i dont think it should be mandatory.
Ps: srr for my English im not a native ;)
Perfect english thanks for the input!
I don't really agree in some parts like the sleeping part, and saying you directly can't sleep or not being able to sleep in the cyclops makes me somehow think that you didn't play any of the subnauticas, though I know you did
I know you can sleep in the Cyclops. The only reason it wasn't mentioned is because it works the same way a house would and there is no guarantee we will even see the cyclops in the game. The point was about how you would make sleeping work if all you have is a vehicle like the seamoth where you can't move around in it.
@ArtrodiusVids oh I understand
@@ArtrodiusVids The cyclops is required to beat the game, it's the only vehicle required (other than the rocket).
@@frtruckhe means in Subnautica 2
@@frtruck Its not though?
4:19 I am looking for the need to piss and shit from time to time in Subnautica 2, and the need to craft toilet paper or a bidet... This would bring so much more fun, realism and excitement... And when you shit your pants, because you ignored your shit meter in the HUD: game over!
hardcore mode where if you muddy the water you die all the reapers are attracted to you
Get this man on the dev TEAM!!
🤣🤣🤣@@maryedmonds4350
Agreed!
14:22 I mostly agree with you, but this right here is important, the player always needs oppurtunities to escape, to abort, and to run away. The best way to maintain tension is to make sure the player is in a constant state of fear and retreat. That's one of the reason subnautica is so terrifying, you're harrassed by these massive monsters but keep escaping/evading them by (what feels like) the skin of your teeth. However as you point out, if you don't give in to that terror and retreat, then the leviathons arent nearly as devastating or oppressive to maintain that role.
Thus in summation, the leviathons need to be harder and much deadlier(especially put of vehicle), but always with advanced warning and tools at your disposal to allow you to escape (though not always accomplishing what you meant to). I think the perimiter defense module would work better if the health of smaller vehicles was reduced and it stunned/warded off the creature for shorter, goving you room to run, but little else
8:24 Wait till he learns it’s multiplayer and oh yeah if that one section of the subnautica fandom gets them to halt on multiplayer I’ll start tweakin.
Vey excited for the multiplayer, I hope Subnautica 2 is able to cater to multiple experiences.
Fr people are so butthurt about "multi-player won't be scary" just play singleplayer
@@ArtrodiusVidsi think that the multi playerr will be fun as imagine playing with your buddy and he wants to go to like the aurora and you screaming at him dont he does that anyway gets his vehicle destroyed and dies
there should be an option for multiplayer, but i dont think they should design the game around multiplayer. a good example would be dying light. a game where you suspend your disbelief and take yourself out of the world by playing with friends because youre all playing as the same person
@@Seadragonleviathan629 Plus, Lethal Company and other horror games do this incredibly well while maintaining the horror.
Amma defend biomes.
Bulb Zone: Borders the mountains and leads to the best entrance to the Lost River, that same entrance being closest to the Lava Lake as well. (Only issue is the Baby Ghost Leviathan, but the shield generator exists) It it probably one of the best places to build a base
Crag Field: Well, you have a point, HOWEVER! Markiplier
Sea Treader Path: Also a brilliant place to build a base, Dung is brilliant for bioreactor and sea treaders unearth shale outcrops very frequently and is an infinite supply of Lithium, Diamonds and Gold.
Floating Islands: If you want to use Nuclear Reactors, the area below floating islands is a really good source of Uranite.
Mushroom caves: Aside from both of them having Cuddlefish Eggs, yeah you're right, same goes for Dunes
Best example of this is actually the Dunes and weirdly, the Deep Grand Reef, Dunes and the Sparse Reed, Crag Fields and all those dead zones that aren't the Dead Zone
I'll never forget that moment in Subnautica when I was in the celp forest near the Aurora, and all of a sudden, a Repear Leviathan came out and attacked me. I was shocked for like 10 seconds, constantly repeating, "But that's impossible he can't go there!" I'll never forget the depth of the limbo near the Aurora, where everything is pitch black and you don't know how deep it is, and the deeper you go the more the ghost Leviathans there become aggressive because you're at the end of the map. Unforgettable stuff.
I just had this for my first time. Didn't realize it was the edge of the map, so I took my just-built cyclops and went lower and lower and suddenly there's a ghost and nothing else around me and I power down but he's just no leaving. And man, I waited, and waited, and finally turned back on and a second one came! And I got to like 900M and it just got so, so creepy and scary and I thought I was done for and wasn't going to be able to get out of it and that was truly wonderful terror. Epilogue: In a last ditch effort I powered on to flank and raced to surface and feels like maybe the ghosts didn't pursue since I was going up, not down. But I went all the way to the top, just in case and had a lot of fires to put out.
"The Bulb Zone has no vital materials you can't get anywhere else"
*literally having an ingredient for the hatching enzymes*
Keep watching before commenting, he literally addresses this
It also has one of 3 entrances to the lost river
except what’s the difference between that and having an exclusive material? Once you have as much magnetite from that one area as I need… which I could get in one visit… why would I interact with that biome again? Maybe it’s pretty, but what do you want there to be?
The reaper grab attack is just the death animation IF you don't have enough health to survive the bite. That kind of video game logic is very common and easy to notice if it wasn't for the crab snake who does the grab animation regardless of your health, as opposed to the reaper
4:47 i think the game could have maybe sanity, like green hell or dont starve, both of these games have sanity that is drained if you dont sleep, and if you have low sanity you have hallucinations.
