No Man's Sky: Difference between revisions
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64/100 (PC)<ref name="mc pc">{{cite web |url=http://www.metacritic.com/game/pc/no-mans-sky |title=No Man's Sky for PC Reviews |work=[[Metacritic]] |accessdate=22 August 2016}}</ref> |
64/100 (PC)<ref name="mc pc">{{cite web |url=http://www.metacritic.com/game/pc/no-mans-sky |title=No Man's Sky for PC Reviews |work=[[Metacritic]] |accessdate=22 August 2016}}</ref> |
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''No Man's Sky'' received |
''No Man's Sky'' received mixed to average reviews from critics,<ref>{{cite web | url = https://www.vg247.com/2016/08/12/no-mans-sky-reviews-round-up/ | title = No Man’s Sky reviews: is this the most divisive game of 2016? | first = Brenna | last = Hillier | date = 12 August 2016 | accessdate = 18 August 2016 | work = [[VG247]] }}</ref> according to [[review aggregator]] website [[Metacritic]].<ref name="mc ps4"/> While many praised the technical achievement of ''No Man's Sky''{{'}}s procedurally-generated universe, several critics found that the nature of the game can become repetitive and monotonous, with the survival gameplay elements being lackluster and tedious.<ref name="verge review">{{cite web | url = http://www.theverge.com/2016/8/12/12440568/no-mans-sky-review-playthrough | title = No Man’s Sky expects you to do the heavy lifting of the universe | first = Chris | last = Plante | date = 12 August 2016 | accessdate = 13 August 2016 | work = [[The Verge]] }}</ref><ref name="jimsterling">{{cite web | url = http://www.thejimquisition.com/no-mans-sky-review/ | title = No Man’s Sky Review – Falling Skies | first= Jim | last = Sterling | date = 10 August 2016 | accessdate = 13 August 2016 | work = The Jimquisition }}</ref><ref name="eurogamer review">{{cite web | url = http://www.eurogamer.net/articles/2016-08-12-no-mans-sky-review| title = No Man's Sky review | first = Oli | last = Welsh | date = 12 August 2016 | accessdate = 13 August 2016 | work = [[Eurogamer]] }}</ref><ref>{{cite web | url = http://www.wired.com/2016/08/no-mans-sky-review/| title = The Power of No Man’s Sky Is Making You Feel Insignificant | first = Daniel | last = Starkey | date = 13 August 2016 | accessdate = 13 August 2016 | work = [[Wired (magazine)|Wired]] }}</ref><ref>{{cite web | url = http://arstechnica.com/gaming/2016/08/no-mans-sky-review-total-eclipse-of-the-galaxys-heart/ | title = No Man’s Sky review: Total eclipse of the galaxy’s heart | first= Sam | last = Machkovech | date = 15 August 2016 | accessdate = 15 August 2016 | work = [[Ars Technica]] }}</ref><ref>{{cite web | url = http://kotaku.com/no-mans-sky-the-kotaku-review-1785383774 | title= No Man's Sky: The Kotaku Review | first = Kirk | last = Hamilton | date = 17 August 2016 | accessdate = 17 August 2016 | work = [[Kotaku]] }}</ref> As summarized by Jake Swearingen in ''[[New York (magazine)|New York]]'', "You can procedurally generate 18.6 quintillion unique planets, but you can’t procedurally generate 18.6 quintillion unique things to do."<ref>{{Cite web | url = http://nymag.com/selectall/2016/08/why-you-should-play-no-mans-sky.html | title= Why Everyone Should Play No Man’s Sky — Even If It’s Not a Great Game | first = Jake | last = Swearingen | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[New York (magazine)|New York]] }}</ref> |
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Player reaction has generally been negative in response to several issues at the game's launch. Users expressed concern with the apparent lack of multiplayer and other issues associated with the PlayStation 4 launch,<ref name="polygon missmp"/> while many players on the Windows version via [[Steam (software)|Steam]] and [[GOG.com|GOG.com]] gave the game negative reviews due to the poor graphics capabilities or inability to launch the game.<ref name="polygon pclaunch"/><ref name="kotaku pclaunch"/><ref name="ars release">{{cite news|last1=Machkovech|first1=Sam|title=No Man’s Sky Windows port launched today, is kind of a mess|url=http://arstechnica.com/gaming/2016/08/no-mans-sky-windows-port-launched-today-is-kind-of-a-mess/|accessdate=14 August 2016|date=12 August 2016}}</ref> Players were also disappointed at the apparent lack of features that Hello Games and Sony had stated in earlier announcements and interviews would be included in the game;<ref>{{cite web | url = https://www.rockpapershotgun.com/2016/08/17/broken-promises-of-no-mans-sky/ | title = Broken Promises of No Man's Sky | first = Brendan | last = Caldwell | date = 17 August 2016 |accessdate = 17 August 2016 | work = [[Rock Paper Shotgun]] }}</ref> a list initially compiled by the user "MeetWayneKerr" and other members of the ''No Man's Sky'' Reddit forum comprised all such features about a week after launch.<ref>{{cite web | url = https://www.vg247.com/2016/08/17/everything-missing-from-no-mans-sky-list/| title = The Internet’s list of everything missing from No Man’s Sky | first = Brenna | last = Hillier | date = 17 August 2016 | accessdate = 17 August 2016 | work = [[VG247]] }}</ref> Schreier from ''Kotaku'' commented that some of the negative player reaction was due to a lack of clarification on these apparently missing features.<ref name="kotaku hype disaster"/> Ben Kuchera of ''Polygon'' hypothesized that ''No Man's Sky'' may follow the same route as ''[[Destiny (video game)|Destiny]]'', a 2014 game that at release received lukewarm reviews as it lacked much of the potential that its developers and publishers had claimed in marketing, but with several major expansions that added several features, had become a highly-praised game. Kuchera refers to Hello Games' statements regarding new features downloadable content and tracking what players are interested in as evidence that ''No Man's Sky'' will evolve over time.<ref>{{Cite web | url = http://www.polygon.com/2016/8/18/12532618/no-mans-sky-destiny | title = No Man’s Sky is the new Destiny | first = Ben | last = Kuchera | date = 18 August 2016 | accessdate = 18 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> |
Player reaction has generally been negative in response to several issues at the game's launch. Users expressed concern with the apparent lack of multiplayer and other issues associated with the PlayStation 4 launch,<ref name="polygon missmp"/> while many players on the Windows version via [[Steam (software)|Steam]] and [[GOG.com|GOG.com]] gave the game negative reviews due to the poor graphics capabilities or inability to launch the game.<ref name="polygon pclaunch"/><ref name="kotaku pclaunch"/><ref name="ars release">{{cite news|last1=Machkovech|first1=Sam|title=No Man’s Sky Windows port launched today, is kind of a mess|url=http://arstechnica.com/gaming/2016/08/no-mans-sky-windows-port-launched-today-is-kind-of-a-mess/|accessdate=14 August 2016|date=12 August 2016}}</ref> Players were also disappointed at the apparent lack of features that Hello Games and Sony had stated in earlier announcements and interviews would be included in the game;<ref>{{cite web | url = https://www.rockpapershotgun.com/2016/08/17/broken-promises-of-no-mans-sky/ | title = Broken Promises of No Man's Sky | first = Brendan | last = Caldwell | date = 17 August 2016 |accessdate = 17 August 2016 | work = [[Rock Paper Shotgun]] }}</ref> a list initially compiled by the user "MeetWayneKerr" and other members of the ''No Man's Sky'' Reddit forum comprised all such features about a week after launch.<ref>{{cite web | url = https://www.vg247.com/2016/08/17/everything-missing-from-no-mans-sky-list/| title = The Internet’s list of everything missing from No Man’s Sky | first = Brenna | last = Hillier | date = 17 August 2016 | accessdate = 17 August 2016 | work = [[VG247]] }}</ref> Schreier from ''Kotaku'' commented that some of the negative player reaction was due to a lack of clarification on these apparently missing features.<ref name="kotaku hype disaster"/> Ben Kuchera of ''Polygon'' hypothesized that ''No Man's Sky'' may follow the same route as ''[[Destiny (video game)|Destiny]]'', a 2014 game that at release received lukewarm reviews as it lacked much of the potential that its developers and publishers had claimed in marketing, but with several major expansions that added several features, had become a highly-praised game. Kuchera refers to Hello Games' statements regarding new features downloadable content and tracking what players are interested in as evidence that ''No Man's Sky'' will evolve over time.<ref>{{Cite web | url = http://www.polygon.com/2016/8/18/12532618/no-mans-sky-destiny | title = No Man’s Sky is the new Destiny | first = Ben | last = Kuchera | date = 18 August 2016 | accessdate = 18 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> |
