Having
followed Subnautica from its days as a fledgling Early Access to the
breathtakingly beautiful final release that it is today, I have already racked
up over a hundred hours in Unknown Worlds Entertainment’s underwater paradise,
and I undoubtedly will play many more before I’m through with the game. But now
that it is finally out in the wild, does Subnautica survive against the
scrutiny of critical attention? The short answer is yes, but the long answer is
that the final game is something so spectacular it begs for far more description.
Graphically,
Subnautica is both magnificent and disappointing. It’s uncontroversial to say
that with its full-fat graphical release, the final game is an aesthetic
masterpiece and one of the best-looking videogames ever made. Subnautica’s
numerous biomes all pop uniquely with their own brand of awesome bioluminescent
beauty, and many will be taken aback by the range of jaw-droppingly beautiful
sights offered by the underwater paradise in the game. This only makes it more
of a crying shame that the performance of the game is so poor.
Playing
on a PC that’s no slouch, powered by an NVIDIA 1070 with an overclocked i7, it
was still easy to notice a lot of stuttering as the game’s engine jarringly
chugged under load. This is especially true as the player dives into the more
complex zones such as the Active Lava areas. Given how amazing and diverse the
aesthetics are, it’s a massive shame that the performance is so terrible and
even gets as bad as almost unplayable in parts, as fish flicker and stutter around
the player in movements vaguely resembling a swimming motion. Players will
undoubtedly spend a lot of time clumsily trying to anticipate such stuttery
motion, clicking far too often at blank space as the fish stutters away into
the wrong direction. Updates may have alleviated these issues somewhat
recently, but if this game is still difficult to run on a 1070 there’s
undoubtedly going to be problems for anyone playing on a lesser machine.
The
graphics, however, are commendable for being able to stand out as spectacular
in spite of the many performance issues. The sheer diversity and aesthetic of
the biomes on offer are breathtaking, and only add to the gameplay. Every
aspect of the game’s art design is clearly carefully considered. The atmosphere
of Subnautica oozes from every bioluminescent barnacle, from every glowing bush
right down to the way the water reflects off the sand. A whole spectrum of
emotions is stirred up appropriately by the aesthetic design of Subnautica,
such that it’s almost easy to ignore the performance issues.
Another
area where Subnautica impresses is in the sound design, which is nothing short
of genius. I was in love with the Sea Emperor’s voice acting from the first
moment I heard it, as it hit all of the right emotive notes while at the same
time convincingly portraying an alien creature with wisdom beyond imagination.
The voice acting of the NPCs, however, is hit and miss. The creature noises, on
the other hand, are all spot on. From the cutesy chirp of a Peeper to the
terrifyingly-shrill roar of a Reaper Leviathan, the sounds are always perfectly
tuned into the game’s atmospherics and serve only to immerse the player further
into the experience. It’s also of merit that the background music of each biome
in the game is sublime and absorbing.
The
storyline of Subnautica is a mixed bag; while it is engaging in many parts, and
the narrative of the Sea Emperor is tragic and affecting, the pacing can feel
off on numerous occasions. Moments such as a timer ticking to an important game
event could have been done without (though it is nearly made up for by the
sheer spectacle of what follows), and progression can often feel as though it
is deliberately padded and overlong.
There
is no denying, however, that the world-building of Subnautica is spot-on, and
the final result, for all its flaws, is a story that is gripping from the first
moment the player dips their toes into the alien ocean.
![]() |
The character of the Sea Emperor is awe-inspiring. Source: in game screenshot |
What
is of note, however, is how the world-building of Subnautica feeds into its
gameplay. Given its sci-fi high-tech setting it’s impressive how believable the
game makes its own survival mechanics. One example of this is in how items are
crafted and broken down into constituent materials with the Fabricator, a
suitably sci-fi bit of kit that feels right at home in Subnautica’s setting.
Materials and shelters are 3D-printed in front of the player’s eyes in ways
that deepen their immersion into the plausibility of Subnautica’s world.
