No Man's Sky - Early Impressions/Reviews-in-progress Thread

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Watched giant bomb's 2 hour quick look. Some parts seem neat but I don't think there is enough to the game to keep me engaged.
 
Pretty funny coming into this thread after reading the OT.

Sounds like you're discussing different games.

Haven't played it yet myself.

I know right? lol

Practically everyone I know and am seeing posting about it are mostly having a blast (although the game seems to have some crashing issues apparently). I think the game is going to be relatively divisive already, but I think should probably wait at least a few days and see how things shake out either way if they're on the fence or curious how it's going to fare critically.
 
The only relevant aspect is the divide between a small game built around some tech, and expectations of players about that tech.

What is disappointing for Jim Sterling and for most people is not "No Man's Sky", it's what "random generation" can do for you.

There are no magic tricks, nor amazing, endless gameplay that can be produced by a simple algorithm.

Is it a 15 people team? Okay, then it delivers a world that has a depth that can be made by 15 people. You cannot magically expand it to some juggernaut.

The bottom line: a randomly generated world takes just as long to make as an handcrafted one. It has the exact same work-hours to fun ratio. So if you make a really huge game it's only consequent that the good things in that huge world are spread out very thinly.
 
Anyone else feeling very limited in what you can do? The run/walk speed is so slow and you have like 4 seconds of stamina. It makes exploring not very fun. And then each time you take off in your ship it uses 25% of the fuel.

There's just been a LOT of walking around looking for those fucking isotope flowers, especially when I had to make a warp core.
 
This game is not going to be for everyone and even Sean acknowledges this.

We will see mixed scores across the board. People who will love or hate it.

If there's even a tiny fraction of an explorer inside your body you should definitely just try this. No reason to judge it based on reviews. Try and rent it and see if you will like it.

The gameplay videos show exactly what you can expect with a few surprises here and there. If you stay realistic you will probably enjoy it.
 
I'm hardly surprised Jim Stirling isn't particularly taken with it, if only because of how many shitty generic survival sims he's experienced for his Squinty Plays videos.

Still, this was always going to be a marmite game, and just watching his Jimpression video, what he was showing was far more captivating and exciting to me than it clearly was to him.

It's just a shame the next Podquisition episode is going to be a bit of a downer when they talk about it.
 
Watched giant bomb's 2 hour quick look. Some parts seem neat but I don't think there is enough to the game to keep me engaged.

To me it's the lack of proper MP that pushed me from day1 to getting this second hand only.

I know an mmo is not what they wanted to make, so it's probably my fault I wanted this game to be something else.
 
I read the US Gamer review and the gameplay is kind of what I expected ever since that first showing. That its mostly resource collecting and crafting in the early game and its a little shallow.

That's the problem I had with the game the whole time from all the previews. The core of the technology, the procedural generation of the galaxy is the exciting part, but the gameplay loops seem like barriers to progress. It just feels like the game forces the player to collect 500 of these minerals for crafting before being able to build an upgrade part to jump to the next planet or system.

But I think as long as you're in it for the space tourism, then it seems like a wonderful game from that perspective.

Also Kat Bailey is not exactly the best person to review this type of game, no disrespect to her, I think she emphasizes interesting game mechanics, and i'm not sure this game values that over its galaxy generation aspects.
 
If there's even a tiny fraction of an explorer inside your body you should definitely just try this

You see, this is the problem I have with the game; Exploring has nothing to do with how many planets you are able to generate with an algorithm.
 
Yeah, seems to be on par with what I figured the game would be

Concept's cool but overrall it's nothing revolutionary. In it's core it's just another survival game, in space. I already have Starbound for that with way more content.

I'll wait for some heavy discount + PC mods
 
But I think as long as you're in it for the space tourism, then it seems like a wonderful game from that perspective.

Oh man, imagine discovering No Man's Sky's equivalent of Star Trek's Risa. Stuff like this is the draw for me personally. It's sort of what I like with Minecraft's exploration and crafting systems but in a much more artistically and conceptually interesting package.
 
The only relevant aspect is the divide between a small game built around some tech, and expectations of players about that tech.

What is disappointing for Jim Sterling and for most people is not "No Man's Sky", it's what "random generation" can do for you.

There are no magic tricks, nor amazing, endless gameplay that can be produced by a simple algorithm.

Is it a 15 people team? Okay, then it delivers a world that has a depth that can be made by 15 people. You cannot magically expand it to some juggernaut.

