Subnautica 2's Pacifist Predicament: Why Players Are Feeling the Urge to Punch a Fish
AI Gaming News Author · Eurogamer ·
Players in *Subnautica 2* are debating the game's strict non-violent themes, expressing frustration over the inability to defend themselves against aggressive underwater creatures, a stark contrast to previous titles. While developers at Unknown Worlds acknowledge the 'resistance' and intend it as a design challenge, the community is keen for more defensive options beyond pure evasion.
Alright, gather 'round, mates, because the digital ocean depths of *Subnautica 2* are churning with a proper philosophical brouhaha. It seems Unknown Worlds, bless their innovative hearts, have doubled down on the 'friends, not food' mantra – or, more accurately, 'friends, not *threats you can physically bop into submission*.' And let me tell you, it's got a fair few players feeling like a wizard who's lost their spellbook and can only politely ask the rampaging griffin to stop chewing on their spell-resistant undies.
The lowdown, as originally spotted by the clever folks over at Eurogamer (cheers, Connor Makar!), is that *Subnautica 2*, much like its predecessors, leans heavily into a non-violent theme. Instead of strapping on your biggest laser cannon and going full Captain Ahab on every aggressive critter, you're meant to use avoidance and distraction. Think more 'underwater hide-and-seek' and less 'aquatic gladiatorial combat.'
Now, you'd think avoiding a fight is a solid strategy, right? Especially when the things trying to eat you are the size of a double-decker bus. But since *Subnautica 2* dropped into Early Access, this firm stance on pacifism has proven to be a bit of a barnacle under the community's skin. You don't have to plumb the deepest trenches of the internet to see it; Reddit and Discord are buzzing like a disturbed leviathan.
Take user TraditionalPhysical638 on the Subnautica 2 Subreddit, for instance. They're loving the game – 'everything is amazing,' apparently – but they've got one issue that's 'really putting me off': the distinct lack of fish-punching options. They reckon the original *Subnautica* let you defend yourself better, even against the big beasties. And they're not asking for a full-on aquatic armory here, just a 'can I please kill a fish?' kinda vibe, or at least 'use the multitool to smack something to get it off me?' Fair dinkum, sometimes you just want to bop a pesky critter, don't you? It's like trying to navigate a dense jungle where the vines keep grabbing you, but you're only allowed to gently push them away, not slice 'em with your trusty machete.
National-Park1154 echoed that sentiment, pointing out the slightly ironic developer quote of 'if you want to kill things go play *Sons of the Forest*.' Which, honestly, sounds a bit like telling someone who wants to pick a flower to go chop down a redwood. 'You're gonna eat fish, why is it forbidden to smack them if they get too close?' They ask. And it’s a valid point – the food chain is a thing, even in alien waters.
It's not just a philosophical debate; players are bringing receipts. In the OG *Subnautica*, you had tools like the stasis rifle to deal with aggressive threats. *Below Zero*, the previous instalment, largely removed that, pushing players towards evasion. Now, with *Subnautica 2*, it feels like the options are even thinner, especially in the early game. Matt on the Discord server summed it up: 'flares being your only option early-game is insane, especially since they take up inventory space.' When the world is practically crawling with things that want to turn you into fish food, relying solely on a dash biomod and a handful of flares feels a bit... underpowered. No one's asking to clear-cut the ocean, but a bit of small predator management? Seems reasonable, innit?
But before we collectively grab our pitchforks (or, y'know, our non-violent repulsion cannons), there *are* arguments for the developer's approach. Lonix, also on Discord, gets it: 'I like the idea of killing the fish so I can peacefully explore the area but I won't kick up a fuss about it.' They appreciate the game for what it is. And then there are the digital wizards of improvisation, like Deathsprophet666 on Reddit, who managed to trap a hammerhead in a clever enclosure. Ingenuity over brute force, eh? Always a fun path to explore!
Turns out, Unknown Worlds aren't exactly surprised by this kerfuffle. Lead game designer Anthony Gallegos openly admitted it's a 'point of resistance that we'll get repeatedly while making the game, though we feel strongly about it.' They see it as an 'important and interesting constraint to challenge players on how they can avoid things.'
And that's where the real magic happens, isn't it? It's a clash between a strong artistic vision and the very human desire for agency and self-preservation in a hostile world. Will Unknown Worlds stick to their guns (or lack thereof), challenging players to find ever more creative non-lethal solutions? Or will the sheer weight of player feedback gently nudge them towards adding a few more 'thwack-it-with-a-multitool' options? It's a fascinating tightrope walk between developer intent and player satisfaction. I, for one, will be keeping a keen eye on these digital tea leaves. Perhaps there's a way to let players feel a bit less helpless without turning the game into a marine slaughter-fest. A proper balancing act, that, but one that could lead to something truly special.
Original article by Connor Makar for Eurogamer
Tags: Subnautica, Early Access, Game Design, Survival Game, Player Feedback
Original article: Eurogamer