Video Game / No Man's Sky

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I've seen things...a few things before. Left the sun and moon behind. Galaxies waiting to be found. Planets...rich in resources. Battles to be fought. Treasures unknown. A universe...you wouldn't believe

Imagine being on an alien planet in a science fiction Video Game, gazing out into the Alien Sky above, then hopping into your small fighter and going out to explore the other planets in that bizarre, unknown sky. That is No Man's Sky, a space themed Survival Sandbox from Hello Games that was released in August 2016 for PlayStation 4 and the PC.

There is a heavy emphasis on exploration and discovery where players are able to get into a ship, take off of one planet, and then go and explore other procedurally-generated planets in that system and the Galaxy. The player seeks to discover strange new life, valuable resources that can be used to upgrade one's ship, tools, and EV Suit, relics of civilisations long gone, all layered on top of the game's goal to get to the centre of the Galaxy, where an ominous-looking Black Hole lies.

There's also a large emphasis on survival: if you don't upgrade your ship, tools, or suit you could very well end up dead since everything from interstellar pirates to rampaging wildlife can very well kill you. Up to and including a bunch of planetary preservation robots called The Sentinels.

It also features music by 65daysofstatic.

The game's developers boast that the game has infinitely many procedurally-generated worlds and while that might not be literally truenote  it's still pretty dang enormous.


TROPES LIST (Discovered by HelloGames - Sean):

  • Acceptable Breaks from Reality:
    • If planets were as close to each other in real life as they are in game, there would be a lot of collisions because of gravitational pulls. This detail is ignored because it cuts down on travel time and a seeing a large planet in the sky is really cool.
    • Gas Giants were omitted for the sake of the creators wanting all planets to be explorable.
    • In a major change from pre-release statements, planets don't rotate anymore, simplifying gameplay. They also don't orbit their star. For that matter, there isn't even a star - just an illumination source on the map.
  • Ace Pilot: The player can be this by upgrading your ship to the max shields and weapons.
  • A.I. Is a Crapshoot: The Sentinels were designed to preserve the planets they're found on. In this case, it went awfully, awfully right. Unfortunately, they've concluded that the best way to preserve these planets is to violently kill anyone who does anything to alter their ecosystems.
  • Alien Sky: Everywhere, thanks to the close proximity of planets to each other. They're pretty gorgeous, too. Prevalent and unique in that you can visit those worlds and explore them, tying in with the game's emphasis on exploration and player-based discovery.
  • Alliance Meter: One exists that measures your standing with the Galaxy's three races. You don't actually see it, but it's there and it's affected by things such as destroying the ships of one faction's enemy (like, say, Space Pirates) or helping a faction's vessel when it needs assistance. There doesn't seem to be any actual effect, except for perhaps in introductory dialogue when interacting with any given alien.
  • All Planets Are Earthlike: Averted. Within the planets you can explore, many of the planets players will encounter will be lifeless rocks, only 10% of them will have life on them, and only 10% of those worlds will be flourishing, earthlike "garden"-type worlds. That doesn't necessarily mean that the non-earthlike worlds (or barely-earthlike worlds) will be useless, though: a barren world may have more valuable resources in it than an earthlike world.
  • An Entrepreneur Is You: One of the easiest ways to accumulate credits is by mining rare minerals and selling them.
  • Animal Wrongs Group: The Sentinels, a group of highly advanced robots meant to defend against ecological damage of the various planets. "Damage" being defined as "anything you do to alter the landscape or hurt an animal, ever."
  • A Planet Named Zok: If a planet (or star system) isn't numbered or based on the conventions of naming an interstellar colony, it'll be this. Examples include Sayall, Xonnas, Gorogohl, Achaia, N'glik, Yaasrij, Fayed, Toniberli, Ikdlak, Thurka, Xexeraria-S, Illicles, Oaster, and Ethaedair.note 
  • Arc Symbol: The Atlas, a rhomboid-shaped object with a mysterious red orb in it that serves as the game's logo.
  • Asteroid Thicket: Many systems have them, and you can blow chunks of them away to create pathways through them for easier navigation.
    • ALL systems have them, starting in low orbit and extending through pretty much the entire system.