The bottom line: a randomly generated world takes just as long to make as an handcrafted one. It has the exact same work-hours to fun ratio. So if you make a really huge game it's only consequent that the good things in that huge world are spread out very thinly.

I'm not sure I follow.

It's a hugely impressive feat for a 15 man team to develop a game of this scale. Ubisoft teams reach upwards of 500 people, I bet most of them are working on actual assets. I probably expect only a handful of people are working on the gameplay aspects.

Most gameplay ideas and concepts come from a small group or sometimes even one person. Having different size teams isn't going to change that, and I don't think Sony expected gameplay to come from a procedurally generated algorithm. What Sony and other publishers and devs are excited about is probably using similar tech to make games to reduce cost of games.
 
The PS4 reactions (crashing and especially FOV) are very worrying. I could barely play the Witness for 5 minutes before getting a headache and I suspect this will be even worse.
 
You see, this is the problem I have with the game; Exploring has nothing to do with how many planets you are able to generate with an algorithm.

Each planet is different even though the formula remains the same. There's a ton of variation but after dozens of hours there will be repetition, but name me a game where that doesn't happen.
 
Anyone else feeling very limited in what you can do? The run/walk speed is so slow and you have like 4 seconds of stamina. It makes exploring not very fun. And then each time you take off in your ship it uses 25% of the fuel.

There's just been a LOT of walking around looking for those fucking isotope flowers, especially when I had to make a warp core.

Dang.

That's what I don't understand, it was pretty obvious from all their previews that walk/run was not fast enough to make the game fun (tolerable?). And it doesn't make sense there isn't some sort of all purpose vehicle you can drive around to make exploring easier. They could just make it so that all spaceships purchased include some sort of ATV in the boot.
 
From Jim's twitter:

It's not shit, it's just more or less another survival/crafting game in a universe that feels like cardboard.

Looks like he's already made his mind on the game. I wouldn't get too hung up on Jim's opinion. As someone who's followed his work for years, I know that his tastes can vary wildly from my own.
 
The PS4 reactions (crashing and especially FOV) are very worrying. I could barely play the Witness for 5 minutes before getting a headache and I suspect this will be even worse.

They are adding in FOV options. (read that in Sean's AMA over on reddit)
 
This game is not going to be for everyone and even Sean acknowledges this.

We will see mixed scores across the board. People who will love or hate it.

If there's even a tiny fraction of an explorer inside your body you should definitely just try this. No reason to judge it based on reviews. Try and rent it and see if you will like it.

The gameplay videos show exactly what you can expect with a few surprises here and there. If you stay realistic you will probably enjoy it.

.

I liken it to Everybody's Gone to the Rapture or Journey in terms of it not being for everyone, especially time pressed critics.
 
It's a hugely impressive feat for a 15 man team to develop a game of this scale.

But the game has a very small "scale". That's why people say it's "overhyped". People expect something different.

I don't think Sony expected gameplay to come from a procedurally generated algorithm.

Nope, it's players who expect that and feel let down.

There's good use of randomly generated content and stupid use. This game appears to use the second kind.

What's the difference between "good" and "stupid" version of this random generation application?

It's pretty easy to explain: good use makes gameplay DEPEND on the environment. It means that a different environment requires a different strategy from the player. You don't go always through the same moves, because every time the environment changes it requires an adapted strategy. You start in a different environment? Then what you do dynamically changes, you have to make new plans.

What's the stupid use? When you just add cosmetic variations. Make this rock of a different shape, of a different color, but you shoot at it to produce the exact same resource. This planet has a bluish palette, the previous one a greenish one, but the means of interacting with them is essentially the same.

The stuff you find in No Man Sky appears to be interchangeable. It looks different, but functionally it plays the same role.

This is the "stupid" use of random generation. Where the blocks look always different, but always retain the same function.
 
I read the US Gamer review and the gameplay is kind of what I expected ever since that first showing. That its mostly resource collecting and crafting in the early game and its a little shallow.

That's the problem I had with the game the whole time from all the previews. The core of the technology, the procedural generation of the galaxy is the exciting part, but the gameplay loops seem like barriers to progress. It just feels like the game forces the player to collect 500 of these minerals for crafting before being able to build an upgrade part to jump to the next planet or system.

But I think as long as you're in it for the space tourism, then it seems like a wonderful game from that perspective.

Also Kat Bailey is not exactly the best person to review this type of game, no disrespect to her, I think she emphasizes interesting game mechanics, and i'm not sure this game values that over its galaxy generation aspects.

She is awesome, but yeah, this is not her type of game. In fact, it really isn't critic friendly at all.
 
