That sequel to the lovely Grow Home, Grow Up, is now available. It’s on Steam for Windows at just $10. I haven’t had a chance to play it yet, but I’m expecting good things in this 3D platformer sequel. The original was such a great surprise.
No Man’s Sky is such a strange game, I love it, but it really is odd. The trailers before the game was released advertised it as featuring different types of gameplay, but what I’ve played so far makes it clear that this is a sci-fi exploration game with a major element of resource gathering. There isn’t really that much crafting with those resources yet, the developers have said they will add base-building in a future update. That’s a huge change to a game that already is out there, but what you’re doing so far with the resources you gather is put together components for your spaceship and exosuit, as well as fueling those.
There is a storyline, but I haven’t seen much of it yet, and it is entirely optional. Because the universe of No Man’s Sky is procedurally generated, and so huge, you could bypass it completely and just explore different worlds and their inhabitants. Procedural generation was a hot buzzword a while ago, but it ended up making some terrible environments. The procedurally generated worlds and creatures of No Man’s Sky are more fun and lead to some incredibly wacky things, what you see in the game is most likely going to be incredibly different from anyone else. I’ve found dinosaur dogs with wings on their legs and I’m kind of surprised at how different each world is. One planet I just landed on had strange bracket-shaped plateaus dotting the landscape as I hovered over it in my ship.
It’s clear that different parts of the game have different parameters to whatever algorithms generate each thing. Some are better than others. The ships are generated this way and almost universally look incredible or like a believable garbage scow, but some of the worlds have flaws that are obviously due to the process that made them. One that I landed on last night had a gap in the terrain that if you fell through put you outside of the game’s geometry. The only way to recover was to reload from a recent save.
Minecraft is something that I see people comparing No Man’s Sky to, but while it is a useful comparison they’re very different games.
Minecraft has no story if you ignore Telltale Games’ Minecraft Story Mode since it doesn’t ship with Minecraft. Minecraft also more clearly has the different gameplay types that No Man’s Sky advertised. It’s a viable option in Minecraft to just build in creative mode, or play to explore and survive in survival and hardcore mode. No Man’s Sky feels like more of game because it has an optional storyline and polish to its world. There’s more intent to it as opposed to the lego-like blocks that make up Minecraft’s world.
I’m enjoying No Man’s Sky for the exploration, and although I typically hate resource gathering it is actually enjoyable here. Resources are visually interesting in plants or as other kinds of terrain features that provide them.
The combat in No Man’s Sky is insufferable and the biggest drawback to the game. If you’re in space combat, and your ship is under attack by 10 different ships as mine was the first time I answered a distress signal, you’re going to die not because of a higher skill from the opponents but because all of your systems require fueling and repair, manually, through the inventory screen while you’re being pummeled in real-time.
Combat on-foot is the same, although maybe slightly less concerning since you have less to lose and are more likely to have saved recently. It’s still incredibly awful to be in the middle of a fight with three or more flying drones and need to recharge a weapon manually via the inventory in real-time.
I can understand the impetus to want to retain the same interfaces and not make an entirely new one just for fighting. I also have a great deal of respect for Hello Games, they were incredibly interested in supporting Linux for their Joe Danger games back when I wrote for the now-defunct LinuxGames.com. But it is difficult to imagine anyone thinking that this real-time inventory management during combat was a good idea. It could have been interesting in a kind of FTL systems-management under-fire perspective, but that isn’t what this is.
It could be that as you progress in the game your gear will change and provide more benefits during combat, there are some hints of that after the few hours I’ve put in so far, but I don’t see it ever changing to completely remove the burden.
My hope is that the game is updated to pause while you’re in the inventory or just does something else entirely with the combat because this one part of the game is dreadful.
I’m still enjoying NMS and I feel like I’m about to indoctrinated into a cult as I follow the Atlas quest. This isn’t a review because I haven’t had a chance to play more of it yet, but I would still recommend No Man’s Sky to anyone interested in living in the universe of a 1950’s sci-fi novel cover.
Hello Games’ No Man’s Sky has been out for a week now on the Playstation 4, and I’ve been playing it since Friday on Windows.
Evan Lahti has an article up titled “Anyone who uses the C key to crouch is a hopeless degenerate“:
However someone who uses the C key to crouch is not welcome, and they do not deserve our respect. The C key is the bastion of fools, and as a community we need to shame its use.
I don’t disagree with his conclusions, it is uncomfortable to swap to the C key from WASD, and I’m probably going to configure more games to use the ctrl key for crouch as I have been one of those degenerates who goes with the default, but this is coming from someone using sentence case in the title of an article. Come on.
Now we know where Patrick Klepek went. In a post for Vice Gaming, with fellow Giant Bomb alumnus Austin Walker, Klepek confirms that the rumored variation of the Playstation 4 with improved horsepower would be announced on a very busy September 7th:
Sony will reveal the first details on an upgraded PlayStation 4 at a September 7 event in New York, French gaming website Gameblog reported today. VICE Gaming can confirm that it’s heard the same information from multiple sources familiar with the planned rollout for the new machine. These sources chose to remain anonymous because they are not authorized to speak publicly about Sony’s plans.