I hope the character(s) we play as don't talk. I feel that in Subnautica, one of the best qualities of the game is the immersion. It likely won't be nearly as immersive if they have dialogue from the playable character(s), and the way the story unfolds in the first game is just amazing and I hope they do it again.
i think the best way to approch this is with the more expressive pda, essentailly forcing players to feel pressured and take certains risks, potentaily trying to even split them up like glados in portal 2.
The thing that will ultimately make Subnautica 2 stand the test of time is good mod support. Just make it as mod-friendly as possible. Hell, just add a dedicated mod tool! One that is easy to use and where every game asset/system can be edited or repurposed.
After seeing modded subnatica videos im scared about what subnautica fans think good mods are because half of the popular mods that you see in videos for subnautica 1 are terrible
@GOLD-gr8hg I agree
I want environmental hazards like whirlpools, strong tides, sharp rocks, and more. Improve the game feel of bring affected by them. in 1, getting poisoned felt so confusing because you move through the hazard zones causing it as if they weren’t there to begin with.
16:40 - Just make it so that anything in stasis simply can't be harmed. You can still scan it, but you can't affect it due to the stasis effect.
I’m sorry, but basically every single point made in this video is flawed or just straight up wrong.
Land isn’t bad, it just depends on how it’s implemented.
Mandatory sleeping would be tedious and wouldn’t add anything special/useful nor would it be fun.
Making a game scary is easier said than done. Any game becomes not scary when you get used to it, and ‘scary’ is subjective. Sure, I agree, the game should be scary, but I cannot ignore the fact that I was terrified at my first playthrough, but now I toy with reapers for fun on my hardcore save.
Making every and all biomes mandatory to visit will just again be tedious and it would make the game feel too linear in its path to completion. I don’t want Subnautica to be ‘go here, now go here, and then go here’ to systematically unlock upgrades for the next biome. The charm of Subnautica was the open-world feeling where you could progress as you yourself pleased. Sure, there was of course a natural progression to biomes such as first safe shallows, then kelp forest, then most likely grassy plateus, but after that it’s up to you. You could also explore biomes you were too scared to touch in your initial playthrough in later saves making the game feel fresh and not like a waste to replay. Especially with leaks saying that Subnautica 2’s map is supposed to be 10x bigger than the first game, making every biome mandatory to explore would actually be awful. Imaging having to explore every massive biome in its entirety in order to complete the game. I, however, agree that every biome should add something special and unique, such as different flora, different mix of fauna and structures.
Making use of creatures is actually not a bad point. I see where you’re coming from, and it could be cool if Subnautica 2 allowed you to collect scales off of larger, scarier creatures for upgrades. But due to leaks, it seems one of the main aspects of the game will be to collect alien fauna DNA in order to inject yourself with to gain their evolutionary traits to help you in your journey, so it seems your wish will become truth.
Game isn’t ‘too easy’, it’s the perfect amount of easy. The game becomes easier based on playstyle. If you want to explore everything, then the game becomes harder due to the aformentioned dangerous biomes such as dunes and mountains. Sure, these biomes offer little of value when it comes to exploration, but I think rewarding going into dangerous biomes is the perfect way to balance out the difficulty as well as making every biome feel useful without treading on the chill, sandboxy feel that certain players love.
Depth already matters. All you essentially said to back up your point was ‘devs have to look at what worked in the two prior games and improve upon it’ without actually making a proper point as to what needs improvement. Just because SN BZ has areas you can’t explore with vehicles (even though SN also has that) doesn’t mean depth matters any more or less than in SN. I also don’t think/remember SN BZ maxed out your vehicle depth and forced you to swim further down for blueprints for new depth modules. Every new depth module was within reach of the previous depth modules.
Anyways, this is just what I think. It’s definitely not objective, feel free to agree/disagree, but these are just my thoughts after watching your video.
I agree with you
Disagree on leviathans and biomes for the same reason, it's an exploration game and should be enjoyed as such. Also disagree on sleep, the water and food mechanics of subnautica were never anything more than annoying to me, i don't need another added in lol
Fair enough
Nah i like the alien yapping the problem was robin because its a character that has a story and whatever and isnt a silent protagonist. Subnautica 2 needs a silent protagonist like the 1st one so its more immersive
THIS.
Below zero broke the immersion completely by having a voiced protag
A correction I want made is to fix the scale. The reaper looks like it’s about the size of 2 school busses (≈22m) but it’s actually 55m long. The same applies to much of terrain. It seems so much smaller than it actually is compared to the player. I feel what causes this discrepancy in the scale is a result of three things. One is the base FOV. The small FOV on consoles makes things feel much smaller than they really are. Another would be the player’s swim speed. You can swim something like 15-20m/s in the game which is about 33-45mph. This makes everything around you seem small since you’re flying past things like a car. In fact, if you’ve ever gotten out of your car to see the scale of objects on the highway, you’d realize how massive everything is once you’re next to them and not moving. The same thing applies to subnautica. The third is something that can’t be fixed. It’s the fact that the game is rendered on a flat screen so you loose much of the sense of scale that way. Obviously they can’t fix that. The only remedy would be to play in vr.
Please tell me exactly what good and enjoyable game play does sleeping bring? If you want realism go outside, games are fun first and foremost and mechanics like sleeping for no other reason than "realism" is completely moronic.