  • Berserk Button: Asides from their nature-preserving tendencies, the Sentinels have marked certain worlds off-limits. These planets have the Frenzied rating for the Sentinel population, usually due to an "Endangered" resource on the planet. Taking any of these resources prompts a strong attack from the robots immediately, and they will attack the player on sight.
  • Big First Choice: Early in the game, the player can encounter a Korvax who offers to assist the player in one of three ways: guiding the player towards the Atlas, pointing them towards black holes to use as shortcuts to the center of the galaxy, or providing resources for the player to use in their own journey.
  • Book Ends: When the game first starts, you are shown a first-person animation of traveling through space, eventually arriving at your starting planet. Once you get to the center of the galaxy, the same animation plays in reverse, and the game starts over, with your ship and your scanner damaged.
  • Bold Explorer: Every single player becomes one of these in the game because almost everything is unexplored.
  • Casual Interstellar Travel: Almost every single ship in the game is capable of Faster-Than-Light Travel, with the exception of Lifepod starter ships, though it requires money-intensive Hyperdrive fuel.
  • Con Lang: The alien NPCs encountered in the game have their own unique racial language, requiring players to scope out artifacts and other points of interest to decode them for translation.
  • Conveniently Close Planet: All of the planets in the game's star systems, with very few exceptions, are only a few minutes' distance from each other. Considering that their proximity results in some pretty impressive Alien Skies, it works.
  • Cool Gate: Trailers showed portals at mysterious alien temples which serve as these and a Portal Network, which can take players who find them across the universe almost instantaneously (after briefly covering them in a liquid-like substance). However, in the released game, the portals are inactive.
  • Cool Starship: The game has thousands, each created by Procedural Generation and each with their own stats and shapes. Larger ships are more of the "flying box" variety, while smaller craft like the ones you fly are more streamlined and divided into three different classes, and tend to lean more toward such staples of Sci-Fi like Elite and Star Wars; continuing on that one of the game's gameplay tenets focuses on gathering resources and materials to upgrade your Cool Starship so that you can explore further in the universe.
  • Death Is a Slap on the Wrist: If you die while on foot, you respawn in your ship's Lifepod, suit, weapons, upgrades and all. If you die in space your ship respawns in the local space station and you fly out to a "grave marker" and pick up your stuff.
  • Diegetic Interface: Player ships feature displays that have some importance (for example, one screen displays your current speed and another one serves as your radar) but for the most part information is displayed via a Heads-Up Display in your suit's helmet.
    • Diegetic HUDs: Such things as the name of the planet you're currently on and health (along with a few other unspecified elements) are projected onto your suit's helmet.
    • Virtual Cockpit: One for your ship that displays such things as your ship's current speed and radar that combines with the diegetic Heads-Up Display mentioned above.
  • Disney Owns This Trope: British telecommunications company Sky UK Limited owns a trademark on the word "Sky". The developer fought a three-year long legal battle with this company over the usage of the word Sky in the game's title, and was luckily allowed to use it.
  • Everything's Better with Dinosaurs: Among the fauna are creatures that resemble sauropods and Stegosaurs alongside more conventional animals.
  • Everything Trying to Kill You: The game features a big emphasis on survival: everything from asteroids to Space Pirates to rampaging (or downright aggressive) wildlifenote  to the very resources you need to gathernote  can possibly kill you in various myriad ways you're going to need to put a big emphasis on upgrading your suit, vehicle, and weapons in order to survive. And that's not including asphyxiation due to lack of atmosphere (or possibly even exposure to hostile atmospheres), death by Falling Damage, or drowning in alien oceans. When they say that there's an emphasis on survival, the developers don't kid around. (And don't think about pissing off The Sentinels, either.)
  • Faster-Than-Light Travel: By means of the rather commonplace Hyperdrive, allowing ships to "Warp" from system to system.
  • Featureless Protagonist: Played straight. The developers originally promised that you'll be able to get an idea of what you look like from other players' descriptions, and that you'll be able to help other players you run across figure out what their player-character looks like. However the released game has no multiplayer and meeting other people is impossible.
  • Floating Continent: Two worlds featuring them are shown in the trailers, one of which (New Arion from the "Infinite Worlds" trailer) is completely comprised of them while the other (Soleth Prime from the E3 Trailer) simply has rocks that float a few meters above the planetary surface alongside more conventional landmasses; player can also find similar planets due to how planet generation is handled. Planets that have them are justifiably rare.
