Posts Tagged ‘No Man’s Sky’

New No Man’s Sky Trailers Show Space Stations, Portals

By Graham Smith on December 8th, 2014.

The imminent release of other, exciting space games has done nothing to dull my interest in No Man’s Sky. I can think of three good reasons for that: it’s the only space game with a colour palette taken from a ’70s paperback book cover; it looks an awful lot like a procedural walking simulator on a universal scale; I have little clue as to what it’s really about and I am easily manipulated by the withholding of information.

Aren’t we all! There’s two new trailers of the game inside.

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No Man’s Sky Devs On Uncertainty Around PC Release, Mods

By Nathan Grayson on July 1st, 2014.

When procedurally-generated wonderverse No Man’s Sky was first announced, we thought a PC version was a no brainer/manner/sky-er. Ever since Sony became the wind beneath its promotional wings, however, there’s been some confusion around when a PC version will happen, if ever. Thankfully, I metaphorically (and also literally sometimes shhhh don’t tell) live under developers’ floorboards and subsist on whatever info-scraps might trickle down, so I snatched some clarification on the E3 “winner” from developer Hello Games. Here’s what’s going on.

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RPS Verdict: E3 2014 Day Zero, Winners And Losers

By Adam Smith on June 10th, 2014.

The triple A team of Alice, Alec and Adam have spent the last 24 hours absorbing every trailer and piece of footage that has emerged from E3. Now they gather together with Graham ‘G-Man’ Smith to discuss their findings. Does the imminent arrival of a GTA V port please them? Are any of them still wearing socks or has No Man’s Sky blown them clean off? Is Cuphead really the game of the show? And will Valiant Hearts’ dog-in-a-war bring tears to their eyes? Read on for answers to all of those questions, and remarkable insights into the Oculus Rift and much more besides.

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No Man’s Sky’s Has Space Dinos & Confusing Exclusivity

By Alec Meer on June 10th, 2014.

That's a Consoleexclusivosauraus, if I remember correctly

Edit – hmm, the language is a bit unclear. Not quite sure if this is PS4 only first, or if PS4 will just be the first console version and thus a PC version might yet be first. Will try to find out!

We all made a terrible mess in our underthings when No Man’s Sky, Hello Games’ surprisingly bold’n’brave follow up to Joe Danger, was announced back in the cold, grey dregs of 2013. The procedurally-generated cosmic explaration and action game ticked just about all the boxes I could think of, in principle at least, so it’s with an extremely heavy heart that I relay news that the game will be released on PS4 initially, with other versions – i.e. including PC – to follow later.

Oh dear, I’m going to have to buy one of those playboxes now, aren’t I? Because just look at the footage below. SPACE DINOSAURS! Incredible, impossible, insane stuff.
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No Danger Of No Man’s Sky Delay Despite Office Flood

By Nathan Grayson on January 16th, 2014.

No Man’s Sky is easily one of the most intriguing game prospects in development right now, what with its claims of atomic-level procedural generation and galaxies of planets to fly between – sea to land to sea of stars – at your leisure. It’s about as “next-gen” as anything I’ve heard about, and I want nothing more than to get lost in the crevices of its titanic toes. Unfortunately, developer Hello Games isn’t doing so hot these days. Over the holiday break, the Joe Danger creator’s entire office flooded, and the total monetary value of PCs, laptops, dev-kits, and equipment lost would’ve apparently been enough to “fund a small game.” Procedurally generated props to the four-person studio, though: they’re not slowing down. Not for a second. Heck, they’re even ruling out Kickstarter for now.

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Interview: No Man’s Sky And Procedural Generation

By Graham Smith on December 10th, 2013.

Are those grass blades generated, or just generatively placed?

No Man’s Sky is a space exploration game by Hello Games in which every dot in the night sky is a star you can actually fly to. This is not the game’s most ambitious claim.

The game’s most ambitious claim – described as “Peter Molyneux-esque” by lead developer Sean Murray – is that the procedural generation of those planets is built “from a real atomic standpoint”. The chemical compounds in a planet’s atmosphere dictates everything from how light refracts from the nearest sun, to the colour of the grass, the minerals in the soil, and the behaviour of creatures.

Yesterday I wrote about what you do in No Man’s Sky, but there’s a lot of understandable skepticism about the game’s claim to generate a galaxy from code. In this lengthy interview, I spoke to the Hello Games team about how they hope to building that galaxy, from the rules of its procedural generation, to the challenges of making a pretty procedural galaxy, and where the boundaries are between generated and authored design.
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First Look: No Man’s Sky

By Graham Smith on December 9th, 2013.

Like Powers Of Ten with lasers.

No Man’s Sky trailer, first broadcast on December 7th as part of the Spike VGX awards, opens by stating that the game’s “every atom” is procedural. What follows shows a character emerging from an ocean full of fish, climbing inside a spaceship and flying into space in a single contiguous motion, interspersed with quick shots of different planet surfaces, gigantic space stations, space combat, deformable terrain and more.

It’s fantastic, and exciting, and it leaves you with no sense of what the game is. The trailer shows you just enough to suggest it might contain everything you can imagine. It’s the space game you always wanted, as far as you know.

Luckily I had an advantage. When I first saw the trailer, it was a few days before the VGXs, and it was with the nervous, tired, excitable Hello Games development team. I spent two hours afterwards quizzing them about procedural generation, but also about what you actually do in No Man’s Sky.
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Whatever You Do, Watch This: Hello Games’ No Man’s Sky

By Alec Meer on December 8th, 2013.

The Joe Danger studio unexpectedly switches to procedurally-generated, Chris Foss-inspired sci-fi on a grand and beautiful scale.

No words to describe it. Poetry. And from a four-person indie studio too. This has rocketmanned straight to the very top of my Most Wanted list.
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