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No Man's Sky In Close Critique [Deep Spoilers] 

Noah Caldwell-Gervais
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This is a video critique of No Man's Sky, a procedurally generated science-fiction adventure title. It talks about how difficult it is to cram a whole universe into six gigabytes, and how well the game works mechanically and artistically.
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27 сен 2024

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Комментарии : 592   
@awordabout...3061
@awordabout...3061 8 лет назад
There's a good metaphor for this game in the real-world value of gold. It does not tarnish, it is shiny, it is a lovely colour, and it has some utility in electronics, but we do not value it because of that. We value it because it is RARE. Nothing in No Man's Sky is RARE. Therefore, nothing has value. It is literally a zero-scarcity simulator.
@trevordavis6830
@trevordavis6830 7 лет назад
It's more like fool's gold
@idrinkmilk282
@idrinkmilk282 3 года назад
Man, 4 years ago you were talking a lot of shit. I wonder if you’re still doing that today
@lillyclarity9699
@lillyclarity9699 2 года назад
@@idrinkmilk282 No, he wasn't. People can disagree, you know.
@idrinkmilk282
@idrinkmilk282 2 года назад
@@lillyclarity9699 I’m not talking about his opinion. I’m taking about the fact he’s talking actual shit.like he’s just using a lot of words while saying a lot of nothing.
@tetrafuse3096
@tetrafuse3096 2 года назад
@@idrinkmilk282 You should let go of the past if you are still butthurt about him talking shit years ago on a fucking RU-vid Comment Section. Talk about moving on....
@shreki2057
@shreki2057 Год назад
It's fascinating to hear critiques of No Man's Sky from the time it launched considering how literally everything about it changed so radically since.
@0uttaS1TE
@0uttaS1TE Год назад
Yeah it's weird to see how much everything has changed, even with the UI and graphics. Same with how people look at the game now
@Redem10
@Redem10 8 лет назад
This is probably the best fair no man',s sky review I've seen Now if no man's sky was really inspired by 60's Sci-fi where are my bizzare sexual encounter?
@glassisland
@glassisland 8 лет назад
They're saving that for the DLC.
@catiseith
@catiseith 8 лет назад
Proof or it isn't happening. Yes, I know it's a joke. But at this point, anything said about NMS absolutely needs to be questioned to the point of obsession.
@FlosBlog
@FlosBlog 6 лет назад
Maybe if you put the game aside for a while and go outside :D
@rogercruz1547
@rogercruz1547 4 года назад
Please keep your Kirk inside your pants
@DeadYorick
@DeadYorick 8 лет назад
The main issue people had (and why they called the devs liars) was because the developers promised things that did not end up appearing in the game. A good example is that multiplayer was promised, and then the dev went back on it closer to release and claimed "no actually it isn't a multiplayer game". Indeed it is possible for two players to meet each other ingame, someone actually did it on a twitch stream. But the player has no model, you just walk into each other. And there's an unfinished player model in the game files. There was much more like this that was completely left on the cutting room floor. Things that actually would have made the game much more interesting like NPC factions, planets actually orbiting a sun, desert planets, and other things. To me it's more of a case of the devs selling an idea to the consumer more than selling a game to them. Like as much as I'd like to play a game where I can drive across the entire USA on a DOS computer on a 1.4 megabyte floppy disk, it's going to actually play something like Desert Bus on the Sega Genesis. And I feel like in 10 years similar games in terms of scope will be compared to it in terms of how much variety they might have in terms of content.
@Anarkitten
@Anarkitten 8 лет назад
Even the people printing the boxed copies thought it had online play and had to print stickers to apply to cover up the logo for online connectivity on the back.
@DeadYorick
@DeadYorick 8 лет назад
Robin Napoleon I don't see that as being "no different" The developer was also clearly guilty considering on many of the copies of the game they placed a sticker over the section containing multiplayer on the box. And, it has already occurred. Day one no less on a stream. And it was clearly showing how unfinished such a feature is since the player lacks a player model, and you just walk into each other.
@Qaztar44
@Qaztar44 8 лет назад
Also, faction wars, different planets different materials, orbits, diverse animals who do things
@005AGIMA
@005AGIMA 8 лет назад
Slight correction, there was NOTHING to signal to the players that met that they were together, exepct for being able to observe the same objects around them. If one shot a rock, the other did NOT see the result. They saw NOTHING. ANd they could not "walk into each other". They simply did not exist in each others games. The only way players have been able to do anything multiplayer-like, is for 1 player to name something, and then the other player CAN see that discovery.
@DeadYorick
@DeadYorick 8 лет назад
Bastardo Borracha To me that makes it worse considering how the game advertised multiplayer until right at the last second
@TinyPrinceGames
@TinyPrinceGames 8 лет назад
I don't really know about this argument. Sure this math wasn't possible a few decades ago, but in terms of technology that's practically an eternity. Just because it's possible now means it deserves praise, even when it's at its most basic level? You can see the pre-fabrication, and that's not how the most interesting procedural games work. No Man's Sky acknowledging that none of it has a point doesn't feel endearing, it feels like salt in the wounds of the people disappointed in it. It seems like a cop out to say "this is all just a bunch of data anyway, so who really cares?" when you're trying to say it in the most pretentious way possible in a "story" mode that clearly seems like an after-thought. I just don't see the difficulty in cramming an entire universe into six gigabytes when that universe is made up of the same few hundreds of things, thousands maybe. Where's the logic in comparing it to FTL when they have such different goals? FTL wants to be hard, it wants you to get thrill from conquering it, not discovering everything. The discoveries in FTL are great, but they're all just means to an end of taking down the Rebel (Federation? Don't remember, been a while) ship. It wants you to discover for the sake of progress, No Man's Sky wants you to discover for the sake of discovery but doesn't put enough forward for that to be enticing.
@genkispt
@genkispt 8 лет назад
Yes, I agree completely. I have not played the game, well because what it seems to be lacking (everything it was sold on). I like most of his reviews, but some, like this or like Fallout4(althoug that one not that much), it feels like he is trying to give meaning to things that are not meaningful. This review sounds like he is trying to justify to himself, why he is liking the game.
@genkispt
@genkispt 8 лет назад
also the whole math argument would be much stronger on a game like the original elite, or elite2, but not on this. not after there are so many procedural games there are already. and they all work the same, as u already pointed out.
@TinyPrinceGames
@TinyPrinceGames 8 лет назад
genkispt I felt the same way while watching it. I almost stopped before finishing the video to write my comment because I knew how the rest of the video would go. I normally like this channel's reviews as well, I came from the Fallout 4 review, but this one seems very self serving. It's perfectly fine to like the game, but it's kind of shitty and pretentious to call people who feel burned spending $60 ignorant by reading them passages from Lewis and Clark's diaries.
@reginaldgoldthwaite
@reginaldgoldthwaite 8 лет назад
Agreed, FTL's goals are so different as to be incomparable. Minecraft is a better comparison, since it has exploration and random generation, but the meat and potatoes players keep returning for is the building (and sharing it with others). Why name every fern or squirrel in a hundred star systems if no one will ever see them? Being a casual exploration game is fine as long as there is staggering variety, but I think it needs distractions. Elite: Dangerous has weathered similar complaints that the procedural bits aren't diverse enough; the real draws are combat, player interaction, and sweeping time lapses on RU-vid. Meanwhile, I'm not convinced that players want worlds they can crash on and be stranded. More variety in terrain would help, but the point is to bask in awe, not stew in frustration. Maybe an element of danger would be exciting, but it's not the only way to give players challenges that aren't rooted in collecting a million space rocks for the privilege of collecting more rocks.
