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How far in the game did you actually go? Because some of your points here are actually outright false.
1). The tech trees are fine. It is true that you finish the Pressure and Heat trees before anything else, but the game gives you plenty of other things to pursue instead.
2). This is outright false. Many later buildings produce other Ti components. For example, the Gas Extractor produces heat, Ore Extractors produce Heat and Pressure. Maybe not on the level as a dedicated machine, kinda like running a gas engine in your garage will produce heat, but not as much heat as a machine designed to do that, like a furnace.
3). This is such a vague statement, and I would argue a false one. This game is very unique, due to its overall design and how its goals and gameplay loop is set up. It's a very unique game with tons of originality.
4). When you first get to Pulsar Quartz, a nuclear reactor is probably last on your list of things to build, as you will want teleporters, and you'll need fusion cells for a number of reasons. There simply ain't enough Quartz to go around until you're able to craft them which is significantly later unless you get lucky with meteors.
5). Weird, I had ALL of the blueprints unlocked (at least the ones you get from the normal blue chips) way before I reached the Insects stage?
6). Looks fine to me. /shrug Not everything needs to be RTX individually animated hair strand 8k ultra graphics. It's a game made by 2 people, it's not going to be another over-bloated Cyberfail 2077 or Starfaild that barely gets 15 FPS on a $3000 rig. And that's a good thing.
7). You do see the effects it has on the environment. Where do you think the blue skies, lakes, and green grass came from? The effects aren't immediate, but the whole point of the game is to watch the world change around you as you raise numbers. And of course, you start seeing butterflies, fish, and frogs popping up all over the place, too.
8). Because this is not a factory production sim? You want that, go play factorio.
9). The building controls are almost identical to Subnautica's, but I don't hear people complaining about that game. The only complaint most people have, is that foundations don't snap to rooms and that's a valid complaint. Everything else is fine.
10). Game. Made. By. Two. People. It's going to have little issues like that. I just enjoy the game for what it has, and for the fact it is so unique.
However, I also understand where Iacton Qruze is coming from. I've also been a little disappointed by the lack of depth of the game.
For what it is, a passion project by two people, it's a fun experience. For what it compares to, such as Subnautica, it's certainly a lot more shallow.
Ultimately, I don't see myself replaying this game like I have done with Subnautica. There's not much replay value once you've finished this game, since there's not really any challenges left. Unless there's some form of hostile entity in the game to reverse your progress, it mostly becomes a grind for bigger numbers.
Running out of oxygen is the big early game challenge, then the challenge of obtaining renewable food, then finally the loss of ice for water. Unlocking the tech for these pretty much 'solves' every challenge remaining in the game, and then it's just a sandbox building sim.
With Subnautica, each new biome offered unique resources, but also unique challenges. Giant maps that were easy to get lost in or turned around. Hostile wildlife that threatened your survival. Hostile environments locked behind finding appropriate tech blueprints.
In this game, the map's fairly straightforward. There's no hostile creatures threatening your survival. There's no gatekeeping (beyond ice filled shortcuts) to prevent access to biomes. Even building satellite bases is very simple, without any investment required in powering them. Meteor smashes into your nuclear reactor? No big deal, constructions never take damage or require maintenance or fuel beyond your global power supply.
I like games that include losing as a mechanic. Losing is fun. It's hard to lose in this game.
They are working on a Subnautica 2 and they plan to have MP coop in it.
But after that laughably bad DEI-laden Below Zero flop, I don't know if I trust them to remember what made the original great, because they were too focused on identity politics and political agenda to actually make another Subnautica and actually have it be good.
Pretty much every thing they changed from SN to BZ, shows they didn't understand why the first game was so awesome.
But then the fact they replaced most of the dev team would explain why, because the newer devs just didn't understand.
EDIT: This is one of the big reasons why I love TPC ... it's getting harder to find games that don't have DEI and other political agenda all through it, and so the few games that remain that don't have this stuff, are games that are just better for it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3041751884
That is a hard disagree there.
Now, granted, they made some purely mechanical improvements (many of which were ported over to SN this past December!) like adding little gauges for batteries, the big living compartments, etc.
But the story? It was filled with DEI politics. Token identity characters, girlboss all through it, portraying men as incompetent and/or wussy, blah blah blah.
As for the game-world, Subnautica was focused around underwater exploration. So... they were all like... "Let's shrink the oceans down, make them less deep, add this huge area above the water, add the most annoying creature ever to it, and make it a maze where everything looks the same and make it nearly impossible to navigate, and let's add a weather effect that makes it impossible to see more than 5 feet in front of you and have it happen every 3 minutes like clockwork!"
