Did the game live up to your expectations?
Jim Sterling marked the game a 5/10. And the consensus seems to be that the Skyrim shcool of gamemaking has reached his peak, providing us with hours upon hours of ankle deep, uninteresting buggy content.
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I have to add a little thing for people not famiiar with Jim Sterling.
5/10 is not terrible like at IGN 8/10 = fail.
5/10 = mediocre, average, why should I play this and not something else?
that's it, I jsut wanted to point this out to everyone
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They'll take it all down just like they took down poor Dave!
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Actually, I meant "exactly what I expected" as a positive thing. I have a general notion about what procedural generation can give. And NMS still blows my mind.
And now is a very interesting time since the team will probably be implementing lots of new stuff based on the players feedback.
I'm still a supporter.
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I've not played the game, and it's not a game that really interests me, but reading about it has made me wonder how much of the features that people think were supposed to be in the game were in fact based on hype and what people who were hyped for the game wanted to be in the game. NMS ended up in a situation where it could never be able to actually live up to the hype generated around it.
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the features that people think were supposed to be in the game were in fact based on hype and what people who were hyped for the game wanted to be in the game
This.
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They talked about the size of the universe, about how it would have different types of planets, and a bit about how things would change the closer you got to the core, but they said very few concrete things about it. Which is part of the reason for why I did not get the hype, most of it was just wishful thinking.
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So the hype didn't hold up... who would have known ;)
I am shocked. Shocked I tell ya.
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Indeed, good sir! I really did expect the game to make me coffee and toast each morning. How dare they not implement those features!
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True but in the case of video games I wouldn't say it's developers that fail us but people normally just have completely unrealistic expectations.
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They did not put all that much effort into marketing though. This seems to be more of a case of the community that was built up around the game doing most of the job for them.
It's a similar situation to what Undertale is in actually. There's no way Undertale can live up to the hype that the community built up around it, so chances are that you'll get disappointed when you play it, if you followed the hype (I'm actually playing Undertale right now. It's a good game, don't get me wrong, but it's obviously not living up to the insane hype that's surrounded it).
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Undertale works best when you play it blind, which is weird since it is Undertale fans who do the game a disservice by hyping the game into oblivion.
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And they all say that you should know as little as possible about the game before playing it while hyping it.
I've been able to avoid most of the actual story spoilers thus far, but it's hard to completely ignore the hype and base your expectations on the good things you've heard about it.
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Glad you have managed to avoid most of the story spoilers. When you get the chance, you should try a pacifist run. Didn't bother with genocide though, so I can't speak much about that.
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D:
I actually liked it for what it was. I can see why some would have issues with it and it is not 'the best game ever' by any stretch of the imagination. However, that being said, I do not feel that one could improve upon the game without drastically changing the very core of the game itself. To me, it is the perfect form of itself and that is what every form of media, be it video games, books, etc., should strive to be. I do not expect perfection, but merely a demonstration of something doing their best and I feel Undertale did that.
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It's funny that you mention spoilers being bad and and then immediately talk about these two runs. I think the names of the runs are two of the biggest spoilers you could possibly give someone.
With plot spoilers, people can say "oh well" and enjoy the rest of the game as a surprise. When you name these two runs, you potentially change their entire game experience. Knowing that it's a game mechanic makes you immediately re-evaluate the way you're going to play the game, and potentially play the entire game in a way that's less fun for you. And the game hints heavily that it's a mechanic eventually anyway - right near the end when it's too late to change anything. I don't think I need to tell you what it's called when you tell someone about things in the endgame.
Plus, because people only ever name these two, it plants the seed in your head that they're the only two endings worth going for. People might still play another path, but they do so knowing that they're not going to get a "good" ending and they'll be thinking about their next run the whole time.
EDIT: See the post above me for an example. Entire first run redefined because someone told him it was a game mechanic. Maybe he would have chosen to do that anyway, but now we'll never know.
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From the steam page description:
UNDERTALE! The RPG game where you don't have to destroy anyone.
Telling someone the fact that I enjoyed the run where you don't kill anyone is not really a spoiler since the game tells you outright that it is possible. The fact that you are given the option of whether to kill or not should be an indication that this would lead to very different endings. I would be more surprised if that wasn't the case.
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There is a big difference between the store description saying "you don't have to do X" and players saying "There are two endings entirely defined by whether you do X." One of them is a feature. One of them is a walkthrough.
I understand that it's ingrained in the Undertale community very heavily, but just think about the game design. Think about what the first encounter leads you to believe, and then what happens once you believe that. How are you going to respond to enemies after that? And then think about the first "boss". Isn't that where your response is supposed to change, because of your feelings about the character?
