45
Products
reviewed
357
Products
in account

Recent reviews by Thaumatized

< 1  2  3  4  5 >
Showing 1-10 of 45 entries
No one has rated this review as helpful yet
1 person found this review funny
1.4 hrs on record
Love the concept and I am hopeful for the full game. Sort of gives me Teardown vibes.

I will note that in the demo reopening the storm drains feels rather tedious. I would recommend making them stay open for longer, or be faster to reopen. Hopefully the full game will have more interesesting levels and tools. the level in the demo mostly revolves around the drains, which are the least interesting aspect of the demo.

Also I would hope for a bigger and easier to use inventory. Easier to use as in 1. let us drop items without picking up more and 2. if we pick something up when our hands aren't free, check for a free slot first and use that before replacing what we are holding.

The barriers also need some fixing. Specifically it is really hard to get them to close a gap. The sort of environmental manipulation you can do with them is fun, it just needs to be less janky.
Posted November 26, 2025.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
24.8 hrs on record
It isn't a bad game, it just falls short of the original.

Horror and Terror
Fear disclaimer
Do not take my words on the horror aspect as gospel; I am almost fearless, not in a way where I would be brave and face my fears, but in a way where I just don't really feel fear to begin with. As such my experience will not be the same as most peoples.

Addressing opinions about the fear factor
I have seen many people claim that Below Zeros creatures aren't scary because they pose no real danger. There is very much so truth to this; You can just ram most of them with the seatruck. However, I don't think people realise how relatively harmless the creatures of the first game were. These are by no means hard games.

As such, I think the diminished fear factor of people has to come from somewhere else. Perhaps, the designs aren't as scary, or maybe people got desensitized by playing the original? Fear is of course extremely subjective, so it might be that the designs are less scary to some people, who make more noise about not being scary. I don't know.

Exploration
General notes
The exploration isn't bad, but I really prefer the old game in this aspect. The first game felt much more believable, which helped me get immersed. I think that outside of the Fauna, this is largely a compound effect of the smaller map size. The biome transitions in Below Zero are very abrupt and make me feel like I am exploring a game level, not an alien world. This is likely because there was no room for smoother transitions. They also nerfed movement options, making the player slower, likely to make the small world not feel as small. In practice this makes movement feel sluggish and breaks immersion for me by making me actively think about game design.

Movement]

Seatruck
The Seatruck is slower than the seamoth of the first game, by a 18.4%. This is enough to feel sluggish already, and this is with <= 2 modules, if you add more it becomes even slower. Even the Cyclops of the first game slighty faster than this.

With the Seatruck being slow to begin with, I could not bear having more than three modules. The horsepower upgrade reduces the loss of speed from additional modules, but doesn't eliminate it even for the fourth one. For this reason I had a storage- and a fabricator module just laying around my base, because I tried to play with minimal wiki usage and didn't guess how significant the slowdown was. This also meant the horsepower upgrade didn't help at all since I limited my self to two modules anyways.

On that note, the slowdown also means that the most modules would go unused. I had a fabricator- and storage module for the midgame, where I crafted a beacon once on the same trip that I aquired the fabricator modules replacement, the docking module. After that I started stocking two beacons in my supplies locker. With hindsight, I should have used two storage modules instead. After acquiring the docking module that was an obvious go to.

There are six modules in the game, and if you are smart only two of them make sense to use.

Swimming and Seaglide
The swimming speed in Below Zero, even with the Seaglide is slightly slower. It is noticable and caused my only death, where very early in the game I didn't quite make it to the surface for oxygen.


Wildlife
Most of the creatures and plants are quite fine, however a few really hurt the experience and immersion.


Thermal Lily
The Thermal Lily might be the most gamey element in the entire game. It is claimed they collect sunlight and release that energy to creatures near them, but also that they need that energy to survive the cold night, which well, how can it do both? Surely there isn't enough sunligth for that, especially when they commonly grow IN CAVES where they get NO DIRECT LIGHT, but which are still open in both ends in a way that would form a windtunnel.

It really feels like they needed a way for players to manage their cold meter and this is a solution to that and nothing more.

Cryptosuchus
Cryptosuchus is, to me, both hard to believe and annoying enough to hurt immersion.

The annoying part is how damn loud they are. They roar constantly, and I made the mistake of building my base close to some of them.

The hard to believe part, other than the ridiculous sound, is their design. They are entirely aquatic, and they swim constantly. Yet they have limbs which really look like they would be made for ambhibious lifestyle. The closet we have to that them in real life are axolotls, being entirely aquatic and limbed. Axolotls however have giant tails for swimming and do use their limbs to walk on the bottom of the water. Limbs just aren't great for moving trough liquids.

Ice Worm
The Ice Worm is the hardest to believe creature in Below Zero. Having a horn heated to temperature where it melts trough ice fast enough to faciliate the creatures speed would take ludicrous amounts of energy. The scanner dossier claism they have alkaline metals in their horn which react violently with water to produce the heat. This doesn't explain where they get a constant refresh of said metals.


Base building
Building
Building itself is quite good, Below Zero has more pieces to build with. Altough I feel that with the density of the map there isn't as many nice flat areas for a base, and collisions with terrain are quite janky, where often the base piece isn't colliding with anything, yet it doesn't let me build it.

Resources
Gathering
Below Zero has the resources scattered very differently compared to the first game. In practice this makes it so that, atleast for me, there was way too much of some resources and not enough of others.
I want to specifically point out titanium, since they made it so that all outcrops can drop it. I also had issues with lead, which while it wasn't hard to get, it seemed I kept getting titanium instead, to the point where I stopped trying to stockpile it and just hunted a few pieces down whenever I needed it.

Storage
I also feel that the amount of storage required is quite ridiculous. I wanted to store them all in one room, so I had to build lockers sideways to fit them all in a way where I could even access them. And then, when there are sideways lockers next to each other the game didn't always open the correct one which was very annoying.
Posted February 1, 2025. Last edited February 1, 2025.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
8.1 hrs on record
This is a very unique VR experience and I enjoyed it very much.

There are a few issues I should mention though.

First of all, turning. Most levels are roughly grid based, meaning that snap turn, which is on by default, works great. However, the level change console in the corner turns you to face it, which means you are now off grid. In practice this can be mitigated by turning on smooth turning, but it is something you should be aware of.