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

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Really not sure what some of y'all expected that you're not seeing. If you wanted star citizen, wait for star citizen. There is a reason that game has raised over $100M and has 4 teams globally working on it. I am having a great time with NMS myself. I stayed away from spoilers over the last couple months and having a great time discovering the mechanics, universe, etc.

I love the notion that if someone is unhappy then they've simply had expectations too high, or wanted an experience that the game was never pitched as.

The issues for me are the core gameplay mechanics are not fun, and the variety is not as vast as promised, and ironically I'm not feeling the need to keep exploring.

The controls don't feel good to me, aiming is really "janky", and the experience so far screams repetition. Now every game if you break it down is repeating the same thing over and over again, what normally keeps you going is the variety of environments, the story or lore, or the core gameplay mechanics.
 
The procedurally generated stuff is really impressive and the team behind the game done a fantastic job in that regard,
Okay, maybe I'm a bit too harsh now, but what exactly is impressive about the procedural generated stuff? I nearly wrote "environments" instead of "stuff", but actually, the latter fits better, and that's the problem.

If they were procedurally generated, believable ecosystems, yes, that would have been impressive. But they aren't. All parameters of planet, creature and plant generation seem to be largely independent of each other. The most complex random function you'd need for what is apparently in the game is that for terrain generation, and that isn't rocket science really.
 
I haven't been to more than a half-dozen or so planets, so maybe you can tell me the answer to this as you appear to have been to a large number based on what you wrote here.

I came across a monolith last night that was a large pillar with stairs surrounded by 3 smaller monoliths. When I went up to it gave me a choice of actions and ended up melting on me and damaging me... have you seen many of these?

Have you also found on-planet spaceports with multiple launch pads and waiting areas like airports?

The first thing no, not that exact one. Touched plenty of monoliths with choices though.

The second one is a trading post. Most planets have them.
 
Okay, maybe I'm a bit too harsh now, but what exactly is impressive about the procedural generated stuff? I nearly wrote "environments" instead of "stuff", but actually, the latter fits better, and that's the problem.

If they were procedurally generated, believable ecosystems, yes, that would have been impressive. But they aren't. All parameters of planet, creature and plant generation seem to be largely independent of each other. The most complex random function you'd need is that for terrain generation, and that isn't rocket science really.
Maybe he/she just likes how the planets and species were presented? It's not a bad thing to say something positive
 
Only played for about an hour or so, enough to get my ship up & flying...only to touch down on my same planet, unable to take off because I'm apparently out of fuel now. This, after an endless stream of notifications that my suit's bars were depleting, and the tool that I used to mine the equipment to refill those bars were also depleting.


I did find a number of discoveries (save points) in the world, and a number of items that are taking up space in my inventory. I'd like to get rid of them, but there's nothing in the interface that tells me how to sell them.

Hope the gameplay gets less tedious over time; if this is what Minecraft is....I guess there's a reason I never started playing Minecraft.

Sort of felt the same way early on. You are supposed to learn as you go, and you are where I was initially. There are on and off-planet locations to sell things, and you'll quickly learn the basics of refueling and what materials matter more for survival vs trade vs building. Your early ship is essentially garbage, as is your suit and weapon. Once you progress further, you'll have chances to upgrade all of them, including more space for things. It is tough starting out, as I believe they intend, but with work, you can be in much better shape. My current ship is still garbage, but I have seen some for sale with 4 to 5 times the space, and I have bought a gun that had 4 times the spots for upgrades and such.

Keep at it, you'll get the hang of the basics and learn what to expect. You'll keep encountering different things as well, but the core mechanics will stay roughly the same. I'd focus on getting everything up and running and then exploring to find upgrades and materials that trade well, selling them, and buying a better ship.
 
Why would you care? Some people are really into it. I mean I would be pissed if I had dropped $60 on this as well but that doesn't mean you have to be spiteful about others doing so and liking the thing.

If you like the game, hey ,more power to you. I just ment that there will be a LOT of people (not necessarily on these forums) expecting something a whole lot more/ different from a 60 dollar game.
 
