No Man’s Sky Review: How I Stopped Worrying and Learned to Love Exploring


Posted on August 13, 2016 by Broken Joysticks

Review written by John Edward Bridgman – follow him on Twitter at @JEBWrench!

 

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Here is what you will see when you warp around in a system

Finally, after all the speculation, articles, and setbacks, Hello Games’ space explorer No Man’s Sky is here. We are finally able to answer the question, “What is No Man’s Sky?” And that answer is – a pretty good exploration and space trading game with minor crafting and survival elements.

It sounds pretty basic when framed in that way, and in words It’s not particularly elaborate. However a quick summary of its genre doesn’t encapsulate the experience well enough. If you’re expecting something different out of the game, or don’t care for what its core offering is, it’s not likely to draw you in.

The exploration itself is at once relaxing and fascinating, with ample opportunities for the game to surprise you with what it presents you. Expansive vistas, crystalline chasms, and vast plains of alien wildlife are all things I’ve spent time admiring. It does get a little repetitive the longer you stay on a single planet, but being able to leave fairly easily helps remedy that.

Starting off with a wrecked starship, the tutorial asks you to gather resources to make repairs to your shit, and ready the ship for spaceflight again. This servers as a tutorial and walks you through everything you need to do fairly quickly. It introduces the games systems and mechanics – primarily the implementation of crafting the game uses – while leaving you some room to tinker as you discover upgrading and modding your equipment.

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There is a lot of this, going around the world scanning for resources

Inventory management plays a major role in the game. Both your starter ship and first suit have and infuriatingly limited amount of space. You can acquire additional slots and bigger ships through various methods as you explore, but starting out in particular you will run into full inventories fast. Until you find a trade uplink, your only option is to get rid of excess stuff permanently. This makes a lot of early game exploration feel hollow as you can’t keep any hi level resources you find due to a lack of space.

There is an interesting interaction involving the inventory system. When you use upgrades and mods to your suit and ship they occupy an inventory slot. Having to decide between the improvements to exploration and combat or carrying more stuff to sell is not irrelevant, and I found that I would hold off on useful upgrades until I had a chance to offload more of my goods.

As far as combat goes, it is not particularly great. On land, there are drones that analyze the environment, wildlife, and you, and if you seem to be threatening, they will attack. They don’t do much damage, and if you evade their line of sight long enough they will deactivate. The main thing the player can get from them is that  they are made of Titanium which is useful. Shooting them down is easy even with the basic mining laser.

Naming the Animals is pretty fun

Naming the Animals is pretty fun

Space combat is a different story. Learning how to line up your shots takes some practice, and the nature of starship combat can make it really disorienting until you learn how to read and react to the on-screen indicators. Luckily, you can make repairs on the fly so it’s not unforgiving if you get in a dogfight without being certain what’s going on. You also are given some advance warning of incoming ambush, so you can fly off or warp to another location if you aren’t ready to fight.

Setting off to a new star system is exciting, and I have not lost that feeling of wonder every jump to hyperspace. While you start to notice some common set pieces on the individual planets – abandoned buildings, outposts, and production facilities offer you the same sort of thing on every planet, there are still some surprises to be found. Some of these I wish would be less frequent, because they lose a lot of effectiveness if you see them too much.

Survival elements are technically in the game, but they aren’t really worth worrying too much about. Almost every planet has something dangerous about it – whether it’s radiation or extreme temperatures.  Players will have  you have a meter that measures how much protection you have remaining and a warning will pop up when you are getting low. When that runs out, your life support lowers. Those two are basically your only concerns and they replenish easily. You recharge your life support with Isotope-type elements, which includes carbon (which can be gathered off almost anything that is alive). This effectively eliminates the survival aspect of the game.  Your resistance meter is recovered by finding shelter, either in a building, cave, or your ship. Hopping into your ship takes care of most of your survival needs almost immediately.

