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IGN First: No Man's Sky 21 Minute Gameplay Demo

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
Oh yeah sure theres this entire universe of countless planets replete with alien traders and scientists inside of structures and settlements and different animal species trotting around guarded by robotic police drones, strange and differing geology, adversarial weather and resources to mine and ancient language mysteries to learn and entire space platforms to explore and fleets of hostile or friendly space cruisers and you can craft lots of different equipment and new ships and name entire planets like the most legendary space explorer who has ever lived but WHAT DO YOU DO HURRRRRRRRRRRRRRR~
 

RiverKwai

Member
*throws $60 in ones at the computer screen hoping a download code appears*

This feels like a game for me as it does not focus extensively on multiplayer. Is it always online? I'm looking forward to this game and hope it turns into more of an experience over time with additions like base building and the ability to revisit planets. I wasn't going to buy this game day one but now I'm leaning towards it after this video.

I believe Sean's said that there's an offline mode, but you won't get to see other people's discoveries and such that way.
 

nynt9

Member
No, they don't. He means that while you flew away, the planet literally does not exist as anything more than the equation you left it at until you go back.

Pretty sure that's not how procedural generation works. You have one equation, and each planet has a value that that equation uses to generate its terrain and creatures uniquely. Literally every possible numeric value is used, so you can't modify the identifier of the planet. And you can't "change the equation" because then you'd have a unique equation for each planet which is too much data. Unless you can point me to a direct source where they explicitly mention the approach they take, I'll assume it's just not possible, or at least not what they're doing given their approach here.
 

MADGAME

Member
If the games is so big that no 2 humans will probably ever go to the same planet. You could spend all the time in the universe thinking up cool names and then no one ever reads it.

Doesn't the Atlas record all the discoveries made by players?
 

RiverKwai

Member
Pretty sure that's not how procedural generation works. You have one equation, and each planet has a value that that equation uses to generate its terrain and creatures uniquely. Literally every possible numeric value is used, so you can't modify the identifier of the planet. And you can't "change the equation" because then you'd have a unique equation for each planet which is too much data. Unless you can point me to a direct source where they explicitly mention the approach they take, I'll assume it's just not possible, or at least not what they're doing given their approach here.

Sean has stated that large things, like killing an entire species would be saved for everyone. That's one of the very first things anyone ever knew about NMS.

So, if you kill all the blue birds on Terra X, then nobody will have blue birds on Terra X. I don't think we have any solid info about smaller changes though, other than they won't be shared. That leaves the possibility that they will be saved locally or not saved at all.


Edit: This is from Reddit Q&A from 6 days ago:

So all planets exist at the same time then? That must be an impossible to maintain server.
Not really, as it’s procedural, a planet or system only exists when you’re there, and the furthest things you can view are there only at the lowest level of detail. The stars you see are real stars, and the planets real planets, but they’re not taking up much space. If you can’t see anything at all, it’s not even generated.
Think of it like generating the world in Minecraft, as you walk, you generate more of the world – and things get pretty taxing after a while, because Minecraft is saving a lot of this information.
No Man’s Sky however throws this information in the trash when it’s not needed – the planet is simply regenerated from the same seed, if you will, when you return.
How does it handle your information? Anything you do is saved forever to your machine, that bird you killed, that terrain you destroyed, that blueprint you found, etc. but for everyone else, that planet is as untouched as the day you found it.
 

raphanum

Member
I know some people are being cautious with their optimism and hype, but from what we've been shown so far, I have to say that it looks amazing. This is the type of game my friends and I would talk about back in high school. Having the ability to traverse and explore space. The seamless transition when entering or leaving a planet's atmosphere and by extension, it's orbit.

I believe those of us who are big sci-fi fans will find this game to be entertaining.

Sean has stated that large things, like killing an entire species would be saved for everyone. That's one of the very first things anyone ever knew about NMS.

So, if you kill all the blue birds on Terra X, then nobody will have blue birds on Terra X. I don't think we have any solid info about smaller changes though, other than they won't be shared. That leaves the possibility that they will be saved locally or not saved at all.

I wonder if it's even possible to wipe out an entire species since the planets are so big.
 

RiverKwai

Member
I wonder if it's even possible to wipe out an entire species since the planets are so big.

I think that was more or less a hypothetical example. Like technically there are large scale things you CAN do to drastically alter a planet, but he didn't want to give away exactly what those things were.
But I bet it's POSSIBLE. (some psycho will probably sit there and try to do it too, cause that's the great part of this game - you can do that)
 
Some thoughts. Still pre-ordered of course, but hope they can address some of these things before launch.

