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{{good article}}
{{Use dmy dates|date=August 2016}}
{{DISPLAYTITLE:''Super Smash Bros. for Nintendo 3DS'' and ''Wii U''}}
{{Use mdy dates|date=November 2015}}
{{Infobox video game
{{Infobox video game
| title = ''Super Smash Bros. for Nintendo 3DS<br>Super Smash Bros. for Wii U''
| title = No Man's Sky
| italic title = no
| image = File:No Man's Sky.jpg
| image = Super Smash Bros for Wii U Box Art.png
| caption = The cover art for ''No Man's Sky'', showcasing the Atlas at the top center
| caption = North American box art for the Wii U version of the game. The cover of the Nintendo 3DS version (not pictured) features different members of the roster.
| developer = [[Hello Games]]
| developer = {{plainlist|
| publisher = Hello Games
* [[Sora Ltd.]]
| distributor = {{ubl|[[Sony Interactive Entertainment]] <small>(PS4)</small>|[[iam8bit]] <small>(PC)</small>}}
* [[Bandai Namco Entertainment|Bandai Namco Games]]
| platforms = {{ubl|[[PlayStation 4]]|[[Microsoft Windows]]}}
| released = '''PlayStation 4'''{{vgrelease new|NA|{{start date|2016|8|09|df=y}}|EU|10 August 2016}} '''Microsoft Windows'''{{vgrelease new|WW|12 August 2016}}
| genre = [[Action-adventure game|Action-adventure]], [[survival game|survival]]
| modes = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]]{{efn|The state of multiplayer in the released version is in question. See [[#mp gameplay|description of multiplayer features]] and [[#mp issues|issues found with multiplayer after release]] for details.}}
| director = {{ubl|Sean Murray|David Ream}}
| producer = Suzy Wallace
| designer = Sean Murray
| programmer = {{ubl|Harry Denholm|Ryan Doyle|Innes McKendrick|Sean Murray|David Ream}}
| artist = {{ubl|Grant Duncan|Jacob Golding}}
| writer =
| composer = {{ubl|[[65daysofstatic]]|Paul Weir}}
}}
}}
| publisher = [[Nintendo]]
| director = [[Masahiro Sakurai]]
| producer = {{plainlist|
* Shinya Saito
* Masaya Kobayashi
}}
| composer = {{plainlist|
* Keiki Kobayashi <!--Almost all original tracks are based around his composition-->
* [[Junichi Nakatsuru]]
* Hiroki Hashimoto
* Hiroyuki Kawada
* Eriko Sakurai
* Akihiko Ishikawa
* Yoshinori Hirai
}}
| series = ''[[Super Smash Bros.]]''
| platforms = [[Nintendo 3DS]], [[Wii U]]
| released = '''Nintendo 3DS'''<br>{{vgrelease new|v=1|JP|September 13, 2014<ref name="japan-release-date"/>|NA|October 3, 2014<ref name="release-date"/>|EU|October 3, 2014<ref name="release-date"/>|AUS|October 4, 2014<ref name="au-release-date">{{cite web|url=http://nintendo.co.kr/nintendo_direct/20150319/index.html|title=Nintendo Direct 2015.03.19 |date=March 19, 2015 |website=[[Nintendo]]|accessdate=March 19, 2015}}</ref>}}'''Wii U'''<br>{{vgrelease new|v=1|NA|November 21, 2014
|EU|November 28, 2014|AU|November 29, 2014<ref>{{cite web|last1=Karmali|first1=Luke|title=Super Smash Bros. on Wii U Gets Release Date|url=http://www.ign.com/articles/2014/10/07/super-smash-bros-on-wii-u-gets-european-release-date|work=IGN|accessdate=October 7, 2014}}</ref>|JP|December 6, 2014<ref name=EUrelease>{{cite web|url=http://www.nintendolife.com/news/2014/10/super_smash_bros_for_wii_u_european_release_date_brought_into_november|title=Super Smash Bros. for Wii U European Release Date Brought Into November|work=Nintendo Life|accessdate=December 30, 2014}}</ref>}}
| genre = [[Fighting game|Fighting]], [[Platform game|platformer]]
| modes = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]]
}}
'''''Super Smash Bros. for Nintendo 3DS'''''{{efn|Known in Japan as {{nihongo|''Dairantō Smash Brothers for Nintendo 3DS''|大乱闘スマッシュブラザーズ for Nintendo 3DS|Dairantō Sumasshu Burazāzu Fō Nintendō Surī Dī Esu}}}} and '''''Super Smash Bros. for Wii U'''''{{efn|Known in Japan as {{nihongo4|''Dairantō Smash Brothers for Wii U''|大乱闘スマッシュブラザーズ for Wii U|Dairantō Sumasshu Burazāzu Fō Wī Yū}}}} are [[fighting game|fighting video games]] developed by [[Sora Ltd.]] and [[Bandai Namco Games]], with assistance from [[tri-Crescendo]],<ref>{{cite web|url=http://www.tri-crescendo.co.jp/works.html|title=List of tri-Crescendo involved games|website=tri-Crescendo}}</ref> and published by [[Nintendo]] for the [[Nintendo 3DS]] and [[Wii U]] [[video game console|game consoles]]. Despite being similarly titled games, even with almost similar content, the two titles are officially considered the fourth and fifth installments, respectively, in the ''[[Super Smash Bros.]]'' series of games by creator and game director [[Masahiro Sakurai]].<ref>{{cite web|last1=Schreier|first1=Jason|title=An In-Depth Chat With The Genius Behind Super Smash Bros.|url=http://kotaku.com/an-in-depth-chat-with-the-genius-behind-super-smash-bro-530744390|work=[[Kotaku]]|publisher=[[Gawker Media]]|accessdate=April 25, 2015}}</ref>


Like the rest of the series, ''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are non-traditional fighting games where players use different attacks to weaken their opponents and knock them out of an arena. The games are [[Fictional crossovers in video games|crossover titles]] that feature characters, items, music, and stages from various Nintendo franchises, including ''[[Mario (franchise)|Mario]]'', ''[[Donkey Kong (series)|Donkey Kong]]'', ''[[Pokémon (video game series)|Pokémon]]'', ''[[Fire Emblem]]'', ''[[Kirby (series)|Kirby]]'', ''[[Metroid]]'', ''[[Star Fox (series)|Star Fox]]'', ''[[The Legend of Zelda]]'', ''[[Kid Icarus]]'', and ''[[Animal Crossing]]'' among others, as well as from several third-party franchises, including [[Sega]]'s ''[[Sonic the Hedgehog (series)|Sonic the Hedgehog]]'' and ''[[Bayonetta]]'', [[Capcom]]'s ''[[Mega Man]]'' and ''[[Street Fighter]]'', Bandai Namco's ''[[List of Pac-Man video games|Pac-Man]]'', and [[Square Enix]]'s ''[[Final Fantasy]]''. New features include having up to eight players fighting at a time on the Wii U version, support for [[Amiibo]], using [[Mii]]s as playable fighters, post-release downloadable content including additional fighters and stages, and customizable special moves unlockable for every non-DLC character. Some features from previous games in the series were removed, such as the story mode in ''[[Super Smash Bros. Brawl|Brawl]]''.
'''''No Man's Sky''''' is an [[Action-adventure game|action-adventure]] [[survival game|survival video game]] developed and published by the [[independent video game development|indie]] studio [[Hello Games]] for [[PlayStation 4]] and [[Microsoft Windows]]. The game was released worldwide in August 2016.


A sequel to ''Brawl'' was announced at [[Electronic Entertainment Expo 2011|E3 2011]], but development did not begin until 2012, and the game's official unveiling did not come until [[Electronic Entertainment Expo 2013|E3 2013]]. The gameplay was designed to be somewhere between that of the faster, more competition-oriented ''[[Super Smash Bros. Melee|Melee]]'' and the slower, more casual-friendly ''Brawl''. The 3DS version was released in Japan in September 2014, and in North America, Europe, and Australia in October 2014. The Wii U version was released in North America, Europe, and Australia in November 2014, and in Japan in December 2014.
The [[gameplay]] of ''No Man's Sky'' is built on four pillars — exploration, survival, combat, and trading. Players are free to perform within the entirety of a [[Procedural generation|procedurally generated]] deterministic [[Open world|open universe]], which includes over 18 [[quintillion]] (1.8×{{10^|19}}) planets,{{efn|Specifically, the number of planets is 2<sup>64</sup> or 18,446,744,073,709,551,616, based on the 64-bit seeding process used in the game.<ref name="polygon august2014"/>}} many with their own sets of [[flora]] and [[fauna]].<ref name="cnn tech"/> By exploring, players gain information about the planets that they can submit to the Atlas, a universal database that can be shared with other players of the game. Players get compensated in in-game currency every time new information is uploaded to The Atlas. Players also gain materials and blueprints to upgrade their character's equipment and purchase a variety of starships, allowing them to travel deeper into the centre of the galaxy, survive on planets with hostile environments, interact in friendly or hostile manners with computer-controlled space-faring factions, or trade with other ships. Some activities, such as killing too many lifeforms or draining too many resources from planets, will draw the attention of patrolling robotic Sentinels that will attempt to kill the player character.


Critics applauded the fine-tuning of existing ''Super Smash Bros.'' gameplay elements, but criticized some issues with online play. Both versions sold well, with the 3DS version selling over 8.23 million copies worldwide by June 2016, and the Wii U version selling over 4.90 million copies during the same period of time.
Players participate in a shared universe, with the ability to exchange planet information with friends, though the game is also fully playable offline; this is enabled by the procedural generation system that assures players find the same planet with the same features, lifeforms, and other aspects once given the planet coordinates, requiring no further data to be stored or retrieved from game servers. Nearly all elements of the game are [[procedurally generated]], including star systems, planets and their ecosystems, flora, fauna and their behavioural patterns, artificial structures, and alien factions and their spacecraft. The game's engine employs several deterministic algorithms such as parameterised mathematical equations that can mimic a wide range of geometry and structure found in nature. Art elements created by human artists are used and altered as well. The game's audio, including ambient sounds and its underlying soundtrack, also uses procedural generation methods from base samples created by Paul Weir and the musical group [[65daysofstatic]].