It’s a survival game, you realize that right? Most other games in subnautica’s genre require sleeping, it’s not a crazy thing to mention
Subnautica- Underwater SURVIVAL game
@@ZGh0st1422 give me atleast 10 survival games that require sleeping
@@ZGh0st1422 While it isn’t anything crazy to mention, I don’t see how it’d make the game more enjoyable. Sure, if it was something you could choose to select on and off, then I could understand. But otherwise, I don’t see how it would make the game any more enjoyable.
I’m not sure about you, but I spend a lot of time every time I go out exploring or to get something. I spend sometimes multiple hours just going and collecting resources. It would just the game significantly more tedious.
@@Mr._Klonk not every feature is for player enjoyment, if it were genres wouldn't exist. You guys are so gung-ho to complain about game design when you simply don't understand it. You can have ways to sleep without going all the way back to a base, you can literally stick a bed in the cyclops. If you don't like survival games, don't play survival games
"Imagine if we had to.." In Deathrun Remade Mod... you have to get scan a river prowler for a Mk2 Reinforced Dive Suit, and get scales from a lava lizard to build a Mk3 Reinforced Dive Suit. Everything costs more to build, the air is unbreathable until you fix the drive core, creatures do more damage and have increased aggro (which increases as your technology and survival duration do), and everything one takes for granted in the regular game (even with "Hardcore" mode) feels like a necessary Godsend that came at just the right time. After 12 hours of playing, you find yourself remembering when you had one tank and no knife. You workshop and reconfigure your habits. Decompression sickness causes major damage that can just about one-shot you. Biters and sand-sharks become a real problem in the Grassy Plateaus. Stalkers in the Kelp Forests will kill you in two hits before you get a protective suit. You need plants from all the most dangerous biomes to craft the Seamoth, and to get 7 Prawn fragments for the suit, which you'll need nickel ore to make, and you also need nickel ore to make the Seamoth Depth Mk2 Module in the first place, so... a deep dive with no protection it is. I've had Reapers jump out of the water onto land at me. Warpers phase through the underwater hanger dock of the alien gun structure, and had to get 1000 yards away to lose a leviathan. There are so many cool differences in Deathrun Remade, I don't even know where to start. I was just starting to find out how useful the inflatable bladder is for reaching the surface until I found this mod... and now such a tool becomes a death sentence. Hahaha.
Disagree, but I agree with some comment saying not to make the game harder, but make a certain difficulty for veteran and casual players alike.
What I want for Subnautica 2:
-A combination of Subnautica 1 vastness & Below Zero's detailed bioms: While many of the bioms in Below Zero are individually beautiful, as the whole Below Zero lack the vastness feeling of the original. I want the entire world feels like the original, while many individual bioms feel like Below Zero.
-An Atlantic- style sunken city: After Subnautica 1 & Below Zero, a single water structure can hardly impress us anymore. The truly huge sunken city may still do that though.
-Several side quests to follow: Something like an Elden Ring's style of side quest would be appropriate here I think.
-A submarine larger than Cyclop: Id love to see the concept of a mobile base be pushed to the absolute limit. While I loved the Cyclops, I was a bit disappointed that I couldn't build the water filtration, or a nuclear reactor on it.
Cool ideas
The scariest thing would be if you needed to get a crabsnake egg from those mushrooms. U never know if there will be one lurking there is not and just have to take ur chances
4:19 Sanity meter that refills with sleep. You might hear More scary noises, Maybe you might see more scary monsters. The lower gets the worse it gets. Your character passes out and if you're not in a safe place you might just be dead.
Using each biome during a story will just bloat the game. Having boost to certain resources or the blue prints makes so you have reason to go there. They could add in special/funny blue prints can have good reason for any player to go there especially replayers. In the sea treaters path could have been an upgrade for the Seamoth letting it go down to the lava zone but not having a heat shield would balance it.
Im gonna riot if they make night skippable by any means. Even if there's a somewhat cool gimmick that you have to beat by sleeping, i just wont ever agree with a skippable night phase
Actually, there is a reason to explore the caves in the Mushrooms! They give you two more lil Cuddlefish to chill with you around your base.
That is true gotta love those little cuddlefish, but you can find them in lots of other areas. Besides that the caves feel baron tho sadly.
From one small creator to another (I just passed 10k subs personally) You’re going places. Keep up with this vibe of video, and this style, and you’ll be set man. I wouldnt be shocked if you were at like 50k subs by years end if you keep a good upload pace.
I really want to see some crazy deep biomes in the new Subnautica game that are at depths like 2000-3000 meters down at the very least This was planned in the original game because there was a Scrapped Cyclops depth module That Was made out of reefback dna and it Gave your cyclops like a 2800 metre crush depth
ooh that'd give them a great opportunity to add in freaky deep sea fish
You made many excellent points & I couldn't have said it better myself. The only minor thing I disagree with is the sleeping need. We have always had the option to sleep. One of the scariest parts of subnautica was being out exploring all day only to get caught in the dark on your way back to base, & the terror that comes with that. & seeing all of the bioluminescence come to life at night was beautiful. If I am not mistaken you could build a bed in the submarine in subnautica 1.
But among other things I do want the devs to bring back the terror & dread from the first game. I played BZ once & then never picked it back up again. I replay Subnautica 1 at least 1-2 every year. I loved the very deep & open expenses of subnautica & not being able to see the bottom. It was much cooler than the many caves of BZ. & definitely yes to putting more meaning in all biomes & making the creatures a part of that. I think that would add a lot of depth to the gameplay.
