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Creator Tim Spekler updates the game regularly, and he's already promised to make the game "more survival and less shooter". Boss fights, meanwhile, are simple, pattern-based affairs, and they feel kind of out-of-place in such an otherwise natural environment.įarSky is a one-man project that's only in alpha, though, so there's plenty of room for improvement. Otherwise, death at lower (though "main quest" necessary) depths is inevitable. Also, combat artificially gates progression, and - even though I could only get to more vessel parts by descending to greater depths - grinding seems unavoidable. FarSky's internal logic is a bit shaky, and having players fight to gain better survival stats just seems like a crutch - an arbitrary, unconnected mechanic to lean on in place of a better survival idea. Hooray!Īll that said, I do have some concerns. And as soon as my bones clattered against a cold, uncaring ocean floor, I was able to randomly generated a new world and try again. The kind that games do better than just about anything else. It was a total disaster, but the good kind. He was my best friend and also my last, as he brought my forever to a lightning-quick end, battering my frozen, near-immobile suit with bone-crunching blows. In the process, I lost the shark, but found a new ocean-dwelling BFF in the form of a colossal eel monster. At that point, I realized I was already fish food, so I decided to make a break for the nearest vessel piece, dimly illuminated by a hazy shaft of light. I'm pretty sure it was a great white, but it may as well have been a hammerhead given the way I was immediately catapulted deeper into this new environment's swirling oblivion. Then a shark punched me in the back of the head. I couldn't find a jet stream of water to get me back more habitable depths, either. I'd leveled up my ability to withstand pressure, but not temperature. Beckoning blackness, swaying deep sea vegetation, suffocating silence.īut then my field of view started fogging, and that's when I realized Death's cold, scaly hand had to come to claim me. I then marveled at the alluring mystery of the scene before me. much better graphics, sounds and the creature design is awesome. To its credit, my suit dutifully persevered, cushioning me from 40 bars of pressure - its absolute limit at that point. subnautica has less building than farsky but everything else is much more ambitious. Unfortunately, while riding the high of my triumph over a weird chitinous wheel creature guarding my first water vessel piece, I miscalculated and, er, dove off a cliff. Through combat (which is still admittedly very floaty and imprecise at this point) you can level up your suit to withstand greater depths and colder temperatures. The most memorable moment of my FarSky playthrough was probably my own death. But then you descend deeper, and it gets darker. Water burbles and flows, various (though regrettably few in number) species of undersea life flit about, and sunbeams pierce a sloshing ceiling, dangling memories of freedom just out of reach. Manage cookie settingsįarSky is still rather early, but it's already got atmosphere down pat. The game probably could have gone further if not for them stealing his ideas.To see this content please enable targeting cookies. As I published the Steam Greenlight trailer on Youtube (you needed to put the game on Greenlight before it gets on Steam at that moment), Subnautica project’s leader put a comment with a link to his website.
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I felt I needed to quickly finish the game. I also found the Subnautica’s director email in the buyers of the game in Beta stage. My game was not even out yet, maybe I showed it too early ? I did not expect that, and I knew I could not compete a bigger company like this one. When I saw the name of the project director, I knew I saw this name somewhere … I went on my Twitter account and discovered he was following me as well as his coworkers. Then I realized the game was not even in development yet, there were only some concept arts and ideas. My first reaction was to think « damn, I made a game way too closed to another one without knowing about it ». I clicked on it and was redirected to a game page called… « Subnautica ». In January 2014, as I was looking for underwater inspiration visuals, I found an image on google that caught my attention.
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