* At about 40 seconds into the video, Sean shows the binoculars he talked about recently. I think this is the first time we've seen them. I wish the UI for it felt more like Luke's binoculars in Star Wars, with numbers and gauges moving. Hopefully this UI is not final.

* I have some issues with the UI design. I don't like the element/equipment icons; their glossy 3D models look don't really fit in with the rest of the design aesthetic. I'm also not a fan of what looks like the Helvetica font being used for dialogue options, as it doesn't mesh well with the thin futuristic font they're using.

Sean's mentioned before that they didn't want to show certain UI stuff because it wasn't finished, but it might be that they've at least somewhat settled into this look, so I'm not really expecting it to change that much. I agree there's some stuff that looks a bit weird, and some of that might indeed change, but some of it might end up very much like what we've seen today. There's some UI stuff that's on the 3D models themselves that I dislike more, like the ammo counter or some of the cockpit displays inside the ship, but they do look a bit like placeholders still, so who knows.

* Green grass on an ice world feels really off. I'm aware that the NMS algorithm takes into account the elements on the planet, sun type, etc. to decide on colors for vegetation, but this is the first time I've seen the result not make sense. Perhaps it's just my Earth perspective where green grass = warm climate? It feels jarring though.

* There's some weird lighting going on with the Relic, where the Relic is casting a shadow from the moon, but the shadow is partially colorized green from the Relic's glow. Looks bad. Also, sleeping in front of a Relic to heal? That's new. I guess you're safe from animal attacks and your suit running out of cold protection while sleeping there?

* The flickering shadows do look really bad, distracting once you notice it. I don't remember this being there in older builds? If they fix nothing else, they need to address this before launch.

* The procedural generation pop-in almost looks more severe in space. Asteroids seem to appear just a few tens of meters from your ship. This is surprising to me because there's really not much geometry to render in space versus a planet. It's strange though because some far-off asteroids are out there, but then close asteroids still seem to just pop in. I don't know if this is related to how their algorithm works, or if it's a memory or render issue.

Personally, I don't have a problem with this and I think it's all in line with the visual style, but yeah, I'm suspecting there'll be some weird color combinations here and there. Some of the lighting might not be all that advanced (maybe I'm exaggerating) but it's also a bit jarring that there doesn't seem to be any ambient occlusion so a lot of the objects (like those stone pillars) look a bit floaty. In any case, this game is weird in a generational tech kind of way, since it does some things differently (that makes a high toll on the performance without really looking like it should), it's got a mix of old and new artifacts, stuff that you generally shouldn't see much in current gen games (like the pop-in), but also you don't really have loading times etc.

I'd say that pop-in it's a mixture of things, and it should generally be better on PC (depending on the PC you have), but it also depends on how the procedural generation is done, optimized etc. There's only so much you can do with that stuff with today's console hardware, but even so it is jarring. I do hope it gets better, at least on PC, but I'm not getting my hopes up.


* They didn't mention that Sean basically stole the Korvax's ship with that bypass chip. Surprised that didn't set off a wanted level.

That was probably used to call in an empty Korvax ship, kinda like your very own cab. Maybe such a terminal can call you a standard, barebones Korvax starter ship in case you want one right now or are stranded without a ship. A slight boost for the later game if you loose your ship, maybe.

* Those cargo pod explosions on the freighter still look dreadful. The particle effects must've taken someone two minutes to implement. Considering there's several of the Burnout team working on this project, I would expect better explosions!

They do look pretty barebones. Maybe it's intentional, to keep with the minimalistic look of the game, but maybe they're placeholders as well. I kinda don't expect that to change much though.

* The Korvax trading post and the space station looked to have the exact same props – same potted plant, same table/chairs, same light fixtures. I don't know if everyone just buys from Space Ikea in this universe, but it will make the exploration experience a bit shallower if we see the exact same pre-fab decorations at every outpost we go to.

I mean, they might have different props for different factions, so only the Korvax would buy from Space Ikea (if we assume the station is even Korvax controlled, it makes sense). But still, I wouldn't expect a lot of difference in that regard, I'm sure we'll see a lot of the same looking architecture and interiors throughout the game.
 

Lebron

Member
Are there advanced civilizations that you can stumble upon or is it all these basic life planets with random structures through out?
 