Great points
I think if they implement sleep requirements they should do so in the way Dredge does, that is if you don’t sleep you start hallucinating. Maybe at first the hallucinations are just hallucinations, you start hearing Reapers where there aren’t any, then as you spend more time awake you start to see the Reaper swimming around in the corner of your vision, but when you look it isn’t there, keep staying awake and it will start appearing randomly to attack you, but doing no damage because it’s not real. Then finally if you keep staying awake it will actually start damaging you, at this point you’ve pushed your sleep deprived body past what it can take and have suffered a heart attack. But I also don’t think the game really benefits from having a mechanic that forces the player to sleep. Minecraft doesn’t even benefit from it beyond giving you a mob that drops something you might potentially need. The best games that require sleep use an energy/stamina system where sleep replenishes your daily stamina so you can keep doing stuff, subnautica doesn’t do that beyond maybe that oh crap moment when you realize your base is about to lose power so you sleep through the night so the solar panels can start working again.
Leviathans should actually be made either unkillable or they can be killed but respawn after a set period. IMO they work best as permanent floating threats that you’re really meant to avoid instead of engaging with. Although I do like the idea of being able to harvest a scale for crafting, this could be done either from the creature itself or found in the surrounding environment the way the stalker teeth are.
Personally I think the land segments only work when it’s a small amount of land, the type that can be navigated on foot. The problem with Below Zero was both that there was too much land and that the cold mechanic meant you couldn’t really navigate it on foot for any length of time and there wasn’t actually much to find on land. Compare that with the Floating Island where the only limit on your time is how many supplies you have, but you find a lot of high value items including grow beds and food plants.
RE: the creatures clipping in and out of walls vs creature interactions - it's a really tough balance to strike there.
the interactions became animations in BZ because the leviathan interactions in SN often resulted in players being clipped through the wall and thrown out of the map. it's possible we won't get those interactions back because of this but we'll see!!
I think that were they to include more land biomes (which I think they should), they should have various water enviromments within them, like lakes/lagoons and rivers, I feel like that’d open a lot of possibilities
I don’t think that going to _every biome_ should be necessary to complete the game - the resources/blueprints found within them could be used for post-game stuff, which is something they should definitely expand on
And I think the darkness is reason enough to sleep away the night in the previous games, which is why I think they should rather encourage the player to stay awake than give them further reason to just sleep through it. This could be done by adding things such as nocturnal creatures that produce essential resources, forcing you to wait until nighttime for them to come out
Besides that, I agree with your ideas for thr most part
Really solid ideas, I really like the lakes/lagoons and rivers idea!
The Bulb zone is a valid place to grab an Alien Containment recipe, and a Water Filtration Machine recipe. Sure, you can get both elsewhere, at the Degasi bases. But there are several nice crafting recipes in the Bulb zone, and it's chock full of awesome resources once you can drill.
true that
"GRAB ATTACK" IS THE KILLING ANIMATION, THE REAPER DOES 80% OF YOUR HEALTH ( I Think) IT'S NOT AN ATTACK YOU MAKE ME TWEAK TF OUT BRO
Fr, the entire time I was confused why he was calling it an attack, since I thought the animation was just getting killed.
No to the sleeping idea. Food, water, power, structural integrity is enough. If you want to include sleep just have timed events like certain mats/life forms only come out at night/day and so you sleep to speed up time to collect those mats at those times.
Bring back the terror is a massive thing that below zero lost mainly because of the focus of the land sections. The deep oceans need to be a bit darker, more risks that are actual threats, huge shapes/silhouettes in the darkness. Visibility in the deep is much less than what the game allows.
Absolutely agree the threats from levitation class threats should do more damage. If a Great White got you, you're dead. So should it be in this game.
They should make a biome that is very deep and very open and bring the atlas into the game
About the defensive equipment like stasis rifle and repulsion cannon, they could make different gamemodes, like vanilla/easy, where everything is available, a medium/hard one where maybe only the repulsion cannon are allowed, and a very hard/hardcore one where NO defensive equipment except knife is allowed.
I actually like some of these but here are my suggestions and what i agree with for the next game:
-It needs another large industrial vehicle, ideally with the ability to dock at least 2 smaller vehicles, i want this mainly because Subnautica 2 will have multi-player.
-Yes, specialized and equally important biomes are a must.
-Yes, land gameplay while cool is not great for a game about ocean exploration.
-Yes, the defense system made BZ's endgame way to easy and definitely needs rebalancing.
-I would like to see a comeback of the Hull Reinforcement module. In the original it only reduced damage from collisions which was kinda useless. Maybe the "Seamoth" vehicle from the next game could benefit from this module with proper damage reduction instead of the defense system. This way you still keep leviathan encounters as a threat without putting the player into too much danger.
-Also they should further expand on agriculture. The salads from BZ were really good and gave you an adequate reward for making a nice greenhouse. They should definitely expand on this and add more op consumables, maybe even ones with special temporary effects such as increased speed or health regen.
in my most recent playthrough of subnautica, i went to the crag field and a few others because they were the only ones with certain minable resources, large silver deposits, but other than that i had no other reason to explore it, i get what you mean and i definitely want this type of change in sub 2!