Fresh review?

http://www.heypoorplayer.com/2016/08/10/no-mans-sky-review/

3.5/5

My biggest gripe with No Man’s Sky is two-fold. The first is that in a universe teeming with life, you feel alone. Every alien you encounter is part of a larger race, but that’s never represented in any meaningful way that I could see. There are no cities, no civilized planets, no large structures to speak of except for space stations, all of which, by the way, share an identical layout. You never feel like you’re part of anything other than a huge toybox with eighteen quintillion toys. Perhaps in the future, Hello Games will address this (because I’m sure they’re aware that it’s a problem), but right now, in a product on release, it’s a glaring omission in a universe which otherwise feels organic and awe-inspiring.

The second is a point I sort of addressed before: All of the architecture is the same. All of it. There is zero differentiation between the space stations of the Korvax (a hivemind collective of androids obsessed with knowledge) and those of the Gek (a race of sentient amphibians with a proclivity for trade and science — think Salarians from Mass Effect but frogs instead of lizards). It’s maddening to me that any sense of discovery I got in my first few hours was all that there was. Now, every time I go into a space station, I know exactly where to go and for what. This should not be.

The second point is spot on.
 
Saw my friend who owns the game again last night and he had now spent a total of 14 hours with it and said he shelved it for now for the same reasons discussed in the reviews and on here.

IGN's statement of "I find myself losing faith that there’s something better waiting for me out there. I’ve jumped to more than a dozen stars and passed through a black hole that told me I’d leapt more than 500 light years toward the galactic center. What wonders awaited me on the other side? Pretty much exactly the same things I’d been doing since I awoke on that first world" is apparently right on the money according to him, which I can echo from my 4 hours with it.

I asked him to boot up where he currently was out of morbid curiousity and spending some time in this thread here yesterday and yeah...14 hours in and the XX-teenth planet looks like the same exact thing I saw when I dipped my toes in (although I don't consider 4 hours dipping my toes in personally but hey).

Again, there was absolutely no variation that impacted the gameplay in any fashion that I would constitute as meaningful, interesting or even at all maybe. My previous assessment that all you get essentially are switched colors, 'rebuilt' idiotic looking animals from the same building block pool and different vistas. I don't want to get into a discussion about what exploration IS, but I can guarantee you that this does not constitute exploration in a videogame for me personally. IGN nailed that line by stating there are no wonders, no excitements, no surprises to be found...there are not.

The more I've seen of it in action, the more I agree with an early poster simply stating "It's more like a tech demo than a real game". It feels like an interesting base stepping stone but at this point, I would much rather use my time looking at Hubble telescope images for their beauty than doing extremely janky and obnoxious busywork in No Man's Sky.

It seems to be an extremely ambitious, impressive and well-meant venture for Hello Games but judging by what my friend and myself have played and seen, it's a pretty spectacular failure at this point. And no, I don't think 'what they said it was going to be was out there' factors in whatsoever, the game just isn't fun on any level in my opinion and that's the absolute deciding factor in a videogame for me, not the genre or whatever else.

It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
 
I think they should have been straightforward and advertised the game to everyone in a manner that makes it comparable to these games:

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With a small dash of this:


When I saw NMS the top two titles I posted are what I expected from it. However, I can see why people expected much more with the vague marketing issues.
 
The first thing no, not that exact one. Touched plenty of monoliths with choices though.

The second one is a trading post. Most planets have them.

Gotcha, good to know. I've also found plenty of the generic monoliths, the one I described was very different.
 
Some complaints are fair, but I can't agree with the lack variety in worlds. I've been to some vastly different planets and seen plenty of narly stuff that hasnt repeated itself yet in my 15-20 hours of play. Experience vary, though, as you'd expect with a game of this nature.
 
It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.

Or they legit like that stuff and spend their time with that instead of game Y?
 
It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
See I hate posts like this it's 100% cool of you don't like it but what's with the sly lil stupid shots "I guess they have more free time than I do" no they find it fun. People like different things shocker
 
It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
People have different tastes?!
 
Some complaints are fair, but I can't agree with the lack variety in worlds. I've been to some vastly different planets and seen plenty of narly stuff that hasnt repeated itself yet in my 15-20 hours of play. Experience vary, though, as you'd expect with a game of this nature.

This is an inherent design problem then, having a good exploring experience with a game that pretty hinges on exploring determined by luck is a problem.

I paid the same as you, why should my experience be lacking in diversity while yours isn't?

I get the fact that it's a skinner box, in that the pull is that there might be something good round the corner, but when you've spent hours and hours pooling resources to get to another planet only to be met with the same old stuff as the one you were just on, it gets a bit tiresome.

