
I'm about a kilometer east of your position, up on an iceberg. Attempts at humor fall flat and come across as overly snarky or rude. What is the result of a character with weak motivations, no adversity, all strengths, and no weakness? The character is never in tune with what the player is experiencing and never draws the player into the characters mindset. If everything is a strength, and nothing is a weakness, the character is shallow and not relatable. Also starting with weakness's that a character works on until they become strengths creates depth, and allows for a sense of accomplishment from the player. Playing strengths and weakness's against each other, is another way to create character depth. She is in peak physical shape, peak mental shape, and knows everything about everything. Strengths: Robin actively pilots the space shuttle down, is an accomplished scientist, that is never daunted by any task. This might be the single worst line of dialogue ever written for a character. Even worse it comes inside the first 30 minutes of the game, when adversity should feel its most overwhelming. Actively disconnects what the character is expressing, from what the player is feeling, and makes Robin come across as an overbearing know it all. It undermines the very real adversity the players feel. Why would your main character feel the need to say "been there, done that" to the challenges facing the player. I survived off the land for three months with just a knife, my lucky PDA, and some rope. When Xenoworks dropped me off, there was barely any resources. "I didn't want another situation like Byzantos-5. The player feels the adversity quite deeply. You are also forced to survive based on the resources you can find starting from nothing. Its cold, its uninhabited, and you are not the apex predator. This made her motivation come across as forced, rather than genuine.Īdversity: The planet. Unfortunately we do not get that, we get dialogue that suggests the sisters had drifted apart, and only "familial love" is driving Robin to clear Sam's name.

After all most of us have loved someone enough to die for them. If the game established a deep connection between the sisters, it would be relatable. Would most people risk being stranded on a frozen uninhabited planet just to clear their sisters name? No, not unless they really loved that sister. Alright, not terrible, its at least an understandable motivation. This corporation blames the older sister's death due to negligence of said sister. Motivation: Older sister died at the hands of a shady quasi-government corporation. The character fails to bridge the separation between character and player. Without all four of these elements, you lose character depth, and relate-ability. So depth in a character directly translates to relate-ability. A person is complex, and experience emotions more deeply than we tend to show. All four of these elements play off of each other to create depth.

While Strengths and Weakness's describe who a character is, and how they accomplish their goals. Motivation and Adversity describe what a character is, why they are doing what they doing. Motivation, Adversity, Strengths, and Weakness's. There are four elements to every character. When done properly, a voiced character greatly enhances a game. If the player can feel the emotions and experiences of the game together with the character, then the character becomes an extension of the player. This separation needs to be addressed, as it makes the player feel like an audience rather than a participant in the game. While a voiced character creates a separation between the player and character.


An unvoiced, un-acted character allows the player to project themselves into the game. The choice to make your character voiced and add a second person they can talk to, was bold. In the end the excellent gameplay is still there and even improved a little, with the controls being improved and new gameplay elements adding to the game, without overdoing it.Īll in all, I'm glad I bought the game and recommend it to others that have played Subnautica 1. The greatly scaled down size and scope of Below Zero, meant it was never really going to compete (I love you Seatruck, but Seamoth and Cyclops were a perfect combo). This doesn't mean Below Zero is bad, the excellence of the first game made the job of making a sequel tough. Below Zero has been largely considered a worse game than the original.