==Gameplay==
''No Man's Sky'' represented Hello Games' vision of a broad, attention-getting game that they wanted to pursue while they secured their financial well being through the ''[[Joe Danger]]'' series of games.<ref name="nms hello games"/> The game's original prototype was worked on by Hello Games' Sean Murray who wanted to create a game about the spirit of exploration inspired by the optimistic science fiction of [[Isaac Asimov]], [[Arthur C. Clarke]] and [[Robert Heinlein]] and the cover artwork of these works in the 1970s and 1980s. Development expanded into a small four-person team prior to its first teaser in December 2013. About a dozen developers worked on the game in the three years leading up to its release, with [[Sony Interactive Entertainment]] providing promotional and marketing support. Sony formally announced the title during their press conference at the [[Electronic Entertainment Expo 2014]], the first independently-developed game to be presented at the Expo's centrepiece events.<ref name="new yorker"/><ref name="guardian july2015"/>
{{see also|Super Smash Bros.#Gameplay|l1=Gameplay in the Super Smash Bros. series}}
Like in previous games in the series, ''Super Smash Bros.'' is a multiplayer fighting game in which the players use various attacks, techniques, and items to deal damage to their opponents and knock their opponents out of the arena. As a character's damage percentage increases, they fly back further when attacked, and may eventually be knocked far enough out of the playing field to be [[knocked out]]. To assist players during battle, items sometimes appear on the battlefield if turned on, most of which represent the various video games represented in the series. An item called a Smash Ball allows players to use a powerful, character-specific attack, otherwise known as the "Final Smash".<ref name="in-depth chat">{{cite web |url=http://kotaku.com/an-in-depth-chat-with-the-genius-behind-super-smash-bro-530744390 |title=An In-Depth Chat With The Genius Behind Super Smash Bros. |date=June 21, 2013 |author=Schreier, Jason |work=Kotaku |accessdate=February 23, 2014}}</ref> Another item is an Assist Trophy, which summons various non-playable characters from a represented series onto the field to assist the summoner.<ref>{{cite web|url=http://www.ign.com/articles/2013/12/06/skull-kid-is-an-assist-trophy-in-super-smash-bros-for-wii-u|title=Skull Kid is an Assist Trophy in Super Smash Bros. for Wii U |work= [[IGN]] |accessdate=January 9, 2014|last = Otero|first = Jose|date = December 6, 2013}}</ref><ref>{{cite web|url=http://www.officialnintendomagazine.co.uk/56349/new-smash-bros-wii-u-screenshot-reveals-er-a-dog/ |title=New Smash Bros. Wii U screenshot reveals, er, a dog |work=[[Official Nintendo Magazine]] |accessdate=January 9, 2014 |date=December 13, 2013 |last=Skrebels |first=Joe |deadurl=yes |archiveurl=https://web.archive.org/20131216105759/http://www.officialnintendomagazine.co.uk:80/56349/new-smash-bros-wii-u-screenshot-reveals-er-a-dog/? |archivedate=December 16, 2013 }}</ref> Both of them were previously introduced in ''[[Super Smash Bros. Brawl]]''. Like its predecessors, ''Super Smash Bros.'' features collectible in-game trophies based on characters or items seen in various Nintendo or third-party games.<ref name="collectibles">{{cite web |url=http://www.ign.com/articles/2014/01/06/super-smash-bros-wii-u-and-3ds-feature-unique-trophies |title=Super Smash Bros. Wii U and 3DS Feature Unique Trophies |author=Pereira, Chris |date=January 6, 2014 |work=IGN |accessdate=February 23, 2014}}</ref> Each stage now features an alternate Omega form, which replaces the stage's layout with a flat surface with ledges on both sides and removes all stage hazards, similar to the stage "Final Destination", which is a medium-sized stage that is completely flat and features no hazards.<ref>{{cite web|url=http://kotaku.com/one-of-smash-bros-modes-will-be-final-destination-onl-1561016746|title=Every Stage In The New Smash Bros. Can Turn Into Final Destination|work=Kotaku|accessdate=October 17, 2014}}</ref> Certain stages, collectible trophies, and game features are exclusive to each version of game, with the Wii U version primarily featuring elements taken from home console titles and the 3DS version taking elements primarily from handheld titles. Both games feature revisited stages from past entries in the series and new stages representing newly-introduced properties or recent entries in existing ones.<ref name="in-depth chat"/><ref name="collectibles"/><ref>{{cite AV media|url=https://www.youtube.com/watch?v=vQD1yJinzeQ|people=Sakurai, Masahiro|date=June 11, 2013|title=Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013|publisher=[[Nintendo]]}}</ref>


New to the series is the ability to customize both existing characters and custom [[Mii]] Fighters, altering their attacks and giving them unique power-ups. These characters can be transferred between the 3DS and Wii U versions of the game, as well as certain items earned in specific modes. Additionally, players can use [[amiibo]] to train computer-controlled players and import them into a match.<ref name="E3 Amiibo announcement by Nintendo">{{cite web|title=E3 Amiibo announcement by Nintendo|publisher=Nintendo|url=http://e3.nintendo.com/amiibo/|accessdate=June 13, 2014}}</ref><ref>{{cite web|url=http://www.polygon.com/2014/6/10/5792246/nintendo-shows-amiibo-in-game-toys-for-wii-u|title=Nintendo shows amiibo in-game toys for Wii U|work=[[Polygon (website)|Polygon]]|date=June 10, 2014|accessdate=June 10, 2014}}</ref> Both versions of the game support local and online multiplayer. Whereas local and online matches with friends have fully customizable rules, online matches with strangers are divided into two modes: "For Fun" and "For Glory." For Fun features random stages and items, with time matches only and Omega stages omitted, while For Glory features stock matches with no items exclusively on Omega stages and features both standard Smash and 1-on-1 battles, all of which the player's wins and losses are recorded from For Glory. Customized characters, Mii Fighters, and amiibo cannot be used in online matches against strangers. Additionally, solo play once again features Classic mode, which features an intensity setting directly influenced by Masahiro Sakurai's previous project ''[[Kid Icarus: Uprising]]'', in which players can make the game more difficult by spending in-game currency in order to earn greater rewards. Both versions share two new modes. Target Blast has players beat up a ticking bomb before launching it into a set of targets, with the goal of earning as many points as possible by causing chain reactions.<ref>{{cite web|url=http://www.siliconera.com/2014/08/01/super-smash-bros-director-reveals-new-mini-game-3ds-version/|title=Super Smash Bros. Director Reveals New Mini-Game For 3DS Version|work=Siliconera|accessdate=October 17, 2014}}</ref><ref>{{cite web|url=http://www.smashbros.com/us/3ds/gamemode/entry3.html|title=Super Smash Bros. for Nintendo 3DS - Game modes: Solo|work=SmashBros.com|accessdate=October 17, 2014}}</ref> Trophy Rush has players clear out falling crates to build up a Fever meter and quickly earn new trophies and customization items.
Significant attention and expectations were given to the title in the months leading to its release, which Murray and others journalists cautioned about the indie nature and niche appeal of the title, seeking to avoid the pitfalls that had previously occurred at the launch of ''[[Spore (2008 video game)|Spore]]'' in 2008. At release, the game received a range of mixed reviews, praising the technical achievements of the procedurally-generated universe but considering the gameplay lackluster and repetitive. ''No Man's Sky'' also suffered several technical problems at launch and appeared to lack several marketed features, including a multiplayer element, that further marred the players' experience with the game. Hello Games has committed to fixing technical issues with the release while planning to expand features of the game in time.


In addition to a moderation system to prevent [[griefing]], the game features an online ranking system called "Global Smash Power" for a player's solo mode score, which shows how many other players someone has outscored, rather than listing their position on a leaderboard. Although the game does not feature a ranking system for online matches, matchmaking between players of similar skill levels was introduced.<ref>{{cite web|author=Ishaan |url=http://www.siliconera.com/2014/04/08/super-smash-bros-wii-u-online-multiplayer-detailed/ |title=Super Smash Bros. Online Multiplayer Detailed (Update 2) |work=Siliconera|date= |accessdate=April 9, 2014}}</ref> Online also features Spectator Mode, where spectators can place bets on other players to win more gold, and Conquest, in which players can support selected characters by playing as them online, earning rewards if their supported team wins, and earning bonus rewards for going on a win streak.<ref>{{cite web|author=Buzzi, Matthew |url=http://www.gamenguide.com/articles/12703/20140826/super-smash-bros-4-3ds-release-date-and-news-spectator-mode-leaked-online-now-confirmed-images.htm |title=Super Smash Bros 4 3DS Release Date And News: Spectator Mode Leaked Online Now Confirmed [IMAGES] |work=GameNGuide |accessdate=August 27, 2014}}</ref>
== Gameplay ==


===Platform-specific features===
''No Man's Sky'' is a [[First-person perspective|first-person]], [[open world]] [[survival game]]. Players take the role of a planetary explorer, called in game as the Traveller<!--British spelling, do not change-->, in an uncharted universe. They start on a random planet at the edge of the galaxy, and are equipped with a survival exosuit with a jetpack; a "multitool" that can be used to scan, mine and collect resources as well as to attack or defend oneself from creatures and other entities while on a planet; and a crashed spacecraft that, once repaired, allows them to land and take-off from planets and travel between them and engage in combat with other space-faring vessels.<ref name="edge demo" /> After performing enough resource collection to repair their spacecraft and leave the planet, the player is then free to engage in any of the four principal activities offered by the game: exploration, survival, combat, and trading.<ref name="polygon april2016">{{Cite web | url = http://www.polygon.com/2016/4/1/11340322/no-mans-sky-preview-ps4 | title = A brief tour of a tiny corner of No Man's Sky | first = Samit | last = Sarkar | date = 1 April 2016 | accessdate = 1 April 2016 | work = [[Polygon (website)|Polygon]] }}</ref>
The Nintendo 3DS version features [[stereoscopic 3D]] graphics with optional [[Cel shading|cel-shaded]] outlines to make the characters more visible.<ref>{{cite web|url=https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlpGiFjOQ |title=Miiverse - Sakurai's post &#124; Nintendo |publisher=Nintendo|work=Miiverse|date=March 25, 2014 |accessdate=April 9, 2014}}</ref> The game also features two exclusive modes; Smash Run and StreetSmash. Smash Run, based on the City Trial mode from ''[[Kirby Air Ride]]'', has players navigate an open environment, fighting computer-controlled enemies to earn stat-increasing power-ups, before facing each other in a randomly selected match,<ref>{{cite web|author=Ishaan |url=http://www.siliconera.com/2014/04/08/super-smash-bros-3ds-exclusive-mode-called-smash-run/ |title=Super Smash Bros. For 3DS Has An Exclusive Mode Called "Smash Run" |work=Siliconera |date= |accessdate=April 9, 2014}}</ref> such as vertical or horizontal races against each other or battles with various special rules. StreetSmash is a [[StreetPass]]-based game in which players control a disc on a top-down board and attempt to knock their opponents out of the arena.<ref>{{cite web|url=https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoLkWcjFA|title=Miiverse - Sakurai's post - Nintendo|work=Miiverse - Nintendo|accessdate=September 19, 2014}}</ref> The 3DS version supports the additional controls featured on the [[New Nintendo 3DS]], such as using the C-Stick to trigger Smash Attacks, but is not compatible with the [[Nintendo 3DS#Circle Pad Pro|Circle Pad Pro]] peripheral because of hardware limitations.<ref>{{cite web|url=http://www.animenewsnetwork.co.uk/daily-briefs/2014-09-06/super-smash-bros-for-3ds-will-not-support-circle-pad-pro/.78476|title=Super Smash Bros. for 3DS Will Not Support Circle Pad Pro |work=Anime News Network|accessdate=September 8, 2014}}</ref>