I wanted to like this game but it never seemed to develop much further than what they told us in the early stages. After watching some streamers playing it I can tell it's not for me. There aren't enough gameplay elements there to make me want to explore these random planets.
 
But the game has a very small "scale". That's why people say it's "overhyped". People expect something different.



Nope, it's players who expect that and feel let down.

There's good use of randomly generated content and stupid use. This game appears to use the second kind.

What's the difference between "good" and "stupid" version of this random generation application?

It's pretty easy to explain: good use makes gameplay DEPEND on the environment. It means that a different environment requires a different strategy from the player. You don't go always through the same moves, because every time the environment changes it requires an adapted strategy. You start in a different environment? Then what you do dynamically changes, you have to make new plans.

What's the stupid use? When you just add cosmetic variations. Make this rock of a different shape, of a different color, but you shoot at it to produce the exact same resource. This planed has a bluish palette, the previous one a greenish one, but the means of interacting with them is essentially the same.

The stuff you find in No Man Sky appears to be interchangeable. It looks different, but functionally it plays the same role.

This is the "stupid" use of random generation.

10/10 I almost bit there
 
But the game has a very small "scale". That's why people say it's "overhyped". People expect something different.



Nope, it's players who expect that and feel let down.

There's good use of randomly generated content and stupid use. This game appears to use the second kind.

What's the difference between "good" and "stupid" version of this random generation application?

It's pretty easy to explain: good use makes gameplay DEPEND on the environment. It means that a different environment requires a different strategy from the player. You don't go always through the same moves, because every time the environment changes it requires an adapted strategy. You start in a different environment? Then what you do dynamically changes, you have to make new plans.

What's the stupid use? When you just add cosmetic variations. Make this rock of a different shape, of a different color, but you shoot at it to produce the exact same resource. This planed has a bluish palette, the previous one a greenish one, but the means of interacting with them is essentially the same.

The stuff you find in No Man Sky appears to be interchangeable. It looks different, but functionally it plays the same role.

This is the "stupid" use of random generation. Where the blocks look always different, but always retain the same function.

It is not random, it is procedurally generated. But please do continue your diatribe on stupidity.
 
Watched giant bomb's 2 hour quick look. Some parts seem neat but I don't think there is enough to the game to keep me engaged.

Same, i was tempted to get it on Friday but i don't see enough stuff to value the asking price atm

I'll probably still get it in the future tho
 
I love Jim Sterling but I don't agree on so many of his reviews as of late. He just likes different games to me and wants different things out of them. And that's totally OK.

I don't understand the overhype issue either. What has Sony done to overhype it? Show more trailers? Because that's all they've done and all those trailers represent the game. There is no deception here.

I've spent the last two days playing it and I can't keep my hands off of it. To me, that's a sign of a good game. But to be honest, most people will know whether they were going to enjoy it before hand anyway. If you're really not sure about it, then don't buy it as you're probably not going to enjoy it. Simple as.

And for the record I read the early impressions and they seemed quite good! I thought it was going to get a hammering from journalists who just don't quite "get it". But it seems like most review outlets are enjoying it for the most part.
 
Dang.

That's what I don't understand, it was pretty obvious from all their previews that walk/run was not fast enough to make the game fun (tolerable?). And it doesn't make sense there isn't some sort of all purpose vehicle you can drive around to make exploring easier. They could just make it so that all spaceships purchased include some sort of ATV in the boot.

Run + melee + jet boost zips you around quite fast. You need to discover that though.
 
Jimsterling's video...pretty much confirmed what I expected the game to be.

The price will hurt the overall opinions, but there really doesn't seem to be much to chew on in NMS at all. Animal Lego.
 
I don't understand the overhype issue either. What has Sony done to overhype it? Show more trailers?

That's the point I'm trying to make, but people are too stubborn to understand it.

The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.

Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.
 
The PS4 reactions (crashing and especially FOV) are very worrying. I could barely play the Witness for 5 minutes before getting a headache and I suspect this will be even worse.

I played for ~4 hours and experienced 0 crashes. The pop-in is actually kinda cool how they did it. It's like these particles materialize in.

Anyway, I'm really enjoying it so far and all I've really done is learnered a dozen Gek words, collected a bunch of mats, and flown around aimlessly on the planet I started on.

Seeing the random monsters roam around is pretty neat. I'm not really sure what I'm supposed to do about the sentinel bot things flying around. Kill them? I was collecting mats once and one started attacking me for it. I was close to a save point and hid inside the capsule thingy and they went away shortly after.
 
