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The smaller biomes also felt far less satisfying to me than the biomes in the first game. It doesn't feel like there's as much exploration really, and more just "okay, I see everything already, time to move on".
I also really missed the wrecks from the first game, exploring them to gradually find the tools you needed to solve problems, and they were fun to cut through. In BZ there are only 2 wrecks that offer an experience close to that, and they felt fairly lackluster compared to what they could be.
In Subnautica, Ryley's journey is ingrained in the player's gameplay choices an actions. The experience an immersed player is having is Ryley's story. Bits of exposition found in the ruins servers triple duty as gameplay clues, story beats, and mood setters.
This complicated web of mechanical and narrative progression was severely pruned in BZ. Progression was bifurcated into unstructured exploration for new mechanical capabilities and a linear waypoint hunt for story exposition in the form of voice recordings. On paper, this should give players more freedom to focus on the content they primarily enjoy. The actual net result is that BZ's core gameplay and story simply have nothing to do with each other. Exploring for new equipment and materials feels more like an unrelated sidequest for a new powers than the actions of a desperate survivor searching for resources to solve a problem. The experience of following the waypoints that take you through the main story combines the worst aspects of fetch quests and a bad walking simulator, having you perform mindless busywork in exchange for audio exposition. This poor presentation is on top of the general illogical dysfunction of the plot itself.
It's probably true in an objective sense that Below Zero is the better piece of software and demonstration of technical proficiency. However, as a game, experience, and work of artistic and creative expression. BZ simply cannot compare to Subnautica.
I agree with the rest of your assessment.
It's like painting a picture and removing all brush stroke texture and imperfections that add soul to it.
You get a smoother image but you lose personality.
And I think that's part of the problem, I feel like BZ has little personality. It has been worked on, adjusted, balanced, and thought-out so much that its personality became a blend of everything the game tried to be at some point, but ended up being neither.
Appreciate your thoughts, as a developer, on the subject (if you really are one). And really interesting discussions can come from that. But at the end, for the casual player, does it really matter? For any given product, what happens during its development is irrelevant, the real deal is the final product. The product that hits the shelves is what matters.
what I liked about original game was the flow : you got your hands on seamoth exactly when it became very useful , same with prawn suit and cyclops ,likewise with the upgrades . It was almost a natural progression . In the sequel everything is dumped all over the place . I know it won't happen but devs would be wise to add seamoth to game ( cyclops would be of no use whatsoever though , due to size of the biomes ) .
I also distinctly dislike the land based component ( half of the time you don't see anything and travel is tedious ) .What made original so special was the vast underwater biomes and the sense of exploration .There's plenty of land based survival games out there which are waaaay better than this one ( the forest, green hell to name but two)
The more I play this one , the more I'm thinking devs don't really grasp WHY the original was lauded so much
I'm a designer more so. I've been making mods, and small games for most of my life. Mods make up the vast majority of my experience, but In any case; the development of the game is not irrelevant at all. This discussion is not irrelevant at all. The team that made these games is big on listening to feedback, I just thought BZ may have been an overcorrection to feedback given to the original Subnautica. So I wanted to give the most salient, important points, in breaking down the feedback on BZ that I've seen from other players, And from myself. Partly in the hopes that it would be useful, and partly in the hopes that giving substance to some of the critique would make discussion around them less name-calley and caustic. Probably won't achieve either goal, but I know for a fact that the director of the original subnautica watched my video review on the first Subnautica (because he commented on it), so I figured, why not?
- the game runs better
- game has a larger feature set
- more friendly to beginners
- less technical issues ( including but not limited to the pop-in in my initial post)
I mean, I get it. I prefer the original too, but there ARE things this game is better at than the original. Whether they were worth the sacrifice? That's up to you. But a subnautica with the feel of the original, but the technical prowess of this game would be the best of both worlds. Id even be okay with the starting zone being a smaller biome, that opens up to the wide open ocean.
As you said, the better performance seems to mainly be a result of the smaller world and slower speeds. So I'm not sure I'd count that as technically superior. It's just different trade-offs.
The other points are also not what I think about when evaluating technical quality.
So, no, not measurably technically better in my opinion.
We could argue about the artwork being better; but then, it's quite difficult to compare completely different assets. And the overall presentation is different, but not obviously better either
Personally, while happily acknowledging that is has some good parts, I'm quite disappointed with the game at large.
I still think I would rather not "dive in" so to speak, but it's nice to have a bit more perspective on the game. Thank you.
When you're making a game, you don't usually have the luxury of differentiating between workaround, and resolution. You try to focus on what you have control over. You could entrust the job to your technology guys, the ones that do the really hard work of building shaders, codebase stuff, etc. To do a job there's no guarantee could be done, or you could enact a workaround that (on paper) fixes multiple issues you had received feedback on.
But even outside the performance thing (performance is more consistent in comparable situations like looking at the surface on an empty horizon ), but the game also has new / updated shaders, and post processing work, and I also believe that water deformation is handled differently. In any case, I think it sends the wrong message to treat the game as if it didn't do anything right. I do vastly prefer the original, same as you. I just want to paint an accurate and less biased picture of exactly what went wrong here, and what are the main issues negatively impacting the fanbases view of the game, in a way that is simple, and actionable. If you have other criticisms that are of a similar level of importance to the biome size, and the vehicle streamlining, I would legitimately like to hear it, so we as a community can bring together a real tangible list of what we want, either in an update (extremely unlikely) or a sequel.