@WedlandThe@LunaAlphaLilita is there? i dont think ive ever seen the sneaky bastard.
you best bet if i do, im throwing as much money i can at him, i would KILL for a stat respec.
@LunraP@LunaAlphaLilita yeah, but you cant farm them.
like sure i COULD spend a while getting em, but since i played a ton in early access, i spent most my level up points already.
ill get to it, but still. i hate being like lvl 60 and still working on getting lvl 50 stuff, yknow?
@LunaAlphaLilita yeah, its weird.
the module idea is cool but... the seatruck is just too sluggish for me to enjoy.
among the other reasons i dont like below zero.
this is unironically a great way to explain HOW you want your game to be structured.
ive both played and LOVED Soma and Alien Iso, and i think that the ideas their using from those games are fantastic examples!
too bad most people wont read this, though :P
Subnautica 2 Design Lead Anthony Gallegos recently explained the reasoning behind the game’s no-killing policy in an interview with MinnMax.
Gallegos said the decision was not made because the studio opposes violence in games:
“We’re not like ‘we’re a game about pacifism’ or ‘we’re a non-violent studio’the studio was founded by modders who made Half-Life mods, and their first mods were all about shooting aliens.”
Instead, he said the team had two main goals. The first was to shape how players interact with the world:
“Our intent, actually, was two things. One, we wanted to avoid giving players the attitude that they were dominators over the world, because the message of the game was very much about people learning to live in parallel with the world they’re in.”
Gallegos also explained that the team wanted to preserve the sense of danger and tension and cited SOMA and Alien: Isolation as major inspirations:
“We’re really inspired by games like SOMA and Alien: Isolation.”
“If [SOMA] ever gave players the means to fight things, no matter how intentionally miserable they made the experience, players would always be like ‘it’s always better to master the crappy combat than it is to deal with the constant threat of the thing’.”
According to Gallegos, removing creature killing helps maintain the feeling of vulnerability and encourages players to survive, adapt, and coexist with the alien ecosystem rather than simply eliminating every threat they encounter.
@Milnegake at this point, just be a good bystander and buy the poor girl some dresses.
i mean her makeup is RUNNING, itd be rude to NOT try and cheer someone like that up.
Growing up, i realize that people CAN NOT STAND anything Slow Burn.
Whether its movies, games, content, or otherwise. the majority of people hate being forced to wait for a decent story to play out, or have a cool conclusion.
kinda sad.
@Ceaseless_boid you shouldve seen the thumbnail when it was first posted:
it was literally just a picture of epstein lmao
then it was swapped to a reg cyborg, then this current image.