I've said it before, I am sure if you've got hours and hours of gaming time available to pour into this, I am sure your experience will be much more fulfilling than someone who has limited time available.
 
This has been an absolute master class in How Not To Market Your Game. I really hope these guys and specifically Sean Murray take some lessons away from this other than a shrug emote. It's honestly nobody's fault but their own.
 
I've played roughly 10 hours now and I'm still on my first 2 planets (+1 moon), swapped my omnitool quite a few times and have my third ship. I'd like to share my opinion so far and will start with what I don't like:

  • NPCs are rare and only offer very small - if at all - player interaction
  • planets have a very limited number of animals (so far my maximum was 12)
  • as far as I can tell no visible difference in extreme climate changes on planets
  • ancient ruins have little variety (altough they are easier to spot with that)
  • managing the inventory and upgrades is brutal and could've been cleaned up

what I do like:
  • discovering words to actually understand aliens
  • discovering a story behind an alien race and how their society works (helps with riddles at ancient ruins)
  • flying around a planet, searching for anything of interest, while trying to not get killed or stranded

My general impression is rather positive, but I do feel like NMS is more of an investment. I actually expect Hello Games to expand the game, as it seems that a hugh chunk of the 60$ is more of a way to sell DLC to everyone. Recent hints about bigger ships and base building point in that direction. NMS will be around for a while. I honestly hope that the game sells great, because I want Hello Games to build on the foundation they laid out with NMS and for me - personally - online coop has to be a big part of it.
 
This is one of the best games I've played in years and probably my favorite game of the generation so far. Let me detail some things below:

WHAT I EXPECTED:

- An exploration game first and foremost.
- Survival - light (as in, not very hardcore)
- A game that would allow me to progressively get better, faster, stronger as I explored interesting planets.
- For the space combat to be an afterthought and probably kind of lame.
- No story at all
- For creatures to be interesting and planets to be varied.

WHAT I HAVE EXPERIENCED:

- It is most definitely an exploration game. My starting planet was full of life. It was a snowy planet with red rock and snow covered trees like you would see in the upper north arctic areas. I found forests, plains, caves, etc. and it was all incredibly rewarding.
- My starting planet was hostile, temperatures in the day were -66 C and at night dropped to -75+. I would frequently have to watch my temperature gauge on my suit and have to find caves (they were numerous) to warm up. It was very fun as I made many discoveries while trying to survive.
- The story seems interesting, I like the narrative approach to things and learning words is satisfying. It's also fun trying to figure out the right answer to the questions. I decided to trust an alien NPC by GIVING him my multi-tool. To my surprise instead of him breaking it and losing an upgrade or something he provided me with a new and much better one!
- After leaving this planet I went to one of it's moons. The moon was VERY similar to Tatooine in it's look but received less sunlight. It had a thin atmosphere and blowing sand and high winds were constant. However...this planet was covered in giant round GOLD nuggets that suck out about every half mile or so. I found a shelter and have been mining / running back and forth for a while trying to build up credits.
- The creatures, in general, are very interesting as I had hoped and love discovering them.

Sorry for the above being kind of long. I am really sad to see the hate this game drums up. Maybe Sean didn't market this well or explain it well but even so, the videos alone led me to my expectations prior to playing above. What Hello Games has crafted could pave the way for incredible experiences going into the future. Not just for their game but for others to take up this style of game and make it even better. I already love the game but can think of tons of ways it could be even more incredible and can't wait to see how it evolves.
 
So is this game going to be Spore 2.0 ?
There are still a few hours to go before the PC release so I have to wait for a while before I play.


I think one of the biggest problem this game has is that we are to believe that there is interstellar travel and other aliens but all you see are jungle planets with animals and some NPCs....I don't think you ever come across any civilisation, cities etc. And that is a problem that will most likely persist in Elite Dangerous as well due to the procedural nature of the game. Which is why it would make it feel quite empty...Star Citizen on the other hand even with its small scale would be denser.

Elite Dangerous doesn't have any alien races yet, just humans. You would expect all the architecture to look the same. Elite is going for realism; space is empty, hence it feels so empty unless you're in a station or a planetary outpost. NMS and elite are going for different things; they shouldn't be compared to each other beyond both being played in space.
 
I love the notion that if someone is unhappy then they've simply had expectations too high, or wanted an experience that the game was never pitched as.

