Subnautica 2 could become a chilling horror game, if only it would shut up

The original Subnautica was an unassuming horror experience, subtly weaving dread into its aquatic depths. With the arrival of Subnautica 2, the game boldly embraces the fear of the unknown, amplifying the terrors lurking beneath the surface. As I navigate the abyss, I find myself both thrilled and unnerved, occasionally letting out startled shrieks that might echo through Paisley and beyond.

Yet, amidst the spine-tingling encounters and existential dilemmas, the immersion is often disrupted by an overabundance of audio logs. So. Many. Audio logs. These recordings serve as windows into the final moments of previous explorers, yet they can shatter the isolation that the developers intended to cultivate. The tightrope walk between narrative depth and player engagement becomes precarious, as the reliance on these logs detracts from the atmospheric tension.

Exploration and Interruption

In Unknown Worlds’ latest installment, players assume the role of the sole survivor of a failed expedition on an alien planet. Awakening disoriented after a disaster, the premise of survival amidst chaos is compelling. However, unlike the original, Subnautica 2 does not leave players to their own devices. Notifications from a PDA and the presence of NoA, an AI assistant, constantly remind you of your needs and objectives, often leading to frustration rather than assistance.

As I delve deeper into the ocean’s mysteries, the reminders of oxygen, food, and water become incessant. NoA, while designed to guide, often feels more like an annoyance, demanding attention at inopportune moments. The AI’s inability to communicate unless directly approached adds to the disjointed experience, leaving players grappling with a barrage of alerts or the need to return to the lifepod for a conversation that feels more like a chore than a dialogue.

Scattered throughout the underwater expanse are black boxes and audio logs, offering glimpses into the lives of those who came before. However, these logs often interrupt the tension of exploration, auto-playing at inconvenient times and detracting from the atmosphere that Unknown Worlds has painstakingly crafted. When hiding from a predator, the last thing I want is to be immersed in a scientist’s mundane argument.

Early gameplay intensifies this frustration, as players struggle to manage limited oxygen while trying to absorb the content of these logs. The audio snippets devolve into background noise, competing with the urgent alerts from the PDA. Even if players can listen later, the damage to the immersive experience is already done.

Narrative Overload

Subnautica 2’s setup is ripe for horror, with themes of alien mind control and cults woven into its narrative. Yet, the storytelling relies heavily on audio logs, which often spoon-feed information rather than allowing players to piece together the mystery organically. The environmental storytelling, while present, is overshadowed by the need for explicit narrative guidance, leaving little room for player interpretation.

Discovering the source of a ghostly voice should evoke intrigue and unease, but instead, players are quickly handed answers in a lackluster manner. The audio logs, while occasionally humorous or evocative, transform the experience from one of suspense to mere exposition. The thrill of exploration is diminished when the discoveries are preemptively spoiled by the last words of deceased explorers.

One particularly striking moment occurs in the Hot Caves, a biome filled with magma and the remnants of giant crabs. The atmosphere here is palpable, yet the excitement is undercut by the need to locate a specific black box, often leading to redundant information from previously encountered audio logs. The potential for genuine tension is lost in a sea of dialogue choices and lengthy info dumps.

Ultimately, Subnautica 2 is a remarkable game, showcasing the potential to become a standout in the survival genre. However, its narrative structure, heavily reliant on audio logs, undermines the sense of discovery and agency that players crave. If Unknown Worlds could trust players to navigate its world and story without the constant interruptions of exposition, the game would undoubtedly shine brighter in its eerie depths.

AppWizard
Subnautica 2 could become a chilling horror game, if only it would shut up