The Wii U version features high-definition graphics (native 1920x1080p) and a special mode that allows up to eight players simultaneously. This mode is restricted to certain larger stages and cannot be played online, though additional stages were made available for eight players via post-release update patches.<ref>{{cite web|url=http://kotaku.com/wow-super-smash-bros-wii-u-will-have-eight-player-bat-1650041623|title=Wow, Super Smash Bros. Wii U Will Have Eight-Player Battles|author=Jason Schreier|work=Kotaku|accessdate=October 23, 2014}}</ref> Various modes from the 3DS version, such as Classic mode, feature various changes in the Wii U version, with some modes allowing two players to play cooperatively or against each other in other modes. The Wii U version also features three exclusive new game modes; Smash Tour, Special Orders, and Event Mode. Smash Tour is a traditional board game-type mode in which up to four players assemble a team of fighters that they pick up on the board. Players have the ability to change size of the game board, the number of turns, and choose if they allow to have custom characters on the board (not including Miis). In this mode, players earn stat increasing power-ups, triggering various battles and events along the way. Special Orders is a series of challenges set by Master Hand and Crazy Hand, which players can attempt to earn rewards. Each time a battle is won, the reward and the stakes will rise, but if a round is lost, all accumulated prizes will be lost. In Event Mode, one or two players can participate in themed challenges, moving along the path by completion. The Wii U version has vast compatibility with controllers; [[Wii U GamePad]], [[Wii Remote]], [[Wii Remote#Nunchuk|Wii Remote and Nunchuk]], [[Classic Controller|Classic Controller, Classic Controller Pro]], [[Wii U Pro Controller]], [[GameCube controller]] through GameCube Controller Adapter for Wii U, and the [[Nintendo 3DS]] systems (using either a copy of the 3DS version, or a ''Smash Controller'' app released on June 14, 2015).<ref>{{cite web|url=http://www.nintendoworldreport.com/news/38495/3ds-can-be-used-a-wii-u-smash-bros-controller|title=3DS Can Be Used as a Wii U Smash Bros. Controller - News - Nintendo World Report|work=Nintendo World Report|accessdate=September 16, 2014}}</ref><ref>{{cite web|url=http://www.animenewsnetwork.co.uk/daily-briefs/2015-06-14/99-cent-app-turns-3ds-into-super-smash-bros-for-wii-u-controller/.89268|title=99-Cent App Turns 3DS Into Super Smash Bros. for Wii U Controller|work=Anime News Network}}</ref> Returning features unique to this version include Special Smash, allowing for unique rules, Stage Builder and Photo mode, which allow players to create personalized stages and dioramas (with a compatible SD card), and demo versions of classic games in a "Masterpieces" gallery. An update on April 15, 2015 added content-sharing features,<ref>{{cite web|url=http://en-americas-support.nintendo.com/app/answers/detail/a_id/13305/~/how-to-update-super-smash-bros.-for-wii-u|title=How to Update Super Smash Bros. for Wii U|work=nintendo.com}}</ref> with a [[Nintendo Network|Miiverse]] stage added for free on June 14, 2015. An update released on July 31, 2015 added an online tournament mode.<ref name="TournamentMode">{{cite web|url=http://www.destructoid.com/new-update-and-dlc-out-for-super-smash-bros-preview-it-here-296941.phtml|title=New update and DLC out for Super Smash Bros., preview it here|last=Whitaker|first=Jed|work=Destructoid|accessdate=July 31, 2015}}</ref>
The Traveller can collect information on the planets and the lifeforms and other features of these planets to upload to The Atlas, a galactic database as depicted in the game's cover artwork, which they are paid for with units, the in-game currency.<ref name="arstech jun2015"/> Units are used to purchase new survival gear, tools, and spacecraft with more powerful abilities and defences, allowing the player to explore more of the universe and survive in more hostile environments.<ref name="gameinformer 2014-12-08">{{cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx | title = Galactic Map Puts Scale Of No Man’s Sky In Perspective | first = Jeff | last = Cork | date = 8 December 2014 | accessdate = 8 December 2014 | work = [[Game Informer]] }}</ref> Such upgrades can work in synergistic effects; the scanning feature of the multitool initially starts as a short-ranged directed beam, but can be upgraded to have much longer range, spanning all directions, and locating minerals and other resources buried in the ground.<ref name="edge demo">{{Cite web | url = http://www.gamesradar.com/no-mans-sky-sheds-light-just-what-youll-do-its-vast-universe/ | title = No Man's Sky sheds light on the dark side of what you can do in its vast universe | author = <!-- Edge staff writer --> | publisher = [[GamesRadar]] | work = [[Edge (magazine)|Edge]] | date = 16 September 2015 | accessdate = 16 September 2015 }}</ref> The Traveller's exosuit, multitool, and spacecraft have limited slots for resource inventory, added capacity, and upgrades; these can be expanded through the course of the game or through purchasing new items.


===Playable characters===
The Traveller's ability to explore planets is only limited by the range of the [[hyperspace (science fiction)|hyperspace]] jump engines of their current spacecraft and how much fuel that the craft presently carries.<ref name="arstech jun2015"/> The player is able to view a galactic map to plot courses between systems, which is updated as other players upload their findings to the Atlas.<ref name="arstech jun2015"/> Numerous features in the space between planets exist, including ships and fleets belonging to various factions which may be hostile to the player or which the player may wish to engage in space combat.<ref name="psblog facts"/> The player's actions influence how the faction treats them in future encounters; for example by helping a faction win a space battle against a rival one earlier, they may in turn help protect the players from a different faction later.<ref name="gamespot stars">{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-gets-new-details-about-stars-natural-d/1100-6429371/ | title = No Man's Sky Gets New Details About Stars, Natural Disasters, and Factions | first = Alex | last = Newhouse | date = 31 July 2015 | accessdate = 22 August 2015 | work = [[Gamespot]] }}</ref> The player can attempt communication with [[non-player character]]s (NPC) from these factions using a simple [[dialog tree]] interface, but this requires them to learn the aliens' language, for which a simple word-for-word translation exists, leaving the player to wildly guess at the start.<ref name="gamespot detailed gameplay"/> By frequent communications with that faction, as well as finding monoliths scattered on planets that act as [[Rosetta stone]]s, the player can better understand these languages, and can gain favour from the NPC and its faction for trading and combat.<ref name="gamespot detailed gameplay"/><ref name="pcgamer mar16">{{Cite web | url = http://www.pcgamer.com/no-mans-sky-interview-sean-murray/ | title = Sean Murray: No Man's Sky's NPCs won't make you fetch "space-chickens" | first = Christopher | last = Livingston | date = 3 March 2016 | accessdate = 3 March 2016 | work = [[PC Gamer]] }}</ref><ref>{{cite web | url = http://www.polygon.com/2016/3/3/11153744/no-mans-sky-alien-races-languages | title = No Man's Sky features multiple alien races, each with its own language for you to learn | first = Samit | last = Sarkar | date = 3 March 2016 | accessdate = 3 March 2016 | work = [[Polygon (website)|Polygon]] }}</ref> There are also various space bases where the Traveller can engage in trading of resources and goods in a [[free market]] system, with one such base existing in every planetary system so that players always have the ability to buy fuel to make hyperspace jumps to other systems.<ref name="arstech jun2015"/> The player is able to use resources they have collected to craft new goods, though they are required to determine the recipes for these on their own or to purchase from vendors. This can enable players to collect rare elements found in a remote part of the universe and craft them to make highly desirable goods that they can sell. Such stations also sell new equipment to the player with rotating stock.<ref>{{cite web | url = http://www.ign.com/articles/2015/07/08/no-mans-sky-how-the-economy-works-ign-first | title = No Man's Sky: How the Economy Works | date = 8 July 2015 | accessdate = 17 September 2015 | first = Daniel | last = Krupa | work = [[IGN]] }}</ref>
{{see also|Super Smash Bros.#Playable characters|l1=Super Smash Bros. playable characters}}
[[File:Super Smash Bros. Wii U.jpg|thumb|upright=1.4|Wii U gameplay featuring (from left to right) [[Sonic the Hedgehog (character)|Sonic]], [[Mario]], [[Bowser (character)|Bowser]], and [[Mega Man (character)|Mega Man]].]]
''Super Smash Bros. for Nintendo 3DS and Wii U'' features a roster of 58 playable characters (51 on-disc and 7 available as downloadable content) <!-- Mii Fighter is being treated as three separate characters, as determined by the 58-character statement in the December 2015 Super Smash Bros. Special Broadcast. Please do not change. -->taken from both Nintendo's first-party franchises and some [[Third-party developer|third-party]] franchises, including returning character [[Sonic the Hedgehog (character)|Sonic the Hedgehog]]. The base game includes 19 newcomers to the series: the ''[[Wii Fit]]'' Trainer, ''[[Animal Crossing]]''{{'}}s Villager, [[Rosalina (character)|Rosalina]] and [[Bowser Jr.]] from the ''[[Mario (franchise)|Mario]]'' series (with Rosalina being accompanied by a Luma), [[Little Mac (Punch-Out!!)|Little Mac]] from ''[[Punch-Out!!]]'', [[List of Pokémon (650–719)#Greninja|Greninja]] from [[Pokémon X and Y|''Pokémon X'' and ''Y'']], [[List of Kid Icarus characters#Palutena|Palutena]] and [[List of Kid Icarus characters#Dark Pit|Dark Pit]] from ''[[Kid Icarus: Uprising]]'', [[List of Fire Emblem Awakening characters#Lucina|Lucina]] and [[List of Fire Emblem Awakening characters#Avatar|Robin]] from ''[[Fire Emblem Awakening]]'', [[Shulk]] from ''[[Xenoblade Chronicles]]'', the dog and duck as a duo from ''[[Duck Hunt]]'', [[Capcom]]'s [[Mega Man (character)|Mega Man]], [[Bandai Namco Entertainment|Bandai Namco]]'s [[Pac-Man (character)|Pac-Man]], and the Mii Fighter, which can be customized with one of three fighting styles: Brawler, Swordfighter, and Gunner.