The NES was the premier gaming console when I was growing up, and Nintendo Power was the outlet for all of our interest in games for years.
I don’t think it ever crossed anyone’s mind how strange it was that the only source of information was directly from the console maker who also created each issue of the magazine up until 2007 when Future took over.
Not that there weren’t other gaming magazines, but this was pretty much it for many people.
It’s an interesting correlation to today’s in-house corporate media reaching out to their communities. Nintendo’s videos, Sony’s has their Playstation blog and podcast. Microsoft has their Major Nelson, whose podcast I listened to up until he started saying that HDMI wasn’t an improvement over component cables back when the 360 didn’t have an HDMI port.
Archive.org has been hosting incredible collections of random stuff for years. I just found a functioning version of one of my favorite Windows 3.1 games, WinTrek, that is emulated directly in your browser. They have now collected 145 scanned issues of Nintendo Power spanning from 1988 through 2002.
The signal from Sir, You Are Being Hunted developer Big Robot is that they are working on a new game called The Signal From Tölva.
The last we heard from Big Robot they had added networked trombones to Sir, You Are Being Hunted. I’m not kidding.
Now, they’ve announced the new open-world FPS, The Signal From Tölva. Big Robot have ditched the procedural generation when you launch the game in change for pre-procedural and handcrafted artisanal world to explore. This time Signal will be available for macOS and Windows. Last time Sir was available for those as well as Linux. I’ve shot an email off to the plus-sized metal creature asking if they’ll be doing Linux this time as well.
Big Robot have more information about The Signal From Tölva on their blog. It’ll be pushed out the door next year in 2017.
Quake Champions and the new Prey were announced back at Bethesda’s E3 2016 Press Briefing. Both have new trailers out with gameplay footage during the annual Quakecon gathering. That has become Bethesda’s second conference of the year in addition to the traditional giant LAN party.
I was initially pretty psyched for a new multiplayer arena-shooter Quake from id even if the characters looked to be individualized with abilities specific to each.
The new Doom was a huge surprise, even though the multiplayer wasn’t that hot. Maybe they would do a better job with Quake Champions which appears to be solely focused on multiplayer? Well, it turns out to be a little less exciting because a third-party is developing the new Quake. Saber Interactive worked on 2014’s abysmally buggy Halo: The Master Chief Collection, though who is to say if that was an issue with Microsoft’s 343 or one of the four other studios that worked on the bundled collection.
id software had a great collaboration with a third-party when Machine Games made Wolfenstein: The New Order in addition to the standalone expansion, Wolfenstein: The Old Blood.
I don’t doubt that Saber could put a good game together if the right situation arose. Maybe they just need to work with the right collaborator in id software? If not, well, we’ve still got ioquake3.
Prey has fewer question marks, it’s clearly not related at all to the 2006 FPS from Human Head. Instead, Arkane is making it. Their Dishonored from 2012 was excellent as a first-person stabbing simulator.
Quake Champions will have some kind of closed-beta, presumably for people that preorder, in 2017. Don’t pre-order games. Prey is out in 2017.
Daniel Perez hasn’t given a final verdict yet, but has a review in-progress of the new Xbox One S that is out today:
When the original Xbox One was revealed, there was quite the uproar as to its size and design. Microsoft didn’t change the overall shape of the Xbox One S, but what it did change makes it look less like my grandmother’s VCR. It’s smaller, white, and offers an interesting use of textures to various parts of its body. While the holes located at the front of the console appear to be for aesthetics, the holes surrounding its perimeter are obviously for venting purposes as I can spot smaller vents that aim directly into them.
It also finally did away with the infamous Xbox power brick as its power supply has been squeezed into the new console’s body. Without a power brick to weigh it down, the Xbox One S feels more portable than ever when combined with its reduction in size and weight. It also has done away with a dedicated Kinect port, which we’re sure won’t surprise many considering how Microsoft has been slowly steering away from motion-based gaming.
It also displays 4K UHD Blu-ray discs as well as upscaling games and other videos to 4K if you have the appropriate display. It sounds like a good upgrade, until you realize that the other new Xbox, codenamed Scorpio, will be out next year with a healthier tech upgrade that actually has more powerful guts than this Xbox One S.
The virtual arcade of the 80’s and 90’s, New Retro Arcade: Neon, has been released to Windows via Steam for the Oculus Rift and HTC Vive HMDs as well as regular displays. New Retro Arcade is a 3D arcade that lets you hook ROMs into virtual arcade cabinets as well as virtual consoles. It also has other attractions built-in like skeeball (invented in Philadelphia!), basketball machines, air hockey, and more. The game supports multiplayer, but ROMs won’t be shared to other players so you’re limited to the attractions. You can also modify the arcade to swap out cabinet artwork that matches the games you install along with changing the other in-game art and music.
I played New Retro Arcade back when it was a tech demo, and there is a free demo available on Steam if you didn’t get the chance. Virtual spaces have always been interesting to me since back in the day my friends worked on an avatar chat system called OpenVerse.