The planets I have seen so far have been interesting and diverse in their traits, though I have seen individual elements repeat a few times. I can see them becoming repetitive after even more planetary jumps. However, foe now even the two most similar planets I’ve seen have felt different enough thanks to palette differences. Also interesting is that it took about eight planets for me to find an ocean. Even though I thought I had seen all the games engine had to offer, finding that ocean left me to wonder what else is in store.  There are supposed to be over 1 billion randomly generated planets, with nearly endless possibilities’ the only barrier is time.

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Some of the vistas in this game are absolutely jaw dropping

One of the most prominent and touted features is the ability to name and upload your discoveries. When you do so, you get rewarded in game for your discoveries with cash. This will help you to purchase larger ships or rarer resources. This is not a viable method of income, but it is fun to do. The trouble is twofold with this however. First, your name cannot be changed once you set it. If you make a typo or don’t like your decision later on you can’t change it. Second is there is just so much to name, and I find it difficult to upload something without naming it, as it feels like a wasted opportunity. You may not be bothered by this as much, but I feel that allowing you to alter names later on would remedy both if these.

The soundtrack is incredibly relaxing for the most part, though it gets intense during dangerous situations like combat. The ambient music that plays as you explore feels right and helps put you into the appropriate mindset to let your mind be drawn into the world around you. It enhances the game greatly, and honestly most of it works really great as relaxation music on its own.

While there is something going on in game on a galactic scale, there’s not really a traditional narrative. Instead, as you travel from planet to planet, and encounter more sentient lifeforms, you pick up on some of the history of the beings you encounter. Finding ruins and learning their languages lets you delve deeper into these histories, and I couldn’t help but find myself formulating theories on how events in history may have transpired. These micro-archaeological narratives are actually rather fun to work through.  This is a for sure a player driven game. If you prefer a strong narrative driven game No Mans Sky is not going to be for you.

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This is the closest you will ever get to finding a city

 

A little less fun with the alien languages are some of the puzzles. You will sometimes encounter malfunctioning systems that ask you for an action to repair them for a reward. These will come with an instruction in the alien language, so if you know the right words it’s trivial to solve, otherwise it’s guesswork. Along with those I’ve seen number pattern puzzles as well, so if you’re put off by those that will likely be a disappointment. Having the puzzles isn’t a deal breaker, but they do feel underwhelming.

No Man’s Sky manages to be both ambitious and expansive, but restrained. It’s a game of moments that can draw you in enough to push you through the more repetitive parts. When its formula works it’s outstanding, and when it doesn’t, the cracks show. It doesn’t really have much to offer people who aren’t interested in the things it does; it isn’t likely to be the game to make exploration and crafting your thing if they’re not already. However, I highly recommend it to anyone who does enjoy this style of play. It may also be worth playing if you are inclined towards space, as it creates some amazing moments as you soar through the stars.

This is a review of the PlayStation 4 copy of No Mans Sky Which was provided by Sony for review.

 


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Roccat SOVA Hardware Review


Posted on August 10, 2016 by Broken Joysticks

Review by: J. C. Campbell

The Roccat Sova is a handsome black illuminated PC keyboard and mouse pad for your lap. It’s designed to deliver the same control you’d expect from a normal desktop setup, but in your lap. Either while you’re sitting on the couch or anywhere else you might have a flat surface. It meets this goal admirably as long as you’re using it on a PC with Windows. It does not have linux at the time of this review, beyond simple USB keyboard typing.

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The full glory of the SOVA (couch not included)

The styling of the Sova is black and sleek, but it’s by no means undersized. It’s made of thick, very sturdy, black plastic. The design wouldn’t be out of place stashed next to any modern gaming PC. The mousepad features a large grey-on-black Roccat logo and there are several other Roccat logos subtly embossed into the plastic in various places. If there’s one thing that you want in a lapboard, its comfort, and the Sova delivers it. The keyboard is a full-sized keyboard but without a number pad: this leaves more space for the mouse pad. The unit had plenty of spare space for mouse use, while still sitting comfortably in my lap. The keyboard itself measures 300mm long by 120mm tall.

