Released in 2018, Subnautica is an underwater survival game. It received a positive reception. Criticisms tended to be leveled at its performance on certain systems as well as a number of bugs that, as of the latest version released in 2020, appear to remain unaddressed. But we’ll talk about that as we go. For now, let’s talk about the core gameplay and what makes Subnautica a title worth playing.
The base-building aspect is probably the most appealing element to me. It is fun to design habitats and try to make them as efficient as possible. Connecting my main base to a thermal source of power felt like a true achievement. There are a variety of structures and devices to make. The only disappointment was realizing that there weren’t even more things to construct. It’s great that the mechanic left me wanting more rather than feeling overwhelmed by too many options.
Throughout the game, the lack of combat felt refreshing. Here’s a title that finally understands what some survival game enthusiasts want: a focus on survival, resource-gathering, base-building, and exploration. If combat is merely going to be an afterthought put into the game because developers think that most game players want it, they’ve completely missed the point. Arguably, Minecraft fell into this trap. When combat was first added to that game, it felt half-baked. It took years for it to be improved and even now is probably the weakest part of the game. Subnautica does allow players to fight the creatures they encounter in the mid- to late-game. However, fighting them is never required. The fauna can be avoided and left to their own devices. It’s really great to see a game make combat completely optional. Apparently, the designers wanted to exclude guns from the beginning to give younger audiences a game to play that offered non-violent solutions to problems.
The vehicles available to the player each have their own purposes and truly feel unique from each other. The Seamoth is a delightfully speedy way to travel through much of the game. Its use in the end-game is diminished simply because it can’t be used at extreme depths. The Cyclops, a submarine, is equipped with storage lockers, a vehicle bay, and even allows the player to add their own attachments to it (such as a fabricator, allowing a player to make whatever else they need on the go). Although the Cyclops is slow and more difficult to drive compared to the Seamoth, its versatility and status as a mobile base more than make up for its low speed. Finally, the Prawn Suit is a delight to pilot. It feels like controlling a more athletic version of the loading mechs in the second Alien film.
The narrative is delivered in occasional radio broadcasts from other
survivors and records left throughout the environment. The scanning tool
also allows players to amass an encyclopedia’s worth of information
about the planet. The story is serviceable and well-suited to this type
of game. It’s nice that it stays out of the way and is there for players
who want to dig deeper into the lore. It’s not a terribly complex plot,
but that’s just fine for a game on this scale.
While the narrative might not be complicated, the goal remains clear throughout the game: escape the planet. It’s not clear at first how to do that, meaning that the player will spend most of the title accomplishing smaller goals: building a first habitat, figuring out how to get a better source of energy, and exploring more of the surrounding areas. Without giving too much away, the ending feels truly satisfying because it’s the culmination of all of the player’s smaller goals leading up to it.
One element that deserves highlighting is the sense of discovery. Exploring the various biomes feels great. There’s always something to find. During the early game, every new resource or blueprint is a boon. It’s remarkable that the developers managed to maintain this level of progression throughout nearly the entire game.
Related to exploration, Subnautica does a fantastic job at getting under a player’s skin. There’s a primal fear about the deep sea. When a player goes so far down that it’s dark even during the daytime, things get spooky quickly. There’s nothing more unnerving than exploring an area where there’s only water around. After all, it’s clear that not all of the fauna is peaceful. And some of it grows rather large.
Subnautica isn’t perfect, of course. Players can explore the remains of the spaceship that crash landed, which is largely above the waters. The protagonist is a slow-mover on land even when holding the run button down. Players may have to come back to the ship’s smoldering remains more than once if they miss anything. It’s definitely an area that isn’t terribly interesting the first time, and being forced to return doesn’t improve it.
There are graphical glitches as well. The animations to enter a player’s base are well done. It’s a shame that they’ll suddenly stop working altogether if a base reaches a certain size (there may also be other causes). Apparently players have been able to fix the disappearing animations on the PC version, but a solution has remained elusive for the PS4 version. While this problem is not a game-breaking one, it’s a shame that it still remains.
The Prawn Suit can sometimes get stuck on the terrain. This problem seemed most noticeable in one of the final areas. Players should simply ensure that they have the grappling hook attachment, which enables them to pull themselves along until the suit can walk again.
The end-game is, unfortunately, a little boring. Leading up to the final areas, there’s a
good pace and sense of progress as players continue discovering
blueprints and making new tools and vehicles to help them explore more
of the planet. Most of the areas in the game are big enough to search
and feel impressively expansive without being too large. Some of the
end-game areas, on the other hand, are simply too big, making traversal feel like a chore. Unlocking warp gates does alleviate some of this
problem, but using them requires waiting a while for the game to load a
different part of the world. The warp gates also introduce an issue usually absent from the rest of the game: sections of the world that simply haven’t loaded yet, forcing a player to wait a little while for it to pop in.
Putting the bugs aside, there are some quality of life design choices that might’ve made the game more convenient. Managing resources and storage in survival games is typically left up to the player to figure out. It would be nice if more games gave players better management options. For example, if a player is already at their main base surrounded by lockers filled with resources, why can’t they simply craft what they want without having to find all the necessary materials from the various lockers? In a futuristic setting like Subnatucia’s, this could have easily been an advanced base development offered to players (inanimate matter transport device, perhaps?). This critique is applicable to the wider genre and not just Subnautica.
As much as the end-game vehicles are fun to use, the absence of speed upgrades for them is felt all too strongly in the overly large end-game areas. Traveling at the same speed as the Seamoth in the final levels might have alleviated some of the tedium.
Some of the survivor records are tricky to find. It would’ve been helpful if man-made objects had a faint glow to them when a player got
close to them. It can sometimes be easy to miss key items (blueprints or
lore records) due to their blending in with the rest of the environment. A scanner room can be used to help pinpoint some of these objects but not all of them.
The game could’ve benefited from a few more in-game tutorials (or even an electronic manual). Sometimes it was ambiguous why certain buildings couldn’t be attached to a base. Players probably shouldn’t be expected to search for fan-made wikis online in order to figure out basic gameplay mechanics. Games don’t have to be patronizing, but it would be nice if they tried to explain a little bit more about what the player can do.
Overall, Subnautica is an excellent survival title. Despite
its flaws, it gets many key components right. It’s been a treat to
traverse its waters. Coming three years late to experience this game has its benefits: a sequel, Subnautica: Below Zero, was released back in May of this year. To avoid genre fatigue, I plan to hold off on tackling it quite yet. All the same, it’s comforting to know that there are more waters out there just waiting to be explored.