Revision as of 04:59, 25 August 2016
No Man's Sky | |
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Developer(s) | Hello Games |
Publisher(s) | Hello Games |
Director(s) |
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Producer(s) | Suzy Wallace |
Designer(s) | Sean Murray |
Programmer(s) |
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Artist(s) |
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Composer(s) |
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Platform(s) | |
Release | PlayStation 4 Microsoft Windows
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Genre(s) | Action-adventure, survival |
Mode(s) | Single-player, multiplayer[a] |
No Man's Sky is an action-adventure survival video game developed and published by the indie studio Hello Games for PlayStation 4 and Microsoft Windows. The game was released worldwide in August 2016.
The gameplay of No Man's Sky is built on four pillars — exploration, survival, combat, and trading. Players are free to perform within the entirety of a procedurally generated deterministic open universe, which includes over 18 quintillion (1.8×1019) planets,[b] many with their own sets of flora and fauna.[2] By exploring, players gain information about the planets that they can submit to the Atlas, a universal database that can be shared with other players of the game. Players get compensated in in-game currency every time new information is uploaded to The Atlas. Players also gain materials and blueprints to upgrade their character's equipment and purchase a variety of starships, allowing them to travel deeper into the center of the galaxy, survive on planets with hostile environments, interact in friendly or hostile manners with computer-controlled space-faring factions, or trade with other ships. Some activities, such as killing too many lifeforms or draining too many resources from planets, will draw the attention of patrolling robotic Sentinels that will attempt to kill the player character.
Players participate in a shared universe, with the ability to exchange planet information with friends, though the game is also fully playable offline; this is enabled by the procedural generation system that assures players find the same planet with the same features, lifeforms, and other aspects once given the planet coordinates, requiring no further data to be stored or retrieved from game servers. Nearly all elements of the game are procedurally generated, including star systems, planets and their ecosystems, flora, fauna and their behavioral patterns, artificial structures, and alien factions and their spacecraft. The game's engine employs several deterministic algorithms such as parameterised mathematical equations that can mimic a wide range of geometry and structure found in nature. Art elements created by human artists are used and altered as well. The game's audio, including ambient sounds and its underlying soundtrack, also uses procedural generation methods from base samples created by Paul Weir and the musical group 65daysofstatic.
No Man's Sky represented Hello Games' vision of a broad, attention-getting game that they wanted to pursue while they secured their financial well being through the Joe Danger series of games.[3] The game's original prototype was worked on by Hello Games' Sean Murray who wanted to create a game about the spirit of exploration inspired by the optimistic science fiction of Isaac Asimov, Arthur C. Clarke and Robert Heinlein and the cover artwork of these works in the 1970s and 1980s. Development expanded into a small four-person team prior to its first teaser in December 2013. About a dozen developers worked on the game in the three years leading up to its release, with Sony Interactive Entertainment providing promotional and marketing support. Sony formally announced the title during their press conference at the Electronic Entertainment Expo 2014, the first independently-developed game to be presented at the Expo's centrepiece events.[4][5]
Significant attention and expectations were given to the title in the months leading to its release, which Murray and others journalists cautioned about the indie nature and niche appeal of the title, seeking to avoid the pitfalls that had previously occurred at the launch of Spore in 2008. At release, the game received a range of mixed reviews, praising the technical achievements of the procedurally-generated universe but considering the gameplay lackluster and repetitive. No Man's Sky also suffered several technical problems at launch and appeared to lack several marketed features, including a multiplayer element, that further marred the players' experience with the game. Hello Games has committed to fixing technical issues with the release while planning to expand features of the game in time.
Gameplay
No Man's Sky is a first-person, open world survival game. Players take the role of a planetary explorer, called in game as the Traveller, in an uncharted universe. They start on a random planet at the edge of the galaxy, and are equipped with a survival exosuit with a jetpack; a "multitool" that can be used to scan, mine and collect resources as well as to attack or defend oneself from creatures and other entities while on a planet; and a crashed spacecraft that, once repaired, allows them to land and take-off from planets and travel between them and engage in combat with other space-faring vessels.[6] After performing enough resource collection to repair their spacecraft and leave the planet, the player is then free to engage in any of the four principal activities offered by the game: exploration, survival, combat, and trading.[7]
The Traveller can collect information on the planets and the lifeforms and other features of these planets to upload to The Atlas, a galactic database as depicted in the game's cover artwork, which they are paid for with units, the in-game currency.[8] Units are used to purchase new survival gear, tools, and spacecraft with more powerful abilities and defenses, allowing the player to explore more of the universe and survive in more hostile environments.[9] Such upgrades can work in synergistic effects; the scanning feature of the multitool initially starts as a short-ranged directed beam, but can be upgraded to have much longer range, spanning all directions, and locating minerals and other resources buried in the ground.[6] The Traveller's exosuit, multitool, and spacecraft have limited slots for resource inventory, added capacity, and upgrades; these can be expanded through the course of the game or through purchasing new items.
