How Subnautica Succeeded Without Weapons War Stories Ars Technica

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How Subnautica Succeeded Without Weapons War Stories Ars Technica
How Subnautica Succeeded Without Weapons War Stories Ars Technica
Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game’s development and explains how they crafted an exciting and dangerous experience without allowing the player to fight back. Charlie shows some early prototypes for Subnautica, and describes why they decided to create a game with primarily non-violent gameplay.

Footage used in this video:
http://youtu.be/oGCXYUULE5g
http://youtu.be/QPeDHamgKlc
http://youtu.be/VRac5afAcAU
https://youtu.be/wX4H3PPx_vU
http://youtu.be/j_GcU9sBcnI
http://youtu.be/_ZFSpWNIjzo

https://www.youtube.com/user/subnautica
https://www.youtube.com/user/unknownworlds

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How Subnautica Succeeded Without Weapons War Stories Ars Technica

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