@mralbum3256
@mralbum3256 8 лет назад
Make of my thoughts and counterpoints whatever you will. I think you're a wonderful human being, and that your comment deserves the hours I put into tapping the following wall-o-text out on my phone: I disagree that Minecraft would have been a better comparison. Minecraft is at bare minimum the size of one planet in NMS, which severely limits its size in comparison to NMS. Because Minecraft is much smaller, the game uses its math in very different ways from how NMS uses it. Think about it: let's say you somehow make a mod that allows players to craft spaceships that will allow players to traverse a void between different Minecraft world seeds, with zero "loading screens" in the transition. Then, Minecraft would be a more important comparison to NMS, but that isn't reality. You could say terrain generation would be where the comparison is made, but every world in NMS generates a visually unique planet every time: trees might look like a massive root-bound tumor, hostile animals could be anything from massive horned beasts to tiny alien bugs, even rock formations and boulders are visually unique between planets. In Minecraft, a Creeper is always a Creeper, a Spider is always a Spider, Villagers are always Villagers, almost everything is cube-shaped, and trees will always be trees. Even if you could traverse Minecraft world seeds as smoothly as NMS lets you traverse its system seeds, every world seed would be painfully identical to the other, far more so than with NMS. Also, Minecraft's smaller size and far more detailed world encourage the player to completely take it over, to carve a home out of the wilderness, which is a very different gameplay experience from the nomadism NMS encourages its players to do. NMS nudges its players to move on to the next planet once you're tired of exploring a particular planet, which means the game doesn't let you carve out a home from the wilderness the same way Minecraft does. Since the scope and goals of the two games are very different (Minecraft is small and encourages each player to make their world seed their own, while NMS is huge and encourages each player to move on from each system seed and forever be traveling), value judgments by comparing them are not very useful, as why people buy and enjoy Minecraft would naturally be very different from why people buy and enjoy NMS, despite both of them using some form of math (random generation) to create the game world. FTL, on the other hand, also encourages and sometimes outright forces you to move from system to system, with the Rebel Fleet constantly on your tail and having to be one step ahead of them to win each run. You could argue that the comparison to NMS Noah makes in this video has the same problems as the comparison with Minecraft, but again I would disagree. FTL's constant urging of the player to keep moving forward creates a drive in the player to keep moving, keep fueled, keep upgrading, and stay alive, much like in NMS. The difference between the games is obvious, though: FTL is a brutal, uncompromising challenge that puts the player's skill, crew and equipment to the test at every random encounter, while NMS is a gentle, meditative exploration of a universe-in-a-bottle that strives for visual wonder and awe at the scope of the game's world. Both accomplish the same goals: keep the player moving and progressing through the game world and its systems; but they do so using different mechanics and different forms of math. That's very useful for consumers wondering why they should pick up FTL or NMS over the other, as they are both nomadic procedurally-generated space adventures, and understanding where they are different would help folks decide which they would rather buy. As for the "story" not actually being that impressive, Noah brought up that pulp science fiction of the 1950s and 1960s has the same problem: it over-emphasizes the science and the scale of the universe way over anything resembling a decent narrative or character development. It asks the questions of "how and why does the universe work the way it works? What would it look like? How would you live that way?" None of that has anything to do with humanity's desire to conquer, to leave their stamp on the world. In fact, many classic science fiction stories are about the hubris of humanity trying to bend nature to its will, and showing the consequences of those desires. The "story" doesn't matter in pulp sci-fi: the science matters, the "big picture" matters. I think the audience expected something like the Star Wars universe out of NMS, where the narrative is king and every player goes through some form of the Hero's Journey. Instead of that, they got the science fiction equivalent of Euro Truck Simulator, without the trucking-as-a-job part. Then again, isn't that filling a niche that the market is sorely lacking in? We already have a massive space opera trilogy where our choices matter: it's called Mass Effect. We already have a galaxy-wide economy simulation: it's called Eve Online. We already have hardcore space sims in development that put you right in the pilot's seat: they are called Star Citizen and Elite: Dangerous. To have a game where you are a nomadic wanderer in an impossibly vast universe whose only goal is whatever sights and sounds the players decide to go see is something the market hasn't brought to consumers yet. At least, not until NMS came out. Also, if it were only a few thousands of things that are pieced together to create the flora and fauna, there would be much less variety in NMS's planets. The thing is, I've checked out screenshots people have made of the planets they have found, and I have seen things I haven't seen in game. That was after exploring eight planets and cataloging all the species on them. Having only a few thousand parts to create that variety would result in players seeing those same parts over and over again across the different planets, meaning screenshots would bleed together after a while: nobody would be seeing new body parts or plant life after a few planets. Clearly, that isn't the case. Not only that, but after looking at those screenshots, I found a planet that had flora and fauna with still new body types and shapes. Sure, repetition can happen, but the pool is wider than you may think. And of course, a wider pool means more stuff to "cram in", making the smaller file size that much more impressive. Plus, even with a "smaller" pool of "only a few thousand parts", where does the game store the 18 quintillion body part combinations? I can understand each planet 'feeling' the same, as animal types are similar across planets: carnivores are carnivores, grazers are grazers, so on and so forth. The visual variety is what makes each planet interesting though, much the same way that the clothes you wear are what help you stand out from literally every other human being around you. To poo-poo visual diversity is equivalent to poo-pooing the artistry of dresses, suits and costumes. We're all humans underneath our clothes, but without clothes and the art of making visually and aesthetically pleasing clothing, we would be more likely to lose ourselves in those masses of humanity, and find it that much harder to distinguish ourselves from our fellow human beings. It's the same difference with NMSs visual artistry: the window-dressing IS the point, NOT the underlying functions. Last but certainly not least, if I remember the anecdotes correctly, many games industry figures have come out over the years and said a series of fairly similar comments about creating a vast space universe that players fly through in real-time: "It's too big to create and be playable." "We don't have the technology to pull it off." "It would take too long to hand-craft, and procedural generation would create laughable results." "The game size would be massive." NMS, in six gigabytes, proves all of that industry-speak flat-out wrong. We CAN create a huge, procedurally-generated universe that is functional to the point of playability that doesn't produce results so outlandish that laughter is the only appropriate response, all within a reasonable file size. Now there is no excuse to not double down and really expand the space sim and space exploration genres. Devs, NMS showed you the possibilities; now you better damn well run with them. Make of my thoughts and counterpoints whatever you will.
@EdMcStinko
@EdMcStinko 3 года назад
What I love about Noah's content is that he often gives creators a lot of credit for the idea and effort.
@Eszuran
@Eszuran 8 лет назад
You said you don't get why people accuse Hello Games of lying. But seriously, what's not to get? There are missing crucial features, which were promised right before the release. If Sean Murray says there is possibility of meeting other players, and there isn't, then it's false advertising. It's as simple as that, and the game wasn't sold solely as a "universe in a bottle". It was supposed to offer a multiplayer experience, possibility to join factions and take up jobs. The flight model is different than the one they showed in commercials. The game looks worse...
@GRStudios360
@GRStudios360 8 лет назад
I agree with you up until this part, "...multiplayer experience". He mostly meant the whole naming animals, planets, etc and having other people visit and see all the shit you discovered. As far as playing with other people it was 'supposed' to be barebones. You could see other players if they're near you but that's pretty much it.
@Eszuran
@Eszuran 8 лет назад
GRStudios360 I mean his often repeated words (spoken numerous times, i.e. at Conan O'Brien's, or wherever he showed the game) how players could find each other, it would just be really hard. I remember how he said it would make you think twice about attacking other people, as such encounters would be priceless. How it was meant to show you how rare and wonderful is the existence of life. I also remember how 1 in 10 planets would have any life 1 in 1000 complex lifeforms, and 1 in 10000 a civilization (number could differ). Nope, nothing like it in the final game. Murray never addressed it after release.
@Beery1962
@Beery1962 8 лет назад
"You said you don't get why people accuse Hello Games of lying. But seriously, what's not to get?" A lie is an intentional misstatement. The developers told us what they were working on, and some of those features had to be cut before launch. Any reasonable person who's not in kindergarten and who knows anything about video game development knows that sometimes features have to be cut before launch due to QA issues or deadlines. To say that it's a "lie" for a developer to say that certain features will be in the game when they only "intend" that such features will be in the game is like saying that I'm lying if I tell my wife I'm making steak for dinner and when I go to the fridge I find the steak is past its sell by date so I can't make steak. Did I "lie" when I told her I was making steak? Of course not! I'm not fricken prescient - I can't see into the future. Neither can Sean Murray. "If Sean Murray says there is possibility of meeting other players, and there isn't, then it's false advertising. It's as simple as that" Maybe in fricken Fairyland. Here in the real world, grownups understand that when a developer talks about features before launch, he's talking about things he intends to put in the game. Everyone who isn't a child knows that what a developer intends to put in the game is subject to change. That's why developer statements are NOT considered advertising.
