Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts

Friday, February 17, 2017

The Impact Factor Ep. 93: Did Dark Souls Invent A New Genre?
Podcast
Welcome to the 93rd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Steam Direct, Zelda Breath of the Wild DLC, the Freedom Humble Bundle, Twitch, Hearthstone, Shadowverse, Let It Die, and whether or not Nioh proves that Dark Souls invented a new video game genre!

“Nioh Suggests That Dark Souls Actually Invented a New Genre” by Patrick Klepek, Waypoint


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, February 3, 2017

The Impact Factor Ep. 91: End Transmission a.k.a. Groundhog Boys
Podcast
Welcome to the 91st episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about the ZeniMax vs. Oculus lawsuit, Deus Ex going on hiatus, Resident Evil 7 sales, Namco, Nintendo, Final Fantasy XII: The Zodiac Age, Shadowverse, The Last Guardian, and we flex our gamedev muscles to think up a PERFECT game.


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Monday, January 9, 2017

The Impact Factor Ep. 88: 2016's Game of the Year!
Podcast
Welcome to the 88th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss are joined by special guest co-host Patrick to discuss our 2016 Games of the Year, listener 2016 GOTY lists, Total War: Warhammer, Final Fantasy Type 0, Hearthstone, Hidden My Game by Mom!, 2016’s Top 100 sellers on Steam, Ariana Grande in Brave Exvius and so much more!


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, November 4, 2016

The Impact Factor Ep. 79: Flex Potatoes, Alex Gravy
Podcast
Welcome to the 79th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about Titanfall 2, Pokemon Sun and Moon, Mafia III, Animal Crossing, the Wii U, Street Fighter V, PlayStation Experience, Plants vs. Zombies Heroes, Overwatch, and an argument that the ‘Fall’ as we know it no longer exists!


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, October 28, 2016

The Impact Factor Ep. 78: Game Dev Trick or Treat
Podcast
Welcome to the 78th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about Bethesda ending early review copies, Battlefield 1, Evolve, Red Dead Redemption 2, Nintendo Switch, Kingdom Hearts I.5 & II.5, Final Fantasy XV, Halloween, the World Series, and our game dev tricks and treats!


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, October 21, 2016

The Impact Factor Ep. 77: Nintendo Switch, Creepy Mario
Podcast
Welcome to the 77th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Nintendo Switch, Red Dead Redemption 2, The Legend of Zelda Breath of the Wild, PSVR, Sony smartphone games, the SAG-AFTRA strike, Friday the 13th the game, Hearthstone, Overwatch, Darkest Dungeon, Halloween, and why it is so dang hard to make a video game.

“Why It’s So Hard to Make a Video Game” by Tina Amini


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, October 14, 2016

News & Views
10/8/16-10/14/16

This dark, rainy Friday is a perfect endnote for a spooky October week. I’ve been plugging away at my Scare Fest 2016 list, now with over 10 movies seen and reviewed. Snuggle & Scream podcast made its Season 2 debut this week, in which Justine and I got to discuss Hush. We’re ever slowly creeping towards Halloween and I couldn’t be more excited.

News & Views collects the week’s best gaming and gamedev writing and puts it all into one convenient place. Check out the links below for stories about the geography of a MOBA battleground, how Thumper is a unique blend of rhythm with horror, the tale of a self-destructing game from the 1980’s, and a chronological look at the origin of Japanese role-playing games.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Brian Crecente, Polygon

Worth Reading
Ethan Gach, Kotaku

Josh Calixto, The Meta

Ben Bertoli, Polygon

Gino Grieco, Giantbomb

Alex Wawro, Gamasutra

Patrick Klepek, VICE

Felipe Pepe, Gamasutra
The Impact Factor Ep. 76: Asynchronous Spacewarp
Podcast
Welcome to the 76th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about PlayStation VR, Oculus Connect, NYCC, Persona 5, Cuphead, Below, free games, Overwatch Halloween Terror, Darkest Dungeon, and why we should play “bad” games.

