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Interceptor Patch 4.20.2

Hello everyone, Thank you to everyone playing the Interceptor Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting. We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.20.2, which is now live on… View Article

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Everyone's been so riled up since 4.0, meanwhile I'm just filled with childlike joy that I can play ...

The conversation about tech slots and activated Indium has really sidelined just how great a job they’ve done with the Switch port.

There’s definitely some roon for improvement with the UI, touch screen integration, and expansion of custom game settings, but goddamn, the game feels really smooth considering its “only” 30fps.

And while there’s obvious graphical compromises to make this miracle port possible, its not nearly as compromised as I’d expected, and it packs in a surprising amount of detail. I notice distance objects tend to blur a little when you’re on the move, but when you come to a full stop the details sharpen up pretty quick, there’s obviously some clever ‘hierarchy’ the game has to determine what needs to look clear and what can be subordinated in a given frame. The results won’t be as flattering in a side by side with high end PCs, but it does a great job of giving your brain enough details to fill in any gaps subconsciously.

And some nice shading and lighting techniques are preserved from the main consoles /PC build, especially that sun-kissed translucent effect that massive funghi tend to have when the sun’s hitting the right angle.

The work they’ve done in previous updates on the overall scale of the world and its relative asset sizing translates well to the small screen, giving the impression of inhabiting these massive planets with imposing mountains, dense woodlands, and intimidating cave networks that feel easy to get lost in without a terrain manipulator as a last ditch “fuck outta here” measure. For a handheld game, the world it presents feels bigger than it has any right to be on such a dinky platform.

And the autosave system clearly seems designed with the Switch’s pick-up-put-down gameplay ethos. I don’t think I’ve made a single manual save since starting up a new save post-4.0. (Constructed save points still do double duty as permanent nav markers, so nothing is really lost here.) And with the new custom game parameters you can opt in to useful features that reduce the moment to moment busywork that might otherwise feel laborious in context of the ’20 minute loop’ that Switch lends itself to by its portable nature.

All in all, I’ve been playing since 2016 launch, and this is the most significant platform-driven update I’ve played since PSVR. (And we’ve still got the second-generation VR update to come!)

To be frank, I’ve often felt like I often preferred the ‘idea’ of No Man’s Sky and what it represents as a sandbox experience, rather than the more mundane reality of actually playing it. Maybe it’s the long boot times on PS4, but I often felt like the friction points of the grinding loop kept me from sinking into more substantive play sessions, and as a result I’d usually just derp around until my launch thrusters ran out, then not be bothered to go refuel, and so my playthrough would just fizzle out.

Now it’s on handheld, and it’s got custom game modifiers to tailor the moment to moment gameplay, I’ve found a sweet spot where I’m actually focused on doing the story, heading to galactic core, etc, and not getting bogged down in minutiae every time my mining laser or launch thruster runs out, nor getting slowed down by sprint being tied to life support systems. The pace of my moment to moment gameplay finally lines up with the spacefaring fantasy I picture in my head when I think about what No Man’s Sky represents.

So yeah, I think that’s pretty cool. 😊

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Nearly 100 panoramic images from 6-1/2 years of playing No Man's Sky

Nearly 100 panoramic images from 6-1/2 years of playing No Man's Sky

Under the Rings (Frontiers)

I started with No Man’s Sky in 2016 when it launched on Steam and I was immediately captivated by how beautiful it was. But as an amateur photographer who does a lot of panoramic photography, it also occurred to me how well suited the game was to the same treatment. The result is my Flickr album with nearly 100 panoramic images from the 6-1/2 years I’ve been playing. (Posted as a Flickr Album because of sheer quantity, and because Reddit doesn’t lend itself to wide-aspect photos).

I started creating panoramic images from the game that first week. It was a lot harder in the early days: there was no photo mode so things kept moving while you shot each frame, you couldn’t disable the scan lines or vignetting, you couldn’t adjust the lighting or time of day, and placing your ship precisely was next to impossible. It’s gotten a lot easier over the years.

Most of the images are stitched together from between 20 and 30 individual frames, and then cropped to frame. Most end up between about 5 and 6k wide.

I’ve been doing it off and on. Most of my panos are from NEXT and earlier, and then from Prisms and beyond (I took a pause form the game between Visions and Origins, so there are gaps). And I have a number of sequences that I never got around to assembling.

Land Snakes (Atlas Rises)

Big, Boxy, and Beautiful (Release)

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Stranded on a planet

So i went through one of the glyph portals and it was weird to start, it didn’t ask me for glyphs it just opened so i thought why not and went through. It spit me out on a desolate planet out of range of my ship and I can’t open the build menu. I’ve be…

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