As my warp drive deactivates, my ship pulls hard out of the
infinite colors of hyperspace. I'm surrounded by a bright but murky green
nebula. I've never been in a star system surrounded by such a brilliant green.
Space is brighter than I ever imagined it would be, brighter than any video
I've seen of Buzz Aldrin walking on the moon, of the International Space
Station's robotic arm reaching out into the black.
But this isn’t reality, I remind myself. It’s a game, albeit
a fantastically large one on an unprecedented scale. My mental escape to the
real world is quickly interrupted. Space pirates are scanning my ship. Already?
I think to myself. I just got here!
They’ve searched my cargo hold. They like what they see. I
attempt to engage my pulse drive. Perhaps I can make it to the nearest planet,
which, at my current speed coming out of hyperspace, is still a painful 4 hours
away. But it won’t engage. The space pirates are blocking my pulse drive. I’m
panicking. It’s just a game, I remind myself. But that doesn’t stop the
irrepressible feeling of dread eating away at me. A feeling that only gets
worse as I see three triangular ships appear in the backdrop of space, their
lime green exhaust beginning to curve in my direction.
No Man's SkyI’ve heard you can upgrade your weapons. I
haven’t had the time, resources or technology to do so. I’m armed with photon
cannons. I have shields. Surely the game designers did not mean for me to die
so early in the game. And then I wonder, What happens if I die? It’s a bit of
an existential question for a video game, yes, but a legitimate one at that. If
I die, I die alone. No one will remember me. And with more than 18 quintillion
worlds, chances are nobody will ever find
the worlds I named after myself. All that I’ll have to be remembered by
is a fleeting moment of hubris.
It’s at that moment that the first pirate shots skip across
the hull. My shields are dropping. I’m surrounded.
After what can only be described as a wait that felt nearly
as infinite as its universe, No Man’s Sky, arguably 2016’s most anticipated
game, was released into the hands of eager gamers. Landing on the PS4 on August
9th and PCs on August 12th, the game was waited on with bated breath for a
number of reasons. In the 3 years since British developer Hello Games announced
the space epic[1], fans have been trying to have a multitude of questions
answered. Chief among them is one that most games have answered long before
their actual release date: “What do you do in this game”?
Now that No Man’s Sky is available, we have the answer. And,
almost amusingly, it’s essentially what we were told in the lead up to the
game: “explore, survive, combat, and trade”. All of that happens in No Man’s
Sky’s impossibly huge, procedurally generated galaxy, one that, for all intents
and purposes, is far bigger than our own. Hello Games advertises its procedural
generation method as capable of producing over 18 quintillion unique planets.
For perspective, many estimates put our own galaxy as having a comparatively
small 100 billion planets[2]. As far as variety goes, no game in the history of
gaming, and likely no program in the history of programs has achieved such a
feat. In that alone, No Man's Sky is a historic gaming masterpiece.
But then there’s the fact that the game is just gorgeous.
Absolutely, stunningly gorgeous. So much so, in fact, that it seems to have
made most game reviewers want to wax poetic when describing it. That even
includes many of those giving the game mixed to negative reviews. Take these
descriptions as prime examples:
Wired’s[3] Daniel Starkey writes: “No Man’s Sky is
predicated on the idea that there is poetry in the knowledge that we are as
lonely and as small in its computer-generated space as we are here in reality.”
The New Yorker’s[4] Simon Parkin opines: “It has been said
that video games are best understood by the verbs they invite. No Man’s Sky is
built on four primary actions: explore, fight, trade, survive. They are
familiar verbs, for players, but, couched in the near-endless variety of this
playpen, they remain brightly alluring.”
Polygon’s[5] Philip Kollar adds: “Let me tell you one spot
where No Man’s Sky unequivocally succeeds, however: It is a complete technical
marvel, to a degree that I cannot even begin to comprehend how it works.”
And indeed, No Man’s Sky is a programming marvel. No game[6]
before it has managed to feature a universe this vast and this seamless. No
Man’s Sky allows you to take off from planets, skip across a star system, and
hop down onto another planet, all without the hassle of loading screens. Even
in Eve Online’s[7] massive galaxy, this ability is wholly unheard of.
But reactions are, overall, mixed. Reviews are still seeping
in at a much slower pace than with most games, mostly due to the game's core
design. With the eventual goal to make it to the center of the galaxy and meet
a mysterious, seemingly omnipotent power, many reviewers are hesitant to give
the game a final score so soon. Nevertheless, No Man’s Sky currently sits at a
paltry 71/100 on metacritic[8], with a horrendously low 4.9/10 average among
users. While a huge mismatch between game critics' and players' reviews is
common, both scores denote an almost unforgivable sense of disappointment from
fans who expected something more, or at least something a bit different.
In truth, No Man’s Sky’s biggest faults reside in the
repetitiveness and micromanaging that are involved. While most players expected
a space simulator of some form, few expected it to feel like a space-based
Minecraft. Only, without the world-building but with all of the requisite tedium. Similarly, exploring the landscapes,
which are almost unequivocally breathtaking, can still feel reminiscent to the
early part of the Mass Effect Trilogy, and not in a good way.
For some gamers, such as NME’s[9] Mark Beaumont, the problem
with No Man’s Sky is the very size it boasts. “These huge games are
interrupting the natural rhythm of gaming life,” he writes. “Sure, games are
fun to play, but the greatest satisfaction is in the beating of them, and the
intervals between 'wins' are getting longer.” There is truth his statement that
is impossible to ignore. And for the almost neurotic completionists among us (I
thankfully do not count myself as one of those), No Man’s Sky is probably a
game to be avoided. It’s a nightmare for anyone suffering from OCD. There is no
end to it. Even discovering all of the hidden secrets of one of its
realistically-sized worlds can take tens of hours. Multiply that by 18
quintillions, and you can easily see the problem.
Love it or hate it, No Man’s Sky is a proof of concept in
many ways. Hello Games has proven, unequivocally, that you can make a game as
large as our own universe. And while No Man’s Sky is far emptier than most
players would prefer, with much less variety despite the fact that each planet
is unique, it's the prospect for what’s possible that makes the game a huge
step forward.
Undoubtedly, many developers will be looking to mimic No
Man's Sky's universe, even if the game is not a commercial success. The feat
Hello Games achieved would have been impossible for an older generation of
video game consoles. Even my own PS4 whirs loudly at the strain the game puts
on its processors. But when the next generation of consoles emerges, perhaps we
will see games just as large but with much more vibrantly populated universes.
Throw in the prospect of more realistic adoption and application of virtual
reality, and one might begin to see that the future of gaming is much brighter
than many of us realized.

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