“Breaking With the Consensus, and Being OK With That” by Jeremy Parish
“In Defense of Playing Bad Video Games” by Patrick Klepek


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, September 30, 2016

News & Views
9/24/16-9/30/16

It’s almost October, my favorite month of the year! Fall arrives in full force, pumpkin spice is everywhere, and Halloween horror fills the air. I’m excited to jump into horror movies I have been putting off all year and play games off my growing backlog.

News & Views collects the week’s best writing about video games into one convenient place. Check out the links below for stories about how Dead Space is one of the best horror games ever made, why Far Cry 2 is one of the best games ever made, and one gamer who has spent nearly 400 hours trying (and failing) to beat his own Super Mario Maker level.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Julia Benson, Kotaku.uk

Worth Reading
Patrick Klepek, VICE

Frictional Games, Blog

Dave Meikleham, Gamesradar

Steven Messner, PC Gamer

Cam Shea, IGN

Brendan Chung, Blendo

Keith Stuart, Eurogamer

Patrick Klepek, VICE

Friday, September 16, 2016

News & Views
9/10/16-9/16/16

In honor of the BioShock Remastered collection releasing this week, would you kindly check out this News & Views?

News & Views collects the week’s best writing about video games and puts it all into convenient place. Check out the links below for stories about the quest to make new games run on very old computers, the crazy story how Microsoft sent out an Xbox One before it was even announced, and what UNDERTALE means one year later.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Ed Smith, VICE

Worth Reading
Phil Kollar, Polygon

Jason Schreier, Kotaku

Patrick Klepek, VICE

Jason Schreier, Kotaku

Bhernardo Viana, Kill Screen

Toby Fox, Undertale.tumblr

Peter Lido, Kill Screen

Richard Moss, RockPaperShotgun

Friday, September 9, 2016

News & Views
8/27/16-9/2/16

Hey you! Yeah you. I hope you’re having a good day. If not, why not try hanging out here for a bit? I think you will feel a bit better after that. We love everyone here on The Impact Factor.

News & Views collects the week’s best writing about video games and puts it into one convenient place. Check out the links below for stories about Pokémon’s relationship with moral crises, how joy is more ‘adult’ than violence, gamedev in a world in which Super Mario Bros. exists, and an awesome story about how a group of dedicated gamers found (and unlocked) a super hidden secret boss.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Hbomberguy, YouTube

Worth Reading
Lana Polansky, VICE

Santana Mishra and Tim Dawson, GDC Vault

Ian Williams, VICE

Phillip Kollar, Polygon

Leigh Alexander, Gamasutra

Maddi Chilton, Kill Screen

Amr Al-Aaser, Paste

Nathan Altice, Gamasutra

Friday, September 2, 2016

The Impact Factor Ep. 70: For You, The People
Podcast
Welcome to the 70th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Enter the Gungeon, SteamSpy, EVE Online, Journey, Hot Lava, No Man’s Sky, Nintendo 3DS, #GameDesignSecrets, Total War Rome 2, Valkyria Chronicles Remastered, and what constitutes false advertising in gaming!

“A Video Discussing Whether Or Not Hello Games Lied About No Man’s Sky” by Jim Sterling


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, August 30, 2016

Delightful Dashes: Moving Fast Never Felt Better
Perspectives


Video games are about motion. Across genres, across aesthetics, and across gameplay not many things are shared. Movement is something that’s been at the core of video games since their onset. Video games are about manipulating motion and using it to your advantage.

Just take a look back at some early games. Pong is ostensibly only about motion, as two players manipulate the way a square bounces back and forth across a screen. Galaga and Space Invaders were all about anticipating enemy movement while understanding your own. Tetris is a beautiful series of precise motions, a balance between time management and finesse. Motion is the vehicle by which games bring interactivity to the player.

Each genre engineers motion to suit gameplay demands. For some, it’s simple ups and downs along a straight path. Others it is 360-degree rotation on a 2D plane. As games moved into 3D movement evolved. Motion now wasn’t constrained by up-down-left-right, it could span the gamut of x-y-z axis coordinates. In building towards the level of sophistication required to master 3D movement, a concomitant rethinking of 2D motion occurred. Game developers sought to reimagine what movement along a 2D plane could mean for the player. New titles didn’t just focus on new worlds or narratives; they also focused on revolutionizing the way games handled.

