![]() ![]() Schwab Solo 401k Brokerage Account from My Solo …. ![]() ![]() William Schwab Professor of Practice Contact Information Office: 230E Office Hours: Mon-Weds 11-12 and by appointment Email: Phone: 81 Research and Creative Interests Advertising Branding Film and Editing photography Design Fine Arts Painting and Drawing Pedagogy Biography Without closure, the story becomes superficial, and it leaves the player feeling burned.William Schwab: People: The Media School. In regards to the story, questions need to be answered, and unexplained events should not be left on the table. They should be harmonious with the adventure gameplay, creating an interactive system rather than being an excuse to impede progress. The survival mechanics, however, need to be reapproached. One has to deal with meaningless and tedious deaths as well as the constant annoyance of the “warper” enemies to do it, but the exotic landscapes, pleasant visuals, and sense of scale make the experience of exploration a positive one regardless. Ultimately, the exploration is fun, but everything else is a drag. Ensue another fetch quest where the player builds an escape ship, which, after using it to leave the planet, prompts a kicker that shows that the monster is apparently still in existence, telepathically revealing that it's "together" with the player somehow. Instead, the monster tasks you with a fetch quest to power a button, which, when pressed, inexplicably kills them. 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. This review contains spoilers, click full review link to view. ![]()
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