The Traveller's ability to explore planets is only limited by the range of the hyperspace jump engines of their current spacecraft and how much fuel that the craft presently carries.[8] The player is able to view a galactic map to plot courses between systems, which is updated as other players upload their findings to the Atlas.[8] Numerous features in the space between planets exist, including ships and fleets belonging to various factions which may be hostile to the player or which the player may wish to engage in space combat.[10] The player's actions influence how the faction treats them in future encounters; for example by helping a faction win a space battle against a rival one earlier, they may in turn help protect the players from a different faction later.[11] The player can attempt communication with non-player characters (NPC) from these factions using a simple dialog tree interface, but this requires them to learn the aliens' language, for which a simple word-for-word translation exists, leaving the player to wildly guess at the start.[12] By frequent communications with that faction, as well as finding monoliths scattered on planets that act as Rosetta stones, the player can better understand these languages, and can gain favour from the NPC and its faction for trading and combat.[12][13][14] There are also various space bases where the Traveller can engage in trading of resources and goods in a free market system, with one such base existing in every planetary system so that players always have the ability to buy fuel to make hyperspace jumps to other systems.[8] The player is able to use resources they have collected to craft new goods, though they are required to determine the recipes for these on their own or to purchase from vendors. This can enable players to collect rare elements found in a remote part of the universe and craft them to make highly desirable goods that they can sell. Such stations also sell new equipment to the player with rotating stock.[15]
Taking resources from a planet or harming the lifeforms on it causes the Traveller to gain a "wanted level" similar to that of the Grand Theft Auto series, attracting the attention of self-replicating robot-like Sentinels that patrol the planets. Low wanted levels may cause small drones to appear which may be easily fought off, while giant walking machines can assault the player at higher wanted levels.[6] Similarly, hostile actions towards the alien factions cause aggressive responses based on a comparable scale, ranging from being intercepted by one or two scout ships, to becoming the target of entire armadas. The Traveller can die in a number of fashions, such as by sustained damage from a toxic or oxygen-less planetary environment or extreme temperatures, attacks from dangerous lifeforms or Sentinels, or being destroyed in space combat with the space-faring factions or from pirates seeking valuable cargo. If the Traveller dies, they will respawn near their spacecraft if they died on the planet surface, or will respawn at a nearby spaceport if they died in space combat; in either situation, they lose all information that they have not yet uploaded to the Atlas and other resources collected since, but retain all of the gear they have already acquired, provided that they return to the point where they died to recover items they had been carrying.[7][16]
Procedurally-generated universe
The main feature of No Man's Sky is that its virtual universe, including the stars, planets, lifeforms, ecosystems, and the behaviour of the space-bound factions, is created through procedural generation using deterministic algorithms and random number generators. A single seed number is used to create these features via mathematical computation, thus eliminating the need to create each of these features by hand. This enables the game to have a massively open nature: Hello Games has estimated that with their 64-bit seed number, their virtual universe includes over 18 quintillion planets.[17]
Any player is able to visit a specific planet once they know its galactic coordinates, given their spacecraft has the capability to do so, and find the same features as any other player, as these coordinates serve as the seed for the planet's topography, environment, and flora and fauna. This also enables the game to be played locally offline in addition to online, as there is no server-side storage of the universe, with all details being generated on-the-fly as the user plays the game.[10] However, players need to be online to register their finds to the Atlas.[8] Though the player may temporarily alter aspects of a planet, such as by mining resources, most of these changes are only tracked while the player is on the planet; once they leave, or when visited by others, the changes will disappear.[10] Some changes that the player can make that Hello Games considered "significant" are tracked on the game servers; actions like destroying space stations will be tracked, but things like an individual creating holes in a planet are insignificant compared to the size of the planet, and are not stored on the servers.[18] Internal game time also plays a factor, as creatures on planets are able to evolve.[19]
This generation system can create a variety of planet ecosystems, including differing rotational periods, the end-effects of natural erosion, and behavioural cycles for the creatures.[10][19][20][21] The amount of life on planets are factored based on their distance from their local sun, with planets far outside the habitable zone typically being barren of life.[10] Not all stars have habitable planets, but still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere.[11] The developers aimed for a 90–10 rule, with around 90% of the planets being uninhabitable, and of the 10% that do support life, 90% of those only include mundane lifeforms, making the planets that thrive with a vivid ecosystem rare.[22]
When the player first starts No Man's Sky, they are placed on a random planet at the edge of a galaxy at the edge of the universe, from which point they are free to do whatever they want. The game does not have an explicit goal but does encourage players to attempt to reach the center of the universe through its lore:[10][23] planets located closer to the galactic center have more exotic and hostile environments, with more valuable resources and means to improve one's gear, urging exploration of these inner galactic regions.[2][24] Hello Games' Sean Murray stated that one might spend about forty hours of gametime to reach the center of the galaxy if they did not perform any side activities, but he also fully anticipated that players would play the game in a manner that suits them, such as having those that might try to catalog all the flora and fauna in the universe, while others may attempt to set up trade routes between planets.[25]
Hello Games has stated that No Man's Sky does include multiplayer elements, though are far from traditional implementations as one would see in a massive multiplayer online game, to the point where Murray has told players to not think of No Man's Sky as a multiplayer game.[26][27] Because of the size of the game's universe, Hello Games estimated that more than 99.9% of the planets would never be explored by players, and that the likelihood of meeting another player through chance encounters is nearly zero.[12] No Man's Sky does include a matchmaking system that is similar to that used for Journey when such encounters do occur;[28] as described by Murray, each online player has an "open lobby" that any players in their in-universe proximity will enter and leave.[27] This approach is meant to provide "cool moments" for players as they encounter each other, but not meant to support gameplay like player versus environment or fully cooperative modes.[26] Players can track friends on the galactic map and the system maps.[27] Because No Man's Sky is primarily a single-player game and the chance of meeting other players is very low, Sony does not require PlayStation 4 users to have PlayStation Plus to play the game online.[29] There is no cross-platform play as the PlayStation 4 and Windows versions of the game use different servers.[30]
Through the Atlas, players are credited by name for being the first to discover a planet and other types of information. Players may access the Atlas through a system menu and upload their discoveries to be credited for them.[16][31] The player can name their discoveries, within limits set by a profanity filter, and notes about their discoveries, such as noting a planet having a toxic or radioactive environment, are automatically included with each discovery uploaded to the Atlas.[19][32] Players are able to visit other planets that have been discovered and uploaded to the Atlas, presuming their spacecraft has sufficient fuel and range to reach those planets.[9] On these already-explored planets, players are still credited with in-game currency for documenting the planet and its features to the Atlas, but they are not able to rename the details that the discovering player had been able to do.[6]
Plot
The player character, known as the Traveler, wakes up on a remote planet near their crashed spacecraft. They receive a message from an entity called "The Atlas" that offers its guidance, directing the character to make the necessary repairs to the spacecraft and collecting the resources needed to fuel a hyperspace jump to another solar system. En route, they encounter individual members of three alien species, the Gek, the Korvax, and the Vy'keen, that inhabit the galaxy.
As the Traveler moves towards other systems, they are alerted to a presence of a space anomaly in a nearby system. Traveling there they find a space station where two aliens wait for them, Priest Entity Nada and Specialist Polo. Nada and Polo have knowledge beyond what other aliens in the galaxy appear to possess, including being able to speak without translation to the Traveler. They are able to guide the Traveler towards meeting Atlas, either by directing them to the location of a nearby Atlas Interface, or to a black hole that can quickly take the Traveler closer to the center of the galaxy. The Traveler investigates the Interfaces to find themselves in direct communication with the Atlas which wants them to continue to explore and collect information all while moving towards the center, where the Atlas entity appears to be. The Atlas judges the Traveler's progress, and grants it an Atlas Stone if it deems the Traveler worthy.
