No Man’s Sky Beyond Review – And Beyond The Infinite

Three years after release, the universe of No Man’s Sky continues to evolve. With each expansion, I spend weeks as a blissful wanderer, seeing an already vast universe become more populous, more beautiful, more capable of sustaining a home for anyone who dared to voyage within it. Beyond, however, is no mere evolution and refinement. It feels like No Man’s Sky approaching its final form, having shed a great deal of what was previously limiting and restrictive. But there’s one new factor specifically that makes the update live up to its name: No Man’s Sky is now a VR title. And it is utterly breathtaking.

It is breathtaking right away, waking up for the first time completely immersed in an alien world literally no one else has ever seen. Everything has a new fascination: the way the flora moves and shifts under harsh weather, the way the ground is pockmarked and windswept, the vast, unknowable vistas stretching across toxic interstellar perdition. It’s all beautiful before you even make the first flight into space.

An incredible amount of additional work has gone into making inhabiting that Exo-Suit even more of an experience. On PS4, you can play in 2D or VR with the DualShock, something that also gives you a Smooth turning option, but two PlayStation Moves are the real way to go. With the Move, your Multi-Tool is strapped to your back, ready to be whipped out more like in Blood & Truth than an ever-present floating gun like in most VR titles. The Analysis visor has you pressing the wand to the side of your head, like you’re Cyclops preparing to fire an Optic Blast. Getting in and out of your ship involves physically pulling the handles, and escaping from a hairy situation with sentinels or the local wildlife with that lightning quick motion adds an even greater layer of tension. Best of all, the menus are mapped to a little hologram in your hands that activates when you point at it. It’s a simple and intuitive implementation of such an elaborate and persistent mechanic.

Still, even with the new perspective and tools at your disposal, it should be said upfront that at its core, No Man’s Sky: Beyond is still, well, No Man’s Sky. Whether you’re in VR or not, many of the early mundanities of the game remain. You have to repair your broken ship, gather a specific resource, create fuel, drop a refiner, and so on. Beyond, however, brings varying kindnesses that welcome you to a new universe instead of prodding you into space with a stick. The UI holds your hand, telling you exactly why you’re collecting these things, what it is you’re trying to do, and exactly how to find what you need. Once you’ve found everything, having an expanded inventory and an absurd amount of space to hold items–each block can hold thousands now–means mining constantly in your travels is worthwhile. There’s always something you can use later, and you have the space to contain it. The game is much more patient and generous with the breadcrumbs that teach you how to play, guiding you into the stratosphere not only painlessly but purposefully.

That extends into the rest of the game once the tutorials stop and the training wheels are all the way off. All of the larger narrative pieces from the previous updates feel organically woven into Beyond. Dialogue and instructions from one mission from the Atlas Path may be rewritten or tweaked to reference Artemis or some new action you can take in Beyond. Direct links have been made where the next logical step in your current mission involves learning more alien language instead of just trying to get your next cell to warp to the next galaxy. The missions and their objectives have a synergy now, where lines of dialogue and specific mission objectives weave narrative strands together. It’s a bit of minor housekeeping No Man’s Sky has needed for a while now. The overarching subtle tale of both exploration and acceptance in the great unknown remains, but it also has quite a bit more meaning now that it’s not your sole purpose in the universe.

When your only task was just to keep hopping from galaxy to galaxy towards the center, there was plenty to see and take in, but you couldn’t really live in the universe because you were so busy trying to survive. The Atlas Path asked some big, existential questions, sure. Artemis helped with that a great deal, giving you an Other to truly work towards understanding and fathoming at least one small mystery of the universe with. But there’s a huge difference between looking at a vast wilderness from a hypothetical distance and trying to figure out the very real challenge of laying down roots there. The latter is a much more fundamental part of Beyond’s gameplay loop. It’s the difference between Next telling you that yes, now you can build bases and here’s how, versus those bases being more of a necessity to sustainably start traversing the universe. The way menus and options are streamlined for you in Beyond make it easier to create, leave, and return to a place of solace and safety, and to depend on a planet, your base, and the resources within. It’s a much stronger experience, and the undercurrent of humanism running throughout the Atlas Path lands much harder as a result. Beyond’s biggest improvements are all in favor of fostering that relationship between players and the universe around them, and that includes its people, playable and non-playable.