Some characters such as [[Wii Fit Trainer]] and [[Bowser Jr.]] have multiple variations, such as different genders and alternate character skins, which are selected in the same manner as alternate colors. Some returning fighters who could change forms during a match in previous titles are now playable solely as individual characters. As such, [[Princess Zelda|Zelda]], [[Sheik (Legend of Zelda)|Sheik]], [[Samus (Metroid)|Samus]], and [[Zero Suit Samus]] are now all individual fighters, along with [[Charizard]], who was previously included alongside the now-absent [[Squirtle]] and [[Ivysaur]] in the Pokémon Trainer's team in ''Brawl''. [[Dr. Mario]], a cloned fighter based on Mario who first appeared in ''[[Super Smash Bros. Melee]]'', makes his return to the roster after his absence in ''Brawl''. The [[Ice Climbers]] were originally planned for inclusion, but were removed due to the technical limitations of the 3DS. [[Wolf O'Donnell]] and [[Solid Snake]] are also absent following their appearances in the previous game.<ref>{{cite web|url=http://www.usgamer.net/articles/smash-bros-character-cuts|title=Time to Bid Farewell to these Smash Bros. Characters|website=USgamer|first=Kat|last=Bailey|date=September 20, 2014}}</ref>
Taking resources from a planet or harming the lifeforms on it causes the Traveller to gain a "wanted level" similar to that of the ''[[Grand Theft Auto (series)|Grand Theft Auto]]'' series, attracting the attention of self-replicating robot-like Sentinels that patrol the planets. Low wanted levels may cause small drones to appear which may be easily fought off, while giant walking machines can assault the player at higher wanted levels.<ref name="edge demo"/> Similarly, hostile actions towards the alien factions cause aggressive responses based on a comparable scale, ranging from being intercepted by one or two scout ships, to becoming the target of entire armadas. The Traveller can die in a number of fashions, such as by sustained damage from a toxic or oxygen-less planetary environment or extreme temperatures, attacks from dangerous lifeforms or Sentinels, or being destroyed in space combat with the space-faring factions or from pirates seeking valuable cargo. If the Traveller dies, they will respawn near their spacecraft if they died on the planet surface, or will respawn at a nearby spaceport if they died in space combat; in either situation, they lose all information that they have not yet uploaded to the Atlas and other resources collected since, but retain all of the gear they have already acquired, provided that they return to the point where they died to recover items they had been carrying.<ref name="polygon april2016"/><ref name="ign e3 gameplay"/>


====Downloadable characters====
=== Procedurally-generated universe ===
In addition to the main roster, seven additional characters, including three returning characters and four newcomers, were released as [[downloadable content]] between April 2015 and February 2016. [[Mewtwo]], who last appeared in ''Melee'', was released on April 28, 2015, but was made available on April 15, 2015 for [[Club Nintendo]] members who purchased and registered both 3DS and Wii U versions of the game before March 31, 2015.<ref>{{cite web|url=http://kotaku.com/mewtwo-returns-to-the-new-smash-bros-as-a-downloadable-1650055779|title=Mewtwo Returns To The New Smash Bros. As A Downloadable Character|author=Patricia Hernandez|work=Kotaku|accessdate=October 29, 2014}}</ref><ref>{{cite web|url=http://www.siliconera.com/2014/11/20/mewtwo-will-available-paid-dlc-super-smash-bros/|title=Mewtwo Will Be Available As Paid DLC For Super Smash Bros.|work=Siliconera|accessdate=November 27, 2014}}</ref><ref>{{cite web|url=http://www.kotaku.co.uk/2015/04/01/mewtwo-will-available-smash-bros-april-28th|title=Mewtwo Will Be Available on Smash Bros. On April 28th|author=Patricia Hernandez|work=Kotaku UK}}</ref><ref>{{cite web|url=http://nintendoeverything.com/mewtwo-coming-to-smash-bros-for-owners-of-both-wii-u-and-3ds-versions/|title=Mewtwo coming to Smash Bros. for owners of both Wii U and 3DS versions|work=Nintendo Everything|accessdate=October 23, 2014}}</ref><ref>{{cite web|url=http://kotaku.com/mewtwo-returns-to-the-new-smash-bros-as-a-downloadable-1650055779|title=Mewtwo Returns To The New Smash Bros. As A Downloadable Character|author=Patricia Hernandez|work=Kotaku|accessdate=October 23, 2014}}</ref> [[List of Fire Emblem: The Binding Blade characters#Roy|Roy]] from ''[[Fire Emblem: The Binding Blade]]'' and [[Lucas (Mother 3)|Lucas]] from ''[[Mother 3]]'', who last appeared in ''Melee'' and ''Brawl'' respectively, along with [[Ryu (Street Fighter)|Ryu]] from Capcom's ''[[Street Fighter]]'' franchise, were released on June 14, 2015.<ref>{{cite web|url=http://www.kotaku.co.uk/2015/04/01/lucas-coming-back-smash-bros-june|title=Lucas is Coming Back to Smash Bros. in June|author=Kirk Hamilton|work=Kotaku UK}}</ref><ref>{{cite web|url=https://twitter.com/NintendoAmerica/status/606822960536649728|title=Nintendo of America on Twitter|work=Twitter}}</ref><ref>{{cite web|url=http://www.siliconera.com/2015/06/13/street-fighters-ryu-and-roy-confirmed-for-super-smash-bros/|title=Street Fighter's Ryu And Fire Emblem's Roy Confirmed For Super Smash Bros. - Siliconera|work=Siliconera}}</ref><ref>{{cite web|url=http://www.smashbros.com/us/dlc/|title=Super Smash Bros. for Nintendo 3DS / Wii U: Downloadable Content Info|work=www.smashbros.com}}</ref> [[Cloud Strife]] from [[Square Enix]]'s ''[[Final Fantasy VII]]'' was released on December 15, 2015 following increasing requests for ''Final Fantasy'' series characters.<ref>{{cite web|url=http://www.ign.com/articles/2015/11/12/final-fantasy-7s-cloud-coming-to-super-smash-bros-wii-u-3ds|title=Final Fantasy 7's Cloud Coming to Super Smash Bros Wii U, 3DS|author=Andrew Goldfarb|work=IGN}}</ref> Finally, Corrin from ''[[Fire Emblem Fates]]'' and [[Bayonetta (character)|Bayonetta]] from [[Sega]]'s ''[[Bayonetta]]'' series were released on February 3, 2016, in North America and in Europe and Japan the next day.<ref>{{cite web|last1=Romano|first1=Sal|title=Super Smash Bros Adds Corrin, Bayonetta on February 4|url=http://gematsu.com/2016/01/super-smash-bros-adds-corrin-bayonetta-february-4|website=Gematsu|accessdate=30 January 2016}}</ref> Bayonetta was chosen as the overall winner worldwide among "negotiable and realizable" characters in a player-nominated ballot which ran between April 1, 2015 and October 3, 2015, ranking first in Europe and among the top five in North America.<ref>{{cite web|url=http://www.polygon.com/2015/4/1/8327907/super-smash-bros-characters-fighter-ballot-wii-u-3ds|title=Nintendo taking suggestions on new Super Smash Bros. characters in online ballot|author=Samit Sarkar|work=Polygon}}</ref><ref name=kotaku-bayonetta>{{cite web|title=Bayonetta Is Coming To Super Smash Bros.|url=http://kotaku.com/bayonetta-is-coming-to-super-smash-bros-1748205074|website=Kotaku|accessdate=15 December 2015}}</ref><ref name=kotaku-corrin>{{cite web|title=Smash Bros. Is Getting A New Fire Emblem Character, Corrin|url=http://kotaku.com/smash-bros-is-getting-a-new-fire-emblem-character-1748201671|website=Kotaku|accessdate=15 December 2015}}</ref><ref>{{cite web|last1=Cowin|first1=Danny|title=Nintendo Confirms Bayonetta and Cloud for 2016 Amiibo Lineup|url=http://www.digitaltrends.com/gaming/nintendo-confirms-bayonetta-and-cloud-for-2016-amiibo-lineup/|website=Digital Trends|accessdate=16 December 2015}}</ref> Corrin was developed as a downloadable character in response to the critical and commercial success of ''Fire Emblem Fates'' in Japan and in anticipation for the game's worldwide localization.


==Development==
[[File:No mans sky screenshot.jpg|thumb|right|''No Man's Sky'' allows players to explore planets with procedurally-generated flora and fauna.]]
Former Nintendo CEO [[Satoru Iwata]] first announced that a new ''Super Smash Bros.'' game was planned for Nintendo 3DS and Wii U at [[Electronic Entertainment Expo 2011|E3 2011]] in June 2011, but development only officially began following the completion of series creator [[Masahiro Sakurai]]'s other project, ''[[Kid Icarus: Uprising]]'', in March 2012.<ref>{{cite web|url=http://andriasang.com/comya5/ |title=Sakurai: No Progress on New Smash Bros. Until Kid Icarus is Complete |last=Gantayat |first=Anoop |publisher=Andriasang |date=September 21, 2011 |accessdate=September 22, 2011}}</ref><ref>{{cite web|url=http://andriasang.com/comw79/smash_bros_development/|title=Smash Bros. U & 3DS development appears to be very early |author=Gantayat, Anoop |publisher=Andriasang |date=June 8, 2012 |accessdate=June 9, 2012}}</ref> The game was later revealed to be a joint-project between [[Sora Ltd.]] and Bandai Namco Games, with various staff members from Bandai Namco's ''[[Soul (series)|Soulcalibur]]'' and ''[[Tekken]]'' series assisting Sakurai in development.<ref name="ProjectSora">{{cite web|url=http://www.ign.com/articles/2012/07/11/kid-icarus-uprising-developer-closes |title=Kid Icarus: Uprising Developer Closes |author=O'Brien, Lucy |work=IGN |date=July 10, 2012 |accessdate=July 11, 2012}}</ref><ref>{{cite web|last1=Barnett|first1=Patrick|title=Sakurai and Kobayashi Release Messages Regarding Smash Bros.|url=http://www.nintendoworldreport.com/news/30817/sakurai-and-kobayashi-release-messages-regarding-smash-bros|website=[[Nintendo World Report]]|accessdate=July 20, 2014}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros |title=Namco Bandai Developing Next Smash Bros. |author=Drake, Audrey |work=IGN |date=June 21, 2012 |accessdate=June 21, 2012}}</ref> Sakurai, who was previously the sole person responsible for [[balance (game design)|balance]] in the series' multiple fighters, has involved more staff to further improve the game's competitive balance.<ref>{{cite web|author=George, Richard|url=http://www.ign.com/articles/2011/06/08/e3-2011-early-super-smash-bros-details-revealed|title=E3 2011: Early Super Smash Bros Details Revealed|work=IGN|date=June 8, 2011|accessdate=July 18, 2011}}</ref> The game was officially revealed at [[Electronic Entertainment Expo 2013|E3 2013]] on June 11, 2013, during a [[List of Nintendo Direct presentations|Nintendo Direct]].<ref>{{cite web|url=http://www.ign.com/articles/2013/06/11/e3-2013-mega-man-joins-super-smash-bros|date=June 11, 2013|accessdate=June 11, 2013|last=George|first=Richard|work=IGN|title=E3 2013: Mega Man Joins Super Smash Bros}}</ref> Along with screenshots being posted each weekday on the game's official website and Miiverse community,<ref>{{cite web|url=https://miiverse.nintendo.net/users/SakuraiMasahiroA |title=Miiverse &#124; Nintendo |publisher=Nintendo|work=Miiverse|date= |accessdate=April 9, 2014}}</ref> various cinematic trailers were released, introducing each of the brand new fighters. Sakurai chose to use these trailers, which benefit from Internet sharing, as opposed to including a story campaign similar to the Subspace Emissary mode featured in ''Brawl'', as he believed the impact of seeing the mode's cinematic cutscenes for the first time was ruined by people uploading said scenes to video sharing websites.<ref>{{cite web|url=http://www.polygon.com/2013/6/14/4429220/super-smash-bros-for-wii-u-nintendo-3ds-removes-tripping |title=New Super Smash Bros. removes tripping; game speed between Brawl and Melee |work=Polygon |date=June 14, 2013 |accessdate=July 25, 2013}}</ref><ref>{{cite web|url=http://kotaku.com/the-next-super-smash-bros-wont-have-a-story-mode-or-c-906856304 |title=The Next Super Smash Bros. Won't Have a Story Mode and Cutscenes |work=Kotaku|date=July 25, 2013 |accessdate=July 25, 2013}}</ref>