The issues for me are the core gameplay mechanics are not fun, and the variety is not as vast as promised, and ironically I'm not feeling the need to keep exploring.

The controls don't feel good to me, aiming is really "janky", and the experience so far screams repetition. Now every game if you break it down is repeating the same thing over and over again, what normally keeps you going is the variety of environments, the story or lore, or the core gameplay mechanics.

Sure, you can not like any game. However my first sentence implies the statement is directed at people who didn't have their expectations met (ie. over hyped guy), and based on your response, you. I'm not here to defend the game on any particular point, but just confused at some of the toxicity by some people.

Re the "Janky" controls, I suspect that's something they could clean up in a patch if they felt the need. Again, this is a small indie team, which to my knowledge has never done a first person game. Expecting tight controls there at launch was probably a little optimistic. Many devs with experience in FPS end up needing to tweak that as they go.
 
Again, this is a small indie team, which to my knowledge has never done a first person game. Expecting tight controls there at launch was probably a little optimistic. Many devs with experience in FPS end up needing to tweak that as they go.

It's even things like having sprint assigned to R3. That design choice is not down to them being a small team.
 
This is an inherent design problem then, having a good exploring experience with a game that pretty hinges on exploring determined by luck is a problem.

I paid the same as you, why should my experience be lacking in diversity while yours isn't?
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"
 
It's even things like having sprint assigned to R3. That design choice is not down to them being a small team.
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.
 
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.

Perhaps, but I'd still love to know what the thought process was behind the decision.

I don't doubt that the size of the studio played a part in certain things, and it might have been more polished with a bigger team and budget, but I think the core of the game that we've gotten was Sean's vision. It just turns out it's maybe not as interesting as he had hoped.
 
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"

It's a design problem in the sense that their randomization and procedural generation algorithms should include some sort of 'minimum amount of cool stuff' or 'guaranteed big monsters every half hour' system.

That's what a lot of other games with randomization have; it's not fully random, there's no way to roll a zero every time, ten times in a row. You have to guarantee that something fun or exciting happens within a timeframe. Moments of cooldown and escalation to create an enjoyable gameplay loop.

It's definitely poor design on their part if they didn't work in some sort of system like this, especially to support longer playtimes.
 
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"

Because with a roguelike you just start another run, the games are designed for multiple playthroughs, and your skill and actions also affect how a run goes, not just the design of the game, if a roguelike game deliberately put in shitty runs I am sure it would get called out for it?.

What am I to do, just keep starting again until I find a good set of planets?, this is the same shtick as saying the game gets good after 20hrs, it might do if you're lucky, it might not, are you going to jump through all the hoops of resource gathering and crafting to find out?, I'm not, how long do you give it, 20hrs?, 40hrs?, the fact that someone could spend 100hrs with the game and still find a complete lack of diversity IS a design problem.

I get that the paragraph above might appeal to a huge swathe of people, but I expected more diversity in planets and animals/plants than I've seen, it sucked any of the fun of exploring out of it for me.
 
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.

And if Colonial Marines hadn't had disastrous development, it would've been a great game. If, if, if. How should this remotely factor into a consumer's assessment of the final product? On top of this, there is no 'warning: small indie developer, you're expecting too much if you think basic mechanics should feel good' sticker on the box, instead the $60 price tag implies the opposite.

And please, before anyone gets upset, I am obviously not saying NMS is of Colonial Marines (lack of) quality.
 
Elite Dangerous doesn't have any alien races yet, just humans. You would expect all the architecture to look the same. Elite is going for realism; space is empty, hence it feels so empty unless you're in a station or a planetary outpost. NMS and elite are going for different things; they shouldn't be compared to each other beyond both being played in space.

You are missing my point. It isn't a comparison but rather how both of them will feel empty and worthless in the end.

And you can justify Elite Dangerous' emptiness by stating it's going for realism but it doesn't have to be that way.
Space is empty but it is also full of things, things we don't know anything about. Which is where the creativity comes in, just because we believe currently that we are alone in this universe does not mean a game that aims for realism cannot have other civilization. If I can suspend my disbelief when it comes to FTL travel then it hold true for aliens. They don't even have to look like aliens and it does not have to have Star Trek level of density but having absolutely zero other civilization makes for a pretty boring idea because all you are left to do with is mining rocks.
 
"All of this will be ignored" as if people are purposefully ignoring evidence. (and of course I am not ignoring anything) That attitude.



