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How Subnautica Succeeded Without Weapons | War Stories | Ars Technica

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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 nonviolent gameplay.

Footage used in this video:
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How Subnautica Succeeded Without Weapons | War Stories | Ars Technica

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