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Thirty Minutes With No Man's Sky

A hands-on report with Hello Games' enormous sci-fi galaxy or Jared Leto's next musical side project? You decide.

No Man's Sky is a survival game. There, now you know. The public conversation around Hello Games' unthinkably sprawling, procedurally generated sci-fi whatsit seems to have shifted from "holy crap that's a lot of different planets" to "OK, but what do you actually do?" during the last year, so it's time someone outside of Hello at least attempted to answer that nagging question (so people will finally stop asking it). I recently played around half an hour of No Man's Sky, which turns out to be exactly enough time to just start feeling like you maybe kind of have almost begun to get a handle on the sorts of things that will be occupying your attention in the game, but my initial impression is that your first and most pressing order of business will be to collect a hell of a lot of stuff, and use it to keep yourself alive in a cold, uncaring universe.

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Crafting things and installing upgrades is the name of the game, and there's a three-pronged upgrade system split between your weapons, ship, and spacesuit. Those categories ought to be self-explanatory, but for the sake of exhaustive detail, here goes. On the weapons side, you have both a mining beam, which is mostly used for breaking down resources, and a rapid-fire projectile weapon, which is more suited for fightin'. I also crafted something akin to an energy grenade that you can use to blow giant holes in the landscape (and potentially access subterranean areas, if they exist on a given planet), and your upgradable binoculars also fit into this category. Ship upgrades seem to be pretty resource-intensive and I didn't manage to complete any of those in my short demo, but they'll govern your ability to jump between different systems, and presumably other nuts-and-bolts features like fuel capacity, sublight speed, and so on. And the suit will keep you alive and mobile, with components ranging from shields and thermal protection to a jetpack.

From what I played, No Man's Sky's gameplay loop is intensely resource-based. It seems that everything you need to create, recharge, or refuel requires one of numerous types of resources, and that means you'll be turning your mining laser on plants and rock formations to break them down into their component elements, looting abandoned supply crates for other types of elements, hacking or shooting your way into alien factories to claim their stashes, and generally just scrounging everything you can find on your eternal quest to upgrade, upgrade, upgrade. The build of the game I saw at E3 last year was using an entirely fake periodic table, but now it's back to using real element names for the more common crafting resources, ones which Hello says already spark some familiarity in most players. So you'll be looking for carbon to turn into rocket fuel, silicon to craft computer chips with, and plutonium to charge up vital suit systems.

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Those resources were absolutely everywhere in the planet Hello had selected for us to play on; red plutonium crystal deposits dotted the landscape, any tree could be lasered down into carbon, and so on. To hear Hello's Sean Murray tell it, that'll be the exception to the rule. In our interview, he mentioned the ideal scenario is to have something like nine relatively barren planets for every one lush world bursting with life and resources, in order to create a feeling of genuine discovery when you actually find a place with things that you can use and that isn't actively trying to kill you. It's here where the necessity of stacking the planetary deck for public demonstrations may be working against the game, or at least what I want out of the game. You can't get a sense of the exploration, loneliness, and struggle inherent in advancing through the galaxy when everything you need is laid out right in front of you. But I'm excited at the prospect of jumping from system to system, scanning the biome of each planet I find (which there's an upgrade for) to see what's valuable, and moving on to keep searching. Murray mentioned things like black holes will also manifest and affect your exploration, although he didn't say how, and other astrophysical oddities like binary star systems will also be present. That gets my heart racing. I'm still holding out hope for this to be the Star Trek game I've always wanted, or at least the closest thing to date.

At any rate, all this isn't to make No Man's Sky sound like a mundane resource-management sim; it's still a first-person action game at heart. As usual for this type of open-ended game, the pacing and action are as fast as you want to make them, and juggling that many different resources made for some tough choices even in the short time I played the game. I turned my attention toward crafting my first hyperdrive--which I had the blueprint for but not the resources to make--so I could try to jump to another star system before my session was over. That turned out to be hard to pull off since I was on a frigid planet with a temperature hovering around -160C, which meant my suit's thermal protection was constantly burning energy. It quickly became apparent that you'll face frequent situations where the resources you're pursuing for some long-term goal--the hyperdrive, in this case--may also be needed for your immediate survival, such as charging up that thermal system or restoring your shields when you're being hammered on by the ubiquitous robotic space police. It seems you'll at least learn some unconventional tricks for dealing with harsh environmental hazards that don't deplete your precious resources so quickly. During his presentation, Murray used that energy grenade to blow a hole in the side of a mountain that revealed a big, Minecraft-style underground complex. He darted in there where the temperature was above freezing, giving his suit a chance to chill out.