@Eszuran
@Eszuran 8 лет назад
You misspelled your nickname. It should be "No Man's Sky Apologist".
@agrumbler2872
@agrumbler2872 8 лет назад
Not to mention the lack of space battles and giant creatures that were SHOWN IN TRAILERS.
@ShahStark
@ShahStark 8 лет назад
I have such a love hate relationship with this game and this video brilliantly explained my feelings about it. On one hand my inner paper back 70's scifi frontiersman nerd is geeking out over the vastness of the galaxy and my smallness in it where as my inner gamer is continually frustrated by the casualized/homogenized mechanics that turn the game into a bore. Great video as always, sincerely a fellow patreon supporter: Sasha.
@Delzak1
@Delzak1 8 лет назад
I think it might have been pertinent to have mentioned Minecraft in the video because it did a lot of what makes no mans sky amazing (near infinite scale, procedurally generated art, etc) and it was also a good game in and of itself all several years before No Mans Sky.
@TheGvidaz
@TheGvidaz 8 лет назад
And the thing is, Minecraft has some actual GOALS. Even without the blatant ones like beating the bosses, simply creating buildings, creating safe spaces for night and claiming turf from nature is alot more engaging. You can explore for the sake of exploring, but that's not the only reason you'd want to.
@Selestrielle
@Selestrielle 8 лет назад
Minecraft is much more boring in terms of procedural generation, though. Or at least it was when it first started gaining momentum online. The extra biomes, the "silly" biomes, the special enemies and the terrain generation customization came after. It wasn't its strong suit at all. So why was Minecraft more satisfying that NMS, even playing as single player? In my opinion, it's because it had both customization, challenge, and progression. I don't think I need to repeat what the video says, but basically, Minecraft lets you customize your avatar and your world aesthetically and functionally. In early stages of the game, it is genuinely challenging. It lets you get lost, and lose your gear, forces you to start over for small mistakes. Yet instead of creating frustration, it makes players want to get better, to try again. Both games sound very close in terms of features, but they focus on entirely different aspects of play. In terms of comparison, contemplative walking sims like Dear Esther or even some of the Myst games have much more in common with NSM than Minecraft, Starbound or Terraria.
@Delzak1
@Delzak1 8 лет назад
Selestrielle Depending on at what point you consider Minecraft was gaining considerable momentum it still had very interesting procedural generation. You could walk around a peaceful world during the day of rolling grasslands and hills. During the night you could explore extensive sets of interconnected caves. It wasn't as expansive or intricate as NMS, but as I said, I think Noah might have drawn an interesting connection with Minecraft because it's clearly a major influence on NMS and was successful in a lot of the ways NMS isn't even when NMS tries to.
@Absolynth
@Absolynth 7 лет назад
Post foundation update I was finding myself much more motivated by elements implemented. As an experience beginning the survivor mode, I found myself absolutely struggling to stay alive from the get go, having to restart entirely from scratch 3 or 4 times in only a matter of minutes, as everytime you die, you begin again with a bit less health, so eventually you find yourself in an inescapable causality loop of dying. Eventually however I crawled out of the primordial state of brutality imposed on the player by desperately and cleverly using every ounce of my life support to fight my way out of the situation. It was thrilling to have the game smack me around right off the bat and let me know its not screwing around. Afterwards it became a question of not just getting off the planet and carrying on, as the base building, and subsequent stations and alien employees you personally hire giving tasks in order to build new tech created a role playing narrative I could get behind. I don't need No Mans Sky to give me a story, I want it to allow me the tools to role play my own story weaved into it's world. So far that is working excellently. Building a tower and populating it floor to floor with flora to harvest and profit from is surprisingly rewarding in a universe otherwise static in resource states, awaiting the players mine beam to extract. Even having said that, the planets no longer seem to ALL have equal parts of resources. The first planet was a barren wasteland intent on killing me in a matter of minutes. While the planet I decided to set up my base on has an alarming amount of Emeral scattered throughout the landscape in heaping quantities, as well as a population of wild life so dense it actually brings the framerate down when there appear to be 40+ creatures on screen at once. And I have never seen such a populated world since or before. Variety!! So while I could have set up a base on any planet, it felt meaningful to do so on that one. It's these mechanics that create a more potent juxtaposition which allow for a sense of range in the games universe and thus expanding a sense of choice and self autonomy, especially in survival mode where any decisions made early on are often life or death. That is until you work your way up, build a base, establish your work force, and eventually find yourself in a much less precarious situation than had been initially presented. It's precisely because of this range in the experience that I feel accomplished in every stage as both stand alone moments and on the whole. Excellent! I am about 7 million dollars in simply profiting from my flora farm, and have to reach 15 million for a freighter. I feel at that moment once i do get a freighter I will be presented with less of a goal, but the simulation presents itself in all these ways i have described non the less. One complaint I do have is once you are done with say the weapons expert in all the upgrades they can develop, thats it, even if you hire another weapons expert, they say hey you've already upgraded everything, have a nice day, this makes hiring new employees completely pointless. I would have liked to have seen certain aliens that know certain things, so as to motivate the player to sift through different aliens and see what they can or can't do. but oh well. So while the foundation update certainly has shaken things up in a very welcome way, the game needs more of this type of variety and functionality. I am much more hopeful for the game now than i was at launch.
@NMGardening
@NMGardening 8 лет назад
My problem with this, is that you're giving it the grandeur and wonderment of galaxy and space when at its core, it's what you said, math. pretty much every game ever made is just strings of code and numbers. it's procedural generation with a coat of space paint and pretty music. you can have 17 quinbillion cardboard boxes but if they're all being made from 20 different styles of box then you're just repeating the same thing indefinitely. not to mention how that's more than anyone will even see in a lifetime, which in real space is captivating but as a video game it just renders itself pointless. you can't knock people for wanting to pick up a game and enjoy it. some people like a quick twitch shooter like cod, or tuning out cars in racing games, endlessly doing menial tasks in skyrim lol... we're all "couch dwellers". you see wonder and excitement in this game and that's cool. some people don't. I agree the hatred towards the devs is childish and undeserved but we live in the generation of outrage. people get offended and oppressed by everything from bathrooms to applause. people are shit haha.
@naughtyhill
@naughtyhill 8 лет назад
+mechbgum you assume so it's your fault PERIOD
@naughtyhill
@naughtyhill 8 лет назад
+mechbgum you're a fool for making assumptions. It's you. I hope you bought the game. Serves you right. And if you think you're right, just try to sue them. Go on little man. You'll discover how the REAL WORLD OF GROWNUPS works.
@naughtyhill
@naughtyhill 8 лет назад
+mechbgum people in Nazi Germany assumed that indeed Jews were a problem to be gotten rid of. They assumed their leaders were good and responsible in their own bubble. Now ponder on that boy.
@naughtyhill
@naughtyhill 8 лет назад
+mechbgum And again you assume on. I'm actually Jewish and you seem to have trouble comprehending the context of my reply. You shy away from the subject through your assumptions.
@naughtyhill
@naughtyhill 8 лет назад
+mechbgum triggered much? Calling me a latent fascist doesn't work on a Jew. You ignore history little bumboy. You assume...and still don't get it. Nazi's assumed a lot too. That's you sheeple's problem. You're so gullable. You would buy medicine from a quack doctor in the 1880's.
@adamterry6383
@adamterry6383 8 лет назад
this is hands down the most thought out and practical review of the game i have seen. to be honest, I could listen to you talk about anything. Amazing review man. you have a new sub.
@stockycomdt7682
@stockycomdt7682 8 лет назад
He's pretty unique among game reviewers, I myself could listen to him talk about anything. He has a 1 hour and 40 minute video talking about a 4,000 mile road trip he embarked on in a 70's Mercury Marquis and it's surprisingly entertaining. The video is underrated as hell, check it out when you have the time.
@adamterry6383
@adamterry6383 8 лет назад
will do!
