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Parallel processing unit subnautica below zero
Parallel processing unit subnautica below zero





parallel processing unit subnautica below zero

There's almost no use case where the teleportation module is worth using. You can't drop teleportation modules behind like fast travel points, and even if that worked, you're most likely in a prawn suit or something anyway, and you can't bring that back with you either. The modular design of the seatruck is great in concept, and I liked how it is faster and more nimble than the cyclops, but in practice most of the modules aren't worth the speed loss. The items in the game were generally poorly balanced. So when they act like close friends at the end of the game, it feels completely unearned. I'm going to work to get you out of my head." That's an understandable reaction at first, but she makes no later attempt to talk to him or anything, and Alan is quickly reduced to a built-in notification device. Robin should be thrilled to meet a living Architect like any scientist, but her immediate reaction is "shut up. she flew to this planet to investigate her sister's death, but packs almost nothing, doesn't research the location, and doesn't have an exit plan? That makes no sense for someone who's supposed to be an intelligent person and a good scientist.Īlan's interactions with Robin feel very wooden somehow. Speaking of which, Robin mentions that she has no way off the planet herself. So she's just going to stay there and play the badass sole survivor for the rest of her life?

parallel processing unit subnautica below zero

So even though she's been stranded there for decades at this point and has no way to leave herself.

parallel processing unit subnautica below zero

I didn't find a way you can ask her to leave the planet with you or anything, though I read that you can't do that. You talk to her three times, she gives you some info about your sister, and then that's it. Margeurit is criminally underused in this game in general. So Alan goes back to his homeworld with you without knowing whether anyone else in his race is alive, but doesn't bring anything at all? Not even a copy of the antidote that Sam made, just in case the cure didn't make it back? Robin also doesn't bother to tell anyone that she's basically leaving everyone behind for life, and nor does she bring any supplies for herself (though I packed a bunch just because). The main quest in all its obscurity is just no fun for me. But now I am looking into wikis and guides to get to the finish line. And then I had to find my way out and come back again because I hadn't had all the shit I needed to fulfill a very specific task that wasn't clear until I reached that point. The reality is, I have to drive around some very big and deep caves with some very faint idea where and if I have to go there while some very big fish are trying to hug me. There could have been tangible progress from being a complete outsider that crashes into this world to being intimate with it. Together with the protagonist, the game could have given me the opportunity to achieve a sense of knowing the lay of the land. This could have been a feature, to map out all the different biomes. There is space travel and advanced tech in the world of Subnautica, though digital cartography doesn't seem to exist. However, I think that this works against the player's experience and the setting as a whole. And I get that the lack of a map function or quest log is due to immersing the player into the world.

parallel processing unit subnautica below zero

The "quests" and what they demand of the player are often times really obscure. Orientation and direction is something that the game not really delivers. I get the sense that you feel mostly like I do.







Parallel processing unit subnautica below zero