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No Man’s Sky has long had one of the more positive and welcoming online communities in the gaming landscape, and there was always the worry that removing the barriers between players would invite the worst elements of online play into what’s typically a place of zen. This is far from the case.

The new Anomaly, summonable to any galaxy at any time, is no longer a sparse, glorified save space, but a bustling 16-player hub of activity, full of greetings, proud ship captains, aliens who look upon you with curious eyes, and players more than happy to bring you to the worlds they call home. Just like the first spoken line of the game, so much of the Anomaly’s layout, from its menus to the way it presents the current state of the area, is about reminding you that you’re never fully alone out there. Beyond has made it so much easier to find allies to either assist in their mission or share what you have from your own inventory. Everything you pick up and mine may have a price, but the game quite often reminds you via the descriptions that those items can also be given to others. Clicking an item while on the Anomaly gives you a list of everyone in range that you might possibly hand it off to. Checking mission boards reminds you there are people who may be looking for the same thing you are, and when it’s the other way around, the request shows up in the lower left. During my time with the update, there were good Samaritans everywhere in the Anomaly, giving out extra rare items to whoever wandered into range.

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That’s a rather huge and heartening factor, not just because you can now jump in and help strangers shoot things down and collect loot, but because it creates a strong sense of community in what was previously a fairly lonely adventure. The Anomaly feels like the petri dish for No Man’s Sky to develop an actual culture, a place of cooks, pilots, space frontiersmen, and traders looking for the next big score. It feels alive and connected in all the ways the game used to feel isolated and cold. And it does so without overshadowing the fundamental element of peaceful solo exploration if you so desire. That new emphasis on connection is never so obtrusive that it prevents you from performing one simple task or speaking to one specific NPC and leaving, but it also doesn’t feel arduous to connect with another human being the way it did before this update.

There’s still some legwork involved, though. While joining games and having others join yours is a quick and simple matter (and much less finicky than it was in Next) players can occasionally spawn on drastically different locations on the same planet. That said, searching for stranded partners wound up being a weirdly fun adventure all its own.

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A much bigger caveat is that for a new player to party up with friends, they still have to get out into space on their own, which makes sense. There’s a lot of ways for someone who doesn’t know what they’re doing to irrevocably screw up a galaxy by accident, or waste a resource, or piss off a planet’s Sentinels, or ruin your relationship with a species of animals. The tutorials do important work of not just showing you how to play the game, but respect the game. If you want to give a partner some of your resources, you can. But if an objective given by the game tells you to build something, giving them the exact item the game wants won’t clear that objective. That’s a limitation the game is all the better for keeping in place. Choosing to assist someone can’t be the same as beating the game with or for them. If you’re with someone, you’re there for the experience. That’s not all necessarily new for a multiplayer experience, but it does feel rare when the game is pushing you to connect with other people for what tend to be for more mercenary reasons.

For my part, I remained a solitary player, only choosing to put down sparing roots on the most beautiful worlds and never building more than I needed. I’m very much a city boy in real life. In No Man’s Sky, I’m a happy recluse with 40 acres and a species of chubby elephantine space mules I named Horace. I’ve been harvesting eggs and milk from the animals on the strawberry-pink and white world I’ve been calling home for the past year or so. Even as the universe got bigger, I would go to the Anomaly to trade, buy new ships, and hang out with aliens, but home remains solitary. So few of the self-sufficient agrarian aspects of my little home were even possible in previous updates. Beyond has made me feel more empowered to sustain that life, have a place to return to and maintain, and make improving it for the laid-back alien assistants who reside with me much easier to accomplish.

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The larger technical problems with Beyond come down to problems with VR platforms in general. Despite the visual beauty, my time with the Oculus version was plagued with flaws and odd bugs and glitches. By comparison, the PSVR version caters to performance. Frame rate and gameplay are pristine there, but at the cost of clarity, especially when it comes to the various screen displays in-game. In addition, the PSVR’s old nemesis, the camera drift, rears its ugly head here, and the Recenter VR Camera option in the Pause menu does less to solve it than it should. As of this writing, however, there have been additional patches every few days, and more and more of these bugs vanish with each one.