The reapers grab attack never happens at 81-100 health and always happens at 1-80 hp
ironically I'm literally preparing to kill all three sea dragons in my current playthrough simply because I can't kill the warpers lmfao
the game does a good job at making you use the prawn suit in the final area though
- the seamoth is great, it's fast, small, evasive, and can go anywhere it can fit since it's not stuck relying on legs or a grapple, which could easily mitigate the warper threat and allow you to escape the sea dragon more easily. it would be my vehicle of choice for the lava zone if not for the max crush depth being only 900 meters
- the cyclops would also mitigate the warper threat, but you still can't park it anywhere in the lava zone unless you want lava larvae (which I don't want to deal with even if I do have the thermal reactor and shield generator)
- the prawn suit remains the only option. the thing I don't like about the prawn suit specifically is the movement. it's slow, gets stuck on small objects and small bumps in the terrain, and the grapple for some reason is programmed to have input delay.
the movement of the prawn suit tells me it is built for fight, not flight, so fight I shall.
6:15 MY SOUL LEFT MY BODY
My bad bro!
One thing that I think would be a pretty cool addition Would be like a feature where you could use a powercell or a battery With a Wall mounted kind of thing And add your Power and power storage from your Battery or power cell To your base's power
17:00 Erm, you can also bring your Cyclops to a mark III depth of 1700 meters, just upgrade it. 🤓
Leviathans are coded to not just instantly kill you. What you are suggesting is increasing the difficulty and tedium of engaging with Leviathans. If you just get chomped in one bite, all the stress is instantly gone. If you flee from a Leviathan and barely escape, then that instills terror. Even if you make it out alive, you still can't calm down, because you can't be sure the Leviathan has actually given up the chase or is planning its next ambush
@@enderboy-db3sh you have an entire vehicle for a reaper to get through? The chase is still there?
@ArtrodiusVids yeah, they are more aggressive when you're in a vehicle. With the very same reason to make you feel unsafe. Even in your clip for the repulsion cannon we could see that the Reaper targeted you dadter, because it didn't hit you. And because an attack on a vehicle doesn't hit you either, they hunt you down more viciously when fleeing with a vehicle
@@ArtrodiusVids Being stuck in a vehicle does not make it any better, I was in my Cyclops playing with the multiplayer mod, as otherwise, I would not have progressed as much. My friend, I played with brought us to the dunes to collect some stuff. He left on his seamoth and I was left in the Cyclops as a reaper attacked me. I screamed and it just felt so much worse, than being outright eaten or killed by it. I was stuck there, seeing the reaper through the front window attacking and staring at me, its pincers going through the glass. Ramming the Cyclops, and as I ran behind and closed the door, begging my friend to come back as he had the only stasis rifle and was the one with the Repair tool, as I left mine at the base, the Cyclops was attacked from below, pushed around, while hearing its roars. It felt just so much worse for me than it ever felt being just attacked when I swam to the aurora with a seaglide before. Maybe because of my Thallasophobia and my Claustrophobia combined. Stuck in a metal coffin, a huge thing attacking from outside.
We don’t need to sleep man
I sleep every day 😭 you telling me you live without sleeping? TELL ME YOUR SECRETS!!
@ you have to remember the subnautica character was technically at work, can’t sleep on the job alterra would have fired him
@@benandrews6616 soooo they did sleep rooms in aurora for fun
i have a bed in cyclops soo thats good
@@ArtrodiusVids so we adding temperature i the lava zone? Cuz last i checked if you step in lava u can t just bandage yourself up instantly.
I think all survival crafter's could take a leaf out of Valheim's book. You don't need to eat, sleep or drink, but if you eat things, you get more hp or stamina, or a mix of both. You eat hp stuff when you want to fight, you eat stamina stuff when you want to run, swim or work on things. Various drinks give buffs, like greatly reduced damage from certain sources, or increases speed and attack. Finally, resting at night or during storms gives you a buff, and advances the game time. It also provides a rested buff faster than just sitting in your home. And that's the other thing, building decorative furniture and decorating your space increases the amount of time your rested buff lasts, meaning you spend less time at home resting, and more time out and about working with the rested buff applied. The rested buff boosts hp regen, stamina regen and xp gain. With full comfort decor, it goes from 8 minutes to 24 minutes.
Obviously, subnautica shouldn't do this 1 for 1. But what if that rested buff gives a 20% increase to swim speed, and increases the efficiency of tools like the laser cutter, and repair tool as you'll be working more efficiently. If instead of dying from no food, you just survive on very little hp and stamina. Low stamina is deadly when diving because you can't swim to the surface fast enough. Low hp is deadly because of dangerous wildlife.
No water, sure. I'm fine with death from lack of liquids, but you can survive months with little to no food, depending on how fat you are. Me being fat, I could probably survive 6 months without eating, only drinking water. It's not healthy to try that, and I don't recommend it. You need vitamins and minerals, but it's possible. If food gives bonuses depending on sweet or savory (savory for hp, sweet for stamina), and you mix the two in meals for greater benefits, making meals at home, and producing travel rations to keep you going while out and about. This necessitates a kitchen area with a meal printer. Feed it fish and veggies and it prints nutritional meals you can eat at the table. Or it prints ration bars you can take with you that have a lesser effect. You can return home to sleep and eat, then go out exploring. Sleep gets you rested, the meal printer sets your hp to stamina ratio and you're off. Drink some water every so often to keep hydrated and possibly create better drinks to enhance your performance or have medicinal benefits.
