![]() However, you notice you’re more than 600,000 light years from the core. ![]() You figure it would be neat to reach the point where so many players have converged, visited systems, named planets, and so on. Problem: So you’re done with the main story and now you want to fly to the galactic core, which is the “real” ending inasmuch as that’s when the credits roll. If it wasn't for disappointment, I wouldn't have any appointments. But let’s look at a few that really got to me… There are a lot of these moments in the game. But you do it anyway, in the hopes that you’ll be able to have more fun once the task is over.ĭisappointment: Once you’ve completed your goal, you realize the reward is incredibly underwhelming, not worth the effort, and doesn’t even fix the original problem. You realize that the solution is going to be a long, frustrating, unrewarding grind. Solution: Maybe you think of it on your own, or maybe you check the wiki, but you find a possible solution for the problem. Usually, but not always, this annoyance stems from the inventory system. Problem: Find some shortcoming or annoyance in the game. I mean the game seems to have been designed to create a series of frustrating let-downs as you adventure across the galaxy. I don’t just mean the game was a disappointment when it came out. It’s been a part of the game since launch, and even after an entire year of updates it still holds true: No Man’s Sky is a disappointment engine. There is a very distinct rhythm to playing No Man’s Sky.
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