The Traveler continues on its journey, continuing to gain help from Nada and Polo and Atlas Stones from other Interfaces. As the Traveler progresses, they become aware they, like Nada and Polo, are different from the other sentient beings in the galaxy, having some sense of the universe's construction and nature.[33] It is revealed that the galaxy itself exists as a computer simulation managed by the Atlas, the Traveler an entity created by the Atlas to explore the simulation, while Nada and Polo were "errors" that had become self-aware of being in a simulation and isolated themselves in the anomaly to help others.[33]
Ultimately, the Traveler reaches the galaxy's center, finding another Atlas Interface. The Traveler presents the Interface with the Atlas Stones they have obtained, upon which the Altas creates a new star and solar system, as well as creating another new Traveler entity to restart the exploration. The current Traveler is released, free to explore on its own, while from the player's view, they are placed into control of this new Traveler, effectively restarting the game.[33][34]
Development
Concept and inspiration
The onset of development for No Man's Sky arose from Hello Games' co-founder Sean Murray sometime during the development of Joe Danger 2 (2012), which he compared to a mid-life crisis for himself.[35] Murray, a former developer at Criterion Games for the Burnout series, worried the studio would be falling into a rut of producing sequel after sequel as was the case at Criterion. When Hello Games had problems with an American publisher, Murray realized they had an opportunity to create a completely new title based on a concept he had since he was a child, when he had aspirations of being an astronaut, envisioning oneself as being the first human to step onto an alien planet.[3][36]
No Man's Sky was an attention-getting concept that the studio had since inception. Murray described that in bringing on board Dave Ream, the team's creative director, that Murray described how there are skyscrapers in the world that are well visible but built on standard designs, and then there are smaller, minimalist architectural designs, which is the direction that Murray wanted to take the studio. Ream agreed, but insisted that the studio at some point would make the game equivalent of a skyscraper, a game they could develop without any limitations. This proverbial game, "Project Skyscraper" was kept in mind as the studio began to expand and acquire the necessary finances to pursue other titles besides Joe Danger.[3]
Murray's concept for the game was influenced by science fiction works of the 1970s and 1980s. Murray attributes ideas from the "Big Three" science fiction authors—Isaac Asimov, Arthur C. Clarke, and Robert Heinlein—whose stories he considered "fantastical - it's vibrant, exciting and the unexplored".[37] Murray also considered Frank Herbert's Dune influential as it "paints this picture of a world that’s so believable".[38] Another avenue of influence was the state of current science fiction media, which Murray compared to similar commentary from Neal Stephenson on how most mainstream works focus on a dystopian story; for Murray, he wanted No Man's Sky to be much more optimistic and uplifting.[39]
Murray was also inspired by the covers of these science fiction works from the period, which typically were done by freelance artists and bore little connection to the story within but made for visually alluring scenes.[4] Duncan credits much of No Man's Sky' art influence from the work of Chris Foss, who drew covers for many science fiction books and magazines and had a significant influence in science fiction film and video games. Duncan noted that "he created this kind of art when everyone else was creating black starfields, grey dull monolithic spacecrafts".[40] Other art influences included John Harris, another book and video game cover artist; Jean Giraud (aka Mœbius), a science-fiction and fantasy cartoonist; and Ralph McQuarrie, a concept artist for several major Hollywood films.[40] Duncan also cited the films of Ray Harryhausen as an influence in terms of the exploration of the unknown.[40] Murray noted an iconic shot from the original Star Wars film, which featured two suns rising on the planet Tatooine as the "perfect alien image" that captured the nature of science fiction.[38]
Murray considered his own experience playing Elite, a similar open-world space exploration game, as part of No Man's Sky's inspiration.[41] Murray wanted to craft a game that really focused on exploration, which, as he considered it, was "seeing something that no-one's seen before and for your experience to be unique", rather than pre-planned puzzles that one would need to explore to find and solve.[42] The video game Journey was also influential with Murray hoping to integrate its "simplicity and elegance" into No Man's Sky.[38]
Production
With the success of Joe Danger and its sequels, Murray was able to spend a few days each week for about a year to develop the core engine of No Man's Sky in secret from the rest of the team. Once the engine was completed, Murray brought in a small four-person team to work on the game directly, while Joe Danger 2 was being developed by the rest of the company. They worked in a spare room, lining the walls with science fiction imagery to help inspire them. Their work was kept in secrecy from the rest of the development team, leading to some tension within the offices, though Murray had done this specifically after seeing how small exploratory groups did not work well at Criterion Games. Further, Murray was concerned about describing the game too much, and fears that even teasing about the title would lead to misconceptions about the scope and nature of the game. Ultimately, Murray was encouraged by Geoff Keighley to premiere the title at the 2013 VGX awards,[43] and in preparation, created the short teaser which they shared with the rest of studio days before the awards show. As development continued, more of the team was brought on board to help complete the game, with the final team being composed of thirteen members.[3][10]
This VGX teaser brought much attention to the title from the gaming press.[44][45][46][47] Duncan noted that following the reveal, he found it "incredible how many developers came up to us afterwards, and they were all saying this is the game I always wanted to be making, or I started working on a game like this".[40]
A flood wiped out most of their Guildford office and equipment on Christmas Eve 2013 but they were able to recover work they had done already and resumed development shortly thereafter.[48] Murray later acknowledged that he had been tempted to cancel No Man's Sky at this point, but the flooding helped re-solidify the Hello Games' team, as prior to the flood, the team was still split between those working on No Man's Sky and those continuing the Joe Danger series. Everyone in the company came together to help rebuild their office and computer equipment, giving new vigor to the project.[49]
Just prior to the VGX showing, Murray had shown the title around to various publishers, and Sony expressed strong interest in having the title for the PlayStation 4. Murray stated that although Sony offered to provide financial support, he and Hello Games only wanted Sony's commitment to help market the game, including having the game formally introduced at Sony's main media event during the upcoming Electronic Entertainment Expo 2014 (E3); until that point, no independently-developed game has been demonstrated during these center-stage events.[4][5] Sony's UK marketing director Fergal Gara has stated that Sony is fully committed to supporting the title, treating the game as if it were from one of their first-party developers and considering a potential retail release of the game.[50]
Hello Games prepared a six-planet demonstration that would be used for the E3 event and subsequently used to showcase the game for the media while the full version – nearly always in a constant state of flux due to the procedural generation approach – was being developed.[4] The game was announced at E3 2014 with plans for a timed exclusive release on the PlayStation 4,[51][52] and would have later been brought to Microsoft Windows.[53] However, speaking to the media at the E3 2015, Murray stated that they now plan to release the title simultaneously for both platforms, though did not specify a release date.[54] Murray stated that unlike more traditional games, where completion of the fixed number of levels and other assets can be treated as an assembly line and schedules projected from that, the interconnectivity of all the various systems within No Man's Sky requires them all to be working together to make the game successful, and would only feel comfortable on assigning a release date once that is completed.[5]