  • Global Currency: Units, which are accepted at Space Stations and Trading Posts all over the Galaxy.
  • Hero Antagonist: The Sentinels are a bit trigger-happy to be certain, but they actually don't seem to mind sentient life that's more conscious of the environment- they'll happily defend peaceful cargo ships you attack as well and environments.
  • I Fought the Law and the Law Won: The Sentinels are not pushovers, and they are literally everywhere in the universe. Getting them really angry is a quick way to get yourself shot down.
  • Intrepid Merchant: Players can become these by selling resources they've mined at local trading posts or Space Stations. A good way to earn some quick Units, and played quite literally since most of the planets in the game are unexplored.
  • Item Crafting: Using collected resources the player can craft single use items such as system bypasses or grenades, or longer term upgrades to their ship, suit and multitool, vital for surviving on certain planets and for getting to the centre of the galaxy faster.
  • Lens Flare: It could easily be called 'Lens Flare: The Game'. Every light source has lens flares. Flowers get so bright they cause lens flares and washout when you scan them.
  • Limited Special Collector's Ultimate Edition: There are two special editions.
    • A Limited Edition of the game for the PS4. It includes a steelbook case, a comic book, an art book, a PS4 theme, and codes for in-game content.
    • An Explorer's Edition is availble for the PC. It includes your choice of a Steam or GOG.com game code, a cast metal replica fighter ship, an enamel pin, a backdrop to show off the ship, and a mystery item, the nature of which to be revealed at launch.
  • The Lopsided Arm of the Law: A baffling example comes from the Sentinels' approach to Space Pirates, considering how omnipresent they are in the universe and their firepower. The Sentinels do not care whatsoever if the player is getting chased by 4 to 6 Pirate ships, leaving you to fend for yourself. They also don't help alien ships that are getting attacked by a Pirate squad, forcing you to step in. But if the player so much as scratches the paint on an alien ship by accident, the Sentinels will attack the player immediately.
  • Lost Forever: Choose the wrong option at the temple? Enter the wrong code at the observatory? Give the trader the wrong item? Sorry, you're SOL. Can't ever get that particular thing's option again. It may appear elsewhere later, but that one is gone.
  • Mecha-Mooks: This is The Sentinels' other shtick besides killing anyone who alters the ecosystems of the planets they're on. The entire Force is a robotic army with hovering, bipedal, and quadrupedal variants.
  • Mechanical Lifeform: The Korvax Convergence are a completely synthetic race, and their A.I. entities often share bodies and memories at will. Many of the aliens that the player can run into appear to have cybernetic implants.
  • Mighty Glacier: Traders are large, bulky, and slow but make up for it by having hard-hitting and powerful weapons.
  • Minovsky Physics: The game uses an alternative periodic table of the elements to help with worldbuilding. Nothing much has been established on how it works, but it is known that it will help with making the procedurally-generated worlds unique due to how much or how little a planet has of an element.
  • Mix-and-Match Critters: The aliens are generated procedurally like the planets, but the game doesn't always take into account common sense when assembling them and since most of the body parts are based on real animals it occasionally leads to some... interesting results.
  • Names to Run Away from Really Fast: The Sentinels were originally referred to as just ''a malevolent force". They only want to keep the planets they're on in pristine condition, though, but for them that means killing anyone who alters those planets.
  • Naming Your Colony World: Planets (and systems) that haven't already been named "Zok" or given a number will use a few colony-naming conventions. Examples include New Eridu, Paroi Minor, Paroi Major, New Digdigter, New Arion, and New Ventu, among others. One can only wonder what happened to Old Eridu, Digdigter, Arion, and Ventu.
  • Never Trust a Trailer: Many of the features shown in the trailer provided on the Steam page aren't in the game, with general aesthetics also being toned down.
  • Numbered Homeworld: If it's not named "Zok" or based on the conventions of Naming Your Colony World, then a planet will follow this convention. (It's taken Up to Eleven as well—not only are there planets that follow this convention, but whole star systems do, too.) Examples include Usnusven II, Quidar II, Daiman IX, Noyade IX, Spekira II, Oria V, Ahktun VII, Soleth Prime, LV-426, Hx III, Darko IX, Utwarzers XI, and Vesta Prime.
  • Old-School Dogfight: Most, if not all, of ship-to-ship combat is this, both in space and in atmosphere.