Also, have hp regenerate at home. Get hurt, either use a hp kit or go home.
And I agree, sitting in a vehicle like the sea moth or the Cyclopse should count as a rest, the sea moth should be sitting still and not drinking gives a basic rested bonus for a few minutes, and the Cyclopse should have the same comfort system, letting you turn it into a home with a kitchen, bed and decor. It'd also be neat if the Cyclopse could house grow beds and alien containment for food on the go, and should have a desalination module you can install too.
Possibly, have the Cyclops be modular with hard points for internal and external modules. Perhaps fitting glass panels for observation on the sides, a kitchen, storage or bed, a scanner module, desalination module or alien containment pod that takes an outer and an inner, and extra drone modules, armour and defense modules that take up the outer. A custom Cyclopse.
This is just what I can think of for now.
The primitive defense system should require bigger charge depending on the species
Could definitely see that, also allowing for you to still take damage if you are not prepared and if you are grabbed you need to charge up the shock instead of insta getting rid of said creature.
When I encountered my first Reaper, he popped my sub like a bubble. I found myself in the middle of the ocean with a raging leviathan hunting me. THAT was the greatest moment of that game. All these points are spot on for my favorite game. Perimeter defense was poop.
2:10 hatching enzymes: AM I A JOKE TO YOU?!?!?!
Did you even watch the video😭🙏
@stijndingemans9913 good point..
I totally agree with almost everything you mentioned, other than some of the leviathan changes...
When you're a new player, going in blind, you first start out wary and scared of almost everything, but as the opening sections of the game progress, you get slowly more and more comfortable with your surroundings.
Eventually have to go to the Aurora, where most new player meet the reaper for the first time. If they even get attacked by it, they won't have the reinforced diving suit, or any of the upgrades on the Seamoth if they even bring it. So the reaper attacks them and sets them down to a low health, then retreats as you mentioned giving the player a chance to escape.
This leaves the player absolutely terrified of what could be out there now, and all that sense of comfort they built up is now shattered, they met an unfamiliar apex predator that they think they are powerless against, and in their eyes, they barely escaped alive.
This IS what makes the original so good, interactions with leviathans are rare and almost fatal, leaving you cautions and on edge for a long time until you learn more. If they kill you every single time they catch a glimpse of you from miles away, they become far, far more of an annoyance than that terrifying constant looming threat, making the game lose one of its strongest aspects of sheer dread and terror, rather than horror.
Then you get better tech and admittedly, the equipment the game gives you can be a little overpowered, but by then you're already comfortable with the world and the creatures scare you less anyway. I think Sethorven explained what I'm trying to say much better, highly recommend a watch of his video, its much better than most other video essays of Subnautica imo: ruclips.net/video/5h6UPSHYhG4/видео.htmlsi=lMK6zDyhe6BE9Mz_
There’s a really good video from Architect of Games about why the leviathans not being able to kill you super easily in subnautica is kinda good, actually. It’s a great watch, I suggest it.
The thing about below zero is that its missing the goal of getting the seamoth, also the tiny map but thats for another time.
Completely agree with most of the points made in the video except for the sleep mechanic and land areas.
I get that it's mainly a survival game and sleep is essential in the real world, but I feel like the mechanic would get super annoying fast. There's a lot they could do with sleep buffs (like faster swimming, health boost, etc.) that'd made sleeping worthwhile for more than just advancing time.
Agree that BZ's Arctic Spires biome is an absolute pain in the butt and I really hope they don't bring something like that back. That being said, I love the Mountain/Floating Island biomes in the first game as they are a neat little addition and give a bit of a reprieve from the constant diving. That's more than enough from a land perspective IMO since it's supposed to be an underwater survival game.
Since underwater ruins have been spotted in the Subnautica 2 teaser, it'd be neat to have some small above-water ruins areas that'd explain what happened to the original inhabitants of the ruins (similar to Mountain Island in the first game).
i think that when you get grabbed by, say, a sea dragon leviathan in a prawn suit or any vehicle, instead of doing a measly 15 damage to your prawn suit, it should stay on until you do a series of button presses to get out, and if you miss one button press, it would cost more button presses to escape, which would add skill AND danger to leviathans.
4:56 even better: what if you start hallucinating, like, a reaper appears on your screen, looks perfectly normal, but when it swims up to attack, it disappears. This would make it hard to tell what is real or not, and therefore be an insensitive to sleep so you don’t die from a real creature you thought was fake.
I think there absolutely should be biomes where the game doesn't force you to go but you can discover them independently and by complete surprise. One of my favorite aspects of the game is how free the exploration feels, how it doesn't feel forced like other survival games.
Fun fact:Subnautica 2 won't be on 4546B so new leviathans
New fears
They will never chalk up to seeing your first reaper in dunes when you accidentally went too far out of grassy plateaus
HYPE
- I do agree with giving you a reason or more reasons to visit biomes, because some places I had no idea existed or you could go to.
- Another thing I agree with is taking out having so much stuff to do on land - it's literally called Subnautica, let it be underwater!!
