
Also, we use different types of primer for construction, so if you have a preference of color, please let us know. Please note that since these are handmade, no two models will be exactly the same in pose. This is a fantastic conversation piece and a nice addition to any Subnautica collection! Comes sanded and primed ready for acrylic or enamel paint. pats player on the head Welcome to the human race, you're normal.The terrifying Reaper Leviathan from the hit game Subnautica! Standing approx. Yeah, we get it, you figured out the pattern. It's why I always discount those complaints and roll my eyes at "Impossible-Legendary-Ultra-Mega-Stupidly Hard-Federal Pound Me In The Ass Prison-level difficulty is too easy and I beat it a million times, so that makes me uber-l33t!" comments from players. Making it more difficult won't solve the problem, because players will simply analyze the new difficulty and overcome it, then go right back to "It's too easy!" complaining.

To give you an idea, when's the last time you played a game where you didn't say, "Oh, okay, this is basically like X game, but with zombies(or whatever)" or "It's like a cross between Y game and Z game" or "This is just an XYZ knock-off?" True originality is difficult to achieve, anymore. This is much harder than you'd think, as the gaming industry has managed to cover the vast majority of the standard tropes to the point of over-saturation. Thus, successful game designers have a balancing act to perform: to create original content that is challenging without being too easy nor impossible. they will NEVER beat the player without coding in some unavoidable factor, and gamers will never accept a game that has unavoidable factors in it. Every game designer, no matter how ambitious the project, eventually comes to realize this fact. they seem to think any one computer program can somehow match the human capacity to overcome obstacles, and it can't. This creates the whole "I'm bored, there's no challenge anymore!" mentality that floods the gaming community. No matter what obstacle is placed in a game, our minds are built to analyze and overcome it. the game is limited, but the players are not. This is a consistent pattern in all games. We learn their weaknesses, and we exploit them. in this case, the Reaper's pattern of attack. Since every other creature is stuck in their patterns, we adaptable humans can spot those patterns and create a new, appropriate way to either avoid or defeat those patterns. But instead of the fight-or-flight instinctual response, we apply our minds to create a way to overcome this new threat. We soft humans know that we don't stand a chance against such fearsome creatures. The Reapers are huge, scary, and very powerful.

It's the primary reason we're at the top of the food chain.Īpply this to Subnautica. Humans, however, have a more complex thinking process that allow us to come up with new, inventive, and original ways to overcome that same obstacle, and we're not hardwired to get stuck in that particular way.


Animals don't create new ways to overcome obstacles, they simply improve on the ways their evolutions have already developed. it's one of the things that separate us from animals. A properly done game always has a way to overcome these obstacles, and the human mind is designed to analyze and create the best methods possible to overcome any obstacles. Like every game, there are obstacles for the player to engage and encounter.
