KMFJD
Lifer
- Aug 11, 2005
- 29,711
- 43,992
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I changed my opinion, I already lost interest in the game, unfortunately.
It's an endless, repetitive grind and "fetch this and repair this because XYZ is depleted" game. It does not offer (much) more beyond this, which is simply not enough for a €60/€70 full-price title. I fear that I already did and saw MOST of what the game has to offer in the few hours I played, and I fear it will just go-on with flying from planet to planet "to gather resources". I haven't seen a review which proved the opposite to me. In fact, all reviews confirm to me this is exactly what the game is about. The question here, how many procedural generated planets one must visit until it dawns there is not much substance to the game. From a €60/€70 title I would expect that the game captivates me from the beginning to the end, and there ARE such games. But this is not one of them.
Yeah that's the same thing I went through. I think the problem is this - for years there have been many games which have used procedural level generation. In all these games the procedural mechanics have been in addition to whatever underlying solid gameplay was already there (eg, the fluid combat of Diablo & Torchlight, the RTS gameplay of Age of Empires that "clicked" with millions of us, the humor and constantly added new content of Don't Starve, etc). In NMS, "look at our cool RNG maths formula" pretty much is the beginning, middle and end of the game, and results in a "mile wide, inch deep" feel once you've figured those maths out.
To me, NMS is a good base upon which to build a game, but the current gameplay itself "as is" is pretty weak and has exponentially depreciating value beyond the first few planets. It's almost like 'playing' the "preview environment" function in a level editor before you start adding in the plot and characters. I also can't see how adding base building will improve things if the end result is simply to encourage people to be stuck to only one planet and turn the game into "Minecraft-lite". I guess that stuff might appeal to the "Crafting OCD" bunch of which I'm not a member. For me, there needs to be some "glue" beyond just cyclical, monotonous crafting/unlocking-for-the-sake-of-crafting/unlocking.
The end of the game (I posted a spoiler link earlier) is very Mass-Effect-3-ish and further undermines the craft-unlock-repeat centric gameplay mechanics. After all......and nothing unique to be found, you might as well just settle down on the first "easy" planet near the outer-edge start area, and just stay there (undermining any incentive to grind through to the centre in the first place...)...if there is no real end to the game, and nothing at the centre beyond a "New Game+" shortcut...
I agree, it doesn't take very long for it to become boring, every planet starts to look the same, just with different colours