From an early age I have been drawn to action games. I’ve enjoyed a variety of them for a variety of reasons, but one thing that has stayed consistent is how much I enjoy their movement. Quick, skillful combat requires mobility to match. For older action games like Ninja Gaiden or Castlevania, your options were often limited to jumps and good character placement. Over time a wealth of new options were added: like sprinting, blocking, dodging and warping. The mechanic that’s stuck with me the most, however, is dashing.

Dashes are a great solution to a common action game problem—how do you keep motion fluid during (and outside of) combat? A dash can get you from one place to another in a fraction of the time it would take to walk. A dash can also act as a split second, and skill intensive, system to avoid enemy attacks. There is something fundamentally game-y about dashes, too, which endears them to me. Like the double jump before them, dashes are something that comfortably exist outside of reality. Sure, someone could sprint a short distance in the real world but that wouldn’t truly recapitulate an action game dash. Some of my favorite dashes are inhumanly fast. Often, dash systems are titrated to a perfect level in which they both empower the player and add a skill ceiling for those looking to conquer the game’s hardest challenges. To put it succinctly: I love dashes.

This summer I played a trio of action games that got me thinking about dashes. Stories: The Path of Destinies, Furi, and Hyper Light Drifter are totally different games that share one common element—fantastic dash moves. In each game the player is given the tools to zip around the map, making each experience fast and fluid. In wanting to spotlight those dashes here I began to think back to other satisfying dashes in games I’ve played recently. So if you will pardon me the indulgence, let’s look at five awesome feats of speed.

Stories: The Path of Destinies


Though you don’t start the game with it unlocked, Stories: The Path of Destinies does a great job at pushing the player towards unlocking dashes quickly. Dashes are predominantly for facilitating combat. One press of a button quickly closes the gap between player and monster, which is essential for maintaining your combo meter. Dashes can be powered up to travel further, faster, and deal damage to enemies as you collide with them. Outside of combat, dashing towards the next encounter is nice but the three dash in a row limit lessens their impact. Still, what’s not to love about a fox zipping around at lightning speed?

Furi


Furi is a game that took me by complete surprise. Not only does its ‘boss rush only’ design work, it is a game that packs in a lot of complex mechanics. The mechanic I adored, as I am sure you have already guessed, was its dash. Furi’s dashes are fast. Really fast. They teleport the player in a blink of an eye. Dashes are integral to your success in Furi. They are used to dodge enemy attacks, quickly move to exposed boss flanks, and in the game’s bullet hell-like sequences. What I enjoyed the most about the dashes was just how much control Furi gave the player over them. Quickly tapping the dash button moved the player in the desired direction. The button could be held down too, holding your character in place until the button was released. This would increase the distance covered. As I wrote in my review, this added a whole new layer of skill and precision that made Furi great.

Hyper Light Drifter


Hyper Light Drifter is one hell of a game. I promise to review it here soon. The game features yet another great dash. Your scarf-donning silent hero faces a decaying world, sword in hand and ready to move. Similar to the two above games, your dash is so satisfyingly fast. Point in a direction and boom, you’re at your destination. Dashing is unsurprisingly essential, serving the dual purpose of dodging enemy attacks and navigating its open and secret-filled world. Hyper Light Drifter also features a fantastic modification to the dash by allowing players to chain an unlimited number of them together, given you perfectly time your button presses. I still need to complete the 800 chain dash challenge, but man did I love Hyper Light Drifter’s movement.


Transistor


Cut from the same cloth as the above games, my third favorite game of 2014 featured some fantastic dashes. Transistor’s mix of real-time and turn-based combat gave dashing a new layer, making it critical for positioning above all else. What I remember loving was incorporating dashes into combos and then watching them play out in real time.

