No Man’s Sky reveal launch trailer

The massive, procedurally-generated, and undeniably lovely space exploration game No Man’s Sky is scheduled to come out in June 2016. The launch window (because it’s not really a launch date) was revealed at the end of a new gameplay trailer that debuted during Sony’s PlayStation media event at Paris Games Week.

trailer:

The video is gorgeous, and sets the already-high bar for No Man’s Sky even higher. If it lives up to its promise, it will be nothing short of amazing.

8,446,744,073,709,551,616 procedurally generated planets.

“I think it’s really exciting,” Murray,developer of the No Man’s Sky, says. “Any programmer, any developer, grew up with PCs and PC games so it’s really nice to do that. If you’re doing a gigantic sandboxy space sim game, then it seems like PC should be part of that.”

“[At E3] we tried to show space combat, combat on the ground, sandbox elements, resource gathering. You can play as a trader, a fighter, an explorer, or kind of a mixture of all three. It’s a sandbox game—there are no missions, no quests. In some ways it’s very much in the genre of game that has become very popular on PC, particularly in Early Access.”

“I watch players get lost,” Murray tells . “And that’s not something that happens so much in games. People turn to me and go, ‘I can’t find my ship. Where did I leave it?’ You can scan, and you can find a little marker for where your ship is, but people are often amazed. ‘I got totally turned around and I didn’t realise that was there’, and about an hour or two into the game, you’ll find people playing it in a different way. They’ll actually put their ship somewhere where they can remember where it was. And they’ll keep track of there being some trees to the left, how they went down a mountain to their right. What we’re used to in games is something like Far Cry where you have pathways everywhere. They’re pre-built in and the designer has thought about you being able to see landmarks from where you are, and they’ve playtested it—and [our worlds] don’t have that. They feel much more like real places.”

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