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Before a Subnautica leviathan attacks, it's a dark shape in a dark void. A crabsquid announces itself by disabling your vessel. A reaper does it by roaring. A juvenile ghost comes at you in a distracting environment. A sea dragon seemingly makes its home in the fires of an underwater hell.
The Zoidberg shark hunts up near the brightly lit surface for all to see. The first shadow you see is fairly well hidden, but the trench the developers placed there to get passed him works so well, you might very miss each other. Then, once you're down in the deep beryl cave, you can basically hide everywhere.
Exactly. There's no build up or suspension. Instead of there being this horrifying nature-defying creature lurking around in the area causing you to have to seriously plan around its behavior, in this game you just brute force your way through the annoying creature thats most complex behavior is playing a single attack animation on your vehicle repeatedly. And your vehicle returns to its original position after the animation! Remember when the reaper would take your little seamoth and swim away with it with you in it! That stuff was nuts.
Cheli's never make me feel like that, in fact when I see them I tend to ram them and honestly the shadow leviathan doesn't make me feel anything either.
And their sounds aren't scary, just irritating. GRAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH is just noise and designed pretty much as the laziest possible jumpscare. The irony is that the ambient roars of the cowardly gators are every bit as unnerving as a classic leviathan's so I have no idea why they and the chelis don't have reversed roles.
There's no dread or build-up or... yeah, as someone said, a strong sense that you're somewhere you don't belong.
The ice worm is legitimately just super annoying and pretty much why I quit entirely. Either I have to keep pumping batteries into some device just to get a temporary reprieve or have this one jerk repeatedly knock me off my snowfox. Like with the chelis, I don't feel suspense or immersion, like I'm entering an alien ecosystem. It feels like "oh, this is a videogame and I just entered the dune/tremors setpiece".
Maybe the problem is the seatruck is too op. It's too strong with too much protection. If I were forced to use only the seaglide, I'd probably be alot more scared.
The Leviathin looks like a goofy ass shrimp
Agreed. More enemies isn't bad, everyone loved the idea of more leviathans in the first game. The problem here is that...well...predators of all sizes attack the same and are very dumb. No real variety and they saturate the game. There's no mystery or intrigue to something that beelines at you when you get within 10ft. That's not a beautiful animal to be respected, that's a bump on the road. Literally. Fastest way to kill things is run them over with the Seatruck. It's.... just sad. Doesn't take skill to kill leviathans either because the Seatruck is built like a tank.
My favorite review said the new shrimp leviathan looked like fine dining. The other deeper leviathan is a good design, but placed in the wrong biome. Like every other enemy in the game, you'll see it from miles away. No suspense = no terror.
We have all of these graphics that look like nests in the shallow parts of the thermal spires and purple vents zones. All in shallow water. What a perfect place to put an ambush predator on the ground, defending its nest and eggs, waiting for prey to pass by.
Suggest (yes, I know... "content complete, blah, blah, blah"):
-Change the AI so it leashes to those nests. Keep it on the ground. It's color is natural camouflage.
-Give it a range to attack both fish passing by, and Robins. We should see it ambush fish, so we see what it could do to us. Part of suspense is knowing something big and bad can and will get your.
-NO ROARING! Maybe have it roar after a kill of some passing fish if you want, but honestly, it's not needed. If you feel it absolutely necessary to warn the player, play the roar as it attacks.
-Change the swim animation to what I described above: tuck the feet, swim with the tail like a giant, scaly torpedo with teeth. This dog paddling frenzy is just ridiculous and immersion-breaking.
-Have it bite an arm and clamp on until you kick it free, like with the leviathans. For added flavor, make it drop whatever tool you have in the hand when it does this, because bites hurt. Robin has to go back and pick the tool up afterwards.
-Bonus points to having it ignore Seatrucks because they look nothing like their prey, but willing to attack free swimming, Seaglide, or Robin in a prawn suit which has limbs it can attack.
-Double bonus points if you put some on the beaches of Delta island, feasting on penglings and making the approach outside of the dock much less safe for Robins as well.
Non-combat mechanism (because UWE's anti-violence position):
-Lights on. Thermal spires is a dark zone. Ambushers hide well in the dark. Write it as if they have highly developed light-sensitive eyes. They're more active at night. Avoid by using the flashlight, underwater flares, the Seaglide light, and vehicle lights pointed at the creature.
-Have them still consider attacking from behind (so full-radius lights like flares and light sticks become valuable)
-Let thrown flares scare them out of their nests so you can grab the resources in them.
This way, the predator takes on a much more believable and credible behavior befitting its name. It will have an AI that reflects an ambush predator, and will present real danger, especially if you're swimming at night. And in addition, it'll be consistent with UWE's game design goal.
These are the entry level predators in the game, found in well-lit, bioluminescent zones. They're in a much better place than the cryptosucchus. Their AI is ok. It attacks fish. It can be eaten by the chelis. Cool. What's missing is the non-combat mechanism for handling it. Since it's the first predator most players will experience, it's AI should reflect that.
Non-combat mechanism:
-Trap it with the Grav Trap. Right now, there's very little use for this item. I frankly have yet to ever make one and actually use it for anything other than testing. Farming is easy enough without it. So, make Grav Traps hold it and scare it. Show them wiggling with the aggressive swim animation, but held in place by the trap for 1.5-2 seconds, then let it break free and retreat as if you had hit it with a knife. The player can pick up the trap and leave before it comes back, or use it as a screen to harvest resources.
-Feed it. Like any shark, let it seek out its natural prey: highly bioluminescent fish like the Arctic Peeper or hoopfish. If you drop one in the water, the shark should disengage the player and eat the fish, then retreat with a happy, full belly.
Don't forget to tell the player in the PDA somewhere that this stuff works, of course.
Because you knew there could be things that massive and powerful from the first game, nothing was going to be a shock in the 2nd game. How it looks or acts or announces itself or anything else doesn't matter as you can't top it in any meaningful way.
Horror movies encounter this same issue. Alien for example. To try to make things scary for the sequel they had to introduce uh...lots of Aliens! And a bigger Alien! And then things went downhill. But that initial reveal can't be undone.
Once you've seen the big scary monster and expect it, it's lost its impact. Making it look different, jump out of different shadows, give it a different name, it's all window dressing. You know the big scary exist so its no long the unknown.
It's true that having played the original game has made us somewhat conditioned to the horrors that lurk below. However, as I am playing through the original again after getting to the end of below zero, the Reapers and ghost leviathans still genuinely unnerve me. I know there's no danger and I know exactly what to do to avoid their attacks, but I still don't want to be in their area for longer than necessary.
I don't feel the same about any creature in below zero. I just want to leave their territory cuz they are freaking annoying, and not because they are terrifying.
My God could you imagine how horrifying the Shadow Leviathans would be if they were...encased in shadows? Like in an area similar to the blood kelp zones in the OG game. Maybe make them come out at night in certain places. So much potential but they are currently just an annoying roadblock for end game areas. No clue what to do about the shrimp things.
https://www.youtube.com/watch?v=_2vGOGIcQVU
I can tell you hearing that at the world border would get me the hell back into the playzone.
And... yeah. The chelicerate will never be dread-inspiring, just jumpscare-y and irritating which isn't the same thing. When I look at it I'm not sure if I should be readying the perimeter defense system or a bowl of cocktail sauce.