No Man’s Sky: Far from Hyperdrive

There, before the grace of man, go the infinitesimal cosmos that stretch out before us. We yearn to step out into the great beyond, and as the cockpit opens up with a hiss from the airlock, we step out into the great unknown. This was the anticipated mood that No Man’s Sky built up. In the past few years I’ve been eagerly anticipating this game, like a kid waiting with his parents to watch the first moon landing. I was on the edge of my seat, and now that I finally have it – it’s far from the hyperdrive I was expecting.

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Hello Games promised a massive undertaking of a open world system that was seemingly endless. In every trailer I ever saw the set pieces were sprawling and beautiful, lush with foliage and fauna that would make any biology lab blush. They achieved a technological feat that has not been seen in games before, an algorithm to procedurally generate planets. Now, while that may sound amazing, it’s the implementation that matters. All the hyperdrives in the world don’t get you anywhere if you can’t deliver that sense of scale you promise.

Hello Games manages to deliver that sense of scale, but in doing so they faltered in delivering the other aspects of gameplay. The games control system is very limiting, and so players who may have mobility issues can’t adjust the control scheme to fit their needs. Each task is assigned to a specific button, which makes it difficult to achieve certain tasks. There is no tutorial in this game either, which essentially throws the player out into the wilderness and expects them to survive. Now, for able bodied players this may take some time to learn, but it’s still achievable to meander around aimlessly, learn a few buttons and play the game. The thrill of experiencing that first few hours of the game is at least worth something.

No Man’s Sky would certainly benefit from some sort of guided tutorial, especially when it comes to crafting and inventory systems. The game provides you with objectives, but doesn’t really give you any means of understanding how to accomplish them. It’s like throwing an astronaut out into the vastness of space without a spacesuit. The lack of explanation to some of the gameplay mechanics, especially crafting and advancing weaponry and upgrades, is a real downfall for the game as a whole. Players aren’t one to ask for you to hold their hand, but at least having a furthered tutorial would give players a better sense of how the world functions.

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In regards to functioning, let us break down the main core gameplay of No Man’s Sky. In the hours I spent playing the game, I found that there was a distinct pattern to every quest line which, within a few planets, became monotonous. You gather materials, you craft new supplies, you travel to a new planet, you repeat the process. It seems like fun, in theory, but the end result becomes this massive quest of scavenger hunt that has no real payoff. In addition to this, the game was riddled with functionality bugs which made what gameplay there was, difficult to cleanly experience. Crashes, crafting menu issues, freezes, and in a game that has no autosave functionality – that’s heartbreaking.

I enjoyed what time I did manage to spend in the world, but once I felt I had experienced all that No Man’s Sky had to offer me, I felt lost. What do you do when a game offers you no real end goal? A countless, endless sandbox with almost Pokemon Snap picture archiving of new world items, with only the reward of monetary units to draw merit? No Man’s Sky does have an end goal – to arrive at the center of the universe, but it’s so vaguely depicted that I just felt like I was running my own game. The visuals weren’t enough to keep me entertained, and what I did manage to see was not user friendly.

The color schemes are vastly jarring and often similar from planet to planet. I’m not colorblind, but I have friends who are, and this color pallet is composed of a lot of reds and greens. It doesn’t help that the actual HUD that is present is fairly small and fairly transparent, making vision impaired users lives much harder. FOV sliders apparently were provided in the coding for the PC version, but with the PS4 version had no such functionality. It would be more optimized for users if players could have change the color of the HUD to make it more visible from a distance.

There was fun hidden in this gem amongst the stars, but the spaceship wasn’t entirely accessible. I had fun when I didn’t do what the game directed me to do, when I went off into the vast frontiers and just explored. I got caught up in dogfights with space pirates, and got to see vast galaxies. In truth, while they may have been similar, I did have fun during moments. The soundtrack is phenomenal and there are hours and hours of visuals to explore. It’s hard to have fun though, when you’re so bogged down by programming issues, crafting requirements, and a combat system that seems like it favors the AI over the user. A universe that seems endless, yet contains only a handful of similar alien NPC’s for me to briefly interact with.

Wrap Up:

No Man’s Sky feels like a game that got released while it was still being built. They launched it without the full mission in mind, and thus, the passengers began to dial S.O.S. back to Huston and request a do-over. I know the struggles of being a designer and wanting to provide a polished, finished product on a time table, and so I want to commend Hello Games for what they did with No Man’s Sky. They accomplished a beautiful set of tools that they can be proud of. They delivered a set piece that would make most movie studios drool. The next step is to allow a gameplay system that functions with accessibility in mind.

The team is already hard at work cleaning up patches to fix the glitches, but they also need to be aware of everyone in their audience. A few settings changes are desperately needed: An Accessibility menu, a colorblind filter that crafts colors to fit vision concerns, and an optimized lock-on system for enemies that isn’t linked to an upgrade that’s hours invested into the game.

I desperately want to love No Man’s Sky, because I feel like it’s the game I’ve always wanted as a child. I can’t though because, in the words of Robin Williams, No Man’s Sky has given me:

“Phenomenal Cosmic Powers! Itty-bitty living space!”

All the tools in the world can’t magically craft gameplay to be a fun experience. I hope they get all of these aspects sorted out and No Man’s Sky becomes fantastic in the coming months, but for now, I think I’ll just stay grounded until those tools are more refined.

Uncharted 4: A Thief’s End

Years ago, when I was a kid, I would have given anything to be Indiana Jones.