@omnaysayer
@omnaysayer 8 лет назад
What other gamer quotes Lewis and Clark? I'm running out of compliments, Noah. Please carry on. I hope you're doing fine, man. Cheers from Brasil! Thanks for the song at the beginning of the video, it's in my favorites list now. edit: you were twice happy about the choice of song. the johnny cash part paints a perfect picture of the starfaring gameplay. but also about the reincarnation of the singer on the many men he tells about in the song, which seems to be a motif also in the game as you said. excellent, noah.
@InfernalMonsoon
@InfernalMonsoon 8 лет назад
Holy shit, that mustache makes you look like a firefighter.
@dews8274
@dews8274 8 лет назад
What a great review and accurate analysis of the game. My frontal cortex took everything in and i am now sitting here perpetually satisfied. Well done sir.
@SSladfingers
@SSladfingers 8 лет назад
This game is shallow. The developers promised a lot more, and implied a lot more in their trailers. The argument it has to be shallow is BS. We have procedural games already like minecraft that do it well. It's overhyped garbage that wasn't even close to done.
@Areala21
@Areala21 8 лет назад
I cannot BELIEVE the amount of work that goes into these videos. You are one of the most well-studied game critics I have EVER had the pleasure of listening to. Keep up the amazing work!
@leakycheese
@leakycheese 8 лет назад
A very well written review, thanks. I appreciate your thoughtful assessment of NMS. To start with I loved this game and spent much time on the first planet being wowed. By the third planet however, the monotony of the game was laid bare and those moments of real hazard against the Sentinels and hostile spacecraft are ruining by the terrible combat controls. Funnily, I found FTL a joy to play because even as my crew died, their ship gutted by fire, I knew that I had reached that point fully in control and through my own decisions.
@Postcinct
@Postcinct 8 лет назад
I like how you named the player character after Taft.
@KahnShawnery
@KahnShawnery 8 лет назад
Such a painfully lacking game. I've put in 68 hours and just reached the last Atlas. I didn't manage to get 10 stones, not sure why or how I missed 4. It was such a disappointment. I can see so much potential in the game, it's just a skeletal frame for a better game.
@TooFatTooFurious
@TooFatTooFurious 8 лет назад
You played a game for 68 hours and yet call it lacking?
@JohnnyMarsBar
@JohnnyMarsBar 8 лет назад
reviews like this should be changed to just "I dont know what I want"
@j.murphy4884
@j.murphy4884 8 лет назад
There's more to satisfaction then just play time.
@KahnShawnery
@KahnShawnery 8 лет назад
Definitely agree. It's just rare that I encounter a game so full of potential yet lacking. the core game loop is not nearly as interesting as the concept behind it.
@JohnnyMarsBar
@JohnnyMarsBar 8 лет назад
The Monarch tps?
@pjwpsw1
@pjwpsw1 8 лет назад
well done! Your oration of the systole and diastole of the deficiency of this title sums this up so distinctively. I personally have been enthralled in the game play and look forward to my continued amazement of the seemingly uncharted worlds at hand.
@thebestever7788
@thebestever7788 8 лет назад
It is with deep regret I have to put this video off until after work tomorrow. Thanks for multiple vids this month man! Considering the depth of your commentary, it's impressive you are putting content out this fast!
@j.murphy4884
@j.murphy4884 8 лет назад
Random generation is nothing impressive, PC games (particularly RPG's) experimented with it from the 80's right up to the middle of the 90's. And it got abandoned because there's no point in the Player having a massive area to play in if that area is all totally bland.
@bobbinsthethird
@bobbinsthethird 8 лет назад
I would not say that's fully true. I would say it got abandoned because randomly generated 3D spaces have a problem with collision, allowing players to accidentally fall through the floor
@j.murphy4884
@j.murphy4884 8 лет назад
Still, games like Deus Ex, Thief 1 & 2, The Elder Scrolls (except Oblivion), the good Ultima games, the "Shock" series (except Infinite), the Fallout games and Bioware's old D&D based RPG's encourage exploration by dropping the player in a handcrafted environment full of interesting details and rewarding gameplay. Procedural generation is great at creating vest spaces for the player to inhabit, it's not good at actually making those environments interesting. So there's an inherent problem with creating a game based solely on exploration, and then setting it in an almost entirely Procedurally generated world, the sense of wonder and excitement the player initially feels at the scope of the game is going to quickly evaporate once he or she realizes that every planet is created based on a formula that can only spit out variations on a theme.
@SteamDeckGameplay
@SteamDeckGameplay 8 лет назад
"And it got abandoned" Half of the games coming out nowadays have some kind of random generation in them :/
@j.murphy4884
@j.murphy4884 8 лет назад
I deliberately excluded Civilization, Elite, roguelikes and diablo, because none of them focus on exploration. Civilization is a 4X, Elite was a space combat game with trading elements, roguelikes are about planning, resource management and (in the case of nethack at least) macgyvering innovative solutions. Diablo is a hack and slash game. As for your opinion of the Elder Scrolls, that's your personal opinion of a game, they're a widely respected series and yes, most people would consider them "good".
@GatorMilk
@GatorMilk 8 лет назад
Daggerfall was alright, and Morrowind was good.
@johnmraz4332
@johnmraz4332 7 лет назад
I'd love to see an update post Foundation Update. It seems like they addressed almost everything that you mentioned
@jordydelange8853
@jordydelange8853 7 лет назад
Love your video's man! One of the best written video essay series on youtube
@cowboycave5071
@cowboycave5071 4 года назад
I love your cadence and the way you read your script. I can hear how much thought you’ve put into your words and how they genuinely reflect how you feel.
@RockLou
@RockLou 8 лет назад
Great video! Best review so far, you go through so many ideas and concepts both about the game and how it was recieved. However, it's obvious at this point that they lied about features. I don't, but it's obvious why people hate the game.
@ThePlayfulDreamer
@ThePlayfulDreamer 8 лет назад
By far the most objective and thorough review of No Man's Sky's problems. Well done.
@Sp00kyFox
@Sp00kyFox 8 лет назад
I really appreciate your elaborate thoughts on games, that makes your channel really stand out. subscribed and looking forward to more.
@cheesedanishable
@cheesedanishable 6 лет назад
It's 2018 and the game has changed drastically from launch. Creative and survival modes solve a lot of the issues brought up in this video, there's also a huge amount of story better planet generation with empty systems, dead planets etc. It's worth checking out and re-reviewing
@glassisland
@glassisland 8 лет назад
I've watched this twice now, Noah - as always, appreciate the insight and the willingness to look at a game as something more than a product to be consumed. I thought it last night, and it stuck with me today - No Man's Sky is an expression of infinity. It's not actually infinite, but it makes the attempt to express the idea of it. Infinity isn't always exciting - sometimes it's vast, sometimes beautiful, sometimes terrifying, and often tedious, often boring, often repetitive. I think that No Man's Sky is a success in this sense, as an expression of the infinite possibilities of the universe. Still flawed and limited in execution, but something new and daring nonetheless.
@billvolk4236
@billvolk4236 5 лет назад
That log from the Lewis & Clark expedition is way more interesting than anything in No Man's Sky, because throughout it's making educated guesses on the natural history of the area, its geology and the movement of wind and water over millennia, and commenting on differences in the land that matter not only to their efforts to record it but to their ability to survive it. No Man's Sky has none of this. Its terrain, flora, and fauna aren't the product of a simulated history that lets you make helpful inferences. They're random recolors within an extremely limited range and no connection to each other.
@michaeljud87
@michaeljud87 8 лет назад
I have to echo the view of other commentators that while I don't always agree with Noah, this has to be one of the best gaming-related channels on RU-vid. Great work.
@FTWinnick
@FTWinnick 8 лет назад
You should turn these into Podcasts so i can listen to them in the car
@petrbarborka890
@petrbarborka890 8 лет назад
Thank you, Noah. This, to me is you at your best. I can't express how much I appreciate this way of yours: You take a game and you love it. It is a form of art to love something, to be learned and mastered. I think you might have done it.
@leftpastsaturn67
@leftpastsaturn67 8 лет назад
Informative, refreshing, erudite, honest in its analysis, helpful to those deciding if they should bother playing (paying) and ultimately entertaining. Thank you for posting, sincerely.