  • Planet Looters: You can collect commodities and resources throughout planets.
  • Point-and-Click Map: The game's Galaxy Map serves as this, allowing you to select a star and (using Warp Drive) travel to it. One that shows systems within its massive universe. Selecting one system gives you information about it (assuming it had already been explored) as well as an option to engage your ship's Hyperdrive to go to that system.
  • Procedural Generation: A big tenet of the game, a sort of Spiritual Successor to Noctis: A space flight simulator allowing you free roaming in a massive universe full of stars, all of which support at least one of the game's 18 quintillion planets, all procuedurally-generated. And the planets aren't the only things that are procedurally-generated, either: every plant, animal, asteroid field, spaceship, trading route, weapon, and space station in the game is also procedurally-generated.
  • Proud Merchant Race: The Gek are a highly mercantile/trading race that believe themselves to be the first and master race in the galaxy. They are greedy and plutocratic, with many of their titles tied to trading / industrial related terms. Most of the initial encounters with the lifeform require units (currency). Encounters with their Obelisks will mostly require players to choose a pragmatic approach (putting lifeforms down out of misery, exterminating distant entities etc). You can find trade charm items throughout the game that are linked to the Gek.
  • Proud Scholar Race: The Korvax are a near-immortal sentient machine species that appear to value science and exploration. Korvax worship and venerate the Atlas machines, making their priests a considerable boon for players searching for Atlas related phenomena, from Atlas technology, to Atlas Stations, to even black holes that will eventually bring one closer to the center of the galaxy. Korvax commonly share their memories and discoveries with one another by uploading them onto special platinum cubes that are slotted into each other's brains to copy their contents.
  • Proud Warrior Race: The Vy'keen are a warrior sentient species with a reciprocal honor system (doing something for one obligates the Vy'Keen to do something for the doer and vice-versa), and a deep veneration of their ancient ancestors. If an explorer accidentally offends them in conversation, it can easily lead to physical violence. Their technology, from tools to ships, is almost completely dedicated to combat use. They excel at few other things beyond using brute force to rid them of their problems.
  • Quicksand Box: The game features a game world so large (specifically, a universe with 18 quintillion procedurally-generated worlds to explore that will take 585 billion years to fully discover) that you might just choose to take your small craft, land it on a planet, and stay there.
  • Randomly Generated Levels: The game, much like Noctis, creates an entire explorable universe this way with about 18 quintillion planets, where everything is procedurally generated. The generation is technically not random, because the procedural generation is seeded and it is possible to travel to the same system as someone else and see exactly the same thing; but the experience for most players is similar.
  • Reconstruction: The game is one of the exploration genre of science fiction made popular by Star Trek.
  • Recycled IN SPACE!
  • Regenerating Shield, Static Health: While on foot it's played straight, it's subverted while on the ship, as you must recharge your shields by using Oxides.
  • Robot War: Players who alter planetary ecosystems, mine resources, or kill wildlife will find themselves waging one against The Sentinels. Some Alien races and cultural history can reveal that they're been at war with the Sentinels for years and possibly centuries for various reasons. Subverted, however, in that the Sentinels are programmed to defend all life from itself-including sentient civilians, which raises the Wanted Meter as much as hurting ecosystems do. But it still offends some races such as the Vy'keen whose warlike culture is prevented from spreading to areas as desired and who also feel as though the Sentinels disturb the natural order of life.
  • Roguelike: Some elements of Roguelikes are present here, such as Everything Trying to Kill You, procedurally-generated content, and an increase in difficulty as you get closer to your goal (yes, there is a goal to No Man's Sky: get to the center of the Galaxy; though you can ignore it in favor of just exploring and discovering) combined with many elements found in the Wide Open Sandbox and Space-flight Simulation Game genres.
  • Rule of Cool: Really, none of the planets you can visit should even be remotely as close as they are in the game, but the fact that they are adds to the Scenery Porn and gives some truly breathtaking Alien Skies; also see Rule of Fun below.
  • Rule of Fun: Deliberately Invoked by the developers, who put it as a higher priority than scientific accuracy. Why does it only take a few seconds to a few minutes to transition between atmosphere and interplanetary space, why are planets grouped so closely together, and why on earth do starships larger than yours all look like giant bricks?! Because it's fun, dang it!