The game intentionally leads you to mix your decisions, but the names of the run stick in your head and override what the beginning of the game is going for.
A plot spoiler changes your experience with a specific part, but leaves the rest of it a surprise. Knowing that Darth Vader is Luke's father takes away the surprise from that one scene, but it doesn't make the battles on Hoth or the escape from Cloud City any less dramatic. A mechanical spoiler about how the endings work influences your entire playthrough. You may want to make a decision one way, but because you know there's an ending for doing it the other way, you choose for the ending instead of choosing for yourself. It makes your entire first experience potentially less fun in just two (or four) words. Tell me - which one is worse?
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This argument assumes though that a player would start this game with the assumption that one could have the same ending regardless of their actions. Wouldn't you find it a bit odd that a game, which clearly states on the onset that how each battle concludes is up to you, would allow for something like that to happen? How does not the premise of choosing who lives or dies not drum up some suspicion that these actions will lead to vastly different endings?
By making the player aware that they have a choice of whether to spare someone or not should be a clear indication that there is more than one ending. Otherwise, why would you give the player the option to decide if you are going to remove all effects of said choice right at the end.
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I don't think people sit there at the beginning of a game, look at all their options, and wonder "Why are all of these an option? How will all of these influence my ending?" There's a "run away" button in most RPGs. When you start a new RPG, do you assume that there's an ending for running away from every encounter?
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Yes, building a strong community around the game seems to have been a part of their marketing plan. But a lot of the things people thought would be in the game were things that the company never promised, but were things that were spread by people who were hyped for the game, and repeated over and over, not by anyone from Hello games, but by the community, until it became "truth", and I don't really think you can blame the company for having overzealous fans who decided that things that were never supposed to be in the game were going to be in the game.
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I see your point of view. But I assume the information is said a way (carefully worded by a marketing department) the false expectations is intended.
For example: "You can't see yourself, so the only way to know what you look like is for somebody else to see you."
This does not promise anything, but can mean a thousand things. These kind of sentences do not happen by accident but do exactly what they shall do.
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Depends on what you consider marketing. They didn't do lots of traditional advertising, true.
But it got a prominent spot at conventions, lots of sugarcoating and glorification from officials, befriended developers and press. I can't remember one prominent voice who would have declared that having some nice procedural generation tech is actually only one half of a game. Or even less.
But I agree that the community still could and should have known better. Ignoring facts over feelings seems to be a general trend these days, as can best be seen in politics.
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i'd blame useless 3rd-party sites/facebook/twitter trying to get more views by hyping absolutely everything.
each time something new appears, it's posted/announced/streamed everywhere constantly till i start to hate it.
and of course, people tend to get ultra-stupid when reading all the info thrown at their faces.
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Pretty much, anyone that took time to actually look at this game properly knew this was coming. Hell when you have interviews where devs are avoiding simple questions like "What do you actually do in game?" then you know there is something not right.
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I was never really too excited about this game, and couldn't really understand why everyone else was- but then again, I wasn't following it very closely and had no idea about what was going to be in it except "a very large amount of (randomly generated) planets". That wasn't enough to put it on my radar. If it really is being received as poorly as you say, well... bring on the schadenfreude, I suppose.
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I mean, if you want a "walking simulator" on space to chill and see planets and stuff, I'd say go for it, not at the 60$ mark, mind you, but when it's sensible priced and the bugs are ironed out (à la Starbound maybe)
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Wow the responses to this thread so far have been the complete opposite of what I expected. Maybe SG isn't so bad after all.
The game is alright. Could've been good but just like Elite Dangerous, lacks any real depth. All the hype was bs, which was obvious. Sean Murray is a modern day Peter Molyneux. The game is bugged as hell, that's for sure. Had clipping issues, take off issues, fallen into the map, the game even crashed on two occasions. And as I thought from the start, it's not worth the $60 price tag. Definitely hasn't had that much effort put into it. $20, maybe $30, would've been more reasonable. I'm just glad I didn't pay for it.
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Well the world needs at least one Peter Molyneux kind of person(while I enjoyed Fable games cant deny his hype creation skills) to remind us that hyping game or a movie isnt a good thing in the long run ... but oh well.. its not like most people ever learn.
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My hearth was hurt by Molyneux one too many times, I'm a sarcastic cinic when it comes to hyping up games now, no matter what they show or tell I'm like "wait for it, this is gonna suck one way or another)
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"Back in October Hello Game's founder Sean Murray said on The Late Show with Stephen Colbert that "You can't see yourself, so the only way to know what you look like is for somebody else to see you."
When Colbert asked if you could run into other players, Murray responded "Yes, but the chances of that are incredibly rare because of the size of what we're building."
More recently Murray and company downplayed this idea of meeting up, emphasising that No Man's Sky is a single-player game with a few nifty online features like uploading names.