Since its reveal, Hello Games have showcased the game to numerous members of the press and video game journalists. Many of these demonstrations have provided possible ideas for gameplay additions as feedback, such as adding land vehicles to explore planets or allowing players to construct buildings on planets. However, Hello Games have opted to avoid such feature creep, with Murray stating that they wanted to be able to deliver on the large, grand vision they had, and to add more features would have required a larger team and more funding, something they did not want to do.[5] Murray specifically wanted to avoid base building initially as this would discourage players from exploring the rest of the universe.[13] Following release, Hello Games does plan to add base building and the ability to buy and customize larger freighters in future updates.[55]
Game engine
Most of the universe in No Man's Sky is procedurally generated, including solar systems, planets, weather systems, flora and fauna on these planets, the behavior of these creatures, and artificial structures like buildings and spacecraft. The generation system is based primarily on providing a single seed number to their deterministic engine which would create all the features of the universe exactly the same way every time this process is run with the same seed using the repeatability of pseudorandom number generators. One generator is used to create the universe, plotting the position of the stars and their stellar classification, using the phone number of one of the Hello Games' developers as the founding seed.[4][56] Pseudorandom numbers generated from the position of each star are used to define the planetary system the star has, the planet's position is used as a seed to define the planetary features, and so on.[4] This approach, used in early days of computer games to avoid high memory or disk use, avoided the need to craft every planet and store this information on a server; this also assured that players can always revisit the same planets, and share that planet with other players who would find the same features.[4] The planet terrain generation code, for example, is only 1,400 lines of code; as described by Murray, the code was tweaked as to make sure that planets generated visually interesting but navigable terrain, as some early builds would produce wildly stunning planets that were impossible to traverse, while other fixes made planets look flat and dull.[4] Hello Games had originally planned to use a 32-bit seed number, which would have generated around 4.3 billion planets, but decided to use the 64-bit number to demonstrate the scalability of their game, and partially in response to online forum comments that doubted that Hello Games could deliver a game of that size.[1][57]
The deterministic approach also allows Hello Games to optimize the rendering of the game, as what is visible to the player can be determined directly through these generation algorithms.[4] Planets are rendered using voxels with procedurally-generated textures while flora, fauna, and other surface features use polygon-based rendering as to maintain a target 30 frames per second along with middleware like the Havok physics engine for animation and other dynamic features.[58] The on-the-fly construction of a world did create some difficulty with features like rivers, which in most virtual environments are built by using a physics engine to track the flow of water down a slope. Murray and his team developed a brute force solution to include rivers and similar features without having to render out a large-enough section of landscape to perform the same calculation.[4] The total code size for the entire game was around 600,000 lines of code by February 2016.[36] The entire game takes up only 6 gigabytes on a blu-ray disc, the bulk being audio files.[59]
The development team built the planetary feature generation system atop this where they would first hand-create core structures and the art associated with those – such as a basic skeleton and skin for a creature – and then allow the algorithm to make randomized changes to that, as to make a wide variety of creatures, mimicking the diversity of species resulting from evolution on Earth. They made sure the elements of this generation process reflected the setting – creatures and plants inhabiting a planet that contained blue-colored minerals would be tinted blue as well.[60] The generation system uses deterministic parameterised equations and algorithms previously developed by biologists and physicists that can mimic a vast array of natural forms and shapes. For example, the engine uses L-systems, fractal equations developed by Aristid Lindenmayer in 1968 that can create structures that resemble many algae and plant lifeforms.[61] This is coupled with engines like SpeedTree to create additional variety to the flora.[62]
Other generation schemes were made through random selection in a deterministic fashion, followed by tuning to create a realistic result. Creatures were often generated by mixing and matching random parts from a library, and then adjusting the underlying skeleton so that the creature appeared realistic; a creature with a tiny body could not support a giant head, for example.[63] To create behavior for the creatures generated by the procedural generation system, the system tags objects that it creates, and then assigns creatures various affinity levels based on these tags; creatures are then driven to find objects they like and avoid those they dislike, and allows the artificial intelligence aspects of creatures to communicate directly to coordinate their respective movements.[36] Duncan describes this as generating complex patterns on relatively simple rules that create surprising results; he describes being surprised when, after hunting avian creatures over a body of water to have one of the kills eaten by the sudden appearance of a shark-like creature.[36]
Some facets of realism have been conceded in favor of promoting better gameplay. The planetary generator system does not generate any gas giants, as Murray wants every planet in the game to be explorable.[56] Unlike most planets containing an atmosphere where the atmosphere is visibly more dense closest to the surface, planetary atmospheres in No Man's Sky are reversed as to provide a more dramatic transition when a player is taking off or landing on a planet.[56] Other elements of their procedural generation system were made to break the realism that was previously built into the engine as to have more alien-looking planets and features be potential outcomes of the system, such as by introducing chemical elements that would enable green-tinted atmospheres and allowing moons to orbit much closer than the laws of gravity would allow to create impressive backdrops on planets.[36][64] To assure that the procedural generation worked well, the development team created the in-game equivalent of automated probes to visit the various planets and take images to review; this allowed for some tweaks to be made by human developers.[65]
Music
No Man's Sky features a soundtrack by British post-rock band 65daysofstatic (65DOS), as well as procedurally generated ambient music composed by Paul Weir.[66] The game uses a generative music system called Pulse developed by Weir, using a large library of loops, textures and melodies created by 65DOS to randomly create music to accompany the gameplay, reacting to the changeable terrain and becoming more or less menacing depending on whether a character is in danger.[67][68]
65DOS became involved in the project when Hello Games, preparing their debut trailer, contacted 65DOS about using their song "Debutante" for it, as Murray had been a fan of the band.[69] The developers sent along some of the concept art so the band could consider the offer. The band, impressed by what they saw, gave Hello Games their permission and offered to help create the rest of the game's soundtrack.[70] 65DOS had been interested in doing a video game soundtrack following their album Wild Light and subsequent live tours, having used software tools to help craft more interactive shows, and felt the same concepts could be applied to video games which are traditionally non-linear experiences.[70] Initially, Hello Games asked 65DOS to create numerous songs in their band's style, with very little additional direction; the band described their instruction from Hello Games as "write the next 65daysofstatic album".[71] At this point, Hello Games' intent would be to then take 65DOS' songs to tear down into segments they could use for procedural music generation. However, the band wanted to be more involved in the process, helping to deconstruct the songs themselves knowing of the broad approach Hello Games was taking for the game.[69][70] They developed a music sequencer logic system for use within Ableton Live, and programmed extensions for Unity and FMOD that approximated the procedural generation approach Hello Games used for the game. They subsequently used these to help craft their songs, at times letting the procedural generation take over as to create a vast array of sounds.[69] Subsequently, the band send these songs and snippets to Weir, along with documentation on how to apply and alter some of the songs, to allow him to incorporate it into the game's soundtrack. Weir provided 65DOS feedback on some changes and additions, such as additional arpeggios to use for some segments of the game.[69][70] According to 65DOS member Paul Wolinski, the band plans to explore more of these processes in further albums they will produce.[69]