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At one point, I managed to piss off those space cops by trying to shoot my way into an alien installation that I didn't have the tools to breach more quietly. (It's worth pointing out that things like illegal hacking chips and drug-smuggling will also draw their ire, so charging in guns ablaze isn't the only way you'll get into trouble.) You've got a five-point wanted level here similar to the one in Grand Theft Auto: the more you violate space law, the more menacing the robots who show up, from little flying drones to dog-like quadrupeds to mean, towering bipedal walkers. It seems the more you fight the robots, the worse the robots who show up to fight, so you'll probably want to avoid doing anything that raises the authorities' attention as you explore unless you want to hightail it back to your ship and get yourself offworld till your wanted level ticks back down. Since the game intends to be so gigantic and populated by different alien factions, I asked if there's some kind of story justification for why these same-looking robotic police are ubiquitous across the galaxy, and the answer is yes. Hello says it's working with a writer to flesh out a backstory that contextualizes that sort of thing.

Speaking of alien races, the big new feature on the marketing roadmap being shown at the event I went to was interaction with AI characters. Murray's presentation included a quick chat with a space-suited representative of the Korvax, one of the game's races. Interacting with these characters is pretty straightforward: zoom in the camera, pop up a dialogue tree. They may want to trade with you, dispense some information, or just give you a shiny new weapon. The catch is, you initially won't have any idea what that alien is trying to say to you, since learning alien languages is a core mechanic in the game. I only saw one obvious way to learn, by approaching an inscribed stone monolith (though I hope there are others), and it seems you'll generally only learn one word at a time. But that one word might be enough to intuit what a given NPC is trying to ask you, if it's the right word. In another example, when I blew open the doors of an alien factory to raid it for resources, I set off an alarm that brought the robo-cops running. There was a terminal inside I could interact with, and if I'd been able to read what it said, I could have easily shut down the alarm and gotten back to raiding. But since I couldn't read it, I picked the wrong answer and locked the alarm in the "on" position, which made for a rough time.

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NPCs will enable trade in the game, in the form of a little robotic market vendor I found on the planet I was exploring, other vendors who hang out on space stations, and so on. Every player will start on a uniquely random planet with no resources to their name, so your first few hours will be spent extracting materials from the environment to build your first hyperdrive and get out into the galaxy (and this will take some players longer than others, depending on the richness of the planet they start on). But Hello says that once you've got your basic gear in place, it would be viable to largely focus on working the markets, buying low and selling high to get the resources you need, rather than scrounging them planet to planet. Only time--and hours with the final game--will tell exactly how much you'll be able to focus on one play style to the exclusion of others, but the potential for player expression here seems significant.

Murray's presentation included an impressive developer-mode demo of warping instantly from an utterly bare, spherical planet to one where the hills followed the uniform curvature of sine waves, on through mathematically more complex worlds until finally reaching a truly naturalistic planet teeming with life. For one, this served as a nice peek behind the curtain at the way the game generates each planet algorithmically from a small amount of data as you approach it. That is, there are no load times in the game not because the engine is streaming in level design as you move around, like in most games, but because the game is amplifying the tiny seed data into more complex structures on the fly with the mystical power of math. Beyond the impressive tech, though, this gave an impression of some of the more exotic things that might be possible in the game. I heard word going around the event there may be things like stargates that link different worlds directly together, though where you'll find something like that or how you might access it, I have no idea.

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Although playing No Man's Sky for 30 minutes was just enough time to figure out that I wanted to play a lot more No Man's Sky, it's at least nice to know at this point how the game is designed with respect to recognizable video game genres. Hearing Murray mention The Long Dark, Stranded Deep and Terraria as personal favorites and inspirations made it clear that giving the player the freedom to explore, gather, craft, buy, sell, fight, flee, learn, and survive in this endless galaxy is what the game is all about. Previously, I haven't found a game of this type that's gotten me personally invested, but No Man's Sky is the first one with the breadth and the setting to make me very, very anxious to spend a much longer amount of time with it.

