Nowadays it seems difficult to consider a game separately from the months or years of expectation that preceded its release. Just as science fiction is built on speculation, so too was the conversation surrounding this science-fiction video game. Two-and-a-half years ago, the team at Hello Games presented their concept for a practically infinite procedurally generated galaxy, and since then they’ve been suffering the consequences of that pitch’s success, faced with the task of creating a real game that would somehow measure up to thousands of different imagined ones.
The core promise, at least, is unquestionably fulfilled. Every player starts on a different planet near the edge of effectively the same galaxy, generated in the same way from the same seed, but with apparently no substantial multiplayer overlap, no chance to meet. Because the galaxy is generated rather than designed, your starting planet might be hot or cold or toxic or radioactive, populated by trees or cacti or twisted vines, tinged red or yellow or green or brown or blue. But whatever the planet looks like, you’ll be able to journey across its surface and find plenty of the resources needed to fix your crashed spaceship.
Sometimes you can see this generation in action, the terrain seeming to fizzle into existence around you as you land your ship on a new planet, the occasional underlying grid flashing before your eyes before it becomes a block of silicate instead. But once you’ve settled on the surface, the results are inevitably astounding. The ability for the algorithm to generate astonishing landscapes is somewhat reminiscent of the wonders you can find in Minecraft, but No Man’s Sky is much more beautiful, smoothing the edges from mountains and rocky arches and sprawling cave networks alike. Flora and fauna too are surprising and delightful, as creatures as strange as user creations from Maxis’ Spore frolic in forests of giant flowers. No Man’s Sky is endless screenshot bait.
But, of course, Hello Games needed to add a game to their engine, to give the player plenty to do. And so, as well as the plants, animals and mineable resources, planets also feature discoverable locations, crates of supplies, ancient ruins and knowledge stones, which teach you new words in one of three alien tongues.
It doesn’t take long to learn the rules of this universe. You mine with your multitool’s laser: rocks for iron, plants for carbon, red crystals for plutonium, giant obelisks for heridium, floating ovals for copper, and so on. You have only three pieces of equipment: your spaceship, your exosuit, and your multitool. Each has a limited number of slots to store resources, and upgrades that you craft from blueprints, but you can expand: aliens will sell or gift you bigger multitools, pointed pods contain a terminal that lets you pay for one extra slot in your Exosuit, and you can buy a replacement ship from an alien docked at a space station or repair one found crashed on a planet. You earn the “units” needed to buy things by selling resources or uploading data on the planets you’ve visited and the creatures, plants, and even rocks you’ve scanned. You interact with terminals in abandoned buildings by knowing enough words in an alien language to determine which button to press. You interpret distress signals by solving simple mathematical sequences. No Man’s Sky doesn’t take itself too seriously, as is obvious the first time you come across a planet whose climate is described as “emollient” or a creature whose gender is “radical”.
These interactions are comparatively shallow, but they’re enough for now. The developers have struck a difficult balance, providing reasons to keep playing without overcomplicating or distracting too much from the joy of exploration. To stave off boredom, they’ve made it so the hazard protection in your exosuit depletes over time, at different rates depending on the conditions of the current planet and what upgrades you’ve installed. They’ve populated the planets with sentinel drones of varying temperaments, and the space above with occasional pirates that will target ships carrying valuable cargo. Upgrades can help – an improved shield for your ship, a longer duration for the jetpack on your exosuit, a weapon attachment for your multitool that makes quick work of drones and lets you break into abandoned buildings – but since each one takes up an inventory slot that might otherwise be used to hoard valuable resources, you have to prioritise.
The game that Hello Games has laid atop their incredible engine won’t be enough for some people. Fortunately, the developers have already said that they’ll add new features in future (free) updates, and presumably they’ll also fix the bugs, further tweak the balance, and hopefully adapt the UI for things like inventory management and location markers. But what’s there in the game as it exists today, the procedurally generated galaxy at its core, is incredible, and definitely worth exploring.
Source: www.theguardian.com