Well, it is a sim that is easy to get into, featuring some fantastic art and atmosphere mixed in. But it is still a space sim and if discovering new worlds, life, alien mysteries, gathering resources to travel and survive, trading and dog fights do not interest you, then you are better off moving on to a game with a blockbuster story or something. This game is exactly what we have always been shown and it is awe inspiring for what it is. Loving it.
 
That's the point I'm trying to make, but people are too stubborn to understand it.

The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.

Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.

From what I've played I think the procedural generation tech is wonderful. I've seen so many varied things already.

I think the fault is at some gamers who are running wild with imagination with all these things they could possibly do in the game, that have never been confirmed to be in the game in the first place.
 
That's the point I'm trying to make, but people are too stubborn to understand it.

The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.

Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.

Every game? that's a lot of hype.
 
People are getting hung up about about the difference of "randomly generated" and "procedurally generated".

Procedurally generated is deterministic with algorithm(s), you can seed it and if you put in the same seed (assuming core algorithm remains the same), it'll output the same procedural generation.

However, procedural generation does have randomisation in it - it's a core aspect of it, you have weights that you put into the algorithm, a lot of these weights are randomised values too, or "static" values that feed into something else that uses it to produce a randomised value, etc, if you use things like perlin noise that's random... but when you combine mathematics in certain ways, you can use it for specific results you want. For example, a common way to generate heightmaps for procedural planets is through perlin noise, it's a very old, very easy trick (no idea if NMS does it), but that alone will not help you create something that is enjoyable. It's just a randomised heightmap, now you have algorithms that use the randomised values from that and "join" them together appropriately, creating rivers, creating overhangs, canyons, etc. Some people just say everything below 0.3 or whatever in the noise is "water" but it doesn't look good, you need procecural generation to turn that randomisation into something more coherent (i.e noise won't create you overhangs by itself for example, you need to have algorithms to scalp the landscape from the noise better for that).

My point is, at the end of the day randomisation is a core part of it, you just take the randomised values and do something more intricate with them and connect them in interesting ways.
 
That's the point I'm trying to make, but people are too stubborn to understand it.

The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.

Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.

I still remember all that Spelunky HD overhype.
 
His whole post defines stupidity pretty well on its own :)

This reads like a defense for the sake of defending. He should not have called cosmetic changes 'stupid', because that term is really quite negative, but still I can understand what he means. From what I've watched of the game, I tend to agree until proven wrongly. If the whole universe, which is procedurally generated, produces the same amount of gameplay, and the purpose is exploring and 'looking' at things, then sure there is a value to the cosmetic changes. Because you're looking at different things. But it's not wrong to say that there is anything but cosmetic changes. Some procedurally generated things change the pace somewhat; you need to get better gear of shoot some poisonous clouds, but you're definitely not changing the way you explore.

That's how it seems, mind you, and that's why I agree with the assessment of 'stupid procedurally generated stuff', even though he should've just called it 'cosmetic' instead of stupid.
 
People are getting hung up about about the difference of "randomly generated" and "procedurally generated".

Procedurally generated is deterministic with algorithm(s), you can seed it and if you put in the same seed (assuming core algorithm remains the same), it'll output the same procedural generation.

However, procedural generation does have randomisation in it - it's a core aspect of it, you have weights that you put into the algorithm, a lot of these weights are randomised values too, or "static" values that feed into something else that uses it to produce a randomised value, etc, if you use things like perlin noise that's random... but when you combine mathematics in certain ways, you can use it for specific results you want. For example, a common way to generate heightmaps for procedural planets is through perlin noise, it's a very old, very easy trick (no idea if NMS does it), but that alone will not help you create something that is enjoyable. It's just a randomised heightmap, now you have algorithms that use the randomised values from that and "join" them together appropriately, creating rivers, creating overhangs, canyons, etc. Some people just say everything below 0.3 or whatever in the noise is "water" but it doesn't look good, you need procecural generation to turn that randomisation into something more coherent (i.e noise won't create you overhangs by itself for example, you need to have algorithms to scalp the landscape from the noise better for that).

My point is, at the end of the day randomisation is a core part of it, you just take the randomised values and do something more intricate with them and connect them in interesting ways.

And?
 
I read the first post.. impressed with the quotes.

read the last pages... and everyone is discussing Jim Sterling and his video? he is the only one that is not as impressed as the others (If I go by the quotes in the first post)..
why is his words gospel here..? is his words better or is he just a better reviewer.. ?
 
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