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Sean Murray says a "weight had lifted" when No Man's Sky players were…

Sean Murray says a "weight had lifted" when No Man's Sky players were finally talking more about its new content than its controversial launch

No Man's Sky had one of the most controversial game launches and high-profile comebacks of the decade - you likely don't need me to remind you - but lead developer Sean Murray says the weight of its botched launch didn't lift until about three years later. milkshake.it.com

"We used to have a little running joke in the studio," Murray says in an interview with GamesRadar+ to mark the space exploration sim's 10th anniversary. Hello Games' inside joke was that the team would put out one of their famously transformative updates, and each time, online coverage "would always [mention] the disastrous launch of No Man's Sky" first. "Like that would be their opener, and then talk about the update."

Rain or shine, Hello Games kept pumping out huge, free updates that added everything from new features (base-building, a proper narrative, multiplayer, etc) to general improvements to the game's graphics or procedural generation, say. (Although, Murray still has fun playing No Man's Sky's original version.)

"I think it was about three years in and we had one article, and it never mentioned the launch. It just talked about the update, and honestly, I felt like a weight had lifted," Murray continues. "Until that point, it felt like we were really trying to like, you know, update the game and maybe no one really wanted it or something like that."

Before then, Hello Games felt like it was "fighting this real uphill battle" and releasing updates to an audience that sometimes received them with hostility. Things only became much clearer when the studio realized "that there's a community who really loves the game."

"But there was two or three years where it was a battle, where every time you posted about the game, every reply was laced with some slightly mean things and stuff like that," he adds. "You felt like you were doing it almost against some people's wishes or something… But over time, that changes, and… you learn who your community is and who your player base is."

"There is probably some end" to No Man's Sky, says Hello Games boss, but he'll probably come back 10 years later for a surprise update anyway

Pokémon Pokopia har nu passerat fem miljoner sålda exemplar

{Pokémon Pokopia} är ett av få Nintendo-spel vars framgång verkar ha överraskat moderföretaget, även om Nintendo snart reagerade på succén. Från minimal marknadsföring inför lanseringen har spelet utvecklats till en av Switch 2:s flaggskeppstitlar och en riktig konsolsäljare.

Nintendo låter nu meddela att Pokémon Pokopia sålt fem miljoner exemplar sedan lanseringen, vilket givetvis är en imponerande milstolpe. Siffrorna omfattar både fysiska exemplar i form av Game Key Cards och digitala exemplar som sålts via eShop, och lär uppdateras med nya siffror inom kort.

Spelets första DLC, Expansion Pass Part 1 - Bubbly Basin, släpptes den 5 augusti, medan del två ska anlända i slutet av 2026. Ytterligare innehåll är dessutom planerat längre fram.

Inte illa för ett ovanligt Pokémon-spel som har lyckats hitta sin egen nisch vid sidan av andra livssimulatorer från Nintendo, som det enorma {Animal Crossing: New Horizons} och {Tomodachi Life: Living the Dream}.


Har du spelat Pokémon Pokopia?

Starke Derby-Leistung! So darf Nürnberg vom Aufstieg träumen

Die Erwartungen im Frankenland sind traditionell hoch, die Fans und das gesamte Umfeld beim 1. FC Nürnberg wollen in dieser Saison die Rückkehr in die Bundesliga feiern. Der Saisonstart verlief in jedem Fall nach Maß, nach zwei Spielen grüßt der 1. FCN mit sechs Punkten von der Tabellenspitze und stellt zudem mit sieben geschossenen Toren die beste Offensive der 2. Bundesliga.

Es ist das erste Mal seit der Saison 2017/18, dass die Nürnberger die ersten beiden Saisonspiele wieder gewinnen konnten. Im Vergleich zur letzten Saison ist besonders die Offensive hervorzuheben: Zum damaligen Zeitpunkt standen nach zwei Spielen nämlich genau null Tore und null Punkte zu Buche. In dieser Spielzeit dagegen sprüht man nur so vor Spielfreude.

Der Club hat auch in dieser Saison eine enorm junge Mannschaft, doch im Frankenderby gegen die SpVgg Greuther Fürth hat die Mannschaft von Trainer Miroslav Klose gezeigt, dass sie Spiele durchaus auch "dreckig" gewinnen kann. Nürnberg war gegen das Kleeblatt nicht zwingend das bessere Team, wusste seine Chancen aber eiskalt auszunutzen, hatte mit Jan Reichert einen starken Rückhalt im Kasten und konnte sich zudem auf seine Unterschiedsspieler verlassen.

