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Unless they're doing a one-with-nature-run, most people play ONI by strip-mining the entire map. The fundamental issue with a DLC centered around swimming then becomes: can the game designers motivate you enough to not only keep liquids on the map to make use of the new swimming mechanic, but also inspire you to think about fresh new ways to design your base?
The answer is a resounding... yes!
With the new swimming skills, duplicants rocket through liquids like a doped up Olympic swimmer. Ladders, firepoles, and even transit tubes quickly become out-of-fashion, and you start thinking about how to fill all your horizantal and vertical corridors with water. It's like having a jetpack equipped on your duplicant at all times, as long as they are in liquids. Aquatic critter ranches are based on pool size instead of room size, so it further nudges you in the direction of a full-blown aquatic base instead of simply pools of liquids here and there.
In my current DLC playthrough, I'm not quite there yet, but I can't wait to arrive on the outer rim planets and have my duplicants swim through lava and water to reach those space age resources that would normally be quite a chore to reach.
The new swimming mechanic fundamentally changes the game, much like the Bionic and Spaced Out DLCs did. But of course, the Aqua Planet has its own starting biome with unique creatures and resource economies, so let's talk about that real quick.
The Aqua starting planet is perhaps, the most smoothest, easiset early/mid game experience you will ever have in Oxygen Not Included. This is because you can practically generate most resource loops without generating any heat, and there are always multiple ways to produce every single item you need for early and mid game.
No more hassle of setting up a Electrolyzer for Oxygen and worrying about heat death. You can simply use salt water into Flue Corals and add a bit of light, or farm water weeds with the blowfish. There are multiple ways to generate lime, via Slogo Shells, Pokeshells, and Beacon fish. Refined carbon is available easily by cooking Arbor or Gum trees. And now, you can have an infinite source of iron by ranching Orehulls. With the mid-game plastic gate now completely shattered with the advent of rubber and gaskets, the learning curve for ONI has never been smoother.
Early game power is also easier than ever with the numerous Tidal Power locations available. Steam and Tidal Turbines now only take gaskets to make, and you get one for free at the start of the game by visiting a point of interest. Making more is also easy by farming your Gum Trees. There are also no meteor showers on the starting asteroid, so you can spam Solar Panels at your leisure with glass, pearls, or diamonds (all easily made). Since I have the prehistoric pack, I already had a Amber loop from the printer by the time i broke the surface, and was able to easily spam the entire surface with temporary panels.
I had so much power available, that, for the first time in a playthrough, I skipped the hassle making energy-free mechanical filters and just used the default gas and liquid filters. I also had four aquatuners running full time cooling the geyser water pretty early on in the game. I'm loving the new 4kw insulated conductive wiring as well!
In a way, this DLC has a spirit that is antithetical to Spaced Out. Where the point of Spaced Out was to start you off on an asteroid where you are obviously missing important resource puzzle pieces-- in order to motivate you to explore the system, the Aquatic Planet Pack gives you everything you need, even on the smaller fragment starting world. You can comfortably ease into endgame at your leisure now with this DLC's starting location.
With that said Coquina is not renewable, so eventually you will need a POI. But I was able to design a resource economy that didn't depend on Beacons for lime, and I leaned heavier into Pokeshells and Slogos. So I'm already completely self-sufficient at this point. But, bringing back a Drecko from space for the free phosphorite from balm lilys would enable me to go ham on certain resource chains.
Radiation is available via uranium at the bottom of the map, shine bugs in the forest biome, or a quick hop into the teleporter connected world for wheezeworts. Alternatively, you can simply roll on a map with crashed satellites.
Overall, this DLC is the most chill yet, even more than the Frosty Planet Pack. It wasn't the challenge that the Prehistoric Planet Pack was, nor are there big late-mid game goals from the meteor threat or the geothermal pump of the Frosty worlds, but it makes up for it with the early game quality of life improvements!
As always the animations are adorable. I love making the new sushi food and watching my cook go crazy with the knives.
👍 : 10 |
😃 : 0