Subnautica: When Man is Nothing, He is Free
Man is Nothing: Subnautica and the Nature of Freedom
Subnautica’s a gem of a game that terrifies and amazes in equal part. It took me ninety hours and seven
months to complete this richly crafted experience, in part due to the
time spent in the mere pleasure of exploring, and in part because I
procrastinated delving into its darkest and scariest corners. The
depth of Subnautica’s terrors mingled with the breadth of its
beauty also produced many opportunities to reflect.
What happens to me, when my connection to the system fails, and I’m
left to my own devices against the wild? What happens, when
unpredictable events divest me of the trappings that give me a sense
of power? It's these wild spaces that free us. Subnautica reveals
that by asserting technocracy in order to secure ourselves from the
unknown and unpredictable, we lose our freedom.
The Subnautica Universe
The Subnautica Universe
According
to the Subnautica narrative, the
story begins when
the Aurora, a brand new
capital ship, is shot
down under mysterious
circumstances and
crash-lands on planet
4546B, an unexplored ocean planet.
The protagonist and
player avatar, Ryley
Robinson, is a “non-essential systems chief” aboard the ship.
Both
Aurora and Ryley belong to Alterra, a galactic
“trans-gov” whose philosophy is
equal parts corporate, practical
and ruthless. “The
Corporation has learnt that violence is most profitable when
conducted between customers rather than employees,” an
in-game pamphlet comments.
Alterra’s sole official
support for Ryley comes when
a hurried worker transmits blueprints for a rocket
while arguing with a
coworker over a ham and cheese sandwich. Optional data
downloads include
pamphlets that give
the player more insight into Alterran culture. These include casual
reads like the “Alterra
Alms Pamphlet,” which
repudiates charity, and
extols the Alterran system of alms that treats a the help as an
investment: they must learn skills, work and be useful to Alterra in
exchange for the help they receive. An
invitation to join Alterra’s board of directors reads
“It’s not about the money...profitability is
just an interim measure of
success: power and status are the real goals.” The
relationship pamphlet
frames relationships as
commodities, accompanied by a
useful guide for conducting the
transaction. The player
also finds recordings of
fellow crewmembers asking why they would ever help competition,
admitting to lying their way through medical school exams (because
the robots do the surgeries anyway)
putting down a visitor onboard the ship over his religion,
and survivors
thinking in terms of engineering problems lest they be terrified.
Alterra is just like the sleek technology it produces: functional,
but soulless.
From
his
presumably comfortable role in this
soulless technocracy,
Ryley
is suddenly flung to the
mercy of the waters of planet 4546B. He
is the only survivor. In this vulnerable state, the
player takes control, and gameplay begins.
The Technology
Will Not Save You
The main goal of the game is simple: to escape the planet.
In practice, of course, it is not so simple, a reality reinforced by
the inadequacy of available technology to deal with these challenges.
Subnautica reinforces the inadequacy of the player through the use of
its in-game technology tree, which barely gives the player enough to
survive.
The
player must build bases and vehicles with a simple tools constructed
from a fabricator. These
take resources and
instantly construct survival
equipment from oxygen
tanks to underwater vehicles to large
base structures. The
player must gather these
resources.
In
addition, when playing in
story mode, Subnautica
requires the player to maintain four basic meters: food, water,
oxygen, and health. When any one of these runs out, the player dies,
and they must start over
at the nearest save point, losing some items in the process as a
penalty. Food and water
gradually run out over time, while oxygen levels need to be carefully
monitored underwater.
The health bar does not run out on its own, and frankly, it doesn’t
need to; the planet will
take care of that quite
well on its own.
First crashfish.
Then stalkers.
Then
bonesharks and ampeels and crabsquids and
warpers
Then
the dreaded Leviathans: the Reapers whose roar can be heard from
halfway across the map and
who have a penchant for turning submersibles to garbage,
or the Ghost Leviathans with their bloodcurdling scream, or the Sea
Dragons who shoot
fireballs and turn vehicles into chew toys.
Of course, Alterra’s technocracy is ingenious enough to provide for
every possible comfort for underwater living; the player can build
everything from tables to beds to chairs to even a coffee maker.
