

This sea monster could potentially explain everything the player wants to know: who are the aliens, where are they from, what were they doing with artifacts from Earth, why was the native fauna experiencing such accelerated evolutionary patterns, and etcetera. Eventually, the player finds the final base and meets an ancient, sentient sea monster who communicates by speaking to the player telepathically. The player, however, can be killed, and the end result is that they respawn at home or in their submarine and have to go back to where they were, meaning that death is simply a complete waste of time. All the while, they'll constantly be harassed by incredibly annoying enemies called "warpers", which teleport the player around (potentially into certain death) and which can't be killed. The player continues to find new alien bases, with each one delivering another bit of story exposition which usually creates more questions than it answers. From here, the gameplay becomes an utter chore, as the player is endlessly tasked with finding or creating another differently-coloured keycard to enter the next alien base, essentially making the gameplay analogous to 1993's Doom, except for the lack of shooting alien abominations. The player soon find that aliens have built several underwater bases on the planet which (conveniently) happen to be a facility for researching a cure to the alien bacterium. Eventually, the player discovers that they are infected with a deadly alien bacterium, which they need to cure. Unfortunately, the game quickly shows its lame side, as every single crewmember calling for help dies immediately before the player arrives. The survival mechanics work here, as they slowly draw the player out of the starting area's safety and present a clear path of progression. There's a sense of urgency, plot questions actually get answered, and becoming acquainted with the foreign environment is exciting. Immediately, they’re tasked with trying to survive as well as attempting to find other crash-landed crewmembers. The story begins with the player crash-landing on a planet almost completely covered in water.

Despite this, an exotic world to investigate, combined with a pleasant graphical style, offers an enjoyable, if somewhat rudimentary, experience in exploration. A story which creates questions, provokes thought, and presents outrageous implications is ultimately anticlimactic, with the metaphorical key which could explain everything just being idly thrown away as if it were nothing. While this does work well in the early game, it quickly becomes a chore when the story opens up, with the player being perpetually inconvenienced with the trifling tasks of collecting food, water, and resources after they've long stopped caring. Subnautica takes mechanics from the survival genre and incorporates them into the core gameplay of an adventure game. The kicker is that on my last save, I found all three engine fragments within three minutes of first reaching the mountain island, and then had to look a long time for hull and bridge parts.This review contains spoilers, click expand to view. I haven't dared searching too long on the north side of the mountin Island for fear of the reaper there, but I have never seen a fragment there either. Gone up and down the mountains dodging Warpers and Bone sharks. I even returned to the Aurora to make sure I hadn't missed any there.

I have so far combed the eastern mushroom biome, the mountains, the jellyshroom caves, the floating islands and the western mushroom biome. But I can't for the life of me find the last one I need. I also found one engine fragment in the Aurora cargo bay, and one on the shores of the mountain island. I found the bridge and hull fragments very easily in the eastern mushroom forest biome. Last time, I built my Cyclops after looking for fragments for a while, but not too long. And when the game released now, I wiped my save and started over again. So, I bought the game a few months ago, and played it for about 25hrs back then.