At E3 2013, Sakurai stated that the tripping mechanic introduced in ''Brawl'' had been omitted, with him also stating that the gameplay was between the fast-paced and competitive style of ''Melee'' and the slower and more casual style of ''Brawl''.<ref>{{cite web|url=http://www.ign.com/articles/2013/06/13/e3-2013-no-plans-for-smash-bros-dlc-tripping-removed |title=E3 2013: No Plans for Smash Bros. DLC, Tripping Removed |work=IGN |date=May 31, 2013 |accessdate=June 13, 2013}}</ref> While the game does not feature [[Cross-platform#Video games|cross-platform play]] between the Wii U and 3DS, due to each version featuring certain exclusive stages and gamemodes, there is the option to transfer customized characters and items between the two versions.<ref name="Joystiq-CPP">{{cite web|url=http://www.joystiq.com/2013/06/13/wii-u-and-3ds-smash-bros-will-not-have-cross-platform-play-wil/ |title=No cross-platform play for Smash Bros on 3DS and Wii U |first=Richard |last=Mitchell |work=Joystiq.com |publisher=AOL Tech |date=June 13, 2013 |accessdate=June 13, 2013}}</ref> The game builds upon the previous game's third-party involvement with the addition of third-party characters such as Capcom's Mega Man and Bandai Namco's Pac-Man, as well as the return of Sega's Sonic the Hedgehog. This involvement expands beyond playable characters, as other third-party characters, such as [[Ubisoft]]'s [[Rayman (character)|Rayman]], are also included in the game as trophies.<ref>{{cite web|url=https://miiverse.nintendo.net/posts/AYMHAAACAADMUKl3TMQjFQ|title=Miiverse - Sakurai's post - Nintendo|work=Miiverse - Nintendo|accessdate=October 17, 2014}}</ref> The addition of Mii characters was made in response to the growing number of requests from fans to have their dream characters included in the game. To prevent potential bullying, as well as to maintain game balance online, Mii Fighters cannot be used in online matches against strangers.<ref>{{cite web|last=Corriea|first=Alexa Ray|date=June 19, 2014|url=http://www.polygon.com/2014/6/19/5824064/mii-fighters-super-smash-bros-brawl-sakurai|title=Mii Fighters were added to Super Smash Bros due to growing presence and fan requests|work=Polygon|accessdate=June 19, 2014}}</ref> The decision to release the Wii U version at a later date from the 3DS version was made to allow each version to receive a dedicated debugging period.<ref name="Why Wii U Owners Have to Wait">{{cite web |url=http://kotaku.com/smash-bros-creator-explains-why-wii-u-users-will-have-1624879347 |title=Smash Bros. Creator Explains Why Wii U Owners Have to Wait |date=August 21, 2014 |author=Nakamura, Toshi |work=Kotaku |accessdate=August 22, 2014}}</ref> Hardware limitations on the Nintendo 3DS led to various design choices, such as the removal of mid-match transformations, the lack of Circle Pad Pro support,<ref>{{cite web|url=http://www.siliconera.com/2014/10/01/zelda-sheik-different-characters-super-smash-bros-3ds/|title=Why Zelda and Sheik Are Different Characters In Super Smash Bros. For 3DS|work=Siliconera|accessdate=October 13, 2014}}</ref> and the absence of the Ice Climbers, from the [[NES]] game [[Ice Climber]], who were previously playable in both ''Melee'' and ''Brawl''.<ref>{{cite web|last=Sirani |first=Jordan |title=Ice Climbers Were Cut From Smash Bros. Due To 3DS Limitations |url=http://www.ign.com/articles/2014/09/17/ice-climbers-were-cut-from-smash-bros-due-to-3ds-limitations |work=IGN |date=September 16, 2014 |accessdate=September 17, 2014}}</ref>
The main feature of ''No Man's Sky'' is that its virtual universe, including the stars, planets, lifeforms, ecosystems, and the behaviour of the space-bound factions, is created through [[procedural generation]] using [[deterministic algorithm]]s and [[random number generator]]s. A single [[Random seed|seed number]] is used to create these features via mathematical computation, thus eliminating the need to create each of these features by hand. This enables the game to have a massively open nature: Hello Games has estimated that with their 64-bit seed number, their virtual universe includes [[64-bit computing#Limitations of practical processors|over 18 quintillion]] planets.<ref>{{cite web | url = http://www.wired.co.uk/news/archive/2014-08/18/no-mans-sky-planets | title = No Man's Sky would take 5 billion years to explore | first = Chris | last = Higgins | date = 18 August 2014 | accessdate = 19 August 2014 | work = [[Wired UK]] }}</ref>


In late August 2014, a series of allegedly [[Internet leak|leaked]] photos and videos of the 3DS version were uploaded to the Internet, revealing at the time several unannounced fighters. The original videos were removed shortly thereafter citing a copyright claim by [[Nintendo#Divisions|Nintendo of America]].<ref>{{cite web|last1=Makuch|first1=Eddie|title=Smash Bros. Wii U/3DS Leaked Roster Video and Images Reveal Possible Characters|url=http://www.gamespot.com/articles/smash-bros-wii-u-3ds-leaked-roster-video-and-image/1100-6421907/|work=GameSpot|accessdate=August 27, 2014}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2014/08/25/super-smash-bros-for-3ds-and-wii-u-possible-leak-confirms-shulk-bowser-jr-more-as-fighters?read |title=Super Smash Bros. for Wii U and 3DS leak Confirms Shulk, Bowser Jr., more as Fighters | work=IGN|accessdate=August 25, 2014}}</ref><ref>{{cite web|last1=Mitchell|first1=Richard|title=Rumor: Super Smash Bros videos show Bowser Jr, Shulk, Duck Hunt Dog [Update: Videos pulled]|url=http://www.joystiq.com/2014/08/25/rumor-super-smash-bros-videos-show-bowser-jr-shulk-duck-hunt/|work=[[Joystiq]]|accessdate=August 25, 2014}}</ref> These leaks were confirmed on September 11, 2014 when various gamers in Japan and Taiwan obtained the 3DS version two days prior to its release date and streamed footage of the game on [[Twitch (website)|Twitch]].<ref name="SecretChar">{{cite web |url=http://kotaku.com/people-are-starting-to-unlock-secret-smash-bros-charact-1633365911 |title=People Are Starting to Unlock Secret Smash Bros. Characters |date=September 11, 2014 |last=Hernandez |first=Patricia |work=Kotaku |accessdate=September 11, 2014}}</ref>
Any player is able to visit a specific planet once they know its galactic coordinates, given their spacecraft has the capability to do so, and find the same features as any other player, as these coordinates serve as the seed for the planet's topography, environment, and flora and fauna. This also enables the game to be played locally offline in addition to online, as there is no server-side storage of the universe, with all details being generated on-the-fly as the user plays the game.<ref name="psblog facts">{{cite web | url = http://blog.us.playstation.com/2015/08/03/35-amazing-things-about-no-mans-sky/ | title = 41 Amazing Things About No Man’s Sky | first = Alex | last =Wiltshire | date = 3 August 2015 | accessdate = 3 August 2015 | work = [[PlayStation Blog]] }}</ref> However, players need to be online to register their finds to the Atlas.<ref name="arstech jun2015">{{cite web | url = http://arstechnica.com/gaming/2015/06/this-mans-sky-hello-games-sean-murray-is-making-his-dream-game/ | title= This man’s sky: Hello Games’ Sean Murray is making his dream game | first = Lee | last = Hutchinson | date = 18 June 2015 | accessdate = 21 September 2015 | work = [[Ars Technica]] }}</ref> Though the player may temporarily alter aspects of a planet, such as by mining resources, most of these changes are only tracked while the player is on the planet; once they leave, or when visited by others, the changes will disappear.<ref name="psblog facts"/> Some changes that the player can make that Hello Games considered "significant" are tracked on the game servers; actions like destroying space stations will be tracked, but things like an individual creating holes in a planet are insignificant compared to the size of the planet, and are not stored on the servers.<ref>{{Cite web | url = http://www.gamezone.com/originals/latest-no-man-s-sky-demo-answers-one-question-creates-ten-more-jwmx | title = Latest No Man's Sky demo answers one question, creates ten more | first = Jon | last= Dotano | date = 5 October 2015 | accessdate = 30 July 2016 | work = [[Gamezone]] }}</ref> Internal game time also plays a factor, as creatures on planets are able to evolve.<ref name="mit tech review"/>


===Music===
This generation system can create a variety of planet ecosystems, including differing rotational periods, the end-effects of natural erosion, and behavioural cycles for the creatures.<ref name="psblog facts"/><ref name="mit tech review"/><ref>{{cite web |url=http://www.kotaku.com.au/2013/12/wow-no-mans-sky-just-stole-the-show-at-the-vgx/ |title=Wow. No Man's Sky Just Stole The Show At The VGX |last=Good |first=Owen |work=[[Kotaku]] |date=8 December 2013 |accessdate=9 December 2013 }}</ref><ref>{{cite web|url=http://www.computerandvideogames.com/441760/hello-games-reveals-next-gen-sci-fi-epic-no-mans-sky/|title=Hello Games reveal 'next-gen' sci-fi epic, No Man's Sky|last=Jackson|first=Mike|work=[[Computer and Video Games]]|date=8 December 2013|archive-url=http://web.archive.org/web/20141229044420/http://www.computerandvideogames.com/441760/hello-games-reveals-next-gen-sci-fi-epic-no-mans-sky/|archive-date=29 December 2014|dead-url=yes|access-date=9 December 2013}}</ref> The amount of life on planets are factored based on their distance from their local sun, with planets far outside the [[Circumstellar habitable zone|habitable zone]] typically being barren of life.<ref name="psblog facts"/> Not all stars have habitable planets, but still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere.<ref name="gamespot stars"/> The developers aimed for a 90–10 rule, with around 90% of the planets being uninhabitable, and of the 10% that do support life, 90% of those only include mundane lifeforms, making the planets that thrive with a vivid ecosystem rare.<ref name="verge">{{Cite web | url = http://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview | title = This is the most ambitious game in the universe | first = Vlad | last = Savov | date = 1 July 2014 | accessdate = 24 September 2015 | work = [[The Verge]] }}</ref>
Like previous games in the series, ''Super Smash Bros. for Nintendo 3DS and Wii U'' features many original and re-arranged musical pieces from various different gaming franchises. Both versions have multiple musical tracks that can be selected and listened to using the "My Music" feature, including pieces taken directly from earlier ''Super Smash Bros.'' titles. The 3DS version features less music altogether than the Wii U version however, and only has two songs per stage because of size limitations.<ref>{{cite web|last1=Sakurai|first1=Masahiro|title=The 3DS version has an excellent Sounds collection!|url=https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoGBjiK1g|publisher=Nintendo|work=Miiverse|accessdate=August 22, 2014}}</ref> The 3DS version also has a "Play in Sleep Mode" option, allowing players to listen to the game's music from the sound menu whilst the system is in sleep mode.<ref>{{cite web|title=Super Smash Bros. For 3DS Lets You Listen To Music In Sleep Mode|url=http://www.siliconera.com/2014/08/22/super-smash-bros-3ds-lets-listen-music-sleep-mode/|work=Siliconera|accessdate=August 22, 2014}}</ref>