DavidDesu

Member
A few minutes into this, came for the 60fps talk. I really don't see anything graphically in this game that somehow precludes it from being 60fps on PS4. Battlefront looks way more visually complex than this, 60fps with a slight dip in resolution admittedly. Seriously guys this game is 60fps. The game is simple visually, pretty much everything is procedural, just some numbers, no large file size textures etc.

Game is definitely going to have some PSVR implementation as far as I'm concerned, whether the full gameplay or an element of it I don't know. Going to be insane.
 
I've always been looking forward to this but the announcement of a June release date last year really dampened the hype.

This video though. Whew. Easily the best video they've put out so far and brought all that hype rushing right back. I can see myself wasting A TON of hours on these planets taking in the sights and upgrading things. The scale is so crazy. When Sean looked up to remind you that there's an entire universe out there it's overwhelming considering they just spent 15 minutes on a single planet.

2 months someone freeze me pls
 

Z3M0G

Member
I cant help but wonder how much better the game would be if it wasnt so large... and you actually had a decent chance to see what other players name stuff, actually encounter other players, group up with friends, etc.
 

neojubei

Will drop pants for Sony.
https://youtu.be/D-uMFHoF8VA

I love this game. This is the star wars game ive always wanted. Being able to land and fly from a planet is awesome and the spacestations have interiors??? i am glad they are not glorified save and respawn areas.
 

platocplx

Member
This is the game ive always dreamed of. I know in my finite life ill never really see the universe. But man giving me a way to explore some kind of universe is exhilarating.
 
That strikes me as a limit on computational power. Seeing as everything is being generated algorithmically on the spot it means that this game is liable to be extremely taxing on the CPU. I'm somewhat curious if they do any caching of generated assets.

Hopefully this isn't the PC version.

They have to , in a way , in order to be sure that what they have to show is ready for you when it needs to be on screen to prevent a true pop-up of objects near the player. i'm more curious in how many layers of set of calculation needed in order to maintain the experience of exploration as seamless as possible. Especially since there aren't any "skyboxes" and the planet is trully moving around his axis.
 

neojubei

Will drop pants for Sony.
This is the game ive always dreamed of. I know in my finite life ill never really see the universe. But man giving me a way to explore some kind of universe is exhilarating.

i feel the same way. Its like being in a star wars or star trek world exploring space and planets and dog-fighting in space.
 
I think I am going to get this game for the PC... the gras having no shadows and the LOD are just distracting me too much. Is he playing on a PS4?

qCOWHwa.jpg

the grass is alien breh, aint got no shadows


seriously speaking though, grass appearing like 10 feet away from you bothers me more. ill probably double dip the pc version later on
 
I would have liked my own space station hub world to store ships if i want to keep them all.

I'm wondering if we can have up to 3 ships.

I keep seeing landing pads with up to 3 landing circles in them. Makes me wonder if we can have a Fighter, an Explorer and a Hauler if we want, and then we could just pick and choose which we feel like using at any given time?
 

III-V

Member
Did anyone else notice what looks to be raster lines (it's not) very slowly inching up screen in early parts of the demo? What is that stuff? Pop in looks really bad. I was hoping for better performance than what I have seen here, honestly.

I still ordered the launch day poster and plan to hang it in the baby boys room ;)
 

OmegaDL50

Member
That's a weak argument because whats stopping the gpu from computing physics?

I sometimes think people forget the the gpu can compute really crazy algorithms.
For instance folding

Procedural Generation is more often then not far more CPU heavy than GPU intensive and we both know the PS4's CPU isn't the greatest.

As for the Graphics itself. It's expected for NMS to be using a lot of lower detailed assets since it generates objects procedurally, so stuff like pre-baked lighting or preset shadows wouldn't make sense since there is no constant in the generation to so everything would need to be real time due to the generation.

Then again generally most games with procedurally generated worlds and content usually aren't graphical showcases that have preset pieces that can put more emphasis into touching up the scene visually.

I definitely wouldn't expect it from No Man's Sky either, but that is no slight against the game, I'm still picking it up day one.

I have tempered expectations based on my experience with other games with procedural generation, so I know what to expect and won't be disappointed or have some preconceived notion of what game isn't trying to be.
 

mrqs

Member
I was absolutely hyped for this game from the get go. But as time passed, i've got tired of seeing mostly the same thing over and over.

I know that Hello Games might be hidding a bunch of stuff, and i hope they're so the final experience will be better, but...

I need to remind everyone that Hello Games never made such a huge game, they have absolitely NO track record. This concerns me. The Destiny UI that was literally copied and ported to No Man's Sky is a sign... Maybe Hello Games ins't that good making a game that huge? They are sure good at technology, but as game makers i'm still waiting for them to prove themselves. And as of polish goes, this seems rought.

