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Moon Slayer
Jun 19, 2007

Counterpoint: there should never be a "scan this" icon, every time you want to scan something you should have to solve a puzzle in real time, and you can run out of air or get eaten while in the puzzle interface.

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Endless Trash
Aug 12, 2007


Moon Slayer posted:

Counterpoint: there should never be a "scan this" icon, every time you want to scan something you should have to solve a puzzle in real time, and you can run out of air or get eaten while in the puzzle interface.

I hope it’s a Pipe Dream puzzle clone!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Below Zero did a super good job of using oxygen plants and complicated locations to create almost a push your luck game of exploration. I wound up swimming down a crack in a volcano so deep I came out into the mines and was desperately scanning prawn suit fragments and grabbing rubies while panicking over where the next oxygen plant might be. I wound up having to swap my laser cutter battery into my dead sea glide while aiming straight up the mining shaft at the end and wound up on the surface at -4 seconds or oxygen 500m from my seatruck.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I don't recall ever having a scanner icon popup, so maybe I'm not the part of the intended argument here.

Tiny Timbs
Sep 6, 2008

Bhodi posted:

Since they're also the primary marketers, it's a huge advantage to cater to that sort of distracted gaming.

Counterpoint: Please, developers, do not ever balance anything around what streamers want

Yngwie Mangosteen
Aug 23, 2007

Tiny Timbs posted:

Counterpoint: Please, developers, do not ever balance anything around what streamers want

Cartoon Man
Jan 31, 2004


Tom Tucker posted:

Below Zero did a super good job of using oxygen plants and complicated locations to create almost a push your luck game of exploration. I wound up swimming down a crack in a volcano so deep I came out into the mines and was desperately scanning prawn suit fragments and grabbing rubies while panicking over where the next oxygen plant might be. I wound up having to swap my laser cutter battery into my dead sea glide while aiming straight up the mining shaft at the end and wound up on the surface at -4 seconds or oxygen 500m from my seatruck.

I love free diving into the twisty bridges basement and getting diamonds and sea truck fragments early.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Cartoon Man posted:

I love free diving into the twisty bridges basement and getting diamonds and sea truck fragments early.

If the entire game was as well designed as twisty bridges it would have been as good as the original.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
The creature design in below zero is hit or miss but the torpedo shark with predator face monsters are loving rad.

Cartoon Man
Jan 31, 2004


Pander posted:

If the entire game was as well designed as twisty bridges it would have been as good as the original.

The mushroom spore basement under the lily pad area is so very well done too. I love how alien and exotic it is. Below Zero is an awesome game but they hosed up the surface parts which is a drat shame. And the story gets boring and doesn’t go anywhere.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Cartoon Man posted:

The mushroom spore basement under the lily pad area is so very well done too. I love how alien and exotic it is. Below Zero is an awesome game but they hosed up the surface parts which is a drat shame. And the story gets boring and doesn’t go anywhere.

Reminds me of Firewatch. Lots of promise early, fizzles as the game goes on.

SlothfulCobra
Mar 27, 2011

Tom Tucker posted:

Below Zero did a super good job of using oxygen plants and complicated locations to create almost a push your luck game of exploration. I wound up swimming down a crack in a volcano so deep I came out into the mines and was desperately scanning prawn suit fragments and grabbing rubies while panicking over where the next oxygen plant might be. I wound up having to swap my laser cutter battery into my dead sea glide while aiming straight up the mining shaft at the end and wound up on the surface at -4 seconds or oxygen 500m from my seatruck.

Eh, I kinda felt like the oxygen plants tended to be too much of a breadcrumb trail, so instead of wandering and exploring organically, you just kinda see the paths offered to you and follow them. Not so much danger when you're just following the beaten bath.

It's much more obvious on the surface areas where you barely need to use any of the many ways to combat the cold because there's so many paths of heatplants and safe warm caves full of warming hot peppers. Barely any danger.

Crazy Ferret
May 11, 2007

Welp
The first time I surfaced into a whiteout blizzard was genuinely disorientating and I loved it. The weather effects I really enjoyed. The lily pads were also just incredible, almost haunting the first time I came upon them.

