Subnautica 2 could become a chilling horror game, if only it would shut up
Subnautica 2 demonstrates a strong commitment to horror elements, building on the original game’s subtle terror by making the fear of the unknown more explicit. The deep-sea exploration sequel creates numerous nightmarish encounters and harrowing near-death experiences that successfully unsettle players through atmospheric design and existential dread.
However, the game’s horror impact is frequently undermined by its heavy reliance on audio logs as a narrative device. While audio logs are an established tool in horror gaming for building atmosphere and delivering context in worlds without NPCs, Subnautica 2 employs them so frequently that they consistently interrupt the tension and immersion the game works hard to establish. Each audio log pulls the player out of the dreadful atmosphere, breaking the psychological horror spell that makes the game’s terrifying moments effective.
This represents a significant design challenge for Unknown Worlds—balancing narrative delivery through audio-based storytelling with maintaining the atmospheric horror experience that defines the game’s identity. The tension between these two elements suggests that while Subnautica 2’s horror design is conceptually sound, its execution may benefit from more measured use of audio logs to preserve player immersion and emotional impact throughout the experience.