2395: Adventures in Space

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After feeling somewhat lukewarm to the idea of it for a while — the relentless hype train hasn’t helped — I’ve come around to the idea of No Man’s Sky, so much so that I’m now actually looking forward to it releasing on PC on Friday so I can get started on some grand space adventures.

I’m very interested to see how it’s turned out, though I am tempering my expectations accordingly as well as intending on paying attention to the evolution of the game over its lifespan; this is a game that, several months down the line, may be very different to what it is on launch day, and that prospect is both exciting and a bit of a reflection on the modern games biz.

The reason why I’m interested to see how No Man’s Sky ends up is that the concept reminds me of some of my favourite underrated games of yesteryear, and a genre which we don’t really “do” any more, and that is the Star Trek-style space sim. Star Wars-style (i.e. combat-heavy) space sims have been enjoying a bit of a resurgence in the indie space in recent years, but the more sedate pace of Star Trek-style (i.e. exploration-heavy) sims is something still largely consigned to the past, with the exception of a few 2D affairs like Starbound and Interstellaria, neither of which, I feel, particularly capture the real feeling of space travel and exploration.

The specific games I’m thinking of when I ponder Star Trek-style space sims are the two Starflight games by Electronic Arts back in the 16-bit era. These were games where you were given a starship and pretty much told to just get on with it at the outset; there was an overarching plot to follow, but the main attraction of Starflight was the ability to just pootle around known (and unknown) space exploring solar systems and planets, then bringing goodies of various types back to home base for analysis and filthy lucre.

No Man’s Sky isn’t quite the same thing as Starflight in that you appear to be piloting a single-seater ship rather than a big-ass starship, but the philosophy behind the game seems to be similar in that the emphasis is on discovery, and the main means through which you profit, progress and flourish is through exploring and finding exciting things rather than blasting anything that dares to pass through your crosshairs into a smooth pâté.

To continue the comparison, both Starflight and No Man’s Sky had/have significant planetside components in which you explore, find useful things and perhaps uncover a few mysteries along the way. I can’t speak for No Man’s Sky yet, but I have some fond memories of landing on planets in Starflight, then sending my all-terrain vehicle out into the wasteland to track down valuable minerals, artifacts and, if I was lucky, some specimens of life, too. Starflight’s primitive graphics were enriched by some enjoyable descriptive text whenever your ground crew ran into trouble, and naturally it would be up to the crewmember you’d assigned as your medical officer to patch people up when they got back onto your ship.

Starflight was interesting, exciting and compelling even when you weren’t in mortal peril, though, and indeed a lot of the time you weren’t. There was a simple joy in entering a new system for the first time only to discover that it had an abundance of planets and moons, each of which could be landed on, explored and stripped of as many valuable minerals as you could fit in your ship’s cargo holds. It sounds as if this is the sort of experience No Man’s Sky offers, too, and if that’s the case then I’m pretty excited for it.

Like Starflight, No Man’s Sky appears to have an overarching narrative pushing you towards a “conclusion” of some sort at the centre of the galaxy, but also like its distant predecessor, you’re free to just do your own thing as you see fit for the most part.

I’ll be particularly interested to see how things like encounters with alien NPCs and suchlike go in No Man’s Sky, as some of these interactions were a real highlight of Starflight. Judging by this screenshot, though, it looks like I don’t have much to worry about.

Anyway. Just a couple of days to go until I can find out for sure whether No Man’s Sky is actually the space sim I’ve been wanting to play since I didn’t have a spare floppy disk to hand to save my game in Starflight on the Atari ST, so had to start again each and every time I played. No such woes await with No Man’s Sky — hopefully, anyway, though doubtless day-one server issues will be A Thing — and so I’m looking forward to jumping into my Roger Dean/Asimov-inspired space odyssey and, frankly, seeing if Hello Games have managed to make an interesting game out of 18 quintillion planets or however many are supposed to be in the damn thing.