@planeswalker500
@planeswalker500 8 лет назад
Just found your videos and I love them! I hope you get more subscribers for this indepth work and caring detail you put into videos
@kingsleyzissou1120
@kingsleyzissou1120 8 лет назад
Stranger in a Strange Land, one of the greater sci-fi novels of the 60s. So glad the hollywood machine hasn't shat all over that one yet.
@JamesMcGonigle
@JamesMcGonigle 8 лет назад
I can't begin to tell you how enlightening your reviews are.
@FrogmortonHotchkiss
@FrogmortonHotchkiss 8 лет назад
Okay, but did you see the Angry Joe Show review? He and others have demonstrated point-by-point how they showed off a Colonial Marines style fake build? So how can you say you don't get the outrage?
@lee1130fromtwitter
@lee1130fromtwitter 8 лет назад
fake build and he got on public outlets and LIED STRAIGHT TO EVERYONE ABOUT WHAT WILL BE IN THE GAME. Fuck this guy..
@CMontgomeryBurns09
@CMontgomeryBurns09 7 лет назад
Your points at 15:30 - 18:00 hit the nail on the head with regards to the game's main problem. While we could argue all year whether this game should've been priced at $15 or $60, the problem with the game's "exploration" is that, for all its procedurally generated quantity, there's not much quality, or perhaps *variety* is the appropriate term. Everything on each planet basically looks and functions the same as most every other planet. If the developers had embraced the extreme end of their randomized mapmaking, as you pointed out, they would have embraced what made their project truly unique, and wouldn't have had to apologize for anything.
@____uncompetative
@____uncompetative 7 лет назад
I think that they could have hit a compromise where there was always at least on planet in every star system that was habitable but lacked resources, and a whole bunch of them that had various environmental hazards that you had to wear the right gear for which held increasingly rare resources. You would find that you always crash landed on a habitable planet so that the game would let you opt out of the survival aspect completely. You would then be guaranteed to find all that you needed in the way of materials, debris, wrecks and objects amongst the planets and moons of your current star system to journey to the next star system. I also think that Sentinels should only occur in star systems that have fauna, but that there should be no signs of alien civilisation on the planets as these robots would destroy any race attempting to colonise their nature preserves. I also think that Pirates should only occur near Space Stations and that Space Stations should be far more rare and harder to discover the location of. This could work by first finding a star system that had no alien fauna and therefore no Sentinels preventing colonisation. You could then find that a single alien race had taken territorial control of this. Although this would be rare and you wouldn't encounter any alien NPCs until you had travelled about halfway to the centre of the initial Galaxy. Some of these bases would be just outposts, others unoccupied mining complexes and factories, there would also be the odd abandoned research facility with a horror slant to whatever had broken out of quarantine whilst it was being studied, there would be multi-platform trading posts taking multiple ships, as well as the new addition of something the scale of a small space port (think Mos Eisley from Star Wars: Episode IV) which had a Cantina bar in which you would find a variety of aliens who didn't belong to any of the rival factions from whom you could get jobs as a trader using a loaned vessel, or a bounty hunter with your own, as well as discover the trade routes that interconnected local Space Stations and which ones had the most Police (both making them a good destination for legitimate trade, but simultaneously a bad one for illegal goods), and those which had none at which contraband and Piracy florished - basically, the same as Elite (1984). You would also be told of regions afflicted by the erupting Interstellar War so that you could choose to avoid these star systems as you charted your way to the centre, unless your ship was sufficiently upgraded for you to side with a faction as a paid mercenary. I would like to see some procedurally generated narrative come from an RTS game simulating on their server that online players could sway the results of. There would be no need for PvP multiplayer, just a recognition by the central server that your assistance of some bots in one faction help it keep territory, conquer some, or lose it. Ships should have different control schemes, if not different performance characteristics from ship to ship, giving more of a reason to change ship than a few extra slots. I also don't see why equipment can't be transferred across. The Fighter ship would Pitch & Roll on the Left Stick rather than Pitch & Roll as the Trader ship controls at the moment. You would start off with a Trader ship and then have the option to swap to a Fighter that would be unique in not having an autopilot enabled that prevented it from flying down canyons under rocky arches and slamming into the ground at high speed. People complain about missing features, but the game would be better with more missing features, as it doesn't help immersion to have a waypoint to the location of your ship (losing and finding it again would be an adventure that it is not allowing players to have), or to all the points of interest on the map (so there is no stumbling on an ancient ruin or cryptic monolith as its location is clearly marked from hundreds of miles away), or even to mark the location of mineral resources and what they each are (this should be a mystery until you dematerialise the rock into its constituent elements into your Exosuit whose menu would gain a complete Periodic Table for you to fill up this freeing up the limited Inventory slots for upgrades and crafted item storage tradeoffs). You also shouldn't have a Grave at which to collect your dropped Inventory, or Respawn unless you have made a copy of your Traveller in the pattern buffer of a Space Station's rented teleporter. You don't need to muck around with a Pulse Drive if you can fly faster and faster and faster through frictionless void and the whole pace of the game should have planet to moon transitions that are more akin to that seen in the E3 2014 "Dinosaur Planet" trailer. I guess all this grind was intended to stop players rushing through planets like a slideshow and getting jaded fast as they began to compare a lot of them in their recent memory and start to see recurrent patterns ruin the illusion of it being "something entirely new that they had never seen before" and merely "something that was entirely expected to be similar to something seen not long enough before for them to have forgotten about it". However, they used the wrong brake. Optional preparatory grind in order to mount an intrepid exploration of a hazardous planet for rare minerals, wrecks, ruins, etc. is a well understood and justified "risk versus reward" gameplay mechanic that it doesn't fully commit to. However, because this necessarily has to remain an optional survival aspect in order for it to succeed as an exploration game it has to have another pervasive brake slowing rapid progress to the centre. As the Nada and Polo subplot undermines all value in your achievements by the revelation that this Universe is fake and nothing you did really mattered, that has to be cut and Black Holes have to become dangerous singularities which destroy your ship once pulled past their event horizon rather than wormholes inside which you can chat to two NPCs. This immediately makes getting to the centre far harder especially as you only live once. To balance this it will now pause the game when in the menu (and allow you to arbitrarily overwrite a single save point on exiting from which it will later resume) so the inefficient menu system never causes an unfair death. However, piracy will inhibit trade and the interstellar factional war happening much closer to the centre of the Galaxy will inhibit safe movement towards the end of your journey. Unless you trade to get the funds to upgrade your ship to then align with a faction so you may gain safe passage through their territories you won't get to the centre to get your name memoralised on the leaderboard of all those who managed it in order of who got there first and in the quickest time, etc. More could await you there but that would require the reinstatement of their cut multiplayer.
@icannotfly
@icannotfly 8 лет назад
31:15 so... space engine?
@thefloorhasgone
@thefloorhasgone 8 лет назад
best review on this game ive heard! i personally love this game and i hope there is secrets that we have yet to find....
@aaronrobinson2121
@aaronrobinson2121 8 лет назад
That monologue at 28:00 is brilliant :)
@CalamityHats
@CalamityHats 8 лет назад
I really appreciate your analysis and poetic phrasing.
@scottmop4325
@scottmop4325 8 лет назад
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@broadcaststsatic
@broadcaststsatic 8 лет назад
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@broadcaststsatic
@broadcaststsatic 8 лет назад
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@scottmop4325
@scottmop4325 8 лет назад
Great video.
@Dexemplu
@Dexemplu 8 лет назад
Good talk!
@scrofulaeggula
@scrofulaeggula 8 лет назад
Needlessly aggressive rebuttal.
@ingwerschwensen8115
@ingwerschwensen8115 7 лет назад
Well, once again a very interesting review. Learned something about the game itself, about gaming in general, and a bit about the older science fiction I grew up with. Thanks.
@EverlastingEcho
@EverlastingEcho 8 лет назад
This is phenomenal Each statement is a perfect concoction of emotions and facts that completely encapsulate the ironies between expectation and reality You are muse Thank you
@mikeymoughtin
@mikeymoughtin 7 лет назад
oh wow. i hadn't heard that song you opened with for maybe a decade. brings me back
@wytzevanderveer6351
@wytzevanderveer6351 8 лет назад
Really good video! The main takeaway that I agreed with was the whole "Universe in a bottle" bit; There was no way that the game was going to be EVERYTHING that EVERYONE hoped for, but it's still impressive. I also noticed the jump in editing quality in your most recent videos! Keep up the good work!