These tiny frustrations utterly dissolve away in flight, however. No Man’s Sky’s most consistently powerful experience of seamless space travel nearly reduced me to tears as the upper atmosphere melted away into the silence and deep wonder of the galaxy. It’s the kind of thing I dreamt of as a kid. As part of an expanding experience and seemingly impossibly ever-larger universe, No Man’s Sky continues to deliver on the promise of being a space traveler–and VR assists in making it a more immersive experience.

The drastic improvements made to No Man’s Sky in its Beyond expansion are the new gold standard for how to gracefully cope with a game’s flaws post-release. The game laid the foundation with its release, but it took Beyond to elevate it into something magnificent. Successfully transitioning to VR is a creative victory on its own, but realizing just how full and vibrant and rewarding an experience this game has now become is almost poignant. Beyond represents the courage of convictions, a concept that has not only met the lofty expectations it set forth, but transcended them.

Gears 5 Includes an Extended Hamilton Reference

Gears of War 5 contains a number of references to the popular real-life musical, Hamilton.

The Gears 5 musical equivalent is called “Embry” and also tells the story of a prominent, foundational government figure. Instead of Alexander Hamilton, the Gears 5 musical is about Nassar Embry, member of the Allfathers and founder of The Coalition of Ordered Governments (COG), Sera’s governing body.

The references can be found peppered throughout Act I: Chapter 4 – The Tide Turns, including posters sporting a stance which will be instantly familiar to Hamilton fans, as well as appraisals from critics, such as “above average, recommended viewing,” but the reference doesn’t stop with posters.

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Expect Scares (But Not Answers) From Halloween Horror Nights’ Us Maze

Fans of Jordan Peele’s psychological horror hit Us will be happy/terrified to hear the film’s been adapted into a haunted house maze for Universal Studios’ 29th annual Halloween Horror Nights event.

Those who’ve spent hours attempting to decipher the movie’s many mysteries, however, should not enter the attraction anticipating answers to their burning questions about the Tethered or the film’s twist ending.

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Why It Chapter Two Doesn’t Have an After Credits Scene

Moviegoers have grown increasingly accustomed to new releases including an end credits scene, even for movies that wouldn’t seem likely to have one. With fans wondering if they should stick around after IT Chapter Two’s nearly three-hour run time (beyond obviously watching the credits to honor the many people who worked hard to make the movie), we’re here to report that, no, there is no end credits scene after the film — likely because there are no definite plans to make any kind of IT Chapter Two sequel.

There’s a good reason people might be wondering whether IT Chapter Two has a post-credits scene: its predecessor, 2017’s IT, had one. That stinger offered a clue that the saga of the Losers’ Club was not yet over, as the high-pitched cackle of Pennywise the clown was heard over the final seconds of the end credits.

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What Is Xbox Game Pass (Ultimate, Xbox One, PC): Game List, Pricing, And More

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Xbox Game Pass has been kicking around the Xbox One for quite some time, but back in June, Xbox sweetened the pot with Xbox Game Pass for PC and Xbox Game Pass Ultimate. All of the different options can get a little confusing, and with the release of Gears 5, you might be wondering which plan you should subscribe to. There are a bunch of different benefits for each one, so we’ve compiled everything you need to know about Xbox’s Game Pass offerings.

What is Xbox Game Pass?

Xbox Game Pass for Xbox One

The first of the subscriptions introduced was Xbox Game Pass for Xbox One. With it, you get access to a library of over 200 games, including all first-party titles when they launch. At the moment, these include Gears 5, Forza Horizon 4, Sea of Thieves, and much more. The entire Gears of War series is also available through Game Pass.

New games are added and removed all the time. Thankfully, if you want to keep the games that leave Game Pass, you’ll be happy to know that members get discounts on all Game Pass games.

Xbox Game Pass for PC

Xbox Game Pass for PC works exactly like it does on the Xbox One. You get access to over 100 games every month and exclusive deals if you want to keep any of them. There are unique games on each platform, though much of the library does cross over. Almost all of Xbox’s first-party titles are available on PC, including Gears 5. Game Pass for PC offers quite a few titles that many would consider better on PC. These include games like Age of Empires Definitive Edition, Metro Exodus, and Prey.

Xbox Game Pass price

Xbox Game Pass for Xbox One costs $10 USD / $12 CAD / £8 a month.