Yngwie Mangosteen
Aug 23, 2007

SlothfulCobra posted:

Eh, I kinda felt like the oxygen plants tended to be too much of a breadcrumb trail, so instead of wandering and exploring organically, you just kinda see the paths offered to you and follow them. Not so much danger when you're just following the beaten bath.

It's much more obvious on the surface areas where you barely need to use any of the many ways to combat the cold because there's so many paths of heatplants and safe warm caves full of warming hot peppers. Barely any danger.

I agree with this, I almost wish there was a sliding setting scale that toned those down.

Oasx
Oct 11, 2006

Freshly Squeezed

Pander posted:

Reminds me of Firewatch. Lots of promise early, fizzles as the game goes on.

What didn’t you like about it? I thought it was a great game though you could argue that the ending was a disappointment.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Firewatch's trailer alluded to a different game than the one we got. It was... fine? I guess? But I wasn't expecting a walking simulator, despite not minding those types of games. Also, as with many games of this type, having any and all of your choices make no difference to anything was kinda disappointing. Even if it did have tailored voice line responses, which to be fair is a cut about some other games in the genre.

Outa curiosity on what they're doing nowadays, I just went to the UW site, and man, what an archive of nostalgia and loss. The NS2 forums in particular.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Oasx posted:

What didn’t you like about it? I thought it was a great game though you could argue that the ending was a disappointment.

What serephina said. Good ambiance and starting premise. Thought it was gonna slow burn into something really interesting, but it dropped the ball and I was left with more of a "welp, that was an alright game I guess" vibe.

For BZ, twisty bridges, the lily pads, the mushroom, and the ice flow areas are great. And then everything overland sucked the pace of play and Alan kept taking me out of the "lonely survivor" mindset that worked well in subnautica.

Yngwie Mangosteen
Aug 23, 2007
Alan was a mistake who was trapped there by his people because he was so annoying.

Narzack
Sep 15, 2008
My son is into Subnautica videos again, and he has a stuffed crocheted Reaper that my sister-in-law made for him. He's watching reaper videos and playing with the toy, and gosh darn it, I wish I could play it for the first time again .

Icon Of Sin
Dec 26, 2008



Yea, that feeling the first time I stumbled into the Lost River is a feeling I’ll be forever chasing, I’m fairly sure.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
I've been watching Juniper Actias play through Subnautica and it's been a delight. She's had her stumbles, but it's mostly been very entertaining. She somehow managed to mess up the order of her radio messages badly enough that all of the Sunbeam messages were the ones to come dead last in the queue, including after the hunter messages, and she knew about everything at that point already, then had debates with chat about whether she should insist on the Canon Event or try to dodge it by refusing to answer the radio

anyways I just wanted to share this wonderful moment with you all
https://twitch.tv/videos/2133891522?t=4056s

the silent contemplation as she stands there with the ship powered down, followed by the Reaper just mean mugging at her through the windshield as she stares at it, it's so good

I also recently got a second hard drive to put games on and Below Zero is one of them, looking forward to booting that one up finally. I hear it's pretty flawed but if it's even half as good as Subnautica proper then I should be more than happy with it

SlothfulCobra
Mar 27, 2011

Oh huh, I didn't realize that trick would work in the original Subnautica, but I did abuse that trick in BZ to deal with the nightmares.

Pander posted:

Alan kept taking me out of the "lonely survivor" mindset that worked well in subnautica.

You know, I didn't really mind Alan, but he does disrupt that angle (although Robin being her own character instead of the player's empty vessel also disrupts it).

He also doesn't really create very much of his own vibe to make up for that. You're not really alone, but Alan's not much of a companion either. If there was just like a menu option to talk to him whenever you wanted, that might've made him feel more interesting rather than just a disembodied questgiver.

But that's part of the writing of BZ being underbaked I guess.

JawnV6
Jul 4, 2004

So hot ...