Weir also developed a similar generative audio system for the ambient sounds within the game. Weir developed an audio procedural generation system called VocAlien that allowed him to create a system of animal calls that can be readily altered by adjusting a number of parameters.[67][72]
Ten original works and six soundscapes composed by 65DOS for the game was released on its soundtrack, No Man's Sky: Music for an Infinite Universe, which released on both digital and retail formats alongside the game on 10 August 2016.[71][73][74] iam8bit released the soundtrack on a 2 LP-disc vinyl record set alongside the game's release.[75] One set of songs in this soundtrack are 65DOS's compositions worked into a typical six-minute song, while the soundscapes are longer pieces that are comparable to 65DOS's original pieces without strict adherence to any length or format, representing their musical concepts they had considered in producing the songs for No Man's Sky.[70] 65DOS also plans to tour Europe and potentially other locations with the No Man's Sky soundtrack later in 2016.[73]
Release
Promotion and marketing
Rumors circulated in the lead-up to the 2015 Paris Games Week in October 2015 that No Man's Sky would be released alongside Sony's press conference, but Murray and Sony denied these rumors.[76] Instead, Sony used their press conference to announce the game's expected release in June 2016 for the PlayStation 4.[77][78]
The game's scheduled release during the week of 21 June 2016 was announced in March 2016, along with the onset of pre-orders for both PlayStation 4 and Windows versions. Hello Games also announced that the PlayStation 4 version would also be available in both a standard and "Limited Edition" retail release, published by Sony, alongside the digital version.[79][80][81] About a month before this planned release, Sony and Hello Games announced that the game would be delayed until August 2016, with Murray opting to use the few extra weeks as "some key moments needed extra polish to bring them up to our standards".[82] Hello Games opted not to present at the Electronic Entertainment Expo 2016 in June 2016 so as to devote more time to polishing the game, with Murray noting that due to the structure of the game, "we get one shot to make this game and we can't mess it up."[83] The game had gone gold on 7 July 2016,[84] and was officially released on 9 August 2016.[85]
The release date in the United Kingdom, originally slated for 12 August and two days after the rest of Europe, was later pushed up to 10 August in part to a new deal Sony arranged with retailers to allow for simultaneous release in both regions.[86] Two weeks before release, the worldwide Windows version release was pushed out a few days, to 12 August 2016.[87] Murray stated through Twitter that they felt the best experience for players would be a simultaneous worldwide release on the Windows platform, something they could not control with the retail aspects that were associated with the regional PlayStation 4 market, and thus opted to hold back the Windows release to make this possible.[88] They also used the few extra days to finish additional technical features that they wanted to include at the Windows launch, such as multiple monitor widescreen support.[89]
The limited edition retail version includes an art book and a comic written by Dave Gibbons, James Swallow and Angus McKie; Sony previously expressed interest in companion fiction for the game's release, and Murray had engaged with Gibbons on developing such a work.[4][90] Swallow also helped with some of the in-game narrative.[91] A limited-run "Explorer's Edition" for the Windows version, to be published by iam8bit, will include a miniature replica of one of the game's spacecraft alongside other materials.[75] Sony will be releasing a limited edition bundle with No Man's Sky and a custom face plate for the PlayStation 4 in Europe.[92]
The New Yorker featured No Man's Sky in their 2015 New Yorker Festival as part of their inaugural Tech@Fest event, highlighting topics on the intersection of culture and technology.[93] On 2 October 2015, Murray made an appearance and gave a demonstration of the game on the American television late-night talk show The Late Show with Stephen Colbert.[94][95]
In the weeks leading up to the game's release, Sony released a set of four videos, each focused on the principal activities of the game: exploring, fighting, trading, and surviving.[96] Sony Interactive Entertainment Europe also released a television advertisement for the game featuring comedian Bill Bailey.[97]
Intellectual property issues
Hello Games had been in legal negotiations with Sky plc over the trademark on the word "Sky" used for No Man's Sky, a trademark Sky had previously defended against Microsoft's choice of "Skydrive". The issue was ultimately settled in June 2016, allowing Hello Games to continue to use the name.[98]
A few weeks before the game's launch, No Man's Sky was claimed to be using the superformula based on work done by Dr. Johan Gielis in 2003, and subsequently patented by Gielis under the Dutch company Genicap which Gielis founded and serves as Chief Research Officer. Murray had mentioned the superformula while describing the procedural generation aspects of the game in an interview with The New Yorker during development.[4] Genicap anticipates developing a software tool using the superformula for their own product that they can see being used in video game development, which Hello Games would be infringing on if they had used the superformula in the game. The company states they have attempted to reach out to Hello Games to ask them about its use for No Man's Sky but have not received anything back. Genicap said they did not want to stop the launch of No Man's Sky, considered the game to be "very impressive", and that they would like to talk more with Hello Games to exchange knowledge with them, but "if the formula is used we'll need to have a talk".[99][100][101][102] Murray replied that No Man's Sky does not use the superformula, and is working to arrange a meeting with Genicap to discuss the situation and their respective mathematics.[103]
Pre-release and release issues
About two weeks before the official release, one Reddit user had been able to purchase a leaked copy of the game for the PlayStation 4 off eBay for about $1,250, and started posting various videos of their experiences in the game.[104] Other users have also claimed to have leaked copies and sharing their gameplay videos. Some of these reports included negative elements about the game, including frequent crashes and a much-shorter time to "complete" the game by reaching the center of the virtual galaxy than Hello Games had claimed, leading many fans to express concern and frustration that the game might not be as good as they anticipated.[105][106] Murray asked fans waiting for the game to avoid these spoilers, stating "We've spent years filling No Man's Sky with surprises. You've spent years waiting. Please don't spoil it for yourself."[107]
Some vendors broke the street date, as several players, including journalists at Kotaku and Polygon, streamed their starting playthroughs of the game starting from 5 August 2016.[108][109] Hello Games reset the servers for the game just prior to 9 August 2016 so as to give all players a clean slate.[110] Prior to official release, Sony requested sites to take down videos from early copies, citing that due to the nature of the game, they considered that Hello Games' vision of the game would only be met once a day-one patch was made available at release.[111] Some of these video takedowns had accidentally included users discussing the game but without using these pre-release footage videos, a situation that Murray and Sony worked to resolve.[112]
The day-one patch, which Hello Games had been at work at since the game went gold, altered several aspects of how the procedurally generated universe was created, such that existing saves from previous copies would no longer work. This patch also removed an exploit that was observed by the above Reddit user that allowed players to complete the game much faster than anticipated.[91] Commentators noted that the patch would substantially change the aspects of the game previously critiqued by aforementioned early players, and believed some of the changes were made specifically to address these concerns.[55][113]