Also, the original had a very nice and smooth progression system where you went to harder areas, found better resources. Below Zero was like "naw, screw that, let's put all the resources in the world at random except for a few!" You jump out of your starting pod and find gold like 100m away, oh there's a Lithium node like 200m away, and everything you wanna build requires metric tons of lead but there's only a few pieces of lead here-and-there, but you have more Lithium than you could ever know what to do with.
If I wanted a game where I explored above the ocean, I sure wouldn't be playing Subnautica. The original only had 2 islands, and that was plenty in a world that was focused on the fact you crashed on an ocean planet.
First, it was rushed. The studio wanted to cash in on the fact they caught lightning in a bottle with the first game. A sequel was a logical step, but due to time crunch to publish, the map size suffered. Less time to make vast, complex maps meant the player gets a very small sandbox to play in.
Second, the story was changed too many times. The lead writer quit the project, the lead developer moved onto another project, other staff moved on too, and even their music composer got cut from the project due to twitter drama. The original story had you talking to your sister on the orbital space-station, sending up resources via rocket, and getting quests from her to research the planet. Then, the whole thing was thrown out, and we got a messy kludge with an unsatisfying ending.
Finally, the developers tried to include too many player wish-list items instead of focusing on the stuff that made the original great. Complaints like 'the seamoth is too fragile, the cyclops is too big' ended up giving us the sea truck, the worst of both worlds. Wishing for more land based exploration gave us the horrible ice mazes. The desire for new leviathans ended up disappointing in design, especially since they had to be made small to fit the small maps.
They did bring some new innovations to the game, and honestly, I thought Marguerite's character was some great design work. If there's ever a third game, I'd love to have it set from her perspective, following her off on her adventure to escape Alterra's grasp.
I had heard from some people closer to the dev team that several people were pushed into quitting and/or were ousted by the leads that were more interested in pushing agendas.
The original SN devs didn't want that kind of crap, but the people in charge did, and they were pushed out, or some of them quit because they knew that the game was going to suffer and didn't want anything to do with it.
It just sounds like a messy development all-around with some drama and politics happening within the studio and it is another project ruined by political agenda.
I just wish these dev studios would understand that we the gamers don't GAF about political agenda and don't want it in our games. Most games that try it are slapped down hard, and I think the only reason Below Zero has positive ratings on Steam is that although it is remarkably worse than the first, it's still better than most games.
How awesome it would have been, though, had they not fumbled it...
Most other political agenda laden crap, usually gets Mixed or Negative reviews on Steam, with a few reaching "Mostly Positive".
Gamers just don't want this junk in their games.
My biggest thing with your list is #6, I am not sure what settings you have but my game is absolutely gorgeous. I play on a laptop and have medium settings and it is stunning. Especially when you terraform the planet with butterflies and frogs. The variety is awesome. There is only 1 thing I didn't like so far and that was an animal I made, it was really gross looking (in my opinion), but that was due to the genetic traits I chose and my personal preference. :-) The biomes are so different and cool looking, some downright gorgeous. So, yeah, maybe fix your graphics settings or your monitor or something because we must be looking at different games?
I love the game, it is chill and relaxing. I really love that there aren't any enemies. I love that. It gives me a game I can relax in and collect stuff and grind. That's not for everyone though and that is ok too.
I didn't even mention the protagonist. Like, at all.
I said "token identity characters" and "DEI".
That could mean anything, and indeed, pretty much every single character that isn't a sissified white male (like, all the men in that game. every single one of them) is a token identity character in some way.
Has nothing to do with race, whatsoever.
If you look at what the game's main focus is, then this game is one of the best terraformation simulators. Which is exactly what it was supposed to be.
What kind of nonsense is this? The game is beautiful for what it is. Or do you want some realistic graphics with 10fps on higher tier PCs? I don't understand where these "want more realistic graphics" people are coming from - you have realistic graphics in real life, so just stay there and enjoy your visuals without any interesting gameplay mechanics. Leave realistic graphics out of games, leave some things to imagination and artistic vision, reduce the hardware requirements. Graphical improvements are just an easy way to waste resources without actually improving the gameplay. A trap for consumers who have no idea what actually makes the game interesting and just want pretty pictures.
LOL, ok. I thought DEI was Diversity, Equity, and Inclusion? That includes race, dear. You kept gong on about DEI. What else should I think? Also, regarding the "token characters" and the "sissified white male" characters - I actually didn't notice. Probably because I don't get butt hurt about my fragile masculinity and look for any reason to cry about it. LOL! Whatever, you keep being angry about crap that doesn't matter.
1. I didn't mean this as a critique or review, just a 5 minute writing of my impressions of 30h gameplay.
2. I havent played through the whole game yet thus havent seen everything so yea, my list mightve been wrong at some points.
3. About production: Yes, some buildings have a slight boost to for example heat, but I was talking about the main way to produce these ressources. Those I would've liked to see expanded on.
4.The tech trees arent fine. ^^
5. Imma check my settings, maybe there was something off.