On August 22, 2014, the ''Super Smash Bros.'' website revealed the list of composers and arrangers for the game. Various well known video game composers and musicians such as [[Masashi Hamauzu]], [[Yuzo Koshiro]], [[Yasunori Mitsuda]], [[Motoi Sakuraba]], [[Yoko Shimomura]], [[Mahito Yokota]], [[Akari Kaida]], [[Michiru Yamane]], [[Koji Kondo]], [[Kazumi Totaka]], and [[Hiroshi Okubo]], among many others, contributed new arrangements for the game.<ref name=Music>{{cite web|title=Super Smash Bros. for Nintendo 3DS and Wii U: Music|url=http://www.smashbros.com/us/music/|website=SmashBros.com|accessdate=October 23, 2014}}</ref> The original score was created by Bandai Namco's in-house sound team.<ref name=Music/>
When the player first starts ''No Man's Sky'', they are placed on a random planet at the edge of a galaxy at the edge of the universe, from which point they are free to do whatever they want. The game does not have an explicit goal but does encourage players to attempt to reach the center of the universe through its lore:<ref name="psblog facts"/><ref>{{Cite web | url = http://www.kotaku.co.uk/2014/06/19/mans-sky | title = What No Man’s Sky Is | first = Tina | last = Amani | date = 19 June 2014 | accessdate = 10 August 2015 | work = [[Kotaku]] UK }}</ref> planets located closer to the galactic center have more exotic and hostile environments, with more valuable resources and means to improve one's gear, urging exploration of these inner galactic regions.<ref name="cnn tech">{{cite web | url = http://www.cnn.com/2015/06/18/tech/no-mans-sky-sean-murray/ | title = 18 quintillion planets: The video game that imagines an entire universe | work = [[CNN]] | date = 18 June 2015 | accessdate = 21 August 2015 | first = Ravi | last = Hiranand }}</ref><ref name="pcgamer e32015">{{Cite web | url = http://www.pcgamer.com/no-mans-sky-how-to-play-a-game-with-18-quintillion-worlds/ | title = No Man's Sky: how to play a game with 18 quintillion worlds | first = Samual | last = Roberts | work = [[PC Gamer]] | date = 9 September 2015 | accessdate = 9 September 2015 }}</ref> Hello Games' Sean Murray stated that one might spend about forty hours of gametime to reach the center of the galaxy if they did not perform any side activities, but he also fully anticipated that players would play the game in a manner that suits them, such as having those that might try to catalog all the flora and fauna in the universe, while others may attempt to set up trade routes between planets.<ref>{{cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx | title = The Path To No Man's Sky's 'End Game' | work = [[Game Informer]] | date = 15 December 2014 | accessdate = 19 December 2014 | first = Jeff | last = Cork }}</ref>


A two-disc promotional soundtrack, featuring certain selections from the game, was available for [[Club Nintendo]] members who registered both versions of the game before January 13, 2015.<ref>{{cite web|title=Super Smash Bros. Soundtrack Offer|url=http://club2.nintendo.com/smash-promo/|work=Club Nintendo|publisher=Nintendo|accessdate=October 12, 2014}}</ref>
{{anchor|mp gameplay}}
Hello Games has stated that ''No Man's Sky'' does include multiplayer elements, though are far from traditional implementations as one would see in a [[massive multiplayer online game]], to the point where Murray has told players to not think of ''No Man's Sky'' as a multiplayer game.<ref name="pcgamer prerelease"/><ref name="gi multiplayer"/> Because of the size of the game's universe, Hello Games estimated that more than 99.9% of the planets would never be explored by players, and that the likelihood of meeting another player through chance encounters is nearly zero.<ref name="gamespot detailed gameplay">{{cite web | url = http://www.gamespot.com/articles/how-to-play-no-mans-sky-a-detailed-breakdown/1100-6435316/ | title = How to Play No Man's Sky: A Detailed Breakdown | first = Rob | last = Crossley | date = 3 March 2016 | accessdate = 15 March 2016 | work = [[GameSpot]] }}</ref> ''No Man's Sky'' does include a matchmaking system that is similar to that used for ''[[Journey (2012 video game)|Journey]]'' when such encounters do occur;<ref>{{Cite web | url = http://www.gamespot.com/articles/making-sense-of-no-mans-skys-massive-universe/1100-6441344/ | title = Making Sense of No Man's Sky's Massive Universe | first = Alex | last = Newhouse | date = 2 July 2016 | accessdate = 2 July 2016 | work = [[GameSpot]] }}</ref> as described by Murray, each online player has an "open lobby" that any players in their in-universe proximity will enter and leave.<ref name="gi multiplayer"/> This approach is meant to provide "cool moments" for players as they encounter each other, but not meant to support gameplay like [[player versus environment]] or fully cooperative modes.<ref name="pcgamer prerelease"/> Players can track friends on the galactic map and the system maps.<ref name="gi multiplayer">{{Cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx | title = Stop Thinking Of No Man’s Sky As A Multiplayer Game | first = Bryan | last = Vore | date = 10 December 2014 | accessdate = 12 July 2016 | work = [[Game Informer]] }}</ref> Because ''No Man's Sky'' is primarily a [[single-player game]] and the chance of meeting other players is very low, Sony does not require PlayStation 4 users to have [[PlayStation Plus]] to play the game online.<ref>{{cite web | url = http://www.polygon.com/2016/7/25/12271394/no-mans-sky-playstation-plus | title = No Man's Sky will not need a PlayStation Plus subscription to play | first = Owen | last = Good | date = 25 July 2016 | accessdate = 25 July 2016 | work = [[Polygon (website)|Polygon]] }}</ref> There is no [[cross-platform play]] as the PlayStation 4 and Windows versions of the game use different servers.<ref>{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-ps4-and-pc-versions-use-different-serv/1100-6442461/| title = No Man's Sky PS4 and PC Versions Use Different Servers | first = Eddie | last = Makuch | date = 9 August 2016 | accessdate = 9 August 2016 | work = [[GameSpot]] }}</ref>


==Release==
Through the Atlas, players are credited by name for being the first to discover a planet and other types of information. Players may access the Atlas through a system menu and upload their discoveries to be credited for them.<ref name="ign e3 gameplay">{{Cite web | url = http://www.ign.com/articles/2015/06/17/10-things-we-learned-about-no-mans-sky-gameplay | title = 10 Things We Learned About No Man's Sky | work = [[IGN]] | date = 17 June 2015 | accessdate = 21 June 2015 | first = Meghan | last = Sullivan }}</ref><ref>{{cite web |url=https://www.youtube.com/watch?v=9NWpdyQXzHw |title=No Man's Sky: Procedurally Generating Science Fiction for the Next-Generation – First Look Interview |last=Carboni |first=Anthony |publisher=[[Revision3]] |date=10 December 2013 |accessdate=18 December 2013 }}</ref> The player can name their discoveries, within limits set by a profanity filter, and notes about their discoveries, such as noting a planet having a toxic or radioactive environment, are automatically included with each discovery uploaded to the Atlas.<ref name="mit tech review">{{Cite web | url = http://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/ | title = No Man’s Sky: A Vast Game Crafted by Algorithms | first = Simon | last = Parkin | date = 22 July 2014 | accessdate= 5 August 2015 | work = [[MIT Technology Review]] }}</ref><ref>{{cite web | url = http://arstechnica.com/gaming/2016/03/no-mans-sky-finally-charts-its-star-path-with-major-gameplay-reveal/ | title = No Man’s Sky finally charts its star path with major gameplay reveal | work = [[Ars Technica]] | date = 3 March 2016 | accessdate = 3 March 2016 | first = Sam | last = Machkovech }}</ref> Players are able to visit other planets that have been discovered and uploaded to the Atlas, presuming their spacecraft has sufficient fuel and range to reach those planets.<ref name="gameinformer 2014-12-08"/> On these already-explored planets, players are still credited with in-game currency for documenting the planet and its features to the Atlas, but they are not able to rename the details that the discovering player had been able to do.<ref name="edge demo"/>
In an announcement for the Super Smash Bros. Invitational, a tournament which was held at [[Electronic Entertainment Expo 2014|E3 2014]], Nintendo revealed an official GameCube controller adapter for the Wii U, which allows players to use GameCube controllers with the game,<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-10-08-wii-u-gamecube-controller-adaptor-compatible-with-more-than-just-smash-bros|title=Wii U GameCube controller adapter compatible with more than just Smash Bros.|date=October 8, 2014|work=Eurogamer.net|accessdate=October 13, 2014}}</ref> as well as a ''Smash Bros.'' themed game controller. The adapter and controllers were released alongside the game and are also available separately, but vary depending on the region.<ref>{{cite web|author=5/29/14 2:12pm 5/29/14 2:12pm |url=http://kotaku.com/nintendo-made-a-gamecube-controller-adapter-for-wii-u-1583342868 |title=Nintendo Made A GameCube Controller Adapter For Wii U |work=Kotaku|date= |accessdate=June 9, 2014}}</ref><ref>{{cite web|url=http://kotaku.com/wii-u-gamecube-controller-adapter-out-this-holiday-for-1588733203 |title=Wii U GameCube Controller Adapter Out This Holiday For |work=Kotaku|date=June 10, 2014 |accessdate=June 10, 2014}}</ref>


