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Here's where you can contribute your thoughts and opinions for Subnautica for potential inclusion in the forthcoming podcast.A friendly reminder that where the feedback for the podcast is concerned, we love it - but keeping it brief is appreciated. We do want to include a breadth of opinions where appropriate, but no-one wants a discussion podcast that’s mostly reading out essays. Better to save yourself time and cut to the chase if you can.

Comments

Garrison Savannah

I’ve played Subnautica for nearly 300 hours – from fairly near the start of Early Access to a couple of completions post release. The environment provides a great atmosphere – getting more oppressive and tense the deeper you go. Once you come out of the safe shallows the feeling of not knowing how much depth is between you and the sea floor makes me feel so uneasy. The environment also does a great job of storytelling – the damaged research facility with the Sea Dragon Leviathan skeleton outside of it showing how the Kharaa was released, the Reaper Leviathan skeletons in the Inactive Lava zone showing that something worse lives here that eats them, the destruction of the Sunbeam confirming the fate of the Aurora are just some examples. I like the design and variety of the sea creatures – in the shallows they feel colourful and friendly, but as you go deeper, and they get more dangerous they look and sound more and more terrifying. The crafting is satisfying and fun – it’s intertwined well with the progression, almost in a metroidvania kid of way – there is always a piece of technology that will allow you to progress to a deeper area and allow you to get new materials that in turn give you new technology. I do agree with the criticism that sometimes what you need to make next or where to find the materials you need can be a bit difficult to figure out – but I never really experienced this as I played through from Early Access so had a gradual process of learning where everything was. The story, while basic and sparse, I enjoyed – finding the abandoned bases from the Degasi survivors, the Sunbeam, the alien facilities and the final escape from the planet are all great moments. Finally, Subnautica is a great example of Early Access done right. I gave loads of feedback via the handy F8 button and feel that some of this shaped how the game turned out. The devs were really open during the whole process, with constant updates and their Trello open for all to look at if they wanted. People Make Games did an excellent video on Subnautica Early Access and feedback. I realise I’ve dumped a lot of stuff here, but hopefully you can use some of it at the appropriate points during the pod. This is the first time I’ve written in with some correspondence, but since you were covering one of my favourite games, I felt it was about time. Thanks for covering this, I’m looking forward to listening!

CiaranDC

I picked up Subnautica for PS4 without knowing anything about the game, which was probably the best way for me to experience it. I spent hours and hours in the shallows and mid depths, exploring and finding new tech. Slowly building my capabilities in the beautiful and relaxing surroundings until I could build a deep sea submarine. I prepped for a long journey into the depths and got ready to play the endgame. That lasted until I piloted the submarine over the drop off, got attacked by a leviathan and ran away terrified. I spent the next 10 hours building a bigger and better base in the tropical shallows. I never plan on going deeper again, and I’m fine with that!