Im not a massive fan of the Eula but that's all ill talk about..and perhaps when the game is more polished i dont want to look up anything about it and hopefully they will at least reword it better
For me I've been playing space marine 2 and 7dtd. I played through with izzos but my main mod i like doesnt work with it. So o turned it off.
It was originally a carbon copy of Krafton's PubG end user license. Unknown Worlds has reworded it somewhat for clarification, but it's still the "standard" 'you'll own nothing and be happy' bs that has taken over the industry. Unknown Worlds is not responsible for that, so everyone directing their anger about it at Unknown Worlds has horrific aim, imo.
Honestly, I'm weary of the themes present in Subnautica 2's story. Enough with the transhumanism in video games already. Silicon Valley's obsession with that confused ideology is depressing enough. Now, we have see it in every other video game. Others' mileage will vary wildly, of course, but I'm absolutely sick of it, whether it's played for "horror" or not.
I'm not really sure "transhumanism" is a good description of the story.
I was mainly talking about the beginning of the game, when you wake up and are introduced to NoA.
From the surroundings, it seems like the crash just happened. But once you get to the surface, it turns out this isn't true.
The logs mention "last contacts" with colonists in numbers of hours that equate to decades.
Furthermore, the Tailings - the planet's original inhabitants, who reverted to technological primitives after a catastrophe - built their village on top of the wreckage of the crashed Altera ship.
So, it seems like NoA has been reprinting the colonists for a very long time, possibly hundreds of years. It has been choosing which "version" to reprint, such that it can wipe the colonists' memories, so they don't know their history or how long they have been on the planet.
Combine this with the fact that these could be the last humans in existence, and this makes for a much darker story than either of the first two Subnautica games.
If anything, the story seems closer to Soma than to a "transhumanism" style story.
I'm not really sure "transhumanism" is a good description of the story.
I was mainly talking about the beginning of the game, when you wake up and are introduced to NoA.
From the surroundings, it seems like the crash just happened. But once you get to the surface, it turns out this isn't true.
The logs mention "last contacts" with colonists in numbers of hours that equate to decades.
Furthermore, the Tailings - the planet's original inhabitants, who reverted to technological primitives after a catastrophe - built their village on top of the wreckage of the crashed Altera ship.
So, it seems like NoA has been reprinting the colonists for a very long time, possibly hundreds of years. It has been choosing which "version" to reprint, such that it can wipe the colonists' memories, so they don't know their history or how long they have been on the planet.
Combine this with the fact that these could be the last humans in existence, and this makes for a much darker story than either of the first two Subnautica games.
If anything, the story seems closer to Soma than to a "transhumanism" style story.
I said themes. "Uploading" human consciousness to computer memory. "Storing" human consciousness for transference into a robot or android or...
3-D printed form
in Sub2's case? Give me a break. I'll say it again. I am personally sick to death of seeing transhumanism in video games as everywhere else. No one need try to gaslight me into thinking those themes aren't in Subnautica 2 when I see them as plainly as the nose on my face. Other people, who actually think transhumanism is the smartest, coolest ideology they've ever encountered, can eat it up if they like. Maybe they'll question their "intellectual" influences and start thinking for themselves someday.
Furthermore, the story is the weakest, most derivative aspect of the game, imo, along with HAL 9000...I mean, NoA... and -- yes --
the virus stuff and requiring us to "cure" it
is all too similar to the original. "Oh, but it's a mutated strain." I don't even want to hear it and don't expect the "story" ever to get any better.
The environmental storytelling is actually pretty good, but you and others can have the "story". It's of no interest to me personally -- former English Literature major and storytelling enthusiast that I am -- for all the reasons stated, which are perfectly legitimate regardless whether anyone else thinks the story is good or not.
It was originally a carbon copy of Krafton's PubG end user license. Unknown Worlds has reworded it somewhat for clarification, but it's still the "standard" 'you'll own nothing and be happy' bs that has taken over the industry. Unknown Worlds is not responsible for that, so everyone directing their anger about it at Unknown Worlds has horrific aim, imo.