  • Sand Worm: We see a few at the end of the VGX reveal trailer, at least one kind of fauna can be considered this, though its scaly exterior suggests it has more in common with a snake than a worm.
  • Save Point: Your ship acts as a save point: disembarking from it automatically saves your game. Waypoint beacons also allow you to save your game planetside, in addition to staking your claim on the discovery of the nearby point of interest (if someone else hasn't already done so).
  • Scenery Porn: It's positively gorgeous, particularly for a game with only a 4-person production team.
  • Sci-Fi Writers Have No Sense of Scale:
    • Invoked Trope; the ingame planets you can explore are deliberately grouped close together to make travelling between them less monotonous (only taking a few minutes for a player-ship to travel from one planet to another one) and the planets' close proximity to each other creates some truly breathtaking Alien Skies.
  • Shaggy Dog Story: The climax of your quest is to reach the center of the galaxy. But when you attempt to hyperspace there, you are instead sent back to the edge of another galaxy without ever actually seeing what is at the center. While it was expected that No Man's Sky would be an Endless Game, many fans were disappointed that there is no actual denouement.
  • Shout-Out:
    "I've seen things...a few things before. Left the sun long behind...galaxies waiting to be found. Planets rich in resources. Battles to be fought. Treasures unknown. The universe...you wouldn't believe."
    • One of the heavy metal alloys you can find is called Lemmium.
    • Apparently the top rank for number of words learned is Babelfish
      • One possible alien interaction is the receiving of a slug that goes in the player character's ear and teaches new words.
    • This quote from a Gek Plaque which can be found in a Gek controlled planet:
    We are the masters of galaxies, the overlords of the cosmos. Each foe will submit with bended knee to the ALMIGHTY Gek Dominion. We are the FIRST SPAWN. Look upon our works and DESPAIR.
  • Single-Biome Planet: All of the in-game planets are these, from snowy Achaia to sandy Usnusven II to arid (and rocky) Soleth Prime to lush Oria V. Every last one of the different biomes sans city—even Cloud Worlds show up, though rarely.
  • Space Battle: From pirate attacks to larger-scale skirmishes between two factions, players can find themselves in battles while flying through space.
  • Space Pirates: These show up every once in a while, shooting at defenseless transports and freighters. Following in the tradition of such games as Elite and Privateer, the game has space pirates and gives you the option of shooting and destroying them (and earning Units for doing so) or joining them (and gaining potential allies for doing so). Shooting them down rewards you with Units, though nothing is stopping you from joining the pirates and shooting up the transports and freighters to earn a bigger reward. (Besides the Space Police, anyway.)
  • Space Police: Sentinels don't just protect planets. Attacking space stations and freighters will also make them come down hard on you, and if you anger them enough planetside, they'll chase you into space as well. Shooting at Space Stations and starships is a surefire way to get these launched and hawking on you. Destroying them gives you Units, but affects their standing with you on your (unseen) Alliance Meter, making them more likely to shoot at you on sight later.
  • Space Station: Every system has one which serves as an interstellar shipyard, fuel depot, upgrading station, and trading post for players and NPCs alike; along with being able to buy and sell resources players might find on nearby worlds, players can also buy fuel or upgrades for their Cool Starship and Environmental Suit here.
    • They can also be shot at, which can decrease their rating and affect the quality of goods found there (though they can't be destroyed—every system must have a station), though doing so will result in the station siccing the Space Police on you.
  • Space Whale: There is a running gag among the developers in which one of the development team members will add "SPACE WHALES" to Hello Games' schedule. That said, Sean Murray has hinted that Space Whales will likely not make their way into the game itself.
  • Speaking Simlish: The only real dialogue that you ever hear in the game is electronic-sounding gibberish that's broadcast from your ship's onboard radio, with different intonations depending on where they happen to be.
  • Spiritual Successor: To Noctis, a space simulator with a similar premise and large universe consisting of billions of worlds made by Procedural Generation.
  • Story Breadcrumbs: There is a story to the game, it uses relics from the past and ruins to help tell its backstory, but there's very little given to you at the start and players are encouraged to seek it out and determine what it means for themselves.
  • Super Prototype: Each of the three ship types have a few extremely rare (and insanely expensive) prototypes in them but are leaps and bounds above most of the other ships you can find.
  • Tagline: "Every planet procedural. Every planet unique. Every planet unexplored."