10The blue illuminated keys make it easy to find the key you’re looking for, even in the dark. Unfortunately, the model I was delivered was stuck in “breathing mode” for its backlighting. However, the backlighting is supposed to have multiple modes, and 6 different levels of illumination. The keyboard itself seems very high quality for a membrane keyboard. The keys are as high quality as the best membrane keyboards I’ve used, but of course it cannot compare to a mechanical keyboard. The upside of the unit having a membrane keyboard is that it’s quieter. The keys do not make any kind of clicking or clacking noises when pressed. There is a mechanical version of the Sova available for an extra $50 US, however.

Just the keyboard is affixed to the unit, the rest pops off quite easily

Just the keyboard is affixed to the unit, the rest pops off quite easily

The Sova has a great system for keeping pesky mouse cables out of the way. There are long channels molded into the back. These channels are designed to route cables through. In addition,  a mouse-cable holder snaps onto a variety of positions along the back of the keyboard. This holder grips your mouse cable and brings it up to the top of the board, ensuring you always have just enough cable for your mouse. This is a great feature which means there’s no worry that your mouse cable will get caught or trapped and prevent you from making the perfect head-shot.

 

The Sova includes a two-port usb hub. One of the ports is for your mouse, and the other is for your cell phone or other accessory. Unfortunately, connecting a cell phone to the keyboard is just like connecting a cell phone your computer. Because, this is a data transmitting USB port, the phone will recognize the keyboard as a computer. Phones only request 500 milliamps from computers so as to not stress the power supplies. This means it will only charge the cell phone very slowly. Roccat’s website indicates that eventually a cell-phone-holder accessory will be made available which clips onto the back of the Sova.

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The USBs go in the back.

The keyboard and USB hub connect to your PC via a single long “breakaway” USB cable. The cable uses a 4-pin mini-DIN connector rather than a standard USB connector. If you misplace or break your Sova’s USB cable you will have to order a new one from Roccat. The USB cable also has two plugs and is meant to take up two USB ports. I suspect this is to provide extra power to ensure that the keyboard, mouse, and third device can all be powered without overloading a port on your PC. However, Roccat doesn’t explain this anywhere that I can find.

The mouse pad, wrist rest, and lap cushions are all removable, and according to Roccat replaceable. However, the keyboard doesn’t come with any replacements, so you’ll have to buy those separately if yours wear out. The mouse pad and wrist rest are both held in with magnets The lap cushion snaps in with plastic tabs. I like the use of  magnets, because it makes it easy to detach things, but they still feel secure. The keyboard is built into the Sova and cannot be removed. Since it’s on the left, and the mouse pad is on the right, if you use a mouse left-handed, the Sova will not work for you.

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The “rail” on the back of the keyboard currently holds the mouse cord holder, but Roccat has promised that more accessories will come later.

The mouse pad is, quite honestly, the best mouse pad I’ve ever used. My mouse glides so smoothly over the surface it’s almost like it was floating on air. Combined with the mouse cord holder, this delivers an incredibly smooth mouse feel. I also tested it with Roccat’s own Kova mouse, and the experience was equally good. Right now Roccat is giving everyone who preorders the Sova a free Kova mouse.

Features like n-key rollover, (anti-ghosting) and illumination control do not work without the Windows drivers installed. So, if you’re looking for a lapboard keyboard to play on consoles or to control a home-theatre media PC that isn’t Windows, the Sova isn’t going to work as advertised. In fact, until you set the key illumination up with the Roccat software, it’s stuck in a pulsing mode that would be quite distracting while watching a movie. I was never able to get it out of pulsing mode, but I assume this is something that will fixed with a driver update.  Unfortunately, I was unable to obtain drivers for the Sova via Roccat’s Swarm software. I can’t confirm any of Roccat’s claims about n-key rollover (anti-ghosting), illumination control, polling rate, or any of the other advanced features. Hopefully the drivers and features will be available when the Sova is officially released. 