Yet again, for the last time, this is the size what people are referring, when they say sightings don't seem to exist.



Image214-585x300.jpg

This is not from me, but looks pretty large.

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I've had such a positive almost magical experience with this game it's been strange to read so much hate/frustration for it. Maybe because I wasn't fully invested beforehand and only half followed development etc. I've just had such a great time. I'm sure it will get tired after a while but the sense of wonder hasn't left me yet.
 
It's a design problem in the sense that their randomization and procedural generation algorithms should include some sort of 'minimum amount of cool stuff' or 'guaranteed big monsters every half hour' system.

That's what a lot of other games with randomization have; it's not fully random, there's no way to roll a zero every time, ten times in a row. You have to guarantee that something fun or exciting happens within a timeframe. Moments of cooldown and escalation to create an enjoyable gameplay loop.

It's definitely poor design on their part if they didn't work in some sort of system like this, especially to support longer playtimes.

I'm beginning to think that in Sean's mind the rarity would add to the Wow factor. If you don't see something often it has more of an effect.

But I think the game design has gone too far in that direction, people want to feel engaged, they want a reason to explore, when people are putting 10 hours into a game and still not come across anything of rarity they start to lose interest, when I'd wager that Sean might have assumed this would promote an even greater sense of exploration.

The fact that certain points of interest are pretty much identical on every planet is really not helping the feeling of "I've seen it all before".
 
Because with a roguelike you just start another run, the games are designed for multiple playthroughs, and your skill and actions also affect how a run goes, not just the design of the game, if a roguelike game deliberately put in shitty runs I am sure it would get called out for it?.

What am I to do, just keep starting again until I find a good set of planets?, this is the same shtick as saying the game gets good after 20hrs, it might do if you're lucky, it might not, are you going to jump through all the hoops of resource gathering and crafting to find out?, I'm not, how long do you give it, 20hrs?, 40hrs?, the fact that someone could spend 100hrs with the game and still find a complete lack of diversity IS a design problem.

I get that the paragraph above might appeal to a huge swathe of people, but I expected more diversity in planets and animals/plants than I've seen, it sucked any of the fun of exploring out of it for me.
I felt this post was a good one over in the OT
'Mechanics' probably the wrong word - I think from start to finish you'll be doing traversal/weapon/flight/dialogue/inventory - but it introduces a lot of new systems.
- bounty missions start popping up
- larger space battles happen the closer you are to the center (can be either pirate attacks on freighters or warring races)
- the 'Atlas' plot line open up - it gives you its own waypoint (not galactic center), its own location puzzles, and its own rewards (I haven't finished it yet but hear it has demands and dialogue options)
- the 'Nada and Polo' plot line opens up - rewarding you for specific discoveries and optionally pointing you towards black holes which are pretty cool
- on-planet buildings and ruins start getting bigger (to begin with I would only find one 'ruined building' at a time but now, most of the way to the center, i'm finding big sprawling series' of ruins)
- mathematical puzzles in observatories, abandoned factory situations, and crashed ship landings all start getting harder and more interconnected with other systems like language, inventory, lore knowledge
I don't feel like I've found everything yet, and I'm sure there's a limit to all of this, but right now it's more than enough for me - i.e. whenever I get bored I can always play differently to find different particular things.
New quests with specific discoveries and encounters with dialogue options, bounty hunting, larger more complex ruins ans structures, more complex language/lore-related puzzles, etc.

Progression introduces more things as you play
 
I'm starting to notice more and more people mentioning the variety isn't very good, and then literally the next sentence saying they've spent 15 hours on the game and haven't even left the first system
 
This is an inherent design problem then, having a good exploring experience with a game that pretty hinges on exploring determined by luck is a problem.

I paid the same as you, why should my experience be lacking in diversity while yours isn't?

I get the fact that it's a skinner box, in that the pull is that there might be something good round the corner, but when you've spent hours and hours pooling resources to get to another planet only to be met with the same old stuff as the one you were just on, it gets a bit tiresome.

I've said it before, I am sure if you've got hours and hours of gaming time available to pour into this, I am sure your experience will be much more fulfilling than someone who has limited time available.
Interesting. I have very limited time and I love it. Log in after a long day of work then seeing the girlfriend. About an hour to relax, mine some stuff, fly around..:: it's nice when tackled this way
 
I felt this post was a good one over in the OT

New quests with specific discoveries and encounters with dialogue options, bounty hunting, larger more complex ruins ans structures, more complex language/lore-related puzzles, etc.