''Super Smash Bros. for Nintendo 3DS'' was released in Japan on September 13, 2014, in North America and Europe on October 3, 2014, and in Australia on October 4, 2014.<ref name="japan-release-date">{{cite web |url=http://www.famitsu.com/news/201406/11054894.html |title=『大乱闘スマッシュブラザーズ』"Miiファイター"参戦決定、『for Nintendo 3DS』発売日も決定!【E3 2014】 |work=[[Famitsu]] |date=June 11, 2014 |accessdate=June 11, 2014 |language=Japanese}}</ref><ref name="release-date" /><ref name="au-release-date2">{{cite web |url=https://www.nintendo.com.au/index.php?action=news&nid=3461&pageID=6 |title=NINTENDO INVENTS AND REINVENTS GAMING FOR EVERYONE WITH IMAGINATIVE NEW EXPERIENCES |publisher=Nintendo Australia |date=June 11, 2014 |accessdate=June 12, 2014}}</ref> A playable demo was released on the Nintendo eShop on September 10, 2014, in Japan<ref>{{cite web|url=http://uk.ign.com/articles/2014/09/10/super-smash-bros-demo-live-on-japanese-3ds-eshop|title=Super Smash Bros. Demo Live on Japanese 3DS eShop - IGN|work=IGN|accessdate=September 16, 2014}}</ref> and on September 19, 2014, in North America and Europe.<ref name="release-date">{{cite web |url=http://www.ign.com/articles/2014/06/10/e3-2014-super-smash-bros-for-3ds-delayed |title=E3 2014: Super Smash Bros. for 3DS Delayed |last=Dyer |first=Mitch |work=IGN |date=June 10, 2014 |accessdate=June 10, 2014}}</ref><ref>{{cite web|url=http://www.siliconera.com/2014/09/12/super-smash-bros-3ds-demo-reaches-north-america-september-19th/|title=Super Smash Bros. 3DS Demo Reaches North America And Europe September 19th [Update] - Siliconera|work=Siliconera|accessdate=September 16, 2014}}</ref> Select Club Nintendo Platinum members in North America and Europe received early access to the 3DS demo which, unlike the public demo of the game, had an unlimited number of plays.<ref>{{cite web|url=http://www.nintendolife.com/news/2014/09/weirdness_there_are_super_smash_bros_for_nintendo_3ds_demo_codes_being_sold_on_ebay |title=Weirdness: There Are Super Smash Bros. for Nintendo 3DS Demo Codes Being Sold on eBay |work=Nintendo Life|accessdate=September 19, 2014}}</ref> The Wii U version was released in North America on November 21, 2014, in Europe on November 28, 2014, in Australia on November 29, 2014, and in Japan on December 6, 2014.<ref name="US release-date">{{cite web|url=http://www.siliconera.com/2014/10/07/super-smash-bros-wii-u-reaches-north-america-november-21st/|title=Super Smash Bros. for Wii U Reaches North America On November 21st|work=Siliconera|accessdate=October 13, 2014}}</ref><ref name="EUrelease-date">{{cite web|url=http://www.siliconera.com/2014/10/07/super-smash-bros-wii-u-hits-europe-december-5th/|title=Super Smash Bros. for Wii U Hits Europe On December 5th [Update]|work=Siliconera|accessdate=October 13, 2014}}</ref> Bundles containing Amiibo figures were available at launch, with plans to eventually release figures of every fighter, including downloadable ones.<ref>{{cite web|url=http://segmentnext.com/2014/09/15/super-smash-bros-wii-u-amiibo-starter-bundle-listed-walmart/|title=Super Smash Bros Wii U Amiibo Starter Bundle Listed By Walmart|work=SegmentNext|accessdate=September 16, 2014}}</ref><ref>{{cite web|url=https://twitter.com/NintendoEurope/status/519443179683463168 |title=The Super #SmashBros for Wii U + Mario amiibo bundle hits stores on 05/12! |publisher=Nintendo of Europe |date=October 7, 2014 |accessdate=October 11, 2014}}</ref>
== Plot ==


On April 15, 2015, a software update was released, adding the ability to purchase additional content, such as playable characters, new stages and Mii Fighter costumes, and addressing some balancing issues in the game. It also enabled online sharing of photos, Mii fighters, replays and custom stages.<ref>{{cite web|url=http://www.smashbros.com/en-uk/dlc/index.html|title=Official Site – Super Smash Bros. for Nintendo 3DS and Wii U|work=www.smashbros.com}}</ref> An update released on July 31, 2015, added an online tournament mode and the ability to upload replays to [[YouTube]].<ref name="TournamentMode" /> A ''Smash Controller'' app released on [[Nintendo eShop]] on June 14, 2015, allows players to use the Nintendo 3DS as a controller for the Wii U version without needing a copy of the 3DS version.<ref>{{cite web|url=http://www.smashbros.com/us/howto/entry11.html|title=Super Smash Bros. for Wii U: Controllers|work=www.smashbros.com}}</ref>
The [[player character]], known as the Traveller, wakes up on a remote planet near their crashed spacecraft. They receive a message from an entity called "The Atlas" that offers its guidance, directing the character to make the necessary repairs to the spacecraft and collecting the resources needed to fuel a hyperspace jump to another solar system. En route, they encounter individual members of three alien species, the Gek, the Korvax, and the Vy'keen, that inhabit the galaxy.


==Reception==
As the Traveller moves towards other systems, they are alerted to a presence of a space anomaly in a nearby system. Travelling there they find a space station where two aliens wait for them, Priest Entity Nada and Specialist Polo. Nada and Polo have knowledge beyond what other aliens in the galaxy appear to possess, including being able to speak without translation to the Traveller. They are able to guide the Traveller towards meeting Atlas, either by directing them to the location of a nearby Atlas Interface, or to a black hole that can quickly take the Traveller closer to the centre of the galaxy. The Traveller investigates the Interfaces to find themselves in direct communication with the Atlas which wants them to continue to explore and collect information all while moving towards the center, where the Atlas entity appears to be. The Atlas judges the Traveller's progress, and grants it an Atlas Stone if it deems the Traveller worthy.

The Traveller continues on its journey, continuing to gain help from Nada and Polo and Atlas Stones from other Interfaces. As the Traveller progresses, they become aware they, like Nada and Polo, are different from the other sentient beings in the galaxy, having some sense of the universe's construction and nature.<ref name="crave plot">{{cite web | url = http://www.craveonline.com/entertainment/1019217-no-mans-sky-ending-explained-center-galaxy-simulation-theory | title = No Man’s Sky Ending Explained: The Center of the Galaxy and the Simulation Theory | first = Paul | last = Tamburro | date = 11 August 2016 | accessdate = 22 August 2016 | work = [[Crave (magazine)|Crave]] }}</ref> It is revealed that the galaxy itself exists as a computer simulation managed by the Atlas, the Traveler an entity created by the Atlas to explore the simulation, while Nada and Polo were "errors" that had become self-aware of being in a simulation and isolated themselves in the anomaly to help others.<ref name="crave plot"/>

Ultimately, the Traveller reaches the galaxy's centre, finding another Atlas Interface. The Traveller presents the Interface with the Atlas Stones they have obtained, upon which the Altas creates a new star and solar system, as well as creating another new Traveller entity to restart the exploration. The current Traveller is released, free to explore on its own, while from the player's view, they are placed into control of this new Traveller, effectively restarting the game.<ref name="crave plot"/><ref name="polygon plot">{{cite web | url = http://www.polygon.com/no-mans-sky/2016/8/17/12514826/atlas-interface-story-path-guide | title = No Man's Sky's Atlas Interfaces, story path and you | first = Jeffrey | last = Parkin | date = 17 August 2016 | accessdate = 22 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref>

== Development ==

=== Concept and inspiration ===

[[File:Hello games sean murray grant duncan.jpg|thumb|right|Hello Games' founders Sean Murray (left) and Grant Duncan]]
The onset of development for ''No Man's Sky'' arose from Hello Games' co-founder Sean Murray sometime during the development of ''[[Joe Danger 2]]'' (2012), which he compared to a [[mid-life crisis]] for himself.<ref name="bbc midlife"/> Murray, a former developer at [[Criterion Games]] for the ''[[Burnout (series)|Burnout]]'' series, worried the studio would be falling into a rut of producing sequel after sequel as was the case at Criterion. When Hello Games had problems with an American publisher, Murray realized they had an opportunity to create a completely new title based on a concept he had since he was a child, when he had aspirations of being an [[astronaut]], envisioning oneself as being the first human to step onto an alien planet.<ref name="nms hello games"/><ref name="atlantic feb2016"/>

''No Man's Sky'' was an attention-getting concept that the studio had since inception. Murray described that in bringing on board Dave Ream, the team's creative director, that Murray described how there are skyscrapers in the world that are well visible but built on standard designs, and then there are smaller, minimalist architectural designs, which is the direction that Murray wanted to take the studio. Ream agreed, but insisted that the studio at some point would make the game equivalent of a skyscraper, a game they could develop without any limitations. This proverbial game, "Project Skyscraper" was kept in mind as the studio began to expand and acquire the necessary finances to pursue other titles besides ''Joe Danger''.<ref name="nms hello games"/>

Murray's concept for the game was influenced by science fiction works of the 1970s and 1980s. Murray attributes ideas from the "Big Three" science fiction authors—[[Isaac Asimov]], [[Arthur C. Clarke]], and [[Robert Heinlein]]—whose stories he considered "fantastical - it's vibrant, exciting and the unexplored".<ref>{{cite web | url = https://www.engadget.com/2013/12/09/no-mans-sky-is-a-sci-fi-exploration-roguelike-in-a-consistent-u/ | title = No Man's Sky is a sci-fi exploration roguelike in a consistent universe | first = David | last = Hinkle | date = 9 December 2013 | accessdate = 12 August 2016 | work = [[Engadget]] }}</ref> Murray also considered [[Frank Herbert]]'s ''[[Dune (franchise)|Dune]]'' influential as it "paints this picture of a world that’s so believable".<ref name="inverse art">{{cite web | url = https://www.inverse.com/article/7327-the-movies-books-and-video-games-that-influenced-no-man-s-sky | title = The Movies, Books, and Video Games That Influenced 'No Man's Sky' | first= Eric | last = Fransisco | date = 25 October 2015 |work = [[Inverse (magazine)|Inverse]] }}</ref> Another avenue of influence was the state of current science fiction media, which Murray compared to similar commentary from [[Neal Stephenson]] on how most mainstream works focus on a dystopian story; for Murray, he wanted ''No Man's Sky'' to be much more optimistic and uplifting.<ref name="time release"/>

Murray was also inspired by the covers of these science fiction works from the period, which typically were done by freelance artists and bore little connection to the story within but made for visually alluring scenes.<ref name="new yorker">{{cite news |first = Raffi | last = Khatchadourian |authorlink= |authormask= |date=18 May 2015 |title=World without end : creating a full-scale digital cosmos |department=Annals of Games |work=[[The New Yorker]] |volume=91 |issue=13 |pages=48–57 |url=http://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian |accessdate= 5 August 2015 }}</ref> Duncan credits much of ''No Man's Sky''{{'}} art influence from the work of [[Chris Foss]], who drew covers for many science fiction books and magazines and had a significant influence in science fiction film and video games. Duncan noted that "he created this kind of art when everyone else was creating black starfields, grey dull monolithic spacecrafts".<ref name="eurogamer art">{{cite web | url = http://www.eurogamer.net/articles/2015-03-20-the-art-of-no-mans-sky | title = The art of No Man's Sky | first = Martin | last = Robinson | date = 20 March 2015 | accessdate = 11 August 2016 | work = [[Eurogamer]] }}</ref> Other art influences included [[John Harris (artist)|John Harris]], another book and video game cover artist; [[Jean Giraud]] (aka Mœbius), a science-fiction and fantasy cartoonist; and [[Ralph McQuarrie]], a concept artist for several major Hollywood films.<ref name="eurogamer art"/> Duncan also cited the films of [[Ray Harryhausen]] as an influence in terms of the exploration of the unknown.<ref name="eurogamer art"/> Murray noted an iconic shot from the original ''[[Star Wars (film)|Star Wars]]'' film, which featured two suns rising on the planet [[Tatooine]] as the "perfect alien image" that captured the nature of science fiction.<ref name="inverse art"/>