"To be super clear - No Man's Sky is not a multiplayer game. Please don't go in looking for that experience," Murray said just yesterday on Twitter. "The chances of two players ever crossing paths in a universe this large is pretty much zero."
"We do have some online features and easter eggs so people can know they are playing in the same universe. It's about cool 'moments'", he added."
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I didn't even know what the game was prior to launch. The fact that the devs were extremely vague about the game throughout development really put me off :/.
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To be honest I fully expected it. Hype is rarely met in these kind of games.
Sad thing for those who actually expected a great game though.
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I mean, maybe it sounds as if I wanted the game to fail. I however glad this game is out and while it's not a masterpiece it seems playable. I just depised the PR campaing and bombardment of news we've been getting..
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And here i thought that this would be something good. I really wanted to see the space battles with other players. But i guess it's not happening.
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"It's better than nothing", as sensei Inafume would say. Right, guys?
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The fuck does DX:MD have to do with NMS?
Deus Ex follows the formula of previous, awesome game(s) in the franchise and everything we've seen so far regarding gameplay indicates that it will be better than Human Revolution in most aspects; therefore, it is indeed a safe buy if you liked Deus Ex Human Revolution and want more of it.
Meanwhile, many people acquired No Man's Sky without the dev letting you know what the game is exactly gonna contain and many of those were following the tremendous hype train's trail.
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All the concerns I listed in the OP are actual, documented promises Sean, the main dev, has done in the past. Nothing made out.
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I think he was just parodying what happened with NMS. Fans just made up all those features, that never were promised by the devs, and are now angry because the game is not what they (the fans) envisioned. Doesn't mean it's a bad game, it's just different than a lot of people though it was.
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This is exactly what i was expected from overhyped Spore successor from Joe Danger creators, not surprised at all. I also blame Sony marketing team, those guys ALWAYS creating unhealthy hype around all their products and sometimes it's hitting developers hard when games didn't meat hype expectations.
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The fact that they never actually revealed wtf the game was supposed to be about and involve doing at any point seemed like a bit of a red flag to me. Oh well, shame, it looked nice and had potential. That's £39.99 I can spend on cake instead.
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As someone who's been a huge fan of the software Space Engine for years, it's very difficult to be impressed by the procedual generation in NMS. Space Engine manages to make space look vast, beautiful and accurate to real-life. It's far more awe-inspiring than what Hello Games managed to make and they had none of the restrictions (unlike SE which tries to stay within what's actually possible).
As for gameplay... well, there's games like Rodina for example that argubly does what NMS tries to only better. And that came out two years ago.
It's very difficult to be excited about NMS for me at this point. It doesn't live up to what they promised in my opinion. The gameplay is uninspired and the core of the experience relies on the procedural generation, which isn't all that great. It all just feels years late and overhyped at this point.
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Yeah, it's, sadly, nothing new under the soon. I mean, we've seen the problems that procedurally generation can have (with or without a good core gameplay backing it up) and this is the umpteenth iteration of it. I liked to think they might have learnt from other's people mistakes, but it seems that the game ended up being a bunch of ill executed nce intentions.
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Hype is one thing, but when the price tag was revealed, that was the major turning point. If the game would cost half its price maybe people would be more okay with it, but with this price, they expect it to be AAA quality, and honestly, for good reason.
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So, one of the most overhyped games of the present milennia has finally released. And to the surprise of many of it's preorders it seems to outrageously fail to deliver on most of the promises done during its development
No multiplayer: while it was true that this seems to have never been a hardcore MP game (or so its defenders claim) the game seems to have no sorts of multiplayer whatsoever (I mean, unless you count as seeing L337 names on your space as multiplayer) which goes agains the multiple and reiterative promises Sean did.
To those claiming the game was never intended to be multiplayer in the first place http://www.eurogamer.net/articles/2016-08-11-no-mans-sky-limited-edition-has-online-play-icon-hidden-under-sticker
Buggy mess Terrain clipping, exploits, take offs seem to be bugged as hell, with the ships having a weird tendency of hitting things out of its way. (Example of game breaking bugs https://www.reddit.com/r/NoMansSkyTheGame/comments/4x1moy/gamebreaking_bug_redeeming_the_preorder_ship_at_a/
https://www.reddit.com/r/NoMansSkyTheGame/comments/4x53st/so_theres_another_game_breakin_but_i_found/
Ringed planets? Seems that Sean didn't like his own game, cos we all know that if you liked it then you should've put a ring on it.
Procedurally generated jillions of planets Like "slightly different" planets
Anyways, save 60 dollars and play this instead http://www.joshandjayshow.com/no-mans-sky-beta/
Same experience.
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