There are no offensive weapons, all having been purged from Alterra’s
computers according to the lore, leaving the player a mere survival
knife. And while the game allows the player to kill these hostile
fauna, it offers no reward for doing so. Only by learning their
patterns and avoiding or escaping them can the player survive.
Even worse, soon after landing, the computer warns the player that
they are infected by an aggressive alien bacteria. It warns that even
with its vast medical database and efficient medical technologies,
there is no known cure.
On multiple fronts, the technology will not save the player. Where
they were once the technocrat, they are now just another piece of
protein available for digestion. They must be inventive, careful and
adapt quickly if they will survive.
You Are Alone
In addition to facing the awful inadequacies of the technology and tools available, the game puts the player through several ordeals to reinforce a terrifying sense of aloneness.
In addition to facing the awful inadequacies of the technology and tools available, the game puts the player through several ordeals to reinforce a terrifying sense of aloneness.
Early in the game, Ryley’s radio picks up signals from other
survivors, often indicating their locations. Each time he goes to the
coordinates, however, the lifepod is usually empty, often with giant
holes indicating something massive ripped it open.
At one point, a ship picks up Ryley’s signature on the planet and begins sending him messages. Just as it’s about to land to rescue him, it’s destroyed by the same weapon that took down the Aurora.
At one point, a ship picks up Ryley’s signature on the planet and begins sending him messages. Just as it’s about to land to rescue him, it’s destroyed by the same weapon that took down the Aurora.
The player will also encounter multiple large alien bases, all of
which are deserted.
He is left only with the creatures underwater, none of which can reason, and many of which will try to eat him:
He is left only with the creatures underwater, none of which can reason, and many of which will try to eat him:
Alone, and in awe
Just as the game designers pulled no punches in providing terrifying
experiences, they also pulled out all the stops in creating the
game’s environment.
These are just a few examples of the underwater biomes the player
must traverse. Subnautica’s designers utilized expansive, almost
unnecessary variety and exquisite detail to craft naturalistic alien
environments and lifeforms, while also utilizing scale and
perspective to create a vastness that says, yes, this is a PLANET
we’re talking about, not just another 3-d rendered box for a game
to happen in.
In addition, the designers crafted each creature and biome with its own unique set of ambient sounds. In some cases, such as the scream of a Ghost Leviathan, they terrify the player. In others, such as listening to the rumbling pod of Reefback Leviathans as they drift nearby, they calm the player. In both cases, the rich ambient and creature-related sounds crafted for each environment underline the naturalistic richness and planetary scale of the game’s setting.
By forcing the player to explore and adapt to these environments, as
well as their threats, the game creates a sense of vulnerability and
utter smallness, as well as moments of rich (if virtual) beauty.
It creates awe.
It creates awe.
The ending,
without spoilers
Yes, in the end, Ryley gets off the planet.
But I won’t lie, I felt like I was condeming Ryley to a spiritual death sentence by doing so.
On this planet, I was nothing, sure. Just another piece of meat. And that’s why I was alive.
While Ryley is not given extensive backstory, one can guess at it by the kind of environment 4546B cleaved him out of. A cog, a perfectly manufactured and machined gear, a clicking piece of a sleek, gleaming machine. An ego clad with technology. A part of a rat race through a carefully crafted maze whose only end is that empty human construct, power, and status.
But I won’t lie, I felt like I was condeming Ryley to a spiritual death sentence by doing so.
On this planet, I was nothing, sure. Just another piece of meat. And that’s why I was alive.
While Ryley is not given extensive backstory, one can guess at it by the kind of environment 4546B cleaved him out of. A cog, a perfectly manufactured and machined gear, a clicking piece of a sleek, gleaming machine. An ego clad with technology. A part of a rat race through a carefully crafted maze whose only end is that empty human construct, power, and status.
On 4546B, none of that matters. It is the player racing against time
to find a cure and leave the planet. The planet does not care if he
lives or dies, whether he meets expectations or makes a profit. It
does not provide a handbook or a pamphlet or a culture or a protocol.
It does not shame him for failing or reward him for succeeding or
support him or reject him or admonish him or remind him. It isn’t
out to shape him for its own ends. It is unapologetically dangerous and unapologetically beautiful. Survival is the only reward, and
Ryley’s individual agency the only force that enables him to obtain
it.
And that’s what makes him free.










Comments
Post a Comment