Concern was raised by the fan community when OpenCritic, a review aggregator site, stated that there were going to be no review copies of the game prior to the public release and a review embargo that would end on the date of release, a general sign within the industry that there are concerns by the developers or publishers that a game may not live up to expectations and thus want to minimize any impact reviews may have prior to release. However, both OpenCritic and Sony later affirmed there would be pre-release review copies and that they were waiting on a pre-release patch before sending these out to journalists.[108] Eurogamer noted that they had expected to have review copies by 5 August, but these were pushed until 8 August so as to get the day-one patch in place, a situation they attributed to the certification process required by Sony for any games on their service.[114] Because of the late arrival of the review copies, and the size of the game, critics presented their reviews "in progress" over several days, omitting a final review score until they had completed enough of the game to their satisfaction.[115][116]
Questions regarding the multiplayer aspects of No Man's Sky' were raised a day following the official release on the PlayStation 4. Two players attempted to meet up at the same location in the game's virtual universe after one player recognized the other by their username associated with a planetary discovery. Despite confirming they had been at the same spot on the same planet outside of the game through their respective Twitch.tv streams, they could not see each other. This led to many questioning the claims of multiplayer that Hello Games had stated prior to release.[117] Furthering this was the discovery that the Limited Edition packaging used a sticker to cover the PEGI online play icon.[118] Journalists noted a number of potential reasons why the players may not have encountered each other, including the users being on separate instances or server problems reported by Hello Games at launch, though some opined that this may have been a feature removed before launch.[117] Other near-launch issues include the discovery of a game-breaking bug with the in-game pre-order bonus spaceship players could collect, and identification of a resource duplication exploit that could significantly reduce the time needed to reach the game's endings.[119] Hello Games noted that they have had "far more" players than they expected at launch and are bringing on more people to help support the game, along with plans for a near-term patch to fix these critical issues, but as of 18 August 2016[update] they have not made a direct statement on the multiplayer situation.[117][120][121]
While the Windows version of No Man's Sky offered most graphic options and features, such as support for 4K resolution, and more control customization compared to the PlayStation 4 version, its initial release garnered several reports of poor graphics rendering, framerates, and the inability to even start the game.[122][123] Within the day, Hello Games had identified several of the common issues and issued patches while working to provide better technical support and resolve other issues.[124] Murray stated that their initial patches for both systems would be "focused on customer support" before moving onto adding in new features.[125]
Future
Murray has offered the potential to extend the game through downloadable content, though because of the procedural generation systems used, would likely be in the form of added features rather than new content.[13] For example, with release of the day one patch, Hello Games has pointed to base building and the ability to purchase freighters as planned additions to the game.[55] Murray anticipates all updates will be freely available,[126] but did not rule out that some yet-planned features may require them to charge for the content.[127]
Murray did suggest the possibility of releasing mod tools for Windows players to alter the game, though noted that they would be limited, and would not allow players to create new planets in the game, for example.[128] About a week after the Windows release players had already started to examine the game's files and create unofficial mods, with at least one mod-sharing website offering these for distribution.[129]
The developers have stated they are looking at supporting virtual reality (VR) hardware, but as of June 2015[update] have not announced any plans.[35] Murray stated in an April 2016 interview with IGN that VR "would be a really good fit" for No Man's Sky, as the immersive experience could create "really intense moments within a game".[130] Murray also commented on the potential for a remastering of No Man's Sky for a system with more hardware capabilities, suggesting that they would be able to both increase the texture resolution and the degree of complexity of the flora and fauna on the planets.[131]
Reception
Pre-release
The first introduction of No Man's Sky at the 2013 VGX awards was considered to be the best aspect of the awards presentation.[132][133] Its expanded coverage at E3 2014 was also met with similar praise, with several critics considering it to have "stolen the show".[48][134][135] The title won the show's "Best Original Game" and "Best Independent Game" by a panel of game critics, as well as receiving the "Special Commendation for Innovation" title.[136]
Since these shows and over the course of its development, the potential of No Man's Sky has been widely promoted across the video game industry and created a great deal of hype.[137] Matt Kamen of Wired UK called No Man's Sky "perhaps one of, if not the, most hyped indie titles in the history of gaming".[138] Much of the attention has been drawn to the massive scope realised by the procedural generation of the game, and the relatively small size of the Hello Games' team behind it.[139][140] No Man's Sky was seen as a potential industry-changing title, challenging the status quo of triple-A game development, which according to Peckham, had become "rich and complacent".[39] The game had been considered to have similar potential to impact the game industry as Minecraft, though in contrast, The Atlantic's David Sims opined that Minecraft's relevance took several years to develop, while No Man's Sky was burdened with expectations from the start.[141] No Man's Sky has been considered by Nathan Lawrence of IGN as a mainstream-friendly space flight simulator game, providing controls that were "simple to learn and fascinating to plumb" compared to Elite: Dangerous and Star Citizen while still offering engaging gameplay.[142]
The concepts behind No Man's Sky, allowing for a "grail-like feedback loop" around the exploration of near-infinite space according to Time's Matt Peckham, created a great amount of anticipation for the game from gamers, as such lofty goals were often seen as a dare to themselves.[39] Many commentators compared No Man's Sky to 2008's Spore by Maxis, which had promised similar ambitions to use procedural generation to construct new creatures and worlds. However, by release, the extent of the use of procedural generation was scaled back during the course of production, and the resulting game was not as well-received as anticipated.[143] Murray was aware that some critics were applying caution to their view of No Man's Sky due to their previous experiences with Spore.[22][144]
Kris Graft for Gamasutra commented that many players and journalists had both high expectations for the game as well as wide expectations, with some believing that it would be, among other aspects, the "best space sim", the "best multiplayer action shooter", and the "best pure exploration game".[139] Ars Technica's Kyle Orland found that unlike Spore or Fable which had "saturation PR campaigns that promised revolutionary and industry-changing gameplay features" which failed to be present in the final releases, Hello Games' statements about No Man's Sky were "relatively restrained and realistic about what they were promising". Orland surmises that many players and journalists "layer[ed] their own expectations onto the game's gaps" from what Hello Games actually claimed.[137] Vlambeer's founder Rami Ismail considered the strength of the marketing campaign by Hello Games and Sony to generate interest in the game, calling the pitch using the concept of magnitudes and scale rather than absolutes as "a little masterclass in explaining an abstract concept to the largest possible audience"; Polygon's Ben Kuchera agreed on this point, but considered that the marketing may have gotten away from Sony and Hello Games since players did not have a concrete understanding of the game's limitations prior to launch.[145] Murray himself was aware of the "unrealistic, intangible level of excitement" that fans had of the game and given that they had been waiting three years to play it, would be expecting it to be perfect. He countered that he felt he and Hello Games tried to be "reasonably open and honest about what the game is" all throughout the marketing cycle to set expectations.[146] On the day before the official release, Murray cautioned players that No Man's Sky may not have been "the game you imagined from those trailers" and instead that the title was meant as a "very very chill game", giving players a universe-sized sandbox that that makes you feel as if you "stepped into a sci-fi book cover"; Murray believed the game would have a "super divisive" response from players due to some of these expectations.[26]
