Computer tapes did. Commodore 64 had games on tapes that took forever to load. The blue screen seems to be emulating the Commodore's interface screen, but in saying that , the tapes loading screens often looked like weird moving rainbows 😅
The confusion with the ship map on the bulkhead actually reminds me of an issue that came up on a ship I worked on. The ship was in dry dock after a massive engine room fire and a small refit was carried out in the main cabin. An outside contractor was given the job of changing signage onboard but when it came to the safety posters that have the layout of the ship, they ignored that they were labeled port, strbrd and specific locations they were meant to go and just kinda slapped them up randomly. When they were pulled for the screw up they argued back as they thought "what's the problem? They all look the same". They were all meant to be orientated so the front of the ship on the map would be pointing to the bow so even a rando pax that doesn't know the layout could make sense of it at a glance. They also were very different as they showed locations relevant to the area they were in. If you're starboard aft why the feck would you need to know info on port fwd MES? It was the fuss and arguing from the contractor even after their screw up was explained that still makes me laugh though. Them ppl were wired to the moon levels of special 😂
I made signs like that for a living for about 10 years and we were so obsessed with making sure every single sign was oriented properly so the person standing at the "you are here" could quickly understand where they were. Drove us nuts when people would move the sign maybe just 90 degrees from one corner to another and totally ruin the orientation.
@@richardrothkugel8131 yeah, doesn't help when the pen pushers higher up in the companies desperate to cut costs don't have a clue either. Operator I worked for came close to having routes shut down because of upholstery 🤦♂️
Full fathom five thy father lies; Of his bones are coral made; Those are pearls that were his eyes: Nothing of him that doth fade, But doth suffer a sea-change Into something rich and strange. Sea-nymphs hourly ring his knell: Ding-dong. Hark! now I hear them,-ding-dong, bell. - Shakespeare, 'The Tempest'
Splat, it looked like you drove to 736 then swam back to the original house you were in, there were drops in front of the slot machine haha, you're great buddy!! Keep up the awesome work!!!!!!!!!!!!!!!!!!! This game looks great, I can't wait for the release.
Pity they had to copy my least favorite thing from Subnautica. Contemporary oxygen tanks used by divers last 45 minutes to an hour; but in the far future of subnautica you are lucky to get two minutes.
I think they do it to create the feeling of being in a suit barely protected from the environment, because it makes you alot more conscious of its status.
They also can't simulate the actual size of an ocean and real divers can't swim as fast, certainly not indefinitely like in Subnautica, so it's trying to condense the time frames involved into a game that's actually fun to play. Also, Subnautica isn't a sim. It isn't trying to be realistic.
It's the same with food and water. Most survival games make you eat more in a day than you would in a week. I'm waiting for one of these games to be more realistic with needs and equipment. My father still has a hammer from the 1960's that his dad used and that'll I probably use the rest of my life. In a game it would break after 5 uses.
@alexwalters35 They should get rid of food requirements completely and just use slight buffs maybe even dependent on the quality of food when you eat something.
17:45 splat you went back into the exact house you were in before. You didn't go very far, after all. You can tell it's the same house not only bc the layout is the same but bc the coin machine still had 2 tomato in front of it
Well now. That makes 2 creepy underwater indie games I look forward to. I am a sucker for submarine and just cool vehicles- Voidtrain, Volcanoids, Barotrauma, i love this stuff. Eccentric indie stuff with big steel monsters is a vibe. "B. C. Piezophile" is the other one. You pilot a superweapon mech suit built by an eccentric, verbose, and theocratic society that, after falling to the hadal layer of a now flooded earth after a submarine accident, seeks hugher terrain to be extracted from. The mech itself is, under good conditions, impossibly fast, capable of rapid zero grav flight, and has a weapon that fires hypersonic sabot rods, with a colony organism for a supercomputer. It is not under good conditions. 1000 rods, 100 tons of jet fuel, a grapple that lets you walk up cliffs, and no resupply. The suit itself is literally traumatized and schizophrenic after an unknown span of time idling for a response while you, the pilot, live off algae scraped nutrient slurry. The things it scans are recorded in suboptimal ways, and the notes it writes to you range from blind reverence of a starfish as "Divine Symmetry," while repeatedly threatening/ warning you in the document about a recurring hallucination of a sigil that "you don't know what they are doing. You are going to die." It's pretty sick, but there is no tutorial. You are only expected to find higher ground and proceed upwards.
This one hits right. Too bad it's just a demo. I'm downloading it 12mins into the video. Just lost my 15 year old fur baby and need a distraction from reality for a few moments. Thanks Splatt
Wow! Really looking forward to this one. I love me some submarine gaming, but apart from the military sub genre, there's not too much out there. Had some fun with Barotrauma, but that's geared toward multiplayer. Also loved Subnautica, but the sub gameplay felt a bit redundant except for endgame. Seems like this title is truly centered around the sub in a singleplayer survival setting.
I don't think it's accurate to say this game is like Subnautica just because it takes place underwater and has some survival elements. If someone recommended this to me and said it was kinda like Subnautica, I'd be so pissed lol.
This has every opportunity to be terrifying af, scrambling to get inside a submerged house to get away from some leviathan only to run face first into something else already living there... or worse, unliving there, as may be that one divesuit with the glowing eyes.
i'd expect to see more clutter inside the houses in the future but looks like the demo is just trying to give the general impression of what they are going for which is exactly what a demo should be.
I'd love to see visibility and sediment ever modeled in any sort of game where you're swimming around like this. Maybe that flooded house will have fairly clear water when you first come in, but simply from swimming around let alone opening doors and rummaging through stuff you're going to be kicking up so much stuff into the water that it's going to become foggy. This could be a whole interesting mechanic where you need to balance your own movement speed and aggressive searching with rapidly diminishing visibility. Or come back to places later once the sediment has settled down again. Or get some advanced underwater optics that help you see through the clouds of sediment. Too many games treat the ocean like space where it's always crystal clear.
The color pallet is kind of off-putting, really reminds me of fallout 3. And I couldn't really tell you were underwater, just seemed you were flying. And absolutely needs more undersea life, the place looks like a regular abandoned house with some plants growing. May have potential, but needs alot of work.
Subnautica you said!?! Oh HELL-YAEH!!! Does clearly need a lotta work yet. maybe too dark, might be too fiddly with the sub constantly running around flipping controls... have to wait and see.
So someone build an underwater-"ship" from generic shack- and plumbing assets, put a postapocalyptic filter over it and sells it as just another survival a game?
The game looks promising but given the fact that there is a locked mystery loot chest and a slot machine with a keycard it worries me that this might be a get rich quick scheme that employs pay to win garbage. I'll keep an eye on the Full Fathom's development but will not buy it until it become clear what the developers and money men have in mind. There's no way I'm going to support casino like exploitation.
This is clearly a single player, indie dev, niche style, with artsy aesthetic. It's not remotely close to a cash grab kinda game. That slot machine is used in game with coins as showed in splatter's gameplay
The node based travel in these sort of games is always a bit of a disappointment to me. I'd really love to be able to fully control the sub, that's really all I want out of a sub sim: To actually manage the systems of the sub controlling buoyancy and course, and to be able to fully explore the world. Letting players navigate would make it way more rewarding to successfully reach destinations, rather than have it all on rails. I do like how you can stop it mid-travel and get out. But full control would be way cooler. Volcanoids is another game with almost the exact same issue, and that completely stops me from wanting to play it. Aside from that the concept looks pretty sweet.