Nintendo's stinking "nap room" for overworked devs haunted legendary Super Metroid director for years: "It’s quite sad only having these kinds of memories!"

You can't have a conversation about the greatest game of all time without discussing Nintendo's 1994 Super NES classic, Super Metroid. The game's intricate world design, alien atmosphere, and robust play mechanics cemented it as an instant classic, and its reputation and influence have only grown since then. Its development, however, sounds like it was a bit of a nightmare.

"During the final six months of development I didn't know where I lived any more," director Yoshio Sakamoto recalled in an interview for the July 2009 issue of Retro Gamer magazine. We republished that interview in 2021, and portions of it recently appeared in the Mini SNES Companion book packed in with Retro Gamer #287.

During Super Metroid's development, Nintendo was still located at its previous headquarters in Higashiyama. That building "became like a boarding house for the Super Metroid team," according to Sakamoto. "It got to the stage where I really don't remember going home at all! There was a nap room where it was okay to sleep, but sometimes it was full [of sleeping, overworked Super Metroid staff] – those were the worst times, when I wanted to sleep but couldn't, and I didn't have time to go home!"

Sakamoto was apparently smiling and laughing while telling this story, but these days, when game industry crunch is rightly seen as a scourge, it's a lot more difficult to find the humor in it. But, well, I guess the guy who led Super Metroid has earned the right to feel however he wants to feel about the game's development.

Fighting Kraid, a gigantic dinosaur-like boss, in Super Metroid

(Image credit: Nintendo)

"There were always between ten and fifteen of us in the office through the night, so we had to take naps in turns. The nap room wasn't being cleaned or looked after at all, because we were always using it; one morning staff from another area came to wake us up and told us that the room smelled like a zoo. Another Nintendo employee put a room freshener in the nap room, but that only made the place pong even worse. Everyone in Nintendo gave us funny looks," Sakamoto said with a laugh. "It's quite sad having only these kinds of memories!"

For my fellow Americans – "pong" is apparently slang for a bad smell, as I've recently learned from my British colleagues. While Sakamoto seems to wear the bad smells and ridiculous hours as something of a badge of pride, Nintendo legend Gunpei Yokoi wasn't so happy with the way the team was approaching the game.

"Yokoi-san, who at the time was my section chief and who always had fresh ideas, was always angry when he saw us all completely absorbed and working crazy overtime on Super Metroid," Sakamoto explained. "He came in and said, 'Are you lot trying to produce a work of art or something?' [Laughs] But this was an epic and we were already way past our deadline, and it seemed we were getting progressively further from our objectives – Yokoi-san was becoming angrier with us day by day during that period."

But in the end, Yokoi was as enamored with Super Metroid as the rest of the gaming world. "When other developers brought their action games to Nintendo," Sakamoto recalled, "he'd always compare them with Super Metroid and invariably ended up recommending the third-party developer to 'go away and play Super Metroid.' That's how fond he was of our game. I suppose this is a better memory than the smelly nap room anecdote."

Super Metroid ranks high on our list of the best SNES games of all time.

In brief

Bis zur Glotze – Was steckt hinter dem Netflix & GTA-Deal und was ist eigentlich mit Halo? | Folge 199 Es passiert tatsächlich. Wir steuern auf den Release von Grand Theft Auto 6 zu. Doch es gibt wieder Ärger, denn Rockstar Games ist einen Deal eingegangen, den die meisten Fans sehr kritisch betrachten. Dazu erschien auch wieder ein „neues“ Halo. Es gibt also einige Themen, über die man sprechen sollte.

Magic: The Gathering - The Hobbit ist mehr als nur eine herzliche Hommage an Tolkien s Werk: It ist eine echte Kraft, die dich zum Sieg in deinen Spielen führen wird Natürlich, wenn es eine Sache gibt, für die wir Magic: The Gathering loben können, die es weit über andere TCG-Spiele hebt, dann ist es die Planung und das perfekte Timing bei der Veröffentlichung neuer Sets. Das jüngste Beispiel kam vor ein paar Tagen, als sie den Marvel: Super Heroes veröffentlichten,

Star Wars: The Old Republic hopes to recapture the 'classic' experience with difficulty options and a new way to start from scratch Venture characters seem inspired by the seasonal and ironman modes found in ARPGs.

I got so freaked out by the fact that Gordon Freeman is canonically 27 that I decided to find out how old all the other classic FPS protagonists are, and it didn't make me feel better Time, Dr Freeman?

Simpsons creator Matt Groening implies that a Hit & Run remaster is coming, current showrunner hastily disputes Stonecutters-level opsec.