Brad Shoemaker on Google+

170 Comments

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poobumbutt

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@silentsandman: This, all the way. I saw that opening sentence and thought, "well, maybe this will be the one to make me finally get into a survival game", much like Brad muses in his conclusion.

Alright, fine. Fine! I'll start getting hyped for this game.

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Brad

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@ralphmoustaccio: My understanding is there is no individual seed per player, but rather the same seed for all players. I am also assuming here at this point, that a hyperdrive is more for going very long distances, and that you'll be able to jump to close planets without one, otherwise you could truly get an awful spawn and be stuck. That, or they bias spawns to be on planets that have the materials needed, it might just be that some planets have scarcer resources so you have to farm a little bit more than other players. Tough to really say at this point.

That's correct, you can point your ship at any planet in a system and just fly to it at sublight speeds. You only need a hyperdrive to jump star to star. In the demo I saw a planet I wanted to go check out, but it was going to take 23 minutes to fly to it.

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clockwork5

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Edited By clockwork5

I am looking forward to boldly going where no one has gone before a long time ago in a galaxy far, far away.

I've never spent time with a "survival game" but the space exploration / x wing looking ships has my inner 1980's child ripe with anticipation.

As long as the gathering and upgrades feel rewarding I can see myself chasing that "gotta upgrade my ship" carrot on a stick for several weeks.

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RalphMoustaccio

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@brad: That's reassuring. Thank you for the reply. I misunderstood the degree to which one's ship was initially functional.

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householddutch

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This is good.

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Blitzer

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I'm excited. But hopefully this does get released in June because I will be busy with other games come the Fall.

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seannao

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Thanks Brad

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IgnorantSpoon

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Great write up! Game looks great, I intend to lose hours exploring and playing this game!

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Jonny_Anonymous

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How hard is it for people to understand that this is an exploration game?

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ripelivejam

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Thanks for the write up brad! I guess it's a sign of the times and also pretty disappointing how much ire a game can generate even before it's out.

Count me as still incredibly hyped; bar a complete fuckup that doesnt seem to be the case here im most likely there day one.

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Windir2112

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Great article, Brad. It's nice knowing ahead of time that No Man's Sky isn't a game I'll enjoy. Cheers.

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broletariat

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Even after Danny O'Dwyer's video for Gamespot that emphasized the importance of resource collection in this game, I somehow never made the connection to the survival/crafting genre until Brad said it in this article, haha. But this sounds like the exact level of one of those games I'd want -- no starting from totally nothing, and set in a gigantic sci-fi universe. I was also pretty glad to hear about the language/aliens stuff, since the earlier trailers made it seem like you might just be limited to interacting with menus at trading posts.

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zFUBARz

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POLICE STATE written in the stars.

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Crimeodile

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Sounds like it'll be an interesting game. I'm a space nerd, so I'll end up picking it up.

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Grimluck343

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This feels like a game that will be impossible to review.

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soulcake

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Edited By soulcake

65 days of no man's sky. Is the new Jared Letto project.

I am more hyped for the soundtrack then for the game it self. I am a big fan of 65 days of static for a long time.

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deactivated-5c9d14856890c

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Excited that The Long Dark is an influence, that game is really quite excellent, and I don't generally like the survival genre.

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Driadon

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it's funny, I would have been happy if this was basically Space Engine 2, which it sounds like it kind of is, but it's also more game than I was expecting. Very excited.

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Lancecraft

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Ugh, another resource treadmill? Can't wait to waste time digging under tree logs and boiling beetle wings to craft enough fuel to get to the next planet and start that over. One of the best ideas from Star Wars was when Luke split off from the rendezvous after leaving Hoth in his Xwing to explore a distant star system on his own. He needed snacks, but clearly didn't worry about finding a gas station or finding the right lightning bug egg crystal to recharge his blasters. Food? Ok. Faster things? Sure. Upgrades? No doubt. But give us slow, lame, cargo haulers at the bottom with unlimited gas or week blasters that don't need constant charging. I want to explore and escape from drudgery and chores, not make it my entertainment too.

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Memu

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I'll get this to check out the procedural generation, but sadly the game aspects still seem really weak. In space no one can hear you scream as the robot cops kill you because you kicked a rock. I would love to see this tech married to a more focused RPG in the future.

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BombaLuigi

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"Previews are dead."

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Hunter5024

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If this is Terraria but space then I'm in.