I know Krafton is the ■■■■ in the toilet and unfortunately UW worlds is the victim. But still I don't wanna support krafton at all.
Also Uw claim of lack killing is very... poorly worded. I get there vision, the first sub wasn't a killing game you could but you had to work around it. Hell after like 50 hours I never killed a reaper or anything large aside from stalkers and bone sharks.
And telling your Consumers to play another game is not really the best. Its like TFP saying example "our game isn't a True FPS shooter, go play call of duty if you want a true gun experience"
I said themes. "Uploading" human consciousness to computer memory. "Storing" human consciousness for transference into a robot or android or...
3-D printed form
in Sub2's case? Give me a break. I'll say it again. I am personally sick to death of seeing transhumanism in video games as everywhere else. No one need try to gaslight me into thinking those themes aren't in Subnautica 2 when I see them as plainly as the nose on my face. Other people, who actually think transhumanism is the smartest, coolest ideology they've ever encountered, can eat it up if they like. Maybe they'll question their "intellectual" influences and start thinking for themselves someday.
Furthermore, the story is the weakest, most derivative aspect of the game, imo, along with HAL 9000...I mean, NoA... and -- yes --
the virus stuff and requiring us to "cure" it
is all too similar to the original. "Oh, but it's a mutated strain." I don't even want to hear it and don't expect the "story" ever to get any better.
The environmental storytelling is actually pretty good, but you and others can have the "story". It's of no interest to me personally -- former English Literature major and storytelling enthusiast that I am -- for all the reasons stated, which are perfectly legitimate regardless whether anyone else thinks the story is good or not.
How about only two white guys in the entire game? One is a player-class, one is an NPC made out to be an idiot. The game seems extremely biased or something. I don't mind no guns (no, most survival games don't make you kill things to progress. The Long Dark being an excellent example), but the god-mode on everything EXCEPT your player is frustrating.
Yeah, the story seems like a clone of the first game, but on a different planet.
I've never found any of the Subnautica games scary, but adorable, wondrous and enjoyable* and...have not an ounce of patience left with every YouTuber who claims Thalassaphobia and acts scared to death for "engagement" purposes. They probably never even heard of Thalassaphobia until it was suddenly on every streamer's lips. Those who honestly suffer from Thalassaphobia might benefit from playing the games, but I wouldn't recommend it as a substitute for real world, dive on in there therapy.
*It's obviously unlike the vast majority of video games, including survival games, which expect you to kill everything in your path to "progress". The focus is on exploration and discovery. Deterrents are abundant. Evasion is an option. Subnautica is unique, yet an awful lot of people refuse to let it be unique. "Give us weapons, now!" "Forced pacifism!" Ugh. Good thing the "crowd" isn't designing it is all I have to say. Is there a game in existence that doesn't have manufactured outrage surrounding it?
As an ex submariner, the biggest phobia I had to deal with, from other people, was claustrophobia...a very small percentage of those afflicted will try to gut it out...try to defeat their fear...they end up snapping at some point, usually after just a week or two, and we have to give them a big shot of valium and some hand cuffs to keep everyone safe...until we can get them to shore.
I just gave him the name for the term...I didn't make a statement about the game. I like it...and I hate jump scares...I think they are the laziest, most over used form of "horror".
SPOILER read ahead at your own risk:
the printed body...don't worry about death thing...takes most of the "stakes" out of the game for me...it is somewhat interesting story wise, and makes sense game wise, because of the mental stability of the AI that reprints you...sometimes deciding to wipe your mind "for the good of the mission". it just isn't enough of a "stake" to make the game feel dangerous again...for me.
END OF SPOILER
YES...most games do have some controversy. The common denominator seems to be "familiarity breeds contempt".
I sincerely hope "we" return the days when the majority of games are built in silence and then released. EA games linger in development for too long...and the longer they take, the bigger the "stink" around them.
As an ex submariner, the biggest phobia I had to deal with, from other people, was claustrophobia...a very small percentage of those afflicted will try to gut it out...try to defeat their fear...they end up snapping at some point, usually after just a week or two, and we have to give them a big shot of valium and some hand cuffs to keep everyone safe...until we can get them to shore.
the printed body...don't worry about death thing...takes most of the "stakes" out of the game for me.... it just isn't enough of a "stake" to make the game feel dangerous again...for me.
