A Fresh Eye on No Man’s Sky

When I first started hearing a buzz about the current state of No Man’s Sky, I was skeptical. On release, reviewers slammed the game for lacking content (especially promised content, such as multiplayer), repetitive and grindy, predictable and shallow. But now, Steam describes recent reviews as “mostly positive” rather than “overwhelmingly negative.” The game has streamlined gameplay, added different game modes to cater to a wider variety of tastes, added multiplayer and basebuilding, and increased the variety of planets. Despite all of the updates, is the game really worth playing now? Like I said, I was skeptical.

I bit the bullet several weeks ago when the game went on sale for $30. Sixty dollars is a bit too much of a gamble, but I can justify buying a “meh” game for $30. Just this week I finally got around to installing it, in the meantime still skeptical, but also a bit excited. I’ve always loved the heck out of space exploration games (Elite Dangerous in VR is my jam!) and this game added terrestrial exploration to the space exploration I was accustomed to. I was ready.

The load screen of stars flew by as the shaders loaded very verrry verrrrryyyyyy slowly. Much like my computer loading, my character came to very slowly, blinking in the blinding desert light. Who was I? Where was this? Why was I here in this barren wasteland of scorching heat? I had many questions but no answers. Nor did I really have time to ponder existence, as the sun was slowly cooking me in my spacesuit. I had to find some sodium quickly to recharge my suit hazard protection. Despite being on a dirt brown scorched wasteland, minerals and hardy cacti-like plants were scattered throughout the landscape. So I survived, scrounging on what little I could until finding my way to my spaceship. Unsurprisingly it was a broken mess, needing repairs in several places. Repairs, of course, consisted of gathering resources or going to a nearby outpost. After my ship was repaired and fueled up, I blasted up into space and careened towards the real meat of the game.

After taking off and being greeted by a plethora of stars (and the intimidatingly massive galactic map), I headed towards a nearby space station inhabited by sentient frogs named Gek. They taught me some of their language, I upgraded my suit inventory, changed my appearance, picked up some navigation data that some forgetful person left on a table (Is person even a correct term? What does one call a frog anyway? I only know 35 Gek words so I’m hardly an expert on proper etiquette), and even picked up a quest from a random Gekfella (not an official term, just my own endearing nickname for these slimy cuties).

After my brief space station adventure, I headed down to a nearby rocky planet. It had a temperate atmosphere, so hazard protection wasn’t necessary. On that planet, I found some strange box like relics underground, found alien artifacts that taught me more Gek language, gathered rare resources, dug holes in hills for funsies, unearthed buried technology (which you use to unlock blueprints for base building), found outposts, both abandoned and stationed, started building a cute little base, and scanned every plant, animal, and mineral I could find. All this on one tiny planet. Getting anything done in this game is IMPOSSIBLE unless you possess some sort of insanely strong impulse control, which I quite obviously do not. At one point I was trying to gather materials to craft an upgrade for my exosuit. On the way to gather material, I found a crashed freighter, an armored salvage container guarded by three aggressive robots, dug up some ancient ruins , and even followed a particularly interesting creature taking screenshots (the seven foot tall creature had a turtle shell on its back with turtle back legs but antelope front legs with a tiny little head the size of a human hand…I know, right?!), . At some point I completely forgot what I had set out to do in the first place.

I almost wish I had played No Man’s Sky at launch, just so I could comment on how far it has come. This is by far the best survival game I’ve ever played. Gathering resources never feels like a chore, the basebuilding is extremely dynamic (just look up some of the player bases that have been posted to various forums), and getting upgrades feels extremely rewarding. Actual space flying and combat feels a bit clunky, but I’m used to the intuitive nature of using a HOTUS ( Hands On Throttle-And-Stick for any non ubernerds reading – its like a joystick but also with a throttle lever) but am currently using an xbox controller (turns out HOTUSs are pretty useless for on foot exploration, who’d have thought?). So far the exploration is still interesting even after 20 hours. Having a procedurally generated universe, I can see how planets might start to look similar eventually. My hope is with the upcoming Beyond update they add additional variety to the planets, keeping everything cool and fresh.

No Man’s Sky isn’t a sandbox game. It’s a massive beach of a game, sand stretching as far as the eye can see, teal waters lapping at the shore. So sit back, relax, have a mojito (or a margarita if you prefer) and enjoy the adventure.

Unfinished Games: A Growing Trend

I never had the (dis)pleasure of playing No Man’s Sky on launch. Despite the massive hype, I decided to be frugal (and a responsible consumer) and wait until after reviews to purchase this game. Turns out I made the right decision. Most people I know couldn’t even launch the game. The few who could quickly refunded it, claiming the game was boring, grindy, and lacking many promised features.

Generally, when a game flops on it’s side like a dying fish struggling to breathe, it dies. As a fan of the MMO genre, I’ve seen this happen too many times to count (Bless, anyone?). No Man’s Sky spearheaded the current popular trend of releasing an unfinished game. Recently, this trend is best demonstrated by the hot messes that are Fallout 76 (Bethesda) and Anthem (Bioware/EA). This point of view can be pretty well summed up in one quote from Bethesda’s Tom Howard: “It’s not how you launch, it’s what it becomes.”

Upon first glance, the above quote seems reasonable. The majority of people I know constantly strive, or at least yearn, for some sort of personal betterment and growth. Having a game that grows better over time sounds fantastic! Having a game constantly improving and changing over time would only increase its fun factor, right? This is the keystone concept of live service games (besides the publishers scraping every ounce of money they can from the consumer, of course). However, games aren’t inherently a service. A game is a product that sometimes comes with a service. The service itself is useless without the product to go with it. That would be like going to a mechanic without a car. Because video games are a product first, the state of the game at launch is crucial. If we take Todd Howards statement at face value, then it’s okay to get a brand new car with a broken engine right? Even if the dealership fixes it at no cost, you are now left without a car while the one that SHOULD have worked from the beginning is being repaired. This situation shouldn’t have happened! But its okay, because the car is returned to you with a brand new functioning engine and happens to be freshly detailed, right? Maybe they even upgraded your seats to leather while you waited. So now you have an even better product, but that doesn’t change the fact that you had expected your brand new car to work and it didn’t.

Video games are a product first, not a service first. In order for a game to have the ability to improve over time in a way that’s relevant, it needs to have a solid base to build upon. Without it, a bad game is still a bad game. There are a multitude of games that start bad and stay bad and there are very few that start bad and end up great. Two of those are Final Fantasy XIV and (bringing us full circle) No Man’s Sky. No Man’s Sky has become a fantastic game, but I’m worried it’s successful rags to riches story has set a bad precedent for the industry.