@duckrutt
@duckrutt 8 лет назад
Interloper from twentysided stopping by to say that was beautiful. Also the inclusion of a Sony Hi-Fi at the beginning was brilliant.
@DeadYorick
@DeadYorick 8 лет назад
There was a game released long before No Man's Sky that tried something very similar in concept. It was called Elite. Elite released on 8 bit home computers, all of the graphics were vector based, and the entire game fit on floppy disks. A huge amount of the content was generated using the Fibonnaci sequence. However something Elite did was it also pioneered different concepts that it's much more well known for. Such as its open ended sandbox structure, the ability to play the game solely as a trader, a pirate, and even just mining asteroids. The game attempted to create a universe in a bottle, and it made it much more believable using 8 bit graphics. No Man's Sky is fully in 3D and it's less believable than a game of a similar scope released 30 years earlier. Even games based on Elite, like Wing Commander Privateer and Freelancer were fully aware of the huge limitations of basing all of your content on randomly generated algorithms. It's why both games were much more story based and had a greater focus on mission structure, at the cost of losing this universe simulation. And both games are still very beloved and regularly played to this day, despite not being authentic. I think one key thing to take from a lot of it is that authenticity isn't valued as much as a clever illusion is. People typically value a game that tricks them into thinking it's never ending, rather than a game that is actually never ending. It's something that's repeated through all forms of art, where implying something rather than actually showing it is far more powerful. To use an example. I remember when I was very young I thought outside the gate of Lara Croft's house in Tomb Raider 2, existed another world. And that if I could somehow escape out of the gate I'd be able to explore it. Naturally as an adult who is cynical and aware of how the game's engine functions, I'm aware it's just a backdrop and the world just physically ends. But to me a game is more special when it fools me like that. When a game reminds me "you're just playing a video game right now" I inherently take it less seriously and value the experience less. It's like if the Mona Lisa had a speech bubble that said "You're just looking at 400 year old dried oil spread on a canvas right now. None of this really matters".
@a_lethe_ion
@a_lethe_ion 8 лет назад
well i would also assume elite dangerous is able enough... was almsot a bit sad he didnt mention it-but t makes sense because, nms is like.. trippy pulp like people pissed drunk talking about philosopical bullshit 3am at night.. interesting but inconsequential omfg I just realize I got a new pc and now I can run that game. brb installing it XD
@Greensleeve11
@Greensleeve11 8 лет назад
Great stuff man. Keep it coming whenever you have the time, energy, and capacity to. We'll be here.
@nateputerbaugh5709
@nateputerbaugh5709 7 лет назад
The fact they literally had to put a sticker over the "multiplayer" portion of the box should say all that needs to be said
@LyncusBee
@LyncusBee 8 лет назад
I'll iterate the same... most intelligent, witty, and thoughtful review of NMS that I have seen thus far. Great job.
@davidv450
@davidv450 7 лет назад
Thanks for going into this. Corny as it is, "The Cosmic Computer" has always been of my favorite books, glad you featured it in the opening.
@NEOL1NK
@NEOL1NK 8 лет назад
THANK YOU finally someone actually took an actual close look at this game, I was starting to feel I was going to have to make my own video or something lol
@BillNyeTheBountyGuy
@BillNyeTheBountyGuy 8 лет назад
Extremely well put, you've earned yourself a sub.
@14Gab88
@14Gab88 8 лет назад
I believe the closest thing we have to universe in a bottle is elite dangerous, although it lacks planetary interaction, exploring with a ship suited for exploration and patience really is amazing,
@wolfieinu
@wolfieinu 8 лет назад
Amazing analysis! Thanks for this. It's so wide-ranging and covers so many aspects of the game, its inspirations, its place within gaming as well as art, history, and science fiction; and yet it's still coherent as a game review, albeit an atypical one. Though in this case, that's a good thing. Well done, sir!
@iam9991000
@iam9991000 8 лет назад
My personal idea is that you are a member of a league of explorers with the expectation of not making it back alive, each going to such a distant galaxy that it is a one way trip. Make it VERY clear that the player is likely to die during this. Your ship crash lands due to the warp or something. Permanent death is a feature with all of the data you collect stored until you die and the data is sent back when it does. When you begin again, you're another explorer and do the same thing over and over. Also do that whole inhospitable thing with algorithms you mentioned.
@549heydrew
@549heydrew 8 лет назад
Wow. That's a damn fine review Noah. No, its better than damn fine, its incredible. Wow
@tomservo110
@tomservo110 8 лет назад
Thanks for your great video essays, Noah.
@gkmblade
@gkmblade 8 лет назад
Very good insights on what it gets right and wrong. Your video was a very appreciated honest look at what "No Mans Sky" is without all the drama. I do take objection to your closing comments however because they did lie or if we play semantics deliberately mislead people about what it was they were selling. Even now the trailer on the steam store page is not representative of the final product. Even after release people still believed that the game was multiplayer because that what the dev's said it was for years without any effort to clear up that expectation before release and when asked about it directly after release they have yet to even make a official response that multiplayer had been cut, instead they dodged the question and all other criticism. They did not seem to have this problem of not talking then it came to promoting their game before launch. If you don't care about any of this that's fine but don't tell me you don't get it and it all seemed obvious to you because this negative reaction was as much a product of the developers own actions as the community that believed in them. TL:DR; If you wanted to look at the game at its own merits that's perfectly fine, but then don't just whitewash the drama surrounding it. Hello Games is accountable for its equal share of why "No Mans Sky" has such a negative reputation.
@BardBoss64
@BardBoss64 6 лет назад
This is a new one. Your thought process and feelings on this game are truly foreign to me, what you value about this game's accomplishments simply make me scratch my head and say "so what?" I see no worth in the game's merits you espouse. However, you describe your feelings on it so passionately and eloquently that I deeply enjoyed hearing you analyze it. A universe in a bottle doesn't do anything for me, but you presented a very enjoyable argument as to why it did for you
@crossmooradian2642
@crossmooradian2642 4 года назад
Thank you for these videos Noah!
@PyramidHACK
@PyramidHACK 8 лет назад
I love your channel so much, I liked the video and commented on it so it gets more popular, but couldn't think of what to write, because I'm depressed and life is pain.
@TulipQ
@TulipQ 8 лет назад
I think this game hits the issue people say about Skyrim: wide as an ocean, deep as a puddle. NMS is this taken even further: wide as the sky, deep as a single water molecule. I think it kinda needed to be like Dwarf Fortress or FTL, where you are very likely to find random worlds where life is impossible. They should have let the math get really off the walls. One of people's favorite things to find in minecraft are floating islands of dirt because they are rare and signs of the math going weird. It can save people from the stress of FTL and DF by just check pointing you at space stations which could still be your gas station with attached convenience store.
@LuisAFigueroa
@LuisAFigueroa 8 лет назад
There are mods for PC that are making this game way more enjoyable than the way it is. For instance there is a mod that allows you to lower the ship to land level and yes you can crash the ship, but it will only take shield damage. Great review by the way!
@truthseeker4291
@truthseeker4291 8 лет назад
Well, it takes shield damage and then hull damage once the shields are down.
@billyfairbank
@billyfairbank 8 лет назад
If your day job is not narrating audio books, YOU HAVE MISSED YOUR CALLING IN LIFE!
@quincygraham71
@quincygraham71 4 года назад
Big fan of your work and rewatching this. I wanted to ask if I could steal the "momentum and conviction" line. I'm writing a story and that line is really funny!
@DrScientistSounds
@DrScientistSounds 8 лет назад
I was hoping you'd do a video on this game, it's a really interesting one. Nicely done!
@revfunk8823
@revfunk8823 8 лет назад
excellent review, I am enamored by this game and know that with all of the patches it's only gonna become greater 😎
@sonesofficial
@sonesofficial 4 года назад
Whatever your listening setup was doing to compress that johnny cash song sounded insane, like parallel compression
@technomage6736
@technomage6736 8 лет назад
Let's all just stop to appreciate that Johnny Cash intro. Had to look up the song and listen to it 30 times in a row before I could move on.