I hadn't thought about that, but someone else mentioned it recently, too. It's just tied to a respawn like any other respawn, so I wouldn't think it would affect how we play, but it really does, doesn't it? The game just makes "reprinting" seem so commonplace, our subconscious is probably going, "Meh. I'll just reprint. What does it matter?"
I see. This isn't usually what most people mean by "transhumanism." Transhumanism usually has to do with enhancing the human body and mind using technology. Robotic limbs, cybernetics, AI chips for your brain, nanites that repair your body, that sort of thing.
I thought maybe you meant the "Angel Comb" DNA transfers which grant you enhanced abilities. That's basically "transhumanism" except done through genetics.
But, yeah, if you don't like the "consciousness transfer" stuff in science fiction, you probably won't like Subnautica's story. I personally don't mind it myself, as long as it's used in an interesting way. I think Subnautica 2 does so, in the same way that I thought Soma did so.
Really? Transhumanism as a (supposed) philosophy covers a lot of ground, including that, which is more akin to Cyborgism as I see it, and much of the reason why I say it's a confused ideology, not just among the most dystopian science fiction tropes of all time. The "singularity" pushed by a specific individual (who shall remain nameless so as not to break forum rules regarding naming specific public personalities) is as much part of the transhumanism that's taken over Silicon Valley and is now intruding on all our lives as is the notion of "uploading" or "transferring" human consciousness. Comparative philosophy and religion is also a personal interest of mine. We are, in large part, falling for the best and worst of "futurist" thought today as a species, as I see it, with no distinction being drawn between the "übermensch" of Fredrich Nietzsche (a concept most of us don't seem to understand) and pure techno-logic. I can't speak for them, but I distinctly get the impression Jean Gebser, et alia, would probably think it's the "mental-rational" (in Gebser's terms) "human consciousness structure" taken to its most extreme and inherent (dead) end. Good thing, I think, many formerly fervent transhumanists are beginning to question and reject the ideology, which is nowhere near philosophy, i.e. love of wisdom, afic.
"The dystopian science fiction we all loved was intended to be a warning, not a how-to manual."~ Wil Wheaton
Look around you. How much of the dystopian has become and is becoming our reality with no distinction whatsoever drawn between the truly human and techno-logic stripped of all things human? It's not a "Star Trek-like" future we're looking at, to be sure. I think it pretty important at this juncture in human history to ask ourselves if we really want to embrace and disseminate transhumanist ideology, which we've heard heralded as "the next step in human evolution."
What I said was is that I'm weary of seeing it in video games, not that I'm not aware of the science fiction trope, but it's unfortunately often via storytelling that insidious ideologies subconsciously sneak up on us and take up residence in our minds. A specific Silicon Valley CEO, who also shall remain nameless so as not to break forum rules regarding naming specific public personalities, is wont to say, "we want" this and "we want" that about everything from "enhancement" of the human body via technology to self-driving cars in a very offputting "royal we" kind of way. I don't think he cares if it's what "we" want as a species. He cares only it's what he wants in his childishly profit-mongering, dystopian science fiction brain.
Personally, I'd just as soon not be a Borg myself.
I am deeply critical of the singularity/tipping point philosophies too. In my view they are just pseudoscience.
Also, if this is not what you meant, then just chalk it up to a misunderstanding about terminology, and not a personal attack or anything.
In any case, I doubt that any of these folks really had an influence on Subnautica 2. If they did, it was not a positive influence. Subnautica 2's treatment of these subjects is distopian, not utopian like the transhumanists, singularity bros, or Frank Tipler present.