- However, I don't agree with making sleep a necessary part of the gameplay, unless it's optional - make it like "Creative - Easy - Normal - Hard - Realistic" - needing sleep could easily be explained away because aliens exist in this world and technology is crazy advanced, so it could just come in the form of "eat this fish/make this fish into something consumable to fully replenish energy/sleep bar" in a similar way that the bladderfish works (i.e, grab fish, fabricate into resource, carry resource easily for adventure/exploration, *consume* )
- Adding creature interactions/behaviors would be very interesting! Having creatures like stalkers interact with each other playfully, having things hunt each other, or having creatures curiously investigate the player or things made by them
- Yeah, making the lethal predators actually lethal would be very good and make the gameplay more interesting, but I do think this should still fit into game modes/difficulties or at least be somewhat avoidable if you can't avoid making it less immediate, because otherwise not as many people would probably play - I'd imagine it'd be irritating to have to go somewhere but continue getting one-shot by a leviathan - trying to find the balance between making the leviathans scary obstacles and lethal like they probably would be would likely be up to game modes/difficulties and perhaps even customization options
But that's enough yapping from me for one day-
Yeah, they should make the leviathans more dangerous. In both current games, not a single creature can do anything against the unbeatable strategy of just swimming left. (or right if you feel fancy)
What I definitely want is to have a more interconnected ecosystem. The spec evo part is my main draw to Subnautica and I want to see more of it. Give us leviathans hunting large prey, give us intraspecies interactions. Make critters hide when danger is near, make them curious, give them threat displays. With presumably an entirely new planet to explore, I want that planet to feel alive.
A upgrade to the fabricator, to give it the ability to grab everything on the base (locker, inventory ect ect) to craft. So you don't have to check every locker.
Also : - sorting button
-possibility to name big locker
there is a reason why sea dragon don.t go up is where aurora land on the way they use
😊
The leviathan and squidsharks not killing you immediately is an intentional choice by the devs. When you die in a game, and are sent back to a base, i.e. somewhere safe, it removes you from the terror of a situation going south like a reaper attack. It gives you a break from the fear and panic, and provides time for you to collect yourself and brace for the recovery run if you left a vehicle down there. By having the dangerous fauna NOT one shot a player, and instead disengage for a few seconds, the player is robbed of that decompression time. You are kept in a situation where you're escaping a reaper who will almost surely come back to finish the job, allowing more fear to be built. Knowing a trip to X depth or Y biome is a one way trip makes it a lot harder to stay afraid of making that journey. When you don't know that you're basically resigned to death, its a lot scarier. They could do to maybe up the damage and cut back on the time the leviathan takes to disengage from you, but I think to remove those mechanics entirely would change the feeling of the game in a way that is not for the best
I think a sleep mechanic would be a nice addition, debuffs like hallucinations of preditors that can spawn in the biome you are curently in(ie being able to hear reaper screams right behind you in the dunes even if there isnt one, or a phantom fish that starts to attack you or your vehicle and disapears as soon as it touches you) maybe even a leviathan that becomes more agressive the more sleep deprived players are
The reason why I love those areas so much is specifically due to the game having no story objectives in them nor telling us they exist. If the game made us aware they existed, so that finding them would not be a surprise, it would ruin the entire spirit of adventure.
@@draugnaustaunikunhymnphoo6978 think of it more like you require this item to make something you have no idea where to get it. Then you finally find this biome and it has what you need on top of everything you just said.
Idea for Subnautica 2, you CAN kill leviathans, but they can respawn until they reach a maximum amount in that area. And certain leviathans have special items.
What I mean is, yk how the sea emperor produces enzym 42? it would be cool to have certain bio products that you need to collect from leviathans that are incorporated into blueprints.
like an injection arm for the prawn suit that puts anti reaper or other leviathan fluid into said leviathan that makes the leviathan die slowly. this could also go hand and hand with the bio modification thing being implemented. as you might have to go collect reaper stomach acid and the dna of a certain creature's reenforced stomach so you can eat things raw and get good nutrients, or maybe it will help you eat certain plants that you couldnt before. maybe there could be variations of sample collection from leviathans. like bioluminesent tissue from a creature, and dna scans of a plant that grows builuminecense, to always have light around you.
This, in my opinion, would make the game more fun and engaging, because you might need certain leviathan samples to make body upgrades, to get through certain areas safely.
like a pitch black cave system that you would need builuminecence to get through. requiring you to battle certain leviathans.
Feel free to reply your opinion on my idea 😀
one of the important parts of subnautica is the lack of violence. the developers made a decision to disincentivize killing threats by making it not drop anything and limiting the weapons the olayer has acess to. while i can see that your idea is interesting and thought through. a key part of subnautica is that when your faced with a threat you have to run away which keeps the game scary, if you could/were incouraged to kill everything then it would no longer feel like subnautica it would feel like monster hunter. regardless of wether you agree with me or not part of the developers philosophy with the previeos two subnauticas is that you shouldnt be incentivized to kill things and i think its very unlikey that will change in the next one.
The subnautica devs intentionally made it to where you get nothing from killing things because they didn’t want to encourage that style of play. Unless they’ve changed their minds on that idea, it’s not gonna change
@@ZGh0st1422 It was a cool I idea I wanted to share, not saying that it was likely gonna be added
Very good arguments. Most of which I agree on.
Sleep should be a gameplay mechanic too. I wish day/night cycle could be increased so they last longer. On when the player should need to rest could be done by having an exhaustion bar that fills up gradually thought the game at different rates:
- normal one when simply swimming and gathering materials or walking/standing on land/base;
- less when sitting in a chair or vehicle in overall calm situation;
- more when fighting a creature or carrying a bunch of materials;
- a real deal when in pressence of a leviathan, on low hp, or overall in a very stressful situation.