Other
aspects of gameplay are just as impressive; the game may have been described as
‘Minecraft, but underwater’, but the execution of Subnautica feels like nothing
else on the market right now. The game even surpasses The Legend of Zelda:
Breath of the Wild in how it encourages, even begs exploration of its sandbox; deep
crevasses, underwater cave and abandoned shelters float tantalisingly for the
player to plunder. There is a kind of joy in the loop of exploring and
plundering loot, only to use such loot to explore further that is impossible to
replicate in most other games. The sheer sandbox freedom and compulsion to
explore is a joy to experience.
It's
also helpful that Subnautica represents a more pacifist design philosophy
rarely seen in gaming. For better or worse, there are very few ways to ‘kill’
the creatures in the game. While smaller animals are, of course, valuable
sources of food, the clear majority of player interaction with threats is
non-lethal. While some gamers may hope to fight against the many deadly
creatures they will come up against in Subnautica, that just isn’t the point of
the game. It’s a refreshing and brave design choice, to be sure; one that
doubles down on the survival focus and streamlines the game toward the joy of
its other mechanics. It also makes large creature encounters suitably
terrifying and awe-inspiring. The Sea Dragon Leviathan is one creature that can
still offer scares even in the relative safety of a gigantic submarine.
One
of the few issues with Subnautica’s game design is in how unfortunate the
hunger and thirst meters are timed. Often it feels like the player character can’t
go for more than five minutes without chugging a gallon of water. Sadly,
Subnautica just didn’t seem to get the balance right on the hunger and thirst
timings, and it’s a shame to have such an enticing world to explore only to be
nagged every five minutes to drink more water, like an overbearing mother. This
issue can be solved by turning off the survival elements of the game but in doing
so the player is not playing Subnautica how it is meant to be experienced.
There
are also issues in the pacing of the storyline’s gameplay; too many times you
will have to backtrack to get required materials, often just as the game begs
you to explore deeper. One particularly bad example of this is near the
endgame, involving alien tablets being used as keys to unlock doors. The
materials themselves are easy to gather and by this point the player has the
Cyclops as a portable base, but it’s annoying that the story seems to be coming
to a climax only for the player to have to drop everything to run back to the
submarine to craft an arbitrary recipe that represents little actual gameplay
challenge.
It's
telling, though, that Subnautica’s main flaws are mere implementation issues of
design factors that form the game’s central pillars. Because the game is such a
masterwork of sandbox design, it’s easy to forgive these flaws as consequences
of Subnautica’s design choices.
Subnautica
is indeed a masterpiece that stands out as unique in a genre niche that feels
increasingly saturated. While the game is flawed in many aspects: the performance
is choppy at best, the story mode is roughly implemented, and the survival
mechanics often feel clumsy; the fact that Subnautica still stands as one of
the best games I’ve ever played despite these issues is testament to how
masterful a game it is. Lesser games would crumble under the weight of their
flaws but with Subnautica, the overall experience is so good that it outshines any of these issues with style.
Candidly,
Subnautica is one of the best games I’ve played this generation. As an
experience, I put it up there with Minecraft, Pokémon and Resident Evil 4;
sublime masterworks that shaped my view of gaming today. That Subnautica
nestles comfortably into such a list is testament to just how good an
experience it is. If you haven’t played Subnautica, you really should. I
promise you that once you take the plunge, you will find a game that engages
you for many hours.
-Gold Standard
On reviewing this game,
it came to my attention that some games stand out as masterpieces, that
are so memorable and important that a recommendation just isn’t enough. For
this reason, I have decided to implement the Gold Standard Coin, a stamp of
approval for the most important games that come to shape my view of gaming as a
hobby and artwork. Games that are eligible for this Gold Standard will be
re-reviewed later to make use of this feature.
For now, Subnautica is the first game
for which I have decided to use this standard. I have played over a hundred
hours in this sandbox and I’m still not bored. It is one of the best examples
of Early Access done right, and of implementing survival mechanics in a unique
way that truly sets a new bar for the genre, in a way that hasn’t been done
since Minecraft and Don’t Starve.
Congratulations to Subnautica for
being the first to achieve Stev3L’s Gold Standard!
No comments:
Post a Comment