After reaching out to Roccat’s community manager Tuan Mai I recieved this “the driver (with the features you mentioned) will be available when the product ships.” The version we reviewed is the cheaper version with a membrane keyboard (not a mechanical keyboard) and with only global illumination control. The more expensive version has per-key lighting control. At the time of writing, the Sova is available for pre-order from NewEgg in the United States for $150.

Roccat also claims that CAD (computer-assisted design) files for people with 3D printers will be made available. The idea is that owners with 3D printers would be able to print their own accessories that snap on to the Sova in the same way the mouse cable holder does. One accessory I’d like to see would be a clip to hold my TV remote control.

The Sova is designed for one thing: gaming comfortably, and it delivers that. It’s robust, made out of sturdy plastic with many removable pieces.  Just don’t spill your drink on it. The biggest problem with the Sova is that it currently lacks driver support. Overall, I’d recommend the Sova for anyone looking for a simple solution for gaming on the couch.


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Rigged Up: Steel Series M500 and Sibera 350 Review


Posted on June 1, 2016 by Broken Joysticks

Review by: j.c. campbell

The SteelSeries Apex M500 mechanical keyboard is a good mechanical keyboard at an excellent price. $99 buys you a full-size backlit mechanical keyboard with Cherry MX red switches. Unfortunately, there aren’t many options: you can have any keyboard you like as long as you like blue blacklighting and Cherry MX red switches. The Cherry MX reds are mechanical key switches with zero tactile feedback and zero audible feedback, unless you count the feeling and sound of the key hitting the end of its travel, or “bottoming out.” There is zero feedback when the keys actuate or make electrical contact and send a signal to your computer that a key was pressed. Because of this, we found ourselves pressing the keys down all the way all of the time just to be sure. Many people prefer this type of key for gaming, especially in first-person shooters, where you aren’t typing as much as holding down keys for precise amounts of time to move in the game. However, it isn’t considered optimal for typing by most people, so if you plan on spending any significant amount of time typing this keyboard might not be the best.Read More


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Mushroom Wars | Review


Posted on April 15, 2016 by Broken Joysticks

Mushroom Wars, the acclaimed PS3 strategy game by Creat Studios, has made its way to PC.

On its surface, Mushroom Wars comes across as a cutesy game that might be better suited to children than adults, with a simplistic art style and user interface. You’d be wrong to approach it this way, as the game is deceptively difficult. The game begins easily enough, with competent tutorials explaining the game’s mechanics, but rapidly becomes a tough, pure RTS experience.Read More


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Wreckfest Dev Bugbear Files For Bankruptcy


Posted on April 13, 2016 by Broken Joysticks

Bugbear Entertainment, developers of the highly anticipated Next Car Game (later renamed Wreckfest) have filed for bankruptcy. The news surfaced from Finnish financial information website, asiakastieto.fi, when it published a list of all Finnish companies that had file for bankruptcy in March of this year. It appears that Bugbear has been forced into bankruptcy by their debtors.

Bugbear have so far not informed their fans that they are in financial trouble, and it is thanks to Steam user Tibelius sharing their findings that Bugbear’s situation has come to light.Read More


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Further Oculus Rift Delays Due To Microsoft?


Posted on April 12, 2016 by Broken Joysticks

Today Oculus announced further delays on Rift shipments, potentially as long as two months for some customers, sparking outrage amongst VR fans. The company confirmed once again that the delay was due to a component shortage, and that they were shipping units as quickly as possible. Oculus still remains tight-lipped on what component exactly has caused the shortage, but that hasn’t stopped Reddit users from speculating. Multiple theories, ranging from issues with the camera used to track the headset, to a lack of wireless Xbox One dongles, were made. According to a post to Reddit by a supposed Oculus employee, under the alias ‘cvinsider’, it may be due to Microsoft.Read More


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Rise From Your Grave! Can Arcades Come Back?