I was enamored with the world of archeology and that sense of adventure. When Naughty Dog released Uncharted: Drake’s Fortune in 2007, I immediately gravitated to the franchise and Nathan Drake’s journey. Nathan became a staple of my gaming life, and I went on each Uncharted experience yearning for my childhood sense of adventure. Naughty Dog captured it all, and made me love what gaming could do on an emotional and personal level.

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Uncharted 4: A Thief’s End brings about all of the past joy and fun I had, while expanding on the narrative and making nostalgic and meaningful choices to Drake’s journey.

If you’ve never played a Naughty Dog game, the studio prides itself on making story-driven narratives that leave the player lingering on dialogue, enamored with setting, and emotionally drawn to the characters. They fulfill all of this in Uncharted 4 to a spectacular level and even bring in new mechanics that make the game more accessible for players.

You follow Nathan Drake on his last adventure, and in doing so, the studio has taken ample strides to really showcase that this is the end. There are no bits of treasure left undiscovered, nor maps to be followed. This is the end, and it feels refreshing to see a studio who acknowledges this and gives us the most heartfelt send-off to an iconic character. Uncharted 4 displays it’s usual sense of adventure and intrigue, while showing us that Nathan is not an invincible video game icon. He is human, he is flawed, and he is, as always, that quick witted hero – now facing the realities of his decisions at the twilight of this journey.

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It wouldn’t be an Uncharted game if you didn’t start with a cliffhanger [ quite literally in Uncharted 2: Among Thieves ]. In Uncharted 4, we’re given a glimpse into the life of Nathan Drake that we haven’t seen before. His personal life comes under a microscope, and it’s an emotional wave of happiness, sadness, and struggle. We get to see Nathan engage with Elena, Sully, and now his brother, Sam, in a way that past Uncharted games didn’t give.

They strip away the mysticism, the folklore, and the over-arching paranormal that usually pervades the Uncharted series. They give us a meaningful story about the people Nathan loves, and the chemistry between all of the characters is impressive to say the least. The journey this time isn’t some paranormal means of finality, but they simplify it to a simple search for buried treasure. That’s it. A lost city of pirate treasure,  begging to be discovered by Nathan’s long lost brother, Sam, thought to be killed 15 years ago.

Uncharted 4 explores what it means to be drawn into a passion with unbridled obsession, enough to even make a man forget what is truly important in life. Are you still going about ruins and exploring exotic locals, laying waste to countless mercenaries on your way to an undiscovered treasure? Absolutely. Are there still tombs and puzzles for me to solve? No doubt! Does it mean more, and are the relationship deeper than before? Yes. They are. What matters is that Uncharted 4 really provides depth where past iterations were merely scratching the surface of what it means to be Nathan Drake.

 

Mechanically, the game functions just as beautifully as it’s past predecessors. It focuses on that stealth cover and shootout gameplay that veterans of the series will love, but they’ve made the mechanics and ease of use seem simplified.  It felt more fluid than ever before to be Nathan Drake, and with small additions to mechanics, it didn’t overbear the user with a whole new set of tasks to undertake. In fact, Uncharted 4 gives the player a list of options to make ease of use and access to entry much easier from an accessibility stance.

Upon opening the game, beyond the opening music that always gives me chills, I investigated the Accessibility Options menu. Yes, the game has it’s own Accessibility menu. I was blown away by the plethora of options that gave more ease of use, even to players who have full functionality. If it’s modality you’re worried about when asking yourself, “Can I play Uncharted 4?” the answer is, “Yes. You can!” They’ve identified trouble areas from past iterations such as:

  • Repeated Button Presses – Player to hold button vs. pressing in QTE’s [ Quick Time Events ]
  • Camera Lock On – This allows you to use the Lock On function with just one stick.
  • Aim Lock On – This allows for the gun to snap to an enemy automatically.
  • Vehicle and Camera Assist – To allow ease of use by moving the camera around the player.
  • Subtitles – Detailed subtitle settings for deaf/hard of hearing players.
  • Colorblind – Minor changes in color setting for Multiplayer teams.

All of these features made the game accessible, and even for an able-bodied player like myself, I found them useful and helpful in regards to experiencing the journey at it’s full potential. I got to experience new mechanics, like the grappling hook, without feeling overwhelmed. I wasn’t bogged down with mechanical hang ups, which allowed me to focus intimately on the story that unfolding in front of me. I laughed, I cried, I shot thugs in the face – and it was magical.

Wrap Up:

My journey with Uncharted 4 has been a long one, but one that I feel has come to one of the most satisfying conclusions in the history of my gaming life. There are countless fan service easter eggs tossed about this journey, and the fact that Naughty Dog went about making it so that these moments could be accessible to more than just the able-bodied community is a blessing in and of itself. Thank you Naughty Dog. Thank you Nolan North. Thank you to everyone who has been a fan of this series, and who has been given the opportunity to be the most bad-ass, charismatic, and memorable treasure-hunter since Indiana Jones.

There are no cheap sells of a half-assed prequel or sequel on the horizon. Naughty Dog gave a memorable story, combined with accessible use, exquisite storytelling, and characters that breathe. They actually have goals, fears, obsessions, and for me – that’s what sells a game. A game where I can FEEL the story. A game where I’m not restricted to my real life, and I can view myself as Nathan Drake for at least a few hours more… and that’s all I can ever ask for.

Thank you Naughty Dog. These past few years have been a blessing. I look forward to the next story you write, as I watch Nathan Drake fade away into treasure-hunting retirement.

I am fulfilled, satisfied, and damn it – I want to go treasure hunting now.