Captain Invictus posted:

She somehow managed to mess up the order of her radio messages badly enough that all of the Sunbeam messages were the ones to come dead last in the queue, including after the hunter messages, and she knew about everything at that point already, then had debates with chat about whether she should insist on the Canon Event or try to dodge it by refusing to answer the radio

If that happened to me I'd (do we still need spoilers?) trigger the event after disabling the weapons platform? There's additional dialogue for that case, instead of getting shot down they blame weather conditions and still don't land.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
well, she was playing mostly blind(she had played Below Zero first, somehow) and so has no idea of where or when what events will happen, if she can change the outcome, etc. a few people mentioned she couldn't do anything about it, "it's a Canon Event", etc, so she assumed there was nothing to be done and went ahead with it. it wouldn't surprise me if the vast, vast majority of players did not know about the secret alternate version.

onesixtwo
Apr 27, 2014

Don't you realize that being nice just makes you get hurt?
I only learned from this thread. It’s a pretty specific route and timing wise you gotta know it’s possible.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Wait does the sunbeam arrive after you trigger it somehow? I thought it was just a time thing. Maybe if you just play the game and never build a radio?

Tenebrais
Sep 2, 2011

Tom Tucker posted:

Wait does the sunbeam arrive after you trigger it somehow? I thought it was just a time thing. Maybe if you just play the game and never build a radio?

Basically yeah, or at least never touch the radio after the first message from them. The timer for the Sunbeam turning up won't start until you receive the radio message from them saying they're coming to get you.

zeldadude
Nov 24, 2004

OH SNAP!
When the timer started on my first playthrough I was busy doing other stuff and for some stupid reason assumed that they'd still be there if I missed the timer and showed up 10 minutes later. had to look it up on YouTube lmao :doh:

Sunday Morning
Apr 7, 2007

Easy
Smellrose
Playing this again after several years and did they remove the ability to place lockers and fabricators, etc on the sides of entryways in multi-purpose rooms? I remember being able to do this in the past but now it's not letting me.

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Not denied no, but the last time I played the placement seemed a little more finicky.
But I was still able to place my fabricator just to the left of the entry as I've always done.
I think it wanted to be a little higher than before though.

The right side is for the battery charger and coffee machine. :D

Cartoon Man
Jan 31, 2004


Somebody finally decided to outright make their own Subnautica in space.

https://youtu.be/o1wzlzhNrdA?si=QidlIGDJbCVKMsvc

https://store.steampowered.com/app/2904320/Astrometica_Prologue/

Steam reviews seem promising but this is clearly very early access territory. I may check it out later.

Parallelwoody
Apr 10, 2008


Breathedge without the "humor" and certain design decisions could be a fun game.

Vanadium
Jan 8, 2005

I just played this until it crashed with a "d3d device lost" error and I lost a good chunk of progress. It's possibly not the game's fault that it crashed, I just updated my GPU drivers earlier, but man just be more generous with autosaves. I ran around a bit in space and got the stuff for the t1 oxygen tank (I think upgrading me from 60s to 80s oxygen, bit disappointing), the mining drill and the jetpack (decent speed boost with like a charge gauge that slowly refills after idk 10 seconds, not as fun as the seaglide), then I spent like ten, fifteen minutes not finding any silver that's for some reason needed for the basic backpack upgrade until my pal told me where to look. Once I got there I got super frustrated because my mining tool battery ran out with like 10% left on the huge silver chunk after I'd mined a bunch of stuff I apparently didn't really need, then I was even more frustrated because my inventory was full and I couldn't take all the stuff from that location home. At least I'd found the habitat builder blueprint, and I was just getting ready to place my first habitat thing (and agonizing about where to place it) when the game crashed. Between the trailer with the base building and what I've seen in the demo, it's definitely Subnautica enough that I'll almost certainly buy the full game but I'm gonna grumble through at least all of the early game.

These "Subnautica but it's in space" games make it so much more of a pain than Subnautica because, like, you can't just surface for oxygen, you have to go all the way home, which just really discourages me from any exploration. Like, I get that there's not a surface in space with air above it, but then maybe don't 1:1 copy swimming game mechanics into space.

The early game being kinda tedious resource gathering is also much ameliorated in Subnautica because the environments are super pretty and interesting, which this seemingly cloud of individual resource items with perfect visibility isn't. Not having access to a battery charger from the start is just as annoying as it is in Subnautica, and not being able to build any storage right away for all the crap I pick up trying to find the one resource I need is even more annoying. I guess this is supposed to be progression and rewarding when I get the tech to overcome it, but the game isn't really fun enough early on to overcome the tedium of inventory management, so I might never get there.

I hope the item art isn't final, it looks like it's trying to be higher fidelity than Subnautica but it doesn't really have the polish to make that look good.

