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The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest

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The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest
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Subnautica 2 presents a duality in its open world, balancing between a living ecosystem and a player-centric experience. Designer Nikhil Murthy critiques the genre's tendency to create hollow worlds that exist solely for player amusement, drawing parallels to colonial narratives. The game aims to subvert these conventions by minimizing combat and portraying the player as a laborer rather than a conqueror.

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Rock Paper Shotgun
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Home Features Subnautica 2 The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest Thoughts and a conversation with designer Nikhil Murthy about blank tablets and amusement parks Image credit: Krafton / Rock Paper Shotgun <img alt="Edwin Evans-Thirlwell avatar" src="https://assetsio.gnwcdn.com/edwin-portrait.jpg?width=2048&amp;height=2048&amp;fit=bounds&amp;quality=85&amp;format=jpg&amp;auto=webp" style="aspect-ratio: 1" width="767" height="720" > Feature by Edwin Evans-Thirlwell News Editor Published on May 27, 2026 Follow Subnautica 2 Moderate spoilers for Subnautica 2's incomplete early access storyline follow. When I play Subnautica 2, I often feel as though I am swimming in two worlds simultaneously.

Excerpt limited to ~120 words for fair-use compliance. The full article is at Rock Paper Shotgun.

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