2204: Elite

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I spent a chunk of today trying out Elite Dangerous: Horizons. This was actually pretty much my first experience with Elite: Dangerous generally, aside from giving the tutorials a go yesterday, but I felt I was long overdue to try it out, particularly as I had bemoaned the lack of a good Star Trek game the other day. Elite is not a good Star Trek game, but it is one hell of a space sim. And, for once, that “sim” part seems apt; this certainly isn’t an arcade-style dogfighting game, as evidenced by the fact that in several hours of play today, I didn’t fire a single shot.

I used to really enjoy space games back in the 16-bit era — particularly those of a more free-form nature such as Paul Woakes’ Mercenary series, Rainbird’s Starglider series (particularly the enormously ambitious second installment) and, indeed, the original Elite. I say that — Elite is actually one that I never quite managed to get my head around when I was young, because there was a lot of things to think about while you were playing, and pages full of numbers that confused and bewildered me. Also docking with those spinning space stations was fucking impossible, so every time I tried I usually ended up quitting in disgust after smashing my ship to smithereens on the space station you start near.

I made the mistake of reading a few Steam reviews of Elite: Dangerous before giving it a go; while there are a few fair criticisms there, there’s also a whole lot of whining about 1) not knowing what to do and 2) Frontier’s business model for the game which, if you’re unfamiliar, sees them essentially re-releasing the game at full price each year with the promise of a year’s worth of major updates to the game systems. It’s perhaps better to think of it as a yearly subscription fee, particularly as the game has a significant massively multiplayer element for those who care to engage with it.

Anyway. Discarding the Steam reviews and jumping in to try things out for myself, I was quickly enraptured by the feeling of flying my Sidewinder. I even unplugged the 360 controller and plugged in my 11-button joystick; it’s no full HOTAS (Hands On Throttle And Stick) setup, admittedly, but it feels great when used in a game like this, particularly with the lovely visual feedback the game gives you with regard to movement: unlike the original Elite, whose cockpit was a static bitmap with a viewport into the flat-shaded 3D polygonal universe outside (I was playing the Atari ST version, so it had colours!), Elite: Dangerous’ cockpit is set up to feel like you’re actually sitting in it. Handling the controls causes your viewpoint to shift slightly according to how you’re moving; it tilts when you roll, pulls forward and back when you speed up and slow down, and pulls up and down when you pitch. Given the game has been designed for virtual reality headsets from the get-go, it’s understandable that the game would model head movement pretty well, but I’m glad to see that even when playing on a flat (admittedly large) TV screen it still looks very convincing.

What I’ve found most satisfying about the game so far is the moment-to-moment simulation of flying your ship. Everything you do is just satisfying to pull off, just for the sake of doing it. Especially fun is taking off and landing from various structures and space stations — and, in Horizons, you can now land on planets, too, either at settlements with dedicated landing facilities or just on the ground if you find a suitably smooth patch of terrain to set down. The handling of the ship is beautiful; pulling the stick around feels like you’re wrenching a big, slightly unwieldy lump of metal around in zero- or low-gravity, and the sound design, where you hear your thrusters firing and your engines throbbing according to whatever you’re doing, is absolutely impeccable. There’s even a wonderful crescendo of your engines reverberating off the ground and surroundings as you set down for landing; it is, I think, the most convincing depiction of plausible pure sci-fi space travel I’ve seen for a very long time, perhaps ever.

The most common criticism of Elite: Dangerous is that it’s “a mile wide and an inch deep”, and I can kind of see where that’s coming from: interactions with NPCs are rather sterile and menu driven, though later updates look set to put “faces” to significant characters in the universe. There’s no prescribed narrative, either; you can get involved in the PowerPlay mechanic to swear allegiance to one of the various factions attempting to control the universe, which actually has a significant effect of the game for all players, but there’s no “story” to follow as such besides that which you make for yourself.

In many ways, I think I sort of prefer that for Elite, though; while I do love a bit of story in my space games a la Wing Commander and the like, when playing something as freeform as Elite a story can kind of get in the way a bit, making you feel obliged to go and do certain things rather than exploring the galaxy at your own pace, making a name for yourself however you see fit.

I’ll be interested to see if Elite holds my attention, but for now, it certainly feels like the space game I’ve wanted to play since I was a kid.