@Kem1kal13
@Kem1kal13 8 лет назад
No Man's Sky in a nutshell: Brilliant algorithm, with everything else lazily tacked on and "standardized" to support the superformula.
@AjeyPandey216
@AjeyPandey216 6 лет назад
Its interesting to watch your view of No Man's Sky vs that of Dan Olson at Folding Ideas. Whereas you focused on the nature of "the infinite" and the wonder and danger of exploration, he focused on loneliness, isolation, and the mundanity of always being a traveller, always just passing through.
@alexspogonz
@alexspogonz 8 лет назад
His voice. So soothing . And the content- flawless. Haha Good stuff friend
@vp21ct
@vp21ct 7 лет назад
As I finish watching your critique, your comment about the sharp edges being rounded off reminds me of a comment that a friend of mine made about No Man's Sky. "It's babies first Elite. It's got sort of the feel of Elite. But it's safe. It's utterly forgiving." In Elite, if you are not properly prepared for your journey into the unknown, it will destroy you. Many an explorer has failed to bring back their haul of data because they ventured too close to a star, because they were too careless in their flight about the surface of an airless moon. Because they chose to linger in the jet of a Neutron Star just a little too long. Because they pushed themselves just one jump too far, trusting that the next star would be scoopable. As an explorer, or as I call it, Pilgrim, in Elite, one thing is true above all else: Risk is your business. Not the heart pounding, immediate risk of bounty hunting, or smuggling. It is the creeping, encroaching, slowly building risk of pushing your luck just a tiny bit too far. Your doom will not come all at once. It will not pounce upon you like a hunting cat. It will stalk you, always at the edge of your vision. It is a pursuit hunter, pushing you to the edge, until you can go no further. In No Man's Sky. It is impossible to reach a state where you must go back to square one. Elite is similar in a way. You have to really work to not be able to afford the rebuy cost of your ship. But you can lose all that data. All that progress to your next place in your pilgrimage. All those places that you could have said, could have proven, without doubt, to everyone in the game. "I was here first. I saw this first." And THEN the game delivers decent space combat, and one of the best space trucker simulators out there.
@vp21ct
@vp21ct 7 лет назад
There is also the skybox. One of the most increadible things about Elite is the way that each star twinkling in the skybox is a real star that you can go to. Each Nebula is one you can plot towards. One of the most haunting experiences one can have is to go up, or down, to the edge. The furthest reach of the galactic disk, where there is nothing above. There, with the galaxy below you shining as bright as the moon, or brighter, the faint distant galaxies are invisible, save a few. It is nothing but darkness there, and below, an ocean of light. This is repeated in your approach to the core. Or to any nebula, or any galactic feature spanning more than a couple lightyears, really. Your ability to percieve the galaxy moving past you in snapshot makes it all the more magnificent. You can note the depth of how far you've gotten into the core by how many stars are behind, above, and infront of you. Or you can note that you've truly begun to move towards the core when you finally breach the arm of opaque dust that separates earth from its blazing intensity. In short. No matter which direction you go, you are always making progress towards Something.
@fanboyofeverything31
@fanboyofeverything31 8 лет назад
Just have to say that I love the intro!!
@Arlesmon
@Arlesmon 8 лет назад
I like your review about this game and how it does make a very nice job at making the universe using procedurally generated content and the exploration parts about it and how the game is hindered by some factors such as not being truly random. Personally. i might try this game but when it's at 20-25 or lower, considering that I don't think it's worth 60 dollars. I mean, the concept is very interesting, but I'll probably play it for some hours just to explore it and to relax for a while. But as a game, it does lack things to be engaging.
@TheGreatDanish
@TheGreatDanish 8 лет назад
Johnny Cash's verse from Highwayman really was god damn perfect opener for this game.
@AleksandarIvanov69
@AleksandarIvanov69 7 лет назад
The real problem of No Man's Sky is the fact that you are alone through the whole exploration... We are social animals and all of this new stuff need to be shared with someone :) Imagine talking to your friends while exploring together and building stuff, collecting new stuff and so on. 100 times more fun :)
@cherminatorDR
@cherminatorDR 7 лет назад
I hope the devs watch this video and take notes. If there at least was a progression of wackiness to the terrain generator with each subsequent galaxy you unlock through getting to the center of the previous one, there would at least be an incentive to visit all of them, but homogenizing every solar system to this extent creates an uncompelling experience.
@caliban7367
@caliban7367 7 лет назад
Great review, and I appreciate that your in-game name was William H. Taft.
@TheCrazyman5291
@TheCrazyman5291 7 лет назад
I refuse to believe that FTL has randomized circumstances where winning isn't possible! It's all about hardcore strategic and tactical thinking! If it were only about luck, then it would ultimately be one big, complex slot machine that requires a guide just to pull the lever.
@ArvelDreth
@ArvelDreth 7 лет назад
TheCrazyman5291 It does have situations where you cannot win. I have had situations where I run into 2 whole sectors with no shops and no ships I run into drop any fuel, so I'm stranded and my weapons haven't improved enough to take on the ensuing rebel fleet. You have clearly just had better luck than others. That is what FTL is, ultimately. A test to see if you get just favorable enough RNG to upgrade your ship enough and get the right weapons to win. If you don't get the right weapons, don't have enough scrap to upgrade your ship enough, don't come across enough extra crew members etc. then you are ultimately fucked. I've had perfect strategy in some playthroughs but not enough resources to work with in order to get through the shields of an enemy ship in the first place to beat it.
@TheCrazyman5291
@TheCrazyman5291 7 лет назад
Did you try milking each sector? Or did you run through a straight path? Were the sectors nebulas, because they have almost nothing in them. At least certain situations had to arise where there was choice, right? There's also the distress beacon, and if you know you're going to run out of fuel, don't just pick any beacon. If at least one of these factors of choice were in your game, then it potentially means that you made one wrong move that ended your game.
@7616-f4y
@7616-f4y 7 лет назад
The point of the analogy was not to say that "FTL explicitly creates worlds you cannot win in". The point of the analogy was to say that FTL acknowledges and understands its playerbase, and the generation tools it has at its disposal enough to give those players unwinnable situations. No Man's Sky doesn't ever stray from its hand-holdy, casual feel. FTL, Planet Earth, and even moreso the uninhabitable worlds of the universe, do.
@benv3049
@benv3049 8 лет назад
i came up with a pretty cool No Man's Sky mod idea. get rid of all the inventory Tetris and the resource gathering. get rid of the ships. you warp automatically between planets. the machine that warps you cannot be moved, warps at random intervals (anywhere from less than a minute up to maybe half an hour) and you have to be nearby for it to take you along. too far away when the machine warps? i guess that's where your Traveler stays. time to restart with a new seed. i don't know if it would be possible to implement it. the hardest part would be warping between planets, as the rest of it is basically just gameshark codes. i believe it can be done, though, as several pre-release demos were given with warp functionality in place (e.g., the Colbert demo). i think this would fix most of the game's problems by replacing its many tedious, annoying resources with one vital resource: time. you've been warped to this planet--now find as many things as possible in the limited time you're given. or use the massive amount of time you're given to explore it as thoroughly as you can. if you need a goal, you can try to scan as many of the planet's flora, fauna, and geology as you can. but if you don't need a goal, you can just try to understand that particular planet's generative properties, and then make sure you're onboard when the train leaves the station, so to speak. would it be fun? i don't know. but it would be a lot more interesting than the half-measure that is No Man's Sky. (credit goes to the comic Black Science for giving me the seed for this idea. i don't actually like that comic all that much, but it has a bitchin' premise.)
@rustyshackleford6633
@rustyshackleford6633 4 года назад
I would love an update on this. I got the game 4 days ago and it seems a lot different now. I'm addicted to it.
@oniricPrj
@oniricPrj 8 лет назад
bery nice video. I think you captured the essence of this game very well!
