Well.. despite my earlier statements I did sit down and have a better look at S:BZ
while it's still in Early Access. At least I can use the chance to give a sit-rep to others on the game's current status.
(tl;dr version: Wishlist it, wait for full release. It's not as bad as it looked in my prior post)
# At least some of my previous points of criticisms seem to have been shared by others and voiced loudly enough, as the devs have re-written some of the early game conversations, which is why the voice acting is disabled in the current Stable version. It's still enabled in the latest Experimental version, but due to reasons they couldn't get the original voice actress for the protagonist to re-record her lines, and people are conflicted on the prowess of her replacement. The good point to take away from this is that not even the chit-chat between characters has been set in stone, and the writing seems to have improved somewhat in the meantime, so that's
.
# While the game does hold the player's hand more firmly than in the previous game, it does seem to let go at one point and leave the player to fend for themselves. Unfortunately the current iteration of this does so in a manner that leaves the player floundering about, as no clues or suggestions are given as to how to procure an essential item needed to advance the plot, save that you need to find it from a ship wreck. To make matters worse, said ship wreck is camouflaged so that it blends into the surrounding scenery, so the only clue players have in regards to actually realizing that it's a ship wreck is that parts of it are angled somewhat too neatly to be a natural occurance. Good luck finding
that vague a clue at the sea bed on an ocean planet. So what did the devs do? They took a large sea critter and placed it up in the air, directly above the wreck, so that anyone that pokes their head above water will spot it a mile away and come investigate. Early Access placeholders FTW.
# Seemingly in an effort to speed up the early game for seasoned Subnautica players, many item blueprints are now handed out at convenient plot moments. For someone unused to Subnautica this may not seem to be a problem, but for returning players this feels a little silly. Again, a transition moment happens in the game where the player will have to start scrounging for the blueprints themselves, but even I felt a little weird about how it's handled.
# On the topic of blueprints there's a very iffy method currently in place to let the player find some of them: Scanning creature nests. I scanned them the first time and unlocked the Mobile Vehicle Bay for some reason. Later on I scanned some more and unlocked the Laser Cutter. Hopefully this is a placeholder and something more sensible will be used.
# My earlier point about feeling confined in the early game has been (fortunately) addressed somewhat. The first steps of the game are scripted, but once you reach the point where a lifepod is dropped for the player some genuine Subnautica gameplay emerges. Still, it's unlike what one should be used to. The opening area is walled off by scenery to the North and East, and opens only slightly up to the West. That leaves the South (and Down) as the only open areas at this point in the game, and the game does push the point that eventually the player will have to advance in both of these directions. BUT, that changes once that progress has been made. A large area opens to the East, while the plot actually tasks the player to Go West (life is NOT peaceful there).
# Two rather huge differences from Subnautica is how S:BZ handles surface areas. In the original these were few and far between, but still contained essential gameplay elements. This seems to have struck a chord with the devs, as they've made surface areas more elaborate while simultaneously imposed a restriction upon them: Speed. You see, hypothermia is a factor now, meaning that staying out in the cold will create visual effects simulating how the player is about to die from the cold, beginning with vapor breath, then ice forming the corners of the screen, then a heartbeat starting to thump that then slows down. All very elaborate. But in the version I'm playing this does not result in death (even after standing out in the cold soaked to the bone like a moron for ten minutes) but everything points to this being a fatal effort in future releases. This means that all above-water travel will have to be carefully planned and plotted. The game is very lenient in regards to combating the cold; not only is there a species of plant that acts like a heater, but there are also several foodstuffs than combat the cold.
Yes, the Mr. Coffee-machine is actually useful now!
(Strangely enough hypothermia is NOT an issue underwater, to the point that the best course of action when dying from the cold is to jump into the water to thaw out. Never mind the fact that this game takes place in an arctic region. Never mind the fact that some areas in the game have a water temperature of 1-6°C, which will kill anyone in 5-10 minutes. Needless to say, work is needed here.)
# It doesn't stop there when it comes to surface areas. At my current point in the game I've not only unlocked a surface-based vehicle, but also a remote-controlled vehicle to be deployed on the surface to access hard-to-reach areas. I shall not reveal the nature of this vehicle, as I felt that it was fucking hilarious. This tells me that the devs are actually somewhat daring in experimenting with the monstrosity that is Subnautica, and its legacy.