I really love the concept, but seeing today's gameplay made me think that the game is not as polish as it could. The overall UI and it's colours are just a mess for my taste and look totaly uninspired. Maybe they're trying to bite a bunch more that they can chew.

I mean, i really want them to prove me wrong and i'm still buying this at day one, but i would like to be more impressed by the overall conclusion of this concept as a game.
 
Looks decent enough. I don't think I'll be picking this one up though, not after SC.

I am always excited to see the procedural generation on display though. Looks fantastic and the developers have done a great job. Looking forward to seeing more of that in my particular space sim of choice.

Will be interested in reading some impressions / stories after release. These type of games are normally just full of little personal adventures.
 

MattyG

Banned
No Man's Sky |OT| Don't be a space dick

This looks far more exciting and deep than I'd originally thought. I've been excited since the reveal, but skeptical. This just 100% sold me.
 

SmartBase

Member
Looks pretty good, hopefully the PC version will have ways to reduce that atrocious pop-in and have some way to add AO to the grass.
 

OmegaDL50

Member
II need to remind everyone that Hello Games never made such a huge game, they have absolitely NO track record. This concerns me. The Destiny UI that was literally copied and ported to No Man's Sky is a sign for me... Maybe Hello Games ins't that good as a developer? They are sure good at technology, but as game makers i'm still waiting for them to prove themselves.

Unproven as Hello Games, but not unproven in the industry.

Sean Murray was technical lead for Criterion that did work on both Burnout 3 and Black. There is other former Criterion devs, as well as a few from Kuju Entertainment and Sumo Digital that did work on games like Geometry Wars and Virtua Tennis for example.

Being the lead programmer for Black, I'd hope the combat in NMS would be comparable and since most of the games Murray worked on were of an arcadey and fun nature (Burnout 3 and Joe Danger), which makes sense why the Space Flight in NMS is more Arcadey and less sim / realistic.
 

RiverKwai

Member
I'm wondering if we can have up to 3 ships.

I keep seeing landing pads with up to 3 landing circles in them.

You can have up to one ships. The other landing pads are for NPCs to do their thing while you're mucking about on the landing pad.


I need to remind everyone that Hello Games never made such a huge game, they have absolitely NO track record. This concerns me.
Several of them worked for Criteron and EA before they started Hello and worked on bigger games all the time. And they've made 2 games prior to this as Hello. So... factually incorrect
 

RedSwirl

Junior Member
This is probably what the final game is going to look like, at least on PS4 I imagine. Maybe some assets might look better on PC. Maybe the pop-in might be a little better on stronger PC CPUs. Who knows. I know they're asking $60 for this, but it's still a game that's being made by fewer than 20 people and is targeting 60fps on a console. Even with procedurally generated assets, you can probably still expect essentially indie-quality art assets here.

As for the gamepaly, I'm not expecting the individual aspects (flight, combat) to be as developed as a full-blown FPS or a full-blown flight game. I think on page one somebody said this should probably be more directly compared to the first person survival games you see on Steam as opposed to, well, open-world console games. The elements, survival, and crafting will probably feel like the most well-polished systems followed by the trading economy. You should probably think of this as a survival/trading/exploration game that happens to have some combat in it, and hope that combat is decent enough not to drag the rest of the game down.

Right now I'm thinking one thing that emboldened Hello Games to charge $60 for NMS is how Frontier got away with charging $60 for Elite: Dangerous and then charging another $40 for the expansion pack. Elite has higher-quality art assets and more people working on it, but NMS is going to offer similar gameplay plus a lot of things you can't do in Elite.
 

mrqs

Member
Unproven as Hello Games, but not unproven in the industry.

Sean Murray was technical lead for Criterion that did work on both Burnout 3 and Black.


Several of them worked for Criteron and EA before they started Hello and worked on bigger games all the time. And they've made 2 games prior to this as Hello. So... factually incorrect

I know all that, guys. I'm following this game as a rat since VGX. They're experienced and made some mobile-ish games, i said as Hello Games (the developer, the whole team) goes, they still need to prove themselves. Saying that one or other team member worked on some great games doesn't guarantee quality, but it gives hope.

I'm just saying that this game could be a colossal failure (or just disappointing), i think we all know that but we for sure as hell don't want to go this route. I'm just concerned by the looks of this IGN build and the amount of stuff they have hidden from us.

Stay hyped, but stay aware of the situation.
 
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