Release
Aggregator | Score |
---|---|
Metacritic | 71/100 (PS4)[162] 64/100 (PC)[163] |
Publication | Score |
---|---|
Destructoid | 7/10[147] |
Electronic Gaming Monthly | 7/10[148] |
Game Informer | 7.5/10[149] |
GameRevolution | [150] |
GameSpot | 7/10[151] |
GamesRadar+ | [152] |
IGN | 6/10[153] |
PC Gamer (US) | 64/100[154] |
Polygon | 6/10[155] |
VideoGamer.com | 6/10[156] |
The Guardian | [157] |
Metro | 6/10[158] |
PC Magazine | [159] |
Time | [160] |
US Gamer | [161] |
No Man's Sky received mixed to average reviews from critics,[164] according to review aggregator website Metacritic.[162] While many praised the technical achievement of No Man's Sky's procedurally-generated universe, several critics found that the nature of the game can become repetitive and monotonous, with the survival gameplay elements being lackluster and tedious.[165][166][167][168][169][170] As summarized by Jake Swearingen in New York, "You can procedurally generate 18.6 quintillion unique planets, but you can’t procedurally generate 18.6 quintillion unique things to do."[171]
Player reaction has generally been negative in response to several issues at the game's launch. Users expressed concern with the apparent lack of multiplayer and other issues associated with the PlayStation 4 launch,[117] while many players on the Windows version via Steam and GOG.com gave the game negative reviews due to the poor graphics capabilities or inability to launch the game.[122][123][172] Players were also disappointed at the apparent lack of features that Hello Games and Sony had stated in earlier announcements and interviews would be included in the game;[173] a list initially compiled by the user "MeetWayneKerr" and other members of the No Man's Sky Reddit forum comprised all such features about a week after launch.[174] Schreier from Kotaku commented that some of the negative player reaction was due to a lack of clarification on these apparently missing features.[121] Ben Kuchera of Polygon hypothesized that No Man's Sky may follow the same route as Destiny, a 2014 game that at release received lukewarm reviews as it lacked much of the potential that its developers and publishers had claimed in marketing, but with several major expansions that added several features, had become a highly-praised game. Kuchera refers to Hello Games' statements regarding new features downloadable content and tracking what players are interested in as evidence that No Man's Sky will evolve over time.[175]
Within 24 hours of the game's official launch, Hello Games reported that more than 10 million distinct species were registered by players, exceeding the estimated 8.7 million species identified to date on Earth.[176] On the first day of the Windows release, No Man's Sky saw more than 212,000 concurrent players on Steam, exceeding the largest number of concurrent players for most other games including other 2016 releases like XCOM 2 and Dark Souls 3.[177] Chart-Track reported that sales of the physical release of No Man's Sky in the United Kingdom during the first week was the second-largest PlayStation 4 launch title published by Sony, following Uncharted 4, and the 5th highest across all publishers and Sony formats.[178] However, a week later, these numbers had dropped significantly: the concurrent player count on Steam fell under 23,000,[179] and United Kingdom sales fell by 81% in the second week.[180]
Soundtrack
The game's official soundtrack, Music for an Infinite Universe, received positive reviews from music critics.[181] Andrew Webster of The Verge described the soundtrack as an extension of past 65daysofstatic albums, particularly from Wild Light, but with a greater science-fiction vibe to it, considering its opening track "Asimov" to be like "taking flight into a Chris Foss painting".[182] Sam Walker-Smart for Clash rated the album 8 out of 10, considered the album one of 65DOS' best, and that it is "apocalyptic, transcendental and drenched in a sense of pure epic-ness".[183]
Player community
No Man's Sky developed a dedicated fan-base before its release, with many congregating in a subreddit to track and share information published about the game.[141][146] Sam Zucchi writing for Kill Screen proposed that the players anxiously awaiting No Man's Sky were a kind of religion, putting faith in Hello Games to be able deliver an experience that has otherwise never been offered by video games before, the ability to explore a near-infinite universe.[184]
Following the news of the game's delay from June to August 2016, Murray, along with Kotaku writer Jason Schreier, who first reported on the rumor of the delay, received a number of death threats in response, which Murray publicly responded to in good humor.[185] The situation was seen by other journalists as a growing issue between the pre-release hype created by marketing for video games, and the excited nature of the fans of these games even before their release. New Statesman's Phil Hartup considered that when marketing for a game drives a need for any type of news by those anxious to play the game, disappointing news such as delays could readily lead to online fans reacting in a paranoid manner against marketing expectations.[186] Phil Owen writing for TheWrap blamed such issues on the video game marketers, as the field had become less about selling a game and more about creating a cult-like following for the game and "weaponizing fandom".[187]
The player community's reaction to the lack of features in the release version of the game had also become a point of contention, with many players using the Steam and GOG.com review pages, along with Metacritic reviews, to give it poor ratings.[117][122][123][172] Reddit user MeetWayneKerr had temporarily taken down the documented list of features after he received messages that congratulated him on "really sticking it to these 'dirtbag' devs", which was not his intention on publishing the list and wanted no part of the anger towards Hello Games.[188]
Notes
- ^ The state of multiplayer in the released version is in question. See description of multiplayer features and issues found with multiplayer after release for details.
- ^ Specifically, the number of planets is 264 or 18,446,744,073,709,551,616, based on the 64-bit seeding process used in the game.[1]
References
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- ^ a b Hiranand, Ravi (18 June 2015). "18 quintillion planets: The video game that imagines an entire universe". CNN. Retrieved 21 August 2015.
- ^ a b c d Cork, Jeff (19 December 2014). "The Secret Story Behind No Man's Sky". Game Informer. Retrieved 19 December 2014.
- ^ a b c d e f g h i j k l Khatchadourian, Raffi (18 May 2015). "World without end : creating a full-scale digital cosmos". Annals of Games. The New Yorker. Vol. 91, no. 13. pp. 48–57. Retrieved 5 August 2015.
{{cite news}}
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- ^ a b c d "No Man's Sky sheds light on the dark side of what you can do in its vast universe". Edge. GamesRadar. 16 September 2015. Retrieved 16 September 2015.
- ^ a b Sarkar, Samit (1 April 2016). "A brief tour of a tiny corner of No Man's Sky". Polygon. Retrieved 1 April 2016.
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- ^ a b c Livingston, Christopher (3 March 2016). "Sean Murray: No Man's Sky's NPCs won't make you fetch "space-chickens"". PC Gamer. Retrieved 3 March 2016.
- ^ Sarkar, Samit (3 March 2016). "No Man's Sky features multiple alien races, each with its own language for you to learn". Polygon. Retrieved 3 March 2016.
- ^ Krupa, Daniel (8 July 2015). "No Man's Sky: How the Economy Works". IGN. Retrieved 17 September 2015.
- ^ a b Sullivan, Meghan (17 June 2015). "10 Things We Learned About No Man's Sky". IGN. Retrieved 21 June 2015.
- ^ Higgins, Chris (18 August 2014). "No Man's Sky would take 5 billion years to explore". Wired UK. Retrieved 19 August 2014.
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- ^ a b c Parkin, Simon (22 July 2014). "No Man's Sky: A Vast Game Crafted by Algorithms". MIT Technology Review. Retrieved 5 August 2015.
- ^ Good, Owen (8 December 2013). "Wow. No Man's Sky Just Stole The Show At The VGX". Kotaku. Retrieved 9 December 2013.
- ^ Jackson, Mike (8 December 2013). "Hello Games reveal 'next-gen' sci-fi epic, No Man's Sky". Computer and Video Games. Archived from the original on 29 December 2014. Retrieved 9 December 2013.
{{cite web}}
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{{cite web}}
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/|archive-url=
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