Bloodborne


If you haven’t, you can read me rave about Bloodborne's dashes in my review. If not, just watch this gif. Perhaps it was its juxtaposition against its much slower Souls forbearers, but moving around in Bloodborne felt supremely satisfying. Bloodborne proved you can add hyper fast mobility to deeply thoughtful Souls combat system and still get a fantastic end result.


Games like the ones I’ve featured above just go to show that dashes are an integral, and fun, part of gaming. Moving fast has never felt better.

Friday, August 19, 2016

News & Views
8/13/16-8/19/16

So ends a damp, cool, and foggy week in San Francisco. I’ve been waiting since the first hour of Monday for this.

News & Views collects the week’s best writing about video games and puts it all into one convenience place. Check out the links below for stories about how a developer’s hypoglycemia is represented in his games, how Super Mario 64 introduced the camera as a new character, and a look into a growing mystery that links 19 seemingly unrelated games together.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Kathryn Hemmann, Kill Screen

Worth Reading
Chris Solarski, Gamasutra

Laura Kate Dale, VICE

Gita Jackson, Giantbomb

Aevee Bee, Zeal

A.A. Dowd, Matt Geradi, John Teti, and Ignatiy Vishnevetsky, A.V. Club

With Comments
Popsychblog, Reddit/r/hearthstone
This poster on Reddit offers an interesting insight into how to view new cards. Pros and amateurs alike are routinely wrong about the power level of new cards. There are so many factors, it’s hard to really know. Poppsychblog suggests a common rubric on how to value a new card’s merit that’s irrespective of meta context. Interesting thoughts!

Alex Newhouse, Gamespot
No Man’s Sky is a polarizing game. Some love it, some hate it. Like many of the ‘big’ games of our time, it has certainly fueled interesting writing. Alex Newhouse discusses the joy of being stranded alone in an unthinkably vast universe. I’m not sure that’s what I am looking for in games, but that No Man’s Sky can provide that feeling is something truly special.

Patrick Klepek, VICE
Well, Frog Fractions 2 here we come! Jokes aside, this is a crazy story. 19 seemingly unrelated games have these symbols appearing. Symbols that, once decoded, seem to assemble into some kind of map (or electrical circuit?). With the Overwatch Sombra ARG in full force, I’ve been really into following the hard work of others in deciphering these cryptic messages. Here’s to hoping it builds to something really cool.

Friday, August 12, 2016

News & Views
8/6/16-8/12/16

We’re living in plentiful times, folks. Everyone expects summer gaming to be slow and boring, but I’ve had an experience quite the opposite. Summer 2016 has been a fantastic time for indies & other smaller games. I recently finished I Am Setsuna, a nice throwback to the JRPGs of yesteryear. Early this week I finished and platinumed Double Fine’s Headlander. And now I’m deep into Hyper Light Drifter (which is freakin’ fantastic so far.) Once that’s done, I still have ABZU, Bound, and Batman: A Telltale Series to get to. It’s a good time to be playing video games.

News & Views collects the week’s best writing about video games. Check out the links below for stories about how food can evoke a particular brand of fantasy, why putting a score on your video game review is useless, and the galaxy-wide quest to find No Man’s Sky’s giant sand serpent.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Rami Ismail, Ramiismail.com

Worth Reading
Jon Shafer, Gamasutra

Matt Sayer, Unwinnable

Todd Harper, VICE

Ellie Gibson, Eurogamer

Holly Green, Paste

Josh Bycer, Gamasutra

With Comments
Patrick Klepek, VICE
Klepek’s investigative reporting gives us insight into something we almost never see: the reasoning behind why a game gets its content rating. This article takes a look at the German video game review board and their decision to not rate the controversial Criminal Girls 2. If nothing else, this is worth reading for insights into the previously only speculated.

Patricia Hernandez, Kotaku
I love stories like this. No Man’s Sky had a lot of trailers, but even I remember the giant sand snake that slithered its way into the hearts & minds of fans around the world. The procedural generation in the game means that it is unlikely for a giant snake to spawn that perfectly resembles the one in the trailer, but that hasn’t stopped the hunt. Fans across the world are scouring No Man’s Sky’s billions of worlds in search for the elusive creature. I hope they find it!