Xbox Game Pass for PC goes for $5 USD / $6 CAD / £4 a month. That is, however, an introductory price and will raise to $10 USD / $12 CAD / £8 a month eventually. However, at the moment, you can join Xbox Game Pass for PC with your first month only costing $1 / £1.

Sign-up for Xbox Game Pass for Xbox One

Sign-up for Xbox Game Pass for PC

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What is Xbox Game Pass Ultimate?

Xbox Game Pass Ultimate is exactly what it says it is: the ultimate subscription if you want all of the benefits Xbox currently offers. That even includes Xbox Live Gold, which has its own set of bonuses–free monthly games, online multiplayer, and exclusive deals.

With Xbox Game Pass Ultimate, you gain access to both the Xbox One and PC Game Pass libraries–over 300 games. Other bonuses also become available over time, such as access to Gears 5: Ultimate Edition on September 6–regular Game Pass subscribers only have access to the standard edition when it launches on September 10.

Xbox Game Pass Ultimate price

At this moment, you can get your first two months of Xbox Game Pass Ultimate for $2 / £2–you can also get one month for $1 / £1. Of course, this limited-time deal is only available to new subscribers. The regular cost of a monthly subscription is $15 USD / $17 CAD / £11.

Xbox Game Pass list of games

The recently released Gears 5 is available through all of the Game Pass options, and there are much more to check out on both Xbox One and PC. Some of the latest releases are pictured below, but you can also see the full Xbox Game Pass list here.

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All The NES And SNES Games On Nintendo Switch Online

Destiny 2 – Where Is Xur? Exotic Vendor Location Guide (9/6 – 9/10)

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Gears 5 Having Rocky Launch But Dev Says Issues Are Being Worked On

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Gears 5 has been experiencing server and stability issues since its early access launch, with users seeing frequent disconnects and missing content. Developer The Coalition says it is working to resolve the problems plaguing the third-person shooter.

Gears 5 unlocked for Ultimate Edition owners and Xbox Games Pass Ultimate subscribers on September 5, a few days ahead of its official September 10 launch. Since this is an early access release, the game has been experiencing a number of issues, including long searches and connection errors, players getting kicked from Campaign, missing Ultimate Edition content, and more. The Coalition, in a series of tweets, confirmed that it is aware of these issues and actively working to address them.

One solution The Coalition has recommended, especially regarding the missing Ultimate Edition content, is rebooting the game and hard-resetting the device. Doing both should resolve connectivity issues and award the bonus content. Additionally, The Coalition has implemented a number of “server side updates” aimed at improving stability and fixing issues.

While things look to be improving, The Coalition notes that Gears 5 is still facing a number of persistent problems, particularly around matching and online services. It seems some players are have difficulty connecting–and staying connected–to matches. The developer tweeted that it is “actively investigating the issue” and trying to resolve things quickly.

Despite the issues Gears 5 is facing, the game has received a rather positive reception. In our Gears 5 review-in-progress we said, “Gears 5 might suffer from some of the same storytelling missteps as its predecessors, and it might not venture far out of the past, but the new ideas it brings to the series are all good reasons for fans to return.” We’ve also compiled a list of other Gears 5 reviews, with the scores tilting toward the more favorable end of the spectrum. The game’s even gotten the attention of the series’ former lead designer Cliff Bleszinski, who’s incredibly happy a woman is on the cover.

Trailer For Wrinkles The Clown Documentary Will Have You Looking Over Your Shoulder

Remember a few years ago when people were dressing up as creepy clowns and just hanging out in public, which, in turn, scared everyone? What a bizarre epidemic. Well, there’s now a documentary coming out about one individual who does this for a living called Wrinkles The Clown, and you can see the first trailer for the movie below.

The film follows a 65-year old Florida man who dresses up in a creepy clown mask and gets hired by people–many times parents–to scare kids. He’ll appear in people’s backyards, outside their windows, and generally being frightening in random places. The film looks to find out who this man is, why he’s doing this, and the viral effect his actions had across the internet.

While the movie trailer seems to blur the line between fiction and reality, Wrinkles the Clown is a real person, and you can call him if you have some kids you want to freak out. This all originally took place in 2014, and the man behind the mask–a Naples, Florida retiree who didn’t want to spend his days playing golf. And his antics as Wrinkles the Clown drew national attention and spawned numerous copycats throughout the United States.

If you want to see the full story for yourself, check out Wrinkles The Clown when it comes to theaters on October 4.