# I mentioned earlier that the topic of loneliness and isolation has been abandoned in this game. This still holds true. There is always someone to talk to. What I was NOT expecting is that Subnautica has upgraded in this regard: There are now cutscenes involving face-to-face conversations with other humans. The first one (and only one so far) even rocked me: It's with someone who has survived on 4546B far longer than anyone was supposed to...
# Previously I mentioned that there's little-to-no information gathering of the local flora? This still holds true up to a point. It has been greatly diminished, but it's still there. Granted it's mostly based on placeholders from the first game, but hopefully this demonstrates a will of the developers to retain this particular status quo from the first game. Let's see how that goes.
# The fauna has seen some interesting upgrades: Some species like Peepers and Bladderfish make a return appearance, but other returners only serve as temporary placeholders. The new critters that are currently on display are a rather interesting bunch: Pengwings may look like harmless, slightly deformed penguins, but if you pick up one of their young you're in for a world of hurt. There's no Leviathan Reaper here to contend with, but there's a similar replacement who's (fortunately) several shades dumber, so at best you're only gonna get hit once for being dumb enough to get too close. There's also a friendly Leviathan-class critter that you can ride on if you feel like it! The current debate however seems to revolve around the Sea Monkeys who, as one could surmise from their names, love to monkey around. What that means is that they will steal from you whatever items you're holding in your hands while near them, and good luck getting it back. While an interesting mechanic, this also means that various discussions threads on "official forums" tend to accrue a lot of negative feedback when it comes to the Sea Monkeys. As for me, I learned my lesson the first time, when kept a wary eye and ear out and haven't suffered at all since then.
# Another interesting departure from "standard" Subnautica gameplay is how extreme depths are handled early on: The game can be quite generous with oxygen. There's a plot-essential Precursor (now called 'Architects") site in the early game that's hard to reach due to its depth and length. Fear not, brave traveller! There are now oxygen plants that you can "use" to get an extra boost to your oxygen tank! In the opening area they are conveniently located to allow even the most inequipped player to journey beyond his standard reach. And in the case you're running out of oxygen 'in the open' there's a solution for you: A species of fish called the
Titan Fish Donut Fish somehow managed to gather oxygen in its inner circle for others to peruse. Just watch out for the symbiote fish that claim that particular piece of real estate as their own!
# Base building has seen several upgrades. One of the points I raised for the Subnautica devs was the need for a statistical readout of every base. They listened, and now we have the Control Room, a one-stop data gathering site for every base builder in the quadrant, complete with energy input/output, a mini-map of the station and the option to disable certain sections of it for
reasons. Games should be about options, this is a large Plus for me, at least.
# Another upgrade is the additon of a Large Room, a larger space than the Multipurpose Room. (Appearance-wise it may seem strangely familiar to Breathedge players, but odds are good that the Subnautica team beat the Russians to the punch on this front.)
# The standard vehicle assortment of Subnautica is mostly gone. The Seaglide is still there to push along daring divers, and the P.R.A.W.N. is here as well, but the Seamoth is gone for good. In its place is the Seatruck, a somewhat clunky and innocuous-looking vehicle until one learns its true nature: It's a modular pick-up truck with room in the back! You want a fabricator, a place to sleep, a cargo hold, a mobile aquarium or even a fancy-smancy teleportation device to return to? The Seatruck has all that (and more) at the ready! (No word on a possible Cyclops replacement, but I wouldn't be surprised if they'd drop it, considering the troubles it caused them in the past.)
# Weather is a new addition to the game, but it's become a curse: The benefits of a surface perspective are greatly diminished by rapidly-changing weather patterns that go a long way towards blinding players. This seems to be a push to keep players underwater, who will stare up at the water and see a clear and sunny sky, only to surface and find the Great Big Fog of Death has arrived to literally blind players for ungodly-long amounts of time.
Overall, at this point? The devs are clearly going with the same-old of Subnautica, but also trying a few new things to streamline the gameplay. I for one believe that those new things warrant giving this game a second look, once they're done with it and release it to the public. But right now I have a hard time stating that it's worth people's attention, unless you actually like fixing bug-ridden messes created by others.
EDIT: Cleaned up text.