Exhaustion could limit your peceptive capabilities (can't hear predators that well/foggy sight)/slow movements - unless in those very stressful situations, when fight or flight kicks in.
Since Sub2 is meant to be multiplayer, than it would probably require all players on the server to sleep, but option to just rest a bit so bar depletes while other player does stuff, could also be a good solution (if well balanced and possible to go afk). There could also be an option to set duration, to what time are you going to rest.
Other topic I'd like to add in regards to flaws of previous games is that in BZ there was almost no sense of loneliness. Awarness that there is 1 more human on 4546b still and constant talking between 2 characters kinda diminished the feeling of dread when playing. That's the aspect og Subnautica was superior in. You were alone. With an exception of one creature trying to talk to you, sense that any other human being that could have been alive till you learned they are not (Yu or Keen storywise possibly perishing while Riley was stacking on acid mushrooms or in other part of crater). Since the 2 is going to be multiplayer, that aspect seems unlikely to recreate.
In regards to levis and difficulty. In my opinion it should be possible to attack leviathans and deal dmg. However, it should be hard to achieve. That's why I would actually agree with removal of stasis rifle. If the player wants to go on hunt, they should be prepared by other means then remove enemy's ability to defend. Make us able to grab onto levis, make dodging attacks intuitive and rewarding. Right now the most interesting way to fight those creatures was to go into PRAWN, grab onto levi, drillarm/punch while close, if you get bitten and low vehicle hp then retreat and try fixing before next attack. It should be high risk, high reward thing. It does not need to be any gameplay advantage, but a trophy for doing something hard would be interesting.
However on the other hand, player should not be encouraged to exterminate all levis. Maybe by making their existance provide something important for the biome, or only a live speciment producing some materials you would need. There is also a possibility that there could be leviathans migrating from the void to replace dead ones after a few days. Or a youngling shows up in biome from somewhere and will grow with time.
4:19, in real life deep sea creatures surface during the night, this could be used to make sleeping more important to stay away from danger.
Id say when it comes to the perimeter defense system on the seamoth/seatruck, don't remove it entirely or remove its ability to prevent grabs, make it so that you can't spam it. This could be done by making it a much more energy-expensive ability that would risk stalling your vehicle out in dangerous waters if you spam it once you burn through your energy, or have a significant cooldown between uses (in-game lore can say that the seamoth's systems permit that ability to only be used once for a certain period of time to prevent catastrophic damage to electrical systems or something).
I would personally love to see them do more with the dead zones, especially unique, particularly large leviathans and possibly some other abyssal organisms native to the zone. In our IRL oceans, the average depth of ocean basins (which I assume is what the dead zones are, effectively open ocean) is between 4 and 6 kilometers, which none of the areas intended to be playable in the game even begin to approach in terms of depth. Also in the real world, there's fauna that are specially adapted to living at such great depths, such as with bioluminescent lures and the loss of skin pigmentation due to the lack of natural light. The tie-in to the ghost leviathan life cycle in the original subnautica is a start, but the abyssal chelicerates in Below Zero feel a bit uninspired. Parallels to real-life organisms like oceanic white tip sharks closer to the surface, which are excellent at conserving their energy between meals, and deeper water organisms like vampire squids and angler fish would make the dead zone more interesting, on top of unique, particularly large and vicious leviathans, of course. Maybe make it so that in the postgame, you're able to further upgrade the depth modules for your vehicles to explore deeper into the unforgiving depths of the void to see all of the terrifying creatures that call the open and deep oceans home.
bro hael naw, i loved my stasis rifle when i had it, killed every leviathon possible with it in subnautica....felt very weak when i found out it wasnt in below zero 😅...so pls atleast subnautica 2 should have the stasis rifle....also leviathons shouldnt be invincible, i mean cmon, hunting leviathons is already challenging and fun and gives a sense of achievement and power ;)
Yea, he tries to do subnautica 2 for the best veterans that beat hard mode mod like an easy mode If it will be like he says NO ONE except veterans that beat hard mode mod like an easy mode will play it
I agree with almost everything said in the video, except for the part about the "land" areas. For me, the zones outside the water were something different and interesting. The problem with them was that it was obvious they were added as filler since the gameplay wasn’t well-designed for those areas. In the end, you spend about 80-90% of your time underwater. I’d definitely like to see similar zones again, but with improved gameplay mechanics.
We need a larger Submarine than the Cyclops. I think they should put the Atlas in the game. Not only that, but a bigger mech suit
I totally agree with the land maks in subnautica games, they should be either small or hard to get to that makes the journey on them a lot more memorable
For sleep - how about a don’t starve insanity mechanic, where not sleeping leads to hallucinations, slowed movement speed etc. you don’t HAVE to sleep, but you’ll want to to keep the hallucinations at bay
There should be a hyper-aggressive leviathan that will follow you. It should have heavy spawns in a select few biomes but can spawn in any biome on uncommon occasions. Also a creature that will track you from great distances and will ambush you suddenly. Not like how the Reaper ambushes you, but how the Shadow leviathan ambushes you.
Does your plan involve any counterplay from the player or is it just there to annoy them to death and get cheap kills
7:55 I would say a wet is pretty scary
Every biome should not have a reason to go there, some of them should be find by player just by traveling. And Below Zero is underrated and can’t understand the hate towards it. The lands in Below zero is one of the best biomes. Trying to survive there was hard and horrifying.