@SSladfingers
@SSladfingers 8 лет назад
This is not even close to the first game where the developers won't see everything. It's not f***ing special. Minecraft has almost the same exact procedural generated idea- HOWEVER. It actually bases its gameplay and even far better story around it. It put actual thought and effort into it. Same with Spelunky. These guys were all over the place and messy, just like the science fiction writers you mentioned. THe expansive spoke doesn't matter, all things are god damn beyond our imagination, but that's no excuse for shit execution. Hell games in the 90s already did this. 18 quadrillion, so? That's not even remotely all that interesting. You (that's right you!) can make 18 quadrillion random shit too, what matters is the content and design and also functionality, something No Mans Sky has massive problems with all. Even the story you described sounds mind bogglingly boring. And you fail to point out how talking to each of the creatures and the Atlas, the text boxes look incredibly cliche and mashed together. Minecraft does a much better job with this story idea, and beats them on all fronts. Hell even minecraft has the 4th wall boundary breaks at the end.
@andrewnicorn
@andrewnicorn 8 лет назад
I've been looking forward to this one. Compared to other games where youtube guys seem to repeat eachother, there have been a lot of different takes on this game.
@AlphaZone100
@AlphaZone100 8 лет назад
Amazing as always. Fantastic analysis. Keep up the great work
@DexterNewton32
@DexterNewton32 8 лет назад
I agree on the main points of the meta. I also agree on the fundamental flaw of the general concept and the way Halo games implemented and executed it. I have to say the main negative points for me are: - The missing effort in the randomization of planets and creatures (since it is a very simplistic system often enough) - (Like you said) the re-occuring same elements on every planet and in every system (space stations, not too far from the next resources, etc - The lack of extreme environmental conditions and creative gameplay mechanics to deal with them (even if you maybe do not cover "all of what the universe has to offer in detail", you could at least pick some interesting elements and go into more detail regarding them, and create more complex gameplay loops evolving around those) - The initial promise of plausible physics and star system simulation, just to be not in the final game (planets do not simulate the distance to sun, speed of rotation (day/nighttime), gravity or other physical powers properly*** - The lack of dangers in the environment (I do not want constant danger and combat, but I would have liked more of it and I would have liked more complex and better working systems to support those experiences. Combat and being endangered is after all a fundamental part of exploring the unknown and unimaginable) - The problem with the abundance of resources VS the limted inventory (like you mentioned) - (Again like you mentioned) the lack of a more complex crafting and upgrade system and a system were real experimentation - without having to have any receipts or heavy restrictions on them - is encouraged. Mixing different elements, leading to different products or constructs (that make sense), or maybe just ending in an experiment failure, like combining to materials that explode and damage you (not kill you), your ship, your resources or something like that, or just a failed experimental combination that wastes the resources you just combined in a pile of "unusable garbage material". - (a little bit) the lack of graphical fidelity to create "awe" moments. On the one hand we have problems with creature models and textures that can be pretty bland, and then we have the problem of the unique artstyle, sometimes being interesting and soothing, but at other times making the game LESS interesting and awe-inspiring (space having colors instead of being black as general background color, simplified or "dirty" "bad resolution" textures on planets and animals. Etc, Etc. The game itself tries to be infinite and tries to show the players their insignificance in all of that. And while this is generally very intriguing and inspiring meta-commentary on space games in general AS WELL as human nature/existence, the game does not provide the player with enough context and enough interesting gameplay systems to FILL THAT VOID that the game leaves in you. Instead of making you feel isolated and lonely the game makes you feel bored. Because you always have something to do, but what you have to do is never complex or interesting or intriguing enough minute-to-minute to really keep you hooked. That's my opinion at least. I had more moments of feeling isolated and lonely in the Witcher or other fantasy RPGs than in this game. When looking at a cold and beautiful landscape I was riding past on my way to the other side of the map. *** Let me elaborate on the accusation of lies: I think people (those who have a legitimate reason to complain, because obviously there are always those spouting nonsense) complain more about the blatant lies. Yes, there is the discomfort that comes with vague promises made which all turned out more disappointing due to people's own expectations that filled the void of this vaguely expressed information the developers gave out at points. But there are also promises of game systems in interviews that were "confirmed" by the head developer MULTIPLE times that never happened in the end and to which Halo cames has no made any statement of "sorry, it didn't fit in" or "we really planned this feature, but couldn't do it in the end because...". And I think that is one of the main thing making some people so angry. All in all, I'd say in the end No Man Sky was too much concept and too little game in some places, then again too much game - or rather too much predictable shallow and simple mathematical systems as gameplay systems. In some aspect (the wrong aspects) the game did offer to little "game" or "gameplay" in general, while it offered too many "annoying" and "bothering" systems that were just meant to slow down, halt or speed up your "progress of journey" through the galaxy. IMO It's classic case of the goal NOT being the journey itself, although it should have been. On the one hand we have that big goal of a "big reveal" once you reach the end of the game that drives you. But your tasks are tedious, patterns repeat themsevles, and gameplay systems are not complex or interesting enough (and for me personally landscapes are not beautiful and exotic enough) to distract you from that fact. And once you get to the reveal you realize this game was SUPPOSED to have the JOURNEY be the goal, the "point" of the whole game, while you assumed the ENDING would be the whole point, and neither of them really was. So while the exploration feels nice and relaxing, and the music helps in establishing that, everything around it drags the experience down, slowing your progress through overly simplistic and obnoxious resource requirements, paired with a limited inventory, uninteresting gameplay loops and a lack of true variety in the long run (due to self-imposed gameplay restrictions), leading your to get bored after a while and loose interest in the game altogether. Yes, in concept it is a beautiful and brilliant game, but I think lack of inspiration when it comes to gameplay systems (maybe also lack of commitment to complex systems out of fear for the loss of mainsteam audiences) and fear of complaints about uninhabitable planets or "unfair" situations in a randomly generated world seriously damaged the overall experience of the game in the end. I'd say the creators fear of going to far was what boggled them down in the end and made that game be such letdown for many people.
@Satchelite
@Satchelite 8 лет назад
You are quite talented, I look forward to listen more, even audio books...
@haritiss
@haritiss 8 лет назад
Perfect narrator, you are sir!
@DarkKing009
@DarkKing009 8 лет назад
Noah Caldwell-Gervais can break down any game.
@TooFatTooFurious
@TooFatTooFurious 8 лет назад
Hey, Noah, thanks for mentioning Maxfield Parrish. This is not the first time you actually mention some really obscure artist I never heard of. Where did you learn about them? And, if it is no big deal, could you maybe give all the names of noteworthy fine artists and illustrators you can think of? I am an artist myself and I really need to broaden my horizons.
@MalmroseProjects
@MalmroseProjects 8 лет назад
I've always loved the sort of sci-fi book cover art that looks so other-worldly and imaginative. The idea of being able to play inside of a simulation of 70's sci-fi art is such an exciting idea to me. Unfortunately No Man's Sky never comes close to actually being that, from what I've seen (haven't and can't play it, due to no system that I can run it on). My interest has never so much been in the sort of "universe in a bottle" mentality of the developers as much as it's been in the stories that can arise from exploring a universe, and encountering strange worlds, strange life-forms, strange civilizations, etc. That stuff is a lot more hokey and "B-movie" in nature, but combine that with a surreal element and some more hard sci-fi elements and you can make something really powerful and easy enough to take seriously. The problem is that requiring a story element and a progression funnels any open world experience down to that storyline and the settings the story needs you to be at. It's kind of a catch-22 - more game than NMS would be a problem, less game would be a problem, and exactly the amount they gave would be a problem. It's a no-win scenario and that's a shame because the game clearly had a lot of effort put into it that's worth being recognized, and there definitely is something there that's unique, for the people who can find and appreciate that something.
@BrunoB78
@BrunoB78 8 лет назад
excellent video as usual. keep up the good work!
@Lefiath
@Lefiath 8 лет назад
You claim that exploration and relaxation can't really go together, mind backing up that claim with something better than comparing the procedurally generated world of No Man's Sky to FTL out of all the games that are procedurally generated? Those games both strive to achieve different things. I have played FTL and combines exploration, tactics and combat. It puts a pressure on a player because it wasn't designed around discovering things first and foremost. You talk about complex ideas, but you don't really explain them in a satisfying manner.
@Saward420
@Saward420 3 года назад
Exploration is about the unknown. The unknown causes tension. Relaxation comes from comfort. Comfort comes from the familiar. Not universally but you need to work to get past those opposites. Sorry I’m 4 years late.
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