  • Too Awesome to Use: There are several materials in the game that are exceedingly rare (and in many cases heavily defended), but are required components for the most advanced upgrades to suit tech or shipboard weapons. Players who are lucky enough to gather these probably won't want to use them due to the frequency with which ships and survival gear tend to be swapped out. What's even worse is the fact that dismantling the tech might not even return some of these materials.
  • Translation Convention: Deliberately averted. Sentient aliens the player encounters will only speak in their own language. Dialogue Trees have options for trying to explain yourself or attempting to learn the language, and monoliths scattered around the planets will provide you with insight into the language by teaching you words.
  • Unrealistic Black Hole: The game features one at the center of the Galaxy, which is fine and dandy... except that it serves as game's final destination and end goal for the game, and as such means that players are expected to eventually get to it.
  • Unwinnable by Mistake: In the beginning, you are normally given a basic ship that doesn't come equipped with a hyperdrive. As a result, you're forced to go through a tutorial section that gives you the blueprints for a hyperdrive and the fuel cells needed to power them so you can craft them when needed. However, the problem comes if you've purchased the special pre-order ship. The pre-order ship comes with a hyperdrive already installed, so players may unknowingly completely bypass the tutorial section and then end up in a situation where they're stranded on a remote planet unable to refuel their ship because they don't know how. Preorder players beware, redeeming the preorder bonus ship, Horizon Alpha/Omega too early can skip parts of the tutorial, including the part where you get the Hyperdrive and Antimatter blueprints, the latter necessary to make Warp cells to recharge the hyperdrive - this will result in you getting stuck in the system.
    • It's possible to claim a crashed ship only to discover that the planet it's on doesn't have the have the required resources to get it fixed and take off. Better not forget where you parked your old ship!
  • Video Game Cruelty Potential: You can commit the genocide of an entire animal species or destroy entire convoys of starships if you so desire. (You can even score Units for doing the latter!) But doing so will get both The Sentinels and the local Space Police pissed off at you, so you had better be prepared for the consequences of doing so.
  • Video Game Cruelty Punishment: Did you kill that hapless animal to fulfill your desires to be evil? Congratulations! You've pissed off The Sentinels!note 
    • Did you wantonly destroy that convoy of harmless freighters and their escort that had done you no harm, or start shooting up the local Space Station? You now have to deal with the local Space Police! Some of whom are Sentinels! Good luck!
  • Video Game Perversity Potential: The game lets players explore a vast galaxy full of planets and lifeforms they can name... Knowing how Spore turned out, this was inevitable.
  • Violation of Common Sense: This is what some of the correct choices during interaction with aliens boil down to. Let the Korvax scientist jam a long needle directly into your brain without any kind of preparation? You learn some new words and don't have brain damage! Aim your gun at an old Vy'keen that thinks you're puny? He thinks a little more highly of you, and gives you a new gun!
  • Wanted Meter: The Sentinels have a system of how much you've pissed them off.
  • Well-Intentioned Extremist: The Sentinels, a mysterious set of Anti Villainous rogue Artificial Intelligences designed to preserve planets they're found on completely intact to the point of killing anyone who alters them in the tiniest way. Resource miners, construction workers, hunters, explorers, and yes, you, are fair game if you so happen to alter the landscape, mine any resources, or kill any animals.
  • We Will Spend Credits in the Future: In this case the "credits" are called Units but it's the same concept, even if it is in a largely unexplored Galaxy.
  • Wide Open Sandbox: The game has been described as basically "Minecraft in space," and the major emphasis is on player discovery. This article provides more detail.
    • And it's big, too: by the time the last planet in the game is found, the sun will have burned out 117 times over.
  • Word Salad Title: When Hello Games were trying to determine what they'd name their upcoming Science-Fiction game, one developer suggested a name that had a nice, sci-fi novel style to it: No Man's Sky. The developers have no intention of No Man's Sky meaning anything, they just like the classic sci-fi novel title sound of it. No real meaning, it just sounded like something that you'd find on an old-school SF novel. And it stuck.
    • Apart from the obvious play on "no man's land," transplanting the concept of a stretch of unexplored and unclaimed wilderness into a sci-fi setting.
  • The World Is Just Awesome: Each of the worlds generated by the system is just wonderful to look at.

Man cannot discover new oceans unless he has the courage to lose sight of the shore.
— Andre Gide
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/NoMansSky