Posted on April 12, 2016 by Broken Joysticks

Ahh the 80’s… Slightly before my time as I was born in ‘91, but thanks to older relatives’ hand-me-downs of computers like the Commodore 64 & ZX Spectrum, being raised on reruns of classic cartoons (and the odd horror film courtesy of aforementioned relatives), and most importantly, spending my youth at the local arcades, I feel like I can almost remember that decade.

Arcades were definitely in their peak around the 80’s and 90’s, being the best place to play the latest games with, for the time, mind-blowing graphics, and until relatively recently were the only place to really get your gaming fix.Read More


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Oculus Rift Launch. Things Begin to Look Up


Posted on April 3, 2016 by Broken Joysticks

The 28th of March was the exciting big launch date of the Oculus Rift, when the premium VR headset would ship to those who had pre-ordered it. Except… It didn’t. Oculus originally generated a lot of excitement by shipping some units early, with some Kickstarter backers of the original devkit, who were promised a free consumer version, receiving their Rifts on launch day. In spite of this promising news, only a small amount of units actually went out to a handful of customers who pre-ordered, and only US Kickstarters received their free Rift. A considerable amount of people who were promised their Rift in March, myself included, had the date pass by without any sort of update from Oculus.Read More


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Warframe – Proving F2P Can Work


Posted on April 2, 2016 by Broken Joysticks

Author’s note: The free-to-play pricing model I discuss here is in regards to games that can be played without spending any money, rather than the label that MMORPG games use when they don’t require a subscription fee (but still do require an initial purchase). I will also be intentionally not talking about the majority of gameplay, to instead focus on Warframe’s free-to-play aspect.

It’s not uncommon for the gaming community to dismiss a title, even if it looks promising, if it releases with a free-to-play payment model. I admit that when I see the words ‘free to play’ attached to a game, even I immediately assume the worst: Microtransactions designed to gouge the player’s wallet, important game content gated by paywalls, or (usually in PvP games) a pay-to-win scenario. It’s a stigma that free-to-play games aren’t entirely undeserving of. But just because the payment model usually doesn’t work, does it mean that it can’t?Read More


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Pokemon Sun and Pokemon Moon Leaked Day Ahead Of Nintendo Direct Conference


Posted on February 25, 2016 by Broken Joysticks

Pokemon Leaked

Nerdleaks.com, a website known for hunting down info and posting it to the public before their official announcements, has just leaked the names and logo’s for the new Pokemon games. Nintendo has registered the trademarks of “Pokemon Moon” and “Pokemon Sun”, along with their corresponding logo’s. It’s been almost three years since the last generation of games (X and Y) came out. With the 3DS sales number slowing somewhat in recent month, this may help the handheld pick up the pace until Nintendo decides to announce a new one.

 


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Fallout Shelter Convinced Bethesda to Create More Mobile Games


Posted on February 20, 2016 by Broken Joysticks

Fallout Shelter, which was released last year during E3, had a surprising amount of success. As a result, Bethesda has expressed a desire to create more games like it. Speaking to Gamespot, Director Todd Howard said:

“It’s in your pocket, a lot of [the games are] free or easy to try. So every time you’re playing, you’re thinking, ‘We could do one of these, I think we could do something special here.’ So we’re gonna do more.”

Fallout Shelter did so well it temporarily over took Candy Crush Saga as the number one game on the Android and IOS marketplace, and is still making quite a bit of profit to this day. Bethesda is also not the first publisher to have success with mobile spin-offs of major franchises either, with both Tomb Raider Go and Hitman Go making a tidy profit for Square Enix. With these proven successes in the mobile market, it would not surprise me to see more of these spin-offs very soon.