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gbrading

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Cheers Brad for this; it does seem like Hello Games are very concious of the fact that the game needs meat on it's bones in order to sustain interest. Whilst I enjoyed games like MirrorMoon EP for the thrill of exploration, I don't know how many people feel that way.

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JesterPC238

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As someone who's been closely following this game for years, I was already sold. To hear that they're also adding NPCs and a language learning mechanic makes the game even more exciting. June can't come soon enough.

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Inresurrection

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Edited By Inresurrection

Consider my hype levels....skyrocketed.

Also, for anyone who hasn't checked out 65daysofstatic yet, you should. One Time for All Time and The Fall of Math are two early 65dos albums that should not be missed. Their two newest are great as well, though a little more on the electronic side of things. Wild Light blends post-rock and electronica very nicely.

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Deadstar

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The explorers edition looks awesome. It's time my friends.

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jpon87

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Wow. I'm damn excited about this game now. Can't wait to try it out for myself!

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chadjones

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Ack - survival/crafting games are probably my least favorite genre. I'm disappointed to hear that NMS is one of them. Maybe it will be the first of its kind to grab my attention and not feel like a 2nd job. :-\

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newmoneytrash

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Edited By newmoneytrash

how does this game deal with death?

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ShaggE

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I hate survivalcraft games, but this seems like one that might still grab me. I'm just not sure if my interest will remain once the "oohs and ahhs" wear off.

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benelori

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@jakob187: How would Sony be involved in a PC related implementation?

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billyok

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This sounds like the survival game I've been waiting for. No offense meant to the 300 Steam Early Access set-in-the-woods games that will never feel finished.

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Devil240Z

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so hype. every new thing I see is an exponential increase in hype.

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TurtleFish

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@wlleiotl said:

haha, i wonder how many sales that brad has cost them with that opening line

I would hazard a guess that most people who would only read the opening line and then walk away would be the type of people who wouldn't enjoy NMS regardless of the nuance added on.

I'm just excited that there actually IS a game under all of that - I was scared to death that it would be nothing more than a pretty pretty demo.

Also, I'm glad it's not a MOBA. :)

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jasperkazai

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Well hello blatant X-Wing. (Or should I say, Z-95 Headhunter.)

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pappafost

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It's very interesting to see the survival genre evolve. So many of them aren't even finished yet: DayZ, The Long Dark, Rust, Ark: Survival Evolved, The Forest. My favorite so far is The Long Dark.

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D_W

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Resource gathering to craft better things so you can gather more materials so you can craft more things is not a kind of game I'm interested in. Even if there are other things to do. The idea that a large part of the game will involve holding down the fire button to mine stuff is so uninteresting. I really wish games would just move beyond those sorts of mechanics altogether. They're never enjoyable and always tedious.

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magicwalnuts

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Hopefully there's some sort of faction system. I'd like to ally with aliens and lead their warriors into battle a-la mount and blade.

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PlasmaDuck

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Finally I have some sense of what the hell this game is. I'm pretty excited to play this now, I've always gotten at least 20 hours of satisfaction from resource-gathery/buildy/explory/minecrafty type games. Building spaceships is always fun for me, no matter the game in question. I probably spent 10+ hours tweaking ship designs in Galactic Civ 2.

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thefriend

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Video games are back!

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Wuddel

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Just bought it through Steam. One of the few games I do this with.

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ObiKwiet

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sold

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KaneRobot

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Eh, this doesn't sound like it's going to interest me. Nice to finally know, at least.

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Jinoru

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@drgreatjob: It sounds like you didn't even read Brad's words. Though Brad didn't sum things up as well as Eurogamer did I feel. This is a space survival RPG. There's way more going on than a DayZ or minecraft. Plus there's the fact that something is at the center of the universe, and the closer you get to the center, the more insane the maths get.

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Sessh

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Well hello blatant X-Wing. (Or should I say, Z-95 Headhunter.)

Yeah, that doesn't even count as a reference or whatever any more, that's just a total rip-off.

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recroulette

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This seems like a fully realized version of the mobile game Out There, which I love aside from the roguelike element. So this seems really awesome.

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Anund

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@wlleiotl said:

haha, i wonder how many sales that brad has cost them with that opening line

the rest sounds very good, especially alongside gamespots very straight forward preview

looking forward to this, although being in the uk, i get three days to see what everyone says before buying anyway

At least one ;)