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Unfortunately it seems to have been made much weaker than in the first game. It takes just as much damage as the seatruck and does not have its defense system, making it vastly inferior. The prawn used to be my favorite way to explore dangerous areas in the first game, but with the seatruck available it pretty much has been degraded to just a mining vessel.
the best part is the fact that its nice and toasty warm in that exosuit while you explore the worldspace and you have a drill and extra storage space on the prawn. now the prawn was more useless to me when i had a flying seatruck, but that mod hasnt worked in a while. so somehow i do find use for the prawn
-They really had a lot of potential with a vehicle with arms. As is they just punch and awkwardly grab items. I don't quite know what the point of having two at once is if you have any better arms available.
-Sometimes you can quickly glide forward, other times it's slower. Even when boosting it isn't this quick, I'm not sure what triggers it.
Would have been nice if there were unique things you could do with two arms (prying open heavy doors, bracing something shut, hurling boulders at baby penglings, etc. Similarly, having a vehicle with feet ought to confer benefits since it's so useful to freely move in 3 directions normally - like being able to grip the sea floor in places with extremely strong currents that couldn't be overcome by the sea truck or seaglide.
It seems good for the land sections to avoid Ice Worms , but even then I feel like it would've been better to just have The Snowfox hover bike (which hovers above the ice, why would it create vibrations for the worms to detect) prevent them from detecting you.
If I were the designers, I would have done it differently. I was in the EA program and spoke about it being overpowered at the time, though I recognized they were so behind on priorities, there was no chance of it being changed.
Ultimately, part of the fun of a game like this is a certain amount of challenge. It's a survival game, so you must from time to time feel like there's a chance you could... not survive. At the opening of the game, you get this feeling strongly. You can freeze to death if you stay above water too long. You can drown if you try to swim too deep or get caught under some ice trying to surface. You don't really worry about food because fishing's not too difficult, but you definitely get reminded you must do it, and the same for drinking. And as you play, you undoubtedly made a mistake and *poof!, you're back at the lifepod missing all your stuff.
Eventually, you get tools that make some of that easier: bigger oxygen tanks, an air bladder to rapidly surface, farmable fish and plants, an automatic water filter which always has water waiting when you walk in the door of your base, a suit that negates 80% of the cold risk and enough caves and vents that you're never at risk of freezing. At this point, midway through the game, there's very little that actually challenges your survival. By this time, the only things that can really hurt you are a handful of apex predators. All of these have 2 things in common: they take at least 3 hits to kill you, and after each hit, they run away giving you a chance to heal and escape. You have to actively try to end up dead in their jaws.
But then we get the vehicles. In terms of survival, a vehicle is a secondary health bar which must be reduced to zero in order for you to take any damage from whatever's threatening. It's durable, repairable, and gives you increased mobility, as well as offensive capabilities. The seatruck gets the perimeter defense module to shock away anything before it does any damage to your vehicle shield, let alone to you. The prawn lets you actually kill any predator out there while taking no damage personally. It literally negates every survival challenge in the game.
The prawn suit (and vehicles in general) were simply too strong in this game. They made the game too easy by negating the challenges that were supposed to be in the game to keep playing interesting for the player. It needed major nerfs. Some ideas:
* The chamber where the driver sits is a giant glass bubble. Attacks should cause it to leak air and flood requiring immediate repair. This means if you get attacked, you don't have the luxury of sitting there waiting for the leviathan to come back so you can punch it again. You have to get out of its path so you can repair before the thing floods and you drown.
* It should have been limited to below water only. Yes, I know the lore is that it works in all environments, but here's why. The above ground environment is very different. It offers that extra challenge of 2D movement (gravity holds you to the ground) and the cold mechanic. The prawn negates both. But the hoverbike didn't. Yes, it canceled the cold mechanic, but you're still confined to the walkable paths. It's a great vehicle because it gives you speed and warmth on the ground and it's versatile enough to fold up into your inventory. Good design would have limited the hoverbike to above ground use and the other vehicles to below the water.
* I would have increased the power drain on it as well. While that may seem like an unnecessary nuisance, it gives the vehicle a leash. You can't just take it everywhere and ignore all the survival mechanics forever. You need energy, and energy too should be a resource that's precious and you have to manage. Remember, functionally, it's an invincibility shield as long as you're in it. It needs an energy drain. Let ultra-late game alien tech give it more energy once you've essentially completed the game. That's fine, but for the majority of the game, it needs to feel limited.
* I would also give it a QoL buff. The arm switching mechanic is a nuisance. It's a futuristic mech suit. The grabber needs to be much more intuitive so it doesn't miss falling ore. It should also have push-button weapon swapping from the drill arm to the grappling hook to the torpedo launcher, etc from within the suit itself if you have equipped the upgrades. You should have to wait for an animation to switch the arms to play, but getting out to manually change them is just a pain in the butt. Remember, that in a world where a leviathan bite floods the suit and requires immediate repair, you're going to be more cautious and you'll want to have those torpedoes ready to ward them away.
The last thing I would do is make the leviathan class units more durable to vehicle weapons. Why? Because one of the most memorable and loved things about SN was the jump scare when you got attacked by a reaper. It's scared the crap out of you and it was fun! BZ doesn't really have that experience. It's simply too easy to ignore or outright defeat the things. So bring back that sense of danger!
Of course, given how buggy and lackluster the Snow Fox and Ice Worms are, I'm certainly glad the Prawn is an alternative. But a better version of this game would fix those aspects and remove the Prawn. If the devs wanted to keep the drillable nodes, a portable hand drill (probably found in Koppa, maybe powered with ion batteries) could have been a useful new piece of tech to add.