40.2 hours played
Written 20 days ago
I played Breathedge trying to scratch the itch left by Subnautica, and in that sense, it somewhat delivered.
Breathedge is similar to Subnautica in many ways. You need to eat and drink to survive, but that's hardly ever an issue—you'll have plenty of food and drinks at your fingertips. Exploration is plot-driven, following a familiar formula: you are the survivor of a spaceship crash who wants to return to civilization, uncovering a mystery along the way. Exploration is initially limited by your oxygen capacity, but later you can build vehicles, which prove to be a real lifesaver. You can scan items you find to unlock blueprints for new creations. Resource management mirrors that of Subnautica; you rarely need to grind because most of the time you’ll have enough resources to build whatever your heart desires.
That said, Breathedge is also quite different from Subnautica, and many of those differences work against it. Perhaps the most prominent issue is the overall tone of the game. The humor is sarcastic, and the game constantly cracks jokes, which can be frustrating if you don’t find them amusing. It wasn't a deal-breaker for me, but it did take some getting used to, especially early on when the game bombarded me non-stop with its so-called comedic pearls. After that initial phase, the comments become less frequent as you focus more on exploration and traversal.
Several aspects of the exploration experience missed the mark for me. The main issue is that exploration boils down to simply visiting every visible piece of debris. Two factors cause this. First, you can clearly spot everything from afar. Asteroids may obstruct your view, but their role isn't significant enough. Secondly, Breathedge overdoes it with markers. As a result, exploration feels tedious, like checking off question marks in modern open-world games. In Subnautica, your visibility is limited, and markers only appear if you place them yourself, giving the genuine sense that you're in uncharted territory, making every discovery feel like a special event.
Vehicles, too, felt like a missed opportunity. In Subnautica, transportation has depth limits, and each new upgrade or vehicle unlocks previously inaccessible areas. In Breathedge, vehicles merely make you travel faster, and that's it. I obtained the second vehicle so late in the game that its impact was negligible—I had already explored almost everything by that point. Plus, it's only marginally faster than the first one, making it underwhelming.
One redeeming feature is the less obvious way of farming certain resources. You must explore and read item descriptions carefully to get your hands on them. It felt rewarding to finally acquire items like lycoplasma or energy cores, although I personally couldn't figure out how to obtain the latter and had to resort to an online guide.
Another note about exploration: while scanning items grants blueprints, there’s also an alternative method—a research bench where you can invest resources to unlock blueprints. Some recipes can only be obtained through scanning, others only through research, and a few through both methods. I fail to see the point of the overlap, though. Getting blueprints faster through research somewhat undermines the sense of exploration. My guess is it’s designed to help players progress if they miss essential items, but it dulls the thrill of discovery.
Breathedge also includes combat. You can build blasters and grenades. However, the game rarely forces you to engage in combat, and you usually find a way around it. When combat is necessary, it typically boils down to basic target practice, never truly testing your skills. Thus, the combat feels shallow and unnecessary, almost an afterthought. This critique extends to the latter part of the game, where you pilot a shuttle equipped with turrets; combat again becomes little more than simple shooting practice, devoid of challenge or depth.
Unfortunately, the entire latter portion of the game feels equally shallow and redundant. It's essentially a chain of fetch quests, requiring you to craft a handful of items for your shuttle. This segment reinforces the tedious sensation of merely clearing markers since all restrictions disappear, removing any remaining challenge. This significantly dampened my overall impression of the game. It would’ve been far better to cut to the chase and head straight to the “Babe rendezvous” location, sparing me the unnecessary padding and saving valuable time.