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No Player’s Sky

When I first heard about “No Man’s Sky” as a concept when it was first announced in 2013, I was ecstatic, promising myself to be one of the first players to get their hands on the game so I could explore my own universe, mark territory on my own planets, and begin an adventure unlike anything the gaming world had seen before. The Hello Games developed indie project promised infinite spawning worlds and planets that allowed players to create, build, and survive on their own homelands with the rare and occasional interaction with another human player.

What was released when the game came out in 2016 was so opposite of what was first promised, the UK actually filed a claim of false advertising. It was a glorified resource collector, like Minecraft, in which players monotonously carried out tasks in isolation. Many of the promised features and innovations were nowhere to be found. What was once a concept with endless potential eventually became a venture way too far over creator Sean Murray’s head.

There was a clear lack of features; players had a beautiful landscape to look at, but nothing to do upon it. “No Man’s Sky” went from being one of the most anticipated to one of the most disappointing games of 2016. Murray claimed that he made many mistakes (including introducing the game to the public too early) but he also claims to use the vast audience criticism as fuel to update the game to a better standard.

Today marks the launch of “No Man’s Sky NEXT,” a free update that revamps the game into a multiplayer, fleet based game with no building limitations and a visual overhaul. There’s also promise of weekly updates to come, all free from micro transactions. Once again, a new universe is promised to be unveiled, but will it bring the promised features that came in 2013, or will it be a whole new diversion to garner the hype back?

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