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Bethesda Working on Three Big New Projects


Posted on February 18, 2016 by Broken Joysticks

New projects Bethesda

Apparently Bethesda is working on no less than three big projects, each of which represents a “Bethesda-style game”. Speaking at Dice in Las Vegas today, Todd Howard, the director of both Fallout 4 and Skyrim, had this to say:

“We have three longer-term projects we’re doing that are all … we’ll talk about them at a much future date. But they’re different than anything we’ve done before while also being a Bethesda-style game; (they’re) big and crazy.”

It is not known whether one of these three projects is the next entry in the Elder Scrolls franchise, although seeing as “they’re different than anything we’ve done before”, they might very well all be new IP. Calling them Bethesda-style games seems to suggest they will be modern RPG’s in the vein of Fallout and The Elder Scrolls. Like with Ubisoft, I am somewhat worried that making the same game with a different coat of paint will eventually become tiresome. Bethesda isn’t milking that cow nearly as hard as Ubisoft however, and applying the formula to vastly different settings could be interesting. We still have far too few wild-west RPG’s in my humble opinion. Plus, if that happens, somebody will mod in Macho Man. Somebody always mods in Macho Man. And it will be glorious.


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Doom’s Single-Player Campaign Is 13 Hours Long


Posted on February 14, 2016 by Broken Joysticks

Doom

The developers of the Doom reboot have confirmed on twitter the campaign will be a hefty thirteen hours long. If you were worried about the game being a five hour romp largely focused on the multiplayer, as many shooters are these days, you can rest easy.

Personally, I much prefer quality to quantity. I don’t really think it’s much of a positive if a game is thirteen hours long if I’m gonna be bored while playing it. Having said that, I expect that playtime is an important way to measure value for a lot of people, and having a long campaign isn’t a bad thing by any stretch. I wasn’t exactly a fan of Doom 3, but a lot of the trailers indicate the game wanting to hearken back to it’s older roots, which could be interesting for sure. Look for the new game to drop on May 13 2016.


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Crash Bandicoot Reboot Possibly Leaked by NECA Toys Director


Posted on February 14, 2016 by Broken Joysticks

Crash Bandicoot Reboot

Randy Falk, director of NECA Toys,  may have inadvertently let slip details about a revival of the Crash Bandicoot franchise. This is not too long after Sony teased a return of the old franchise on their Middle Eastern account.  Speaking to youtuber PixelDan, Falk said:

“We’ve got back in with Sony. And looking at some of their other titles…I see they’re bringing Crash Bandicoot back, so there’s some great stuff there.”

Sony has been doing very well this console cycle, with the PS4 easily occupying the spot of best-selling console of the generation.  Perhaps it’s this position that makes them feel comfortable testing out the interest for some of their old franchises. My money would be on some kind of new entry being announced at E3, maybe even earlier. As for how well it will do, it depends. There are a lot of customers for old-style platformers, as several kickstarter successes have proven. However, these kickstarters often have industry legends attached, and many of the people that originally worked on Crash have long since left the studio. The question is if the brand itself is still worth anything. I’m pretty sure we won’t have to wait too long to find out.


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Fallout 4 DLC Confirmed For Near Future


Posted on February 11, 2016 by Broken Joysticks

Fallout 4 DLC

Today Bethesda took to twitter to let us know Fallout 4 DLC is in the pipelines. While this is not a major surprise to anyone, it is still interesting to hear about it now after a relatively long period of time since release. Fallout 4 has been out for three months now and is still waiting for it’s first major piece of DLC to be officially announced. By comparison, Fallout 3’s Operation Anchorage was released only about two months after the game’s release. It is unknown whether the longer wait this time around has to do with more ambitious plans for the DLC , or other factors.

In a second tweet Bethesda also talked about an overhaul to survival mode.  No specifics were given other than that it would involve “food, sleep, diseases, danger and more”. As of time of writing, it is not known exactly how much worse this overhaul will be than the myriad of mods that add the same features.


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