Fortnite Update Vaults A Bunch Of Weapons

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Fortnite‘s 10.20 content update arrived earlier this week, and now developer Epic Games has made a few more tweaks to the popular battle royale shooter. The 10.20.2 hotfix is now live on all platforms, and it vaults a handful of weapons and makes numerous other gameplay adjustments. Read on for the patch notes.

First, three guns–the Combat Shotgun, Drum Shotgun, and Proximity Launcher–have been moved into the vault, which means they’ve effectively been removed from the game. As always, there is a chance the guns could be re-added to Fortnite in the future, but for the time being, you won’t find them in the Battle Royale mode.

Those aren’t the only weapon changes. The Suppressed Assault Rifle has been unvaulted; it’s available in Epic and Legendary variants. Epic has also increased the damage dished out by the Automatic Sniper. “The Automatic Sniper was underperforming relative to some of the other Sniper Rifles. This adjustment to damage should make it more desirable as an alternative long-range weapon,” Epic said.

Additionally, Epic has made more tweaks to the controversial BRUTE mechs; now they’ll spawn less during storm phases 3-6. The developer has also increased the “duration of spiciness” of peppers to 60 seconds, and reduced the availability of Obelisks at Retail Row. You can see the full patch notes for the hotfix below courtesy of Epic’s website.

Fortnite’s aforementioned 10.20 content update added a new item to the game, the Zapper Trap, and also brought back another familiar element from a past season: the Floating Island. Fortnite’s Week 6 challenges are also now live. This set is called Boogie Down, and most of the tasks revolve around dancing. You can find maps and guides in our complete Fortnite Season 10 challenges roundup.

Fortnite: Battle Royale 10.20.2 Hotfix Patch Notes

Weapons & Items

Vaulted

  • Combat Shotgun
  • Drum Shotgun
  • Proximity Launcher

Unvaulted

  • Suppressed Assault Rifle (Epic/Legendary)

Automatic Sniper

  • The Automatic Sniper was underperforming relative to some of the other Sniper Rifles. This adjustment to damage should make it more desirable as an alternative long-range weapon.
    • Increased damage from 31/33/35 to 40/42/44

Gameplay

B.R.U.T.E

Lowered the spawn rate of the B.R.U.T.E in Storm phases 3-6 in core modes. Arena spawn rates will remain unchanged.

  • With this change, we’re hoping to reduce the impact of B.R.U.T.Es on late-game scenarios, while retaining their presence in the early game.
    • Storm phase 3
      • New spawn rates
        • 33.3% chance to spawn 0
        • 33.3% chance to spawn 1
        • 33.3% chance to spawn 2
      • Old spawn rates
        • 25% chance to spawn 0
        • 25% chance to spawn 1
        • 25% chance to spawn 2
        • 25% chance to spawn 3
    • Storm phase 4
      • New spawn rates
        • 50% chance to spawn 0
        • 50% chance to spawn 1
      • Old spawn rates
        • 33.3% chance to spawn 0
        • 33.3% chance to spawn 1
        • 33.3% chance to spawn 2
    • Storm phase 5
      • New spawn rates
        • 83.4% chance to spawn 0
        • 16.6% chance to spawn 1
      • Old spawn rates
        • 50% chance to spawn 0
        • 50% chance to spawn 1
    • Storm phase 6
      • New spawn rates
        • Will no longer spawn.
      • Old spawn rates
        • 90% chance to spawn 0
        • 10% chance to spawn 1

Peppers

  • Increased the duration of spiciness from Peppers to a 60-second duration from a 20-second duration.

Retail Row

  • This POI is intended to be a high-risk, high-reward drop location, but we feel the reward has outweighed the risk. By reducing the availability of Obelisks, gathering rare loot will require a little more time investment.
    • Reduced the maximum number of Spawn Obelisks from 7 to 5.
    • Increased the time before Spawn Obelisks respawn to a max of 30 seconds (previously a max of 5 seconds).
      • The respawn timer for Spawn Obelisks is on a loop and time may vary between 1-30 seconds.
    • Decreased the chance to drop Rocket Launchers from destroyed Spawn Obelisks from 18.46% to 10%
    • Decreased the chance to drop Jump Pads from destroyed Spawn Obelisks from 50% to 40%