Now, if you don't want to see these subjects at all in a video game, the Subnautica 2 will definitely not be to your liking.
smh Is there any point to Internet discussions at all? After all, no one is listening. They've influenced global culture in its entirety to the point that there's no getting away from transhumanist themes, whether embraced or criticized, in modern Arts & Entertainment media. Reminder:
Loving Subnautica 2 thus far. In fact, the original Subnautica and, now, 2 are the only games classified as "survival games" I've ever been able to really enjoy as opposed to feeling I'm just going through repetitive motions. (Most are little other than perpetual motion machines, imo, because they're all about mechanics and have little to nothing to share with the world in the way of art.) I'm not sure the Subnautica games fit in a category, they're so different from the average and mundane, imo. Best of all, no psychological defenses against industry shenanigans are necessary to play. Oh, I see things (like bioreactors) few give even a second thought. And it's too bad few give much of anything a second thought anymore, but what are you going to do?
No worries. I don't feel "attacked" when discussing ideas, especially those not my own. If anything, I suppose you could argue that the incessant appearance of transhumanist themes in modern Arts & Entertainment media is at least bringing them to public consciousness so people can mull them over for themselves and consciously decide whether they want to embrace them or not.
As for building in Subnautica 2 I really hope they bring back the glass domes for the habs. I really like that vaulted ceiling feel when you enter a hab.
Would also be nice if they let you adjust the height of a building and not just the length/width.
Unknown Worlds did an excellent job when they introduced as a free update the ability to use some of the features added to Below Zero in the original Subnautica.
As for building in Subnautica 2 I really hope they bring back the glass domes for the habs. I really like that vaulted ceiling feel when you enter a hab.
Would also be nice if they let you adjust the height of a building and not just the length/width.
Unknown Worlds did an excellent job when they introduced as a free update the ability to use some of the features added to Below Zero in the original Subnautica.
They're aware of the desire for more "round rooms" (actually they weren't round in the original, but whatever) as well as glass roofs and, even, floors. One of the devs said he'd like to see some round pieces himself. I'm sure more habitat pieces are in the works along with furniture, et al. Most of the outcry is over the lack of foundations, but some of the colonist habitats have foundations, so I'm sure they're on the way as well. There's still 2-3 more years development to come. Meanwhile, I think they've done an excellent job with customization.
I wasn't going to say anything about all that, but I just so happened to be there at the time. Fact is, a (likely frazzled) developer got fed up with a guy ranting at him about stupid stuff and demanding a refund from him on Discord. (The player was pinging the developer.) Of course, if the player wanted a refund, he needed to be talking to the distribution platform from which he leased it.
It was hardly an official statement. Should the UW employee the player was screaming at have told him to go play Sons of the Forest? Probably not. I do think the exchange has been blown all out of proportion, though, and people are obviously taking it as a reflection on the studio and taking it out on the studio. The studio didn't say that, though. A frazzled developer did, and I honestly can't say as I blame him. I'm sure he's been "reprimanded" or "written up" or some other corporate equivalent of being spanked like a kindergartner, but I was honestly right there with him and thinking much the same: "Jeez, dude. Go play Sons of the Forest!"
The "consumer" was disrupting the otherwise jubilant conversation on Discord surrounding the game's launch and very likely disrupting the developer's work by pinging him specifically on Discord. Afic: molehills meet Mountains. That's the dark side of Internet for you and, I'll be perfectly frank: too many people think of themselves as consumers rather than the human beings they are these days, imo, precisely as "the system" would have them do never thinking, of course, that's precisely what "the system" would have them do. Ergo, most just can't seem to allow other people, like that lone developer, be human themselves -- flaws, tempers, mistakes and all. I honestly think it quite sad.
As for "supporting Krafton...." I should think independent developers would have learned by now -- from the experiences of their peers, if nothing else -- that selling out to a profit-mongering machine like Krafton may not be such a good thing for their studios or their studios' reputations, not to mention their health and wellbeing, mental and otherwise. They obviously haven't. I guess we all know a 250 million dollar bonus was on the line if the game launched in early access on time and reached certain milestones. The legal drama has been utterly ridiculous, but many say they actually bought the game to help put Unknown Worlds over those milestones in support of UW's side of the legal battle. However people reason out or justify what they want to do or have done would be a source of never-ending fascination and/or amusement if there were normally any rhyme or reason to it. But there isn't most of the time, at least as far as I can tell.