Progression introduces more things as you play

Again, it gets good (possibly) after X amount of hours.

I get that I am pretty much a lone voice shouting at a wall.
 
Eh, fairly big, but still not on the scope of those massive "Horizon" like disc headed beasts.

Also that picture is the epitome of when random generation goes wrong :P Not as bad as crack Pikachu though lol.

Yeah, it looks strange for sure. Not sure how they could possibly hope to program in procedural generation of creatures and include constraints preventing this sort of thing, without compromising diversity. They'd have to make thousands, tens of thousands I think, of base creature templates and then constrain certain generation to occur on certain parts and not mixing when other parts exist adjacent.. can this even be done on a scale as massive as the one this game presents? For every combo that looks realistic to our eyes, there must be thousands that don't.
 
Yeah, it looks strange for sure. Not sure how they could possibly hope to program in procedural generation of creatures and include constraints preventing this sort of thing, without compromising diversity. They'd have to make thousands, tens of thousands I think, of base creature templates and then constrain certain generation to occur on certain parts and not mixing when other parts exist adjacent.. can this even be done on a scale as massive as the one this game presents? For every combo that looks realistic to our eyes, there must be thousands that don't.

I guess at the end of the day that is the least of their worries. Some of the crazier random stuff can just be laughed at.
 
I spent another 6 hours with the game last night, obviously I'm enjoying it!

But I still think the core exploration cycle needs some heavy tweaking:

I can't believe it costs so much energy for the jet thrusters just to take off. This actually penalizes stopping to investigate settlements. When I see a (?) icon or a formation with my naked eye, I have to decide whether I think it will be worth 25% of my energy, often I just shrug and fly on. It's neat that landing on launch pads saves this energy however.

The game appears to be hurrying me along to warp to distant stars, but I'm not actually in a hurry yet. Worst though, I'm pretty sure if I leave this system (which is pretty rich in materials and alien traders), I'll never be able to find it again. Again, this penalizes exploration. (Not to mention the cost of warp materials). It feels like a one-way trip.

I don't feel any desire to scan creatures or upload discoveries. The payoff isn't enough. If I just want money, I'll mine this gigantic gold boulder for 2 minutes instead. I definitely don't feel the inclination to rename anything. Partially because who-cares, partially because I'll never be here again.

Nothing has the weight of permanence. I can piss off sentinels and it doesn't matter, as soon as they lose sight of me it's back to normal. I got a warning alert that pirates were after me, I just sped off. The alien monuments are interesting, but I know they aren't unique so if I don't learn the Gek word for "trader" now, I will later.​
 
I'm still surprised how ugly this game is... times it looks great, but most of the time it's looks like shoveware you'd find someone toss together with Unity assets and sell on Steam for 4.99.
 
I think they should have been straightforward and advertised the game to everyone in a manner that makes it comparable to these games:

HVnSImN.png

Doesn't Endless Ocean have quite a bit of curated and mission-driven fully designed level-type content, though? I haven't played it but that was my sense.
 
"All of this will be ignored" as if people are purposefully ignoring evidence. (and of course I am not ignoring anything) That attitude.



Yet again, for the last time, this is the size what people are referring, when they say sightings don't seem to exist.



Image214-585x300.jpg
Saw this in a stream

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Again, it gets good (possibly) after X amount of hours.
I really don't consider that a problem. The FF example is different, because they put you on this frustratingly linear tutorial section for hours before the game opened up.

In a game where your goal is to continually upgrade your gear and forward progress, I don't see how "it gets good after X hours" is bad. Actually that phrase is a bad one. "It opens up after X hours" or "You have more options after X hours" are better. You start with shitty gear in Minecraft, take a few hours until you have a solid home, good weapons and armor, and enough supplies and tools that you can venture out and focus on exploring and such rather than the early grind of gathering resources and mining. You play Crusader Kings, and your first hours are a mess of tutorials and menus and learning what numbers ans systems do. I bashed my head against Crusader Kings 2 for six hours before it finally clicked and I gained a solid understand of its mechanics.

"It gets better after X hours" is completely valid, and is something that hinges on a game-by-game basis. It's certainly not a "schtick" that should be dismissed off hand
 
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