On the plus side, there's a lot of cool stuff visible in the distance that I want to go and explore, and they said there's gonna be mobile bases and I'm a total sucker for those, so I wishlisted it despite just spending a whole post complaining about it. Edit: And requested access to the playtest.

Salt Fish
Sep 11, 2003

Cybernetic Crumb
I tried a hardcore "no atmosphere oxygen allowed" challenge and died in the most bullshit way. The rules are that you can't use any o2 from the atmposhere. Only the lifepod, the seamoth (optional, requires moonpool glitch) and base oxygen can be used, plus brain coral and alien bases. The challenge ends when you've completed the main objective of the game because getting credits requires breaching the surface.

This was attempt #3 over several years. First run was lost to just poor planning of o2 depots. Second run was lost to a warper slicing me up because I didn't have protection with me. Finally today I built out a giant chain of outdoor planters (hard to get without going above the surface by the way) with brain coral. The chain had a planter every 100m or so leading all the way down to the lava castle. I brought ingredients for a thermal generator and scanner with me and built it while being attacked by the worst enemies in the game, running in circles trying to build everything. I finally got it done and entered the scanner only to find out that being 30' up a pillar in that biome isn't hot enough for power generation so I ran out of o2 and died.

SlothfulCobra
Mar 27, 2011

Much as I'm sure that you can make a fun game out in space, I don't really expect the vibe to be all that similar to Subnautica. There's a lot different, I feel like you kinda have to have a bigger cushion of technology from the start just to make doing anything at all viable. But most of all, in space, you're truly alone, nothing but inanimate objects. I know one of the big things about Subnautica is that it's an uncaring world, but that means something more when you're surrounded by living creatures that in theory could have the capacity to care, but just don't. A sort of de facto malice.

I also spent a lot more time thinking about the ocean and fish as a kid than about asteroids and gravity.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.
The closest I've seen a game get to Subnautica's vibe, so far, is Forever Skies. It's still in very early access so I can't recommend jumping into it, but the gimmick is that you are on a ruined earth, cruising around at high altitude over a deadly miasma that's engulfed the planet. The only places you can land are the tops of old skyscrapers, ruined weather stations, and the like. it's got weird creatures, a big slow moving mobile base, and the sense of dread you get from walking across a tiny platform suspended precariously over a very long drop is very similar to what you get from some of the vistas in Subnautica.

EDIT: Wanted to like breathedge... maybe I'm just too much of a cuck snowflake but the humor was incredibly obnoxious, it felt like I was playing xbox on the couch with ben shapiro and charlie kirk.

Comte de Saint-Germain fucked around with this message at 11:09 on May 24, 2024

GoingPostal
Jun 1, 2015


I love Derek Smart
U love Derek Smart
If we didn't love Derek Smart, we'd be lame
The game I've seen recently that's given me the most Subnautica vibes has been Planet Crafter, but there's even less combat and more exploration and interaction with the world.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



GoingPostal posted:

The game I've seen recently that's given me the most Subnautica vibes has been Planet Crafter, but there's even less combat and more exploration and interaction with the world.
I think the Numbers Go Up aspect and lack of adversary kill the comparison for me. I get that the vibes are there, graphically, musically, controls, and base building feel similar. But it's a zen chill experience while SN always has suspense and mystery. Waiting for a ghost leviathan to pass in the river so you can scoot by is just hard to replicate.

Pacific drive gets that tension a bit closer, but misses on base building and the lack of true exploration.

Jusupov
May 24, 2007
only text

Comte de Saint-Germain posted:

The closest I've seen a game get to Subnautica's vibe, so far, is Forever Skies. It's still in very early access so I can't recommend jumping into it, but the gimmick is that you are on a ruined earth, cruising around at high altitude over a deadly miasma that's engulfed the planet. The only places you can land are the tops of old skyscrapers, ruined weather stations, and the like. it's got weird creatures, a big slow moving mobile base, and the sense of dread you get from walking across a tiny platform suspended precariously over a very long drop is very similar to what you get from some of the vistas in Subnautica.


Forever skies latest update added in crafting from storage, which really helps

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Moon Slayer
Jun 19, 2007

I think we're all just going to be chasing that "first run through Subnautica" high for the rest of our lives.

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