Murray considered his own experience playing ''[[Elite (video game)|Elite]]'', a similar open-world space exploration game, as part of ''No Man's Sky''{{'}}s inspiration.<ref>{{cite news | url = http://www.theguardian.com/technology/2014/oct/28/no-man-sky-creator-we-wanted-to-build-a-universe | title = No Man's Sky creator: 'We wanted to build a universe' | work = [[The Guardian]] | date = 28 October 2014 | first = Keith | last = Stuart | accessdate = 21 September 2015 }}</ref> Murray wanted to craft a game that really focused on exploration, which, as he considered it, was "seeing something that no-one's seen before and for your experience to be unique", rather than pre-planned puzzles that one would need to explore to find and solve.<ref>{{Cite web | url = http://www.usgamer.net/articles/a-future-that-has-a-history-introducing-no-mans-sky | title = No Man's Sky's "Future That Has a History" | first = Pete | last= Davidson | date = 11 December 2013 | accessdate = 11 August 2016 | work = [[US Gamer]] }}</ref> The video game ''Journey'' was also influential with Murray hoping to integrate its "simplicity and elegance" into ''No Man's Sky''.<ref name="inverse art"/>

=== Production ===

With the success of ''Joe Danger'' and its sequels, Murray was able to spend a few days each week for about a year to develop the core engine of ''No Man's Sky'' in secret from the rest of the team. Once the engine was completed, Murray brought in a small four-person team to work on the game directly, while ''Joe Danger 2'' was being developed by the rest of the company. They worked in a spare room, lining the walls with science fiction imagery to help inspire them. Their work was kept in secrecy from the rest of the development team, leading to some tension within the offices, though Murray had done this specifically after seeing how small exploratory groups did not work well at Criterion Games. Further, Murray was concerned about describing the game too much, and fears that even teasing about the title would lead to misconceptions about the scope and nature of the game. Ultimately, Murray was encouraged by [[Geoff Keighley]] to premiere the title at the 2013 [[VGX (award show)|VGX]] awards,<ref name="redbull interview">{{Cite web | url = http://www.redbull.com/en/games/stories/1331786174228/no-mans-sky-interview-and-preview |title = The galactic potential of No Man’s Sky | work = [[Red Bull]] |date= 4 April 2016 | accessdate = 4 April 2016 | first = Benjamin | last = Kratsch }}</ref> and in preparation, created the short teaser which they shared with the rest of studio days before the awards show. As development continued, more of the team was brought on board to help complete the game, with the final team being composed of thirteen members.<ref name="nms hello games">{{cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx | title = The Secret Story Behind No Man's Sky | first = Jeff | last = Cork | date = 19 December 2014 | accessdate = 19 December 2014 | work = [[Game Informer]] }}</ref><ref name="psblog facts"/>

This VGX teaser brought much attention to the title from the gaming press.<ref>{{cite web |url=http://www.gamespot.com/articles/space-adventure-no-man-s-sky-is-one-of-next-gen-s-most-ambitious-titles/1100-6416605/ |title=Space adventure No Man's Sky is one of next-gen's most ambitious titles |last=Gatson |first=Martin |work=[[GameSpot]] |date=7 December 2013 |accessdate=9 December 2013 }}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2013/12/08/whatever-you-do-watch-this-hello-games-no-mans-sky/ |title=Whatever You Do, Watch This: Hello Games' No Man's Sky |last=Meer |first=Alec |work=[[Rock, Paper, Shotgun]] |date=8 December 2013 |accessdate=9 December 2013 }}</ref><ref>{{cite web |url=http://au.ign.com/articles/2013/12/08/joe-danger-dev-announces-no-mans-sky |title=Joe Danger Dev Announces No Man's Sky |last=Silva |first=Marty |work=[[IGN]] |date=7 December 2013 |accessdate=9 December 2013 }}</ref><ref>{{cite web|url=http://www.vice.com/en_uk/read/new-no-mans-sky-footage-leaves-us-thinking-that-escalated-quickly-025|title=New ‘No Man’s Sky’ Footage Leaves Us Thinking, ‘That Escalated Quickly’|work=[[Vice (magazine)|Vice]] | date = 7 July 2015 | accessdate = 17 September 2015 | first = Mike | last = Diver }}</ref> Duncan noted that following the reveal, he found it "incredible how many developers came up to us afterwards, and they were all saying this is the game I always wanted to be making, or I started working on a game like this".<ref name="eurogamer art"/>

A flood wiped out most of their [[Guildford]] office and equipment on Christmas Eve 2013 but they were able to recover work they had done already and resumed development shortly thereafter.<ref name="bbc e4 2014"/> Murray later acknowledged that he had been tempted to cancel ''No Man's Sky'' at this point, but the flooding helped re-solidify the Hello Games' team, as prior to the flood, the team was still split between those working on ''No Man's Sky'' and those continuing the ''Joe Danger'' series. Everyone in the company came together to help rebuild their office and computer equipment, giving new vigour to the project.<ref>{{cite web | url = http://www.ign.com/articles/2016/05/04/unfiltered-episode-6-no-mans-skys-sean-murray | title = Unfiltered episode 6: No Man's Sky's Sean Murray| date = 4 May 2016 | accessdate = 12 May 2016 | work = [[IGN]] }}</ref>

Just prior to the VGX showing, Murray had shown the title around to various publishers, and [[Sony Interactive Entertainment|Sony]] expressed strong interest in having the title for the [[PlayStation 4]]. Murray stated that although Sony offered to provide financial support, he and Hello Games only wanted Sony's commitment to help market the game, including having the game formally introduced at Sony's main media event during the upcoming [[Electronic Entertainment Expo 2014]] (E3); until that point, no independently-developed game has been demonstrated during these centre-stage events.<ref name="new yorker"/><ref name="guardian july2015"/> Sony's UK marketing director Fergal Gara has stated that Sony is fully committed to supporting the title, treating the game as if it were from one of their [[Video game developer#First-party developer|first-party developers]] and considering a potential retail release of the game.<ref>{{ cite web | url = http://www.mcvuk.com/news/read/playstation-s-gara-talks-price-wars-bloodborne-no-man-s-sky-and-black-friday/0149460 | title = PlayStation's Gara talks price wars, Bloodborne, No Man's Sky and Black Friday | first = Christopher | last = Dring | date = 14 May 2015 | accessdate = 17 September 2015 | work = [[Market for Home Computing and Video Games|MCV]] }}</ref>

Hello Games prepared a six-planet demonstration that would be used for the E3 event and subsequently used to showcase the game for the media while the full version&nbsp;– nearly always in a constant state of flux due to the procedural generation approach&nbsp;– was being developed.<ref name="new yorker"/> The game was announced at E3 2014 with plans for a timed exclusive release on the PlayStation 4,<ref>{{cite web | url = http://www.playstationlifestyle.net/2014/06/09/no-mans-sky-ps4-gameplay-revealed/ | title = No Man’s Sky Console Debut is First on PS4, New Gameplay Video Revealed | first = Jason | last = Dunning | date = 9 June 2014 | accessdate = 12 June 2014 | work = PlayStation Lifestyle }}</ref><ref>{{cite web |url=http://www.totalxbox.com/78507/hello-games-isnt-currently-talking-about-no-mans-sky-on-xbox-one/ |title=News: Hello Games isn't "currently talking" about No Man's Sky on Xbox One |last=Evans-Thirwell |first=Edwin |work=[[Official Xbox Magazine|OXM]] |date=20 June 2014 |accessdate=22 June 2014 |archiveurl=http://web.archive.org/web/20140624021357/http://www.totalxbox.com/78507/hello-games-isnt-currently-talking-about-no-mans-sky-on-xbox-one/ |archivedate=22 June 2014 }}</ref> and would have later been brought to [[Microsoft Windows]].<ref>{{cite news |last=Corriea |first=Alexa Ray |url=http://www.polygon.com/2014/8/1/5960215/no-mans-sky-pc-ps4-timed-exclusive |title=No Man's Sky will come to PC, is a PS4 timed exclusive |work=[[Polygon]] |date=1 August 2014 |accessdate=11 May 2015 }}</ref> However, speaking to the media at the [[Electronic Entertainment Expo 2015|E3 2015]], Murray stated that they now plan to release the title simultaneously for both platforms, though did not specify a release date.<ref>{{Cite web | url = http://www.polygon.com/2015/6/16/8793657/no-mans-sky-launching-simultaneously-for-pc-and-ps4 | title = No Man's Sky launching simultaneously for PC and PS4 | first = Colin | last = Campbell | date = 16 June 2015 | accessdate = 16 June 2015 | work = [[Polygon (website)|Polygon]] }}</ref> Murray stated that unlike more traditional games, where completion of the fixed number of levels and other assets can be treated as an assembly line and schedules projected from that, the interconnectivity of all the various systems within ''No Man's Sky'' requires them all to be working together to make the game successful, and would only feel comfortable on assigning a release date once that is completed.<ref name="guardian july2015"/>

Since its reveal, Hello Games have showcased the game to numerous members of the press and video game journalists. Many of these demonstrations have provided possible ideas for gameplay additions as feedback, such as adding land vehicles to explore planets or allowing players to construct buildings on planets. However, Hello Games have opted to avoid such [[feature creep]], with Murray stating that they wanted to be able to deliver on the large, grand vision they had, and to add more features would have required a larger team and more funding, something they did not want to do.<ref name="guardian july2015">{{Cite web | url = http://www.theguardian.com/technology/2015/jul/12/no-mans-sky-18-quintillion-planets-hello-games | title = No Man’s Sky: the game where you can explore 18 quintillion planets | work = [[The Guardian]] | date = 12 July 2015 | accessdate = 17 September 2015 | first = Simon | last = Parkin }}</ref> Murray specifically wanted to avoid base building initially as this would discourage players from exploring the rest of the universe.<ref name="pcgamer mar16"/> Following release, Hello Games does plan to add base building and the ability to buy and customize larger freighters in future updates.<ref name="arstech patch">{{cite web | url = http://arstechnica.com/gaming/2016/08/mans-sky-day-one-patch-details-release-date/ | title = No Man’s Sky patch removes exploits, dramatically changes the game | first = Mark | last = Walton | date = 8 August 2016 | accessdate = 8 August 2016 | work = [[Ars Technica]] }}</ref>

=== Game engine ===
Most of the universe in ''No Man's Sky'' is procedurally generated, including solar systems, planets, weather systems, flora and fauna on these planets, the behaviour of these creatures, and artificial structures like buildings and spacecraft. The generation system is based primarily on providing a single seed number to their deterministic engine which would create all the features of the universe exactly the same way every time this process is run with the same seed using the repeatability of [[pseudorandom number generator]]s. One generator is used to create the universe, plotting the position of the stars and their [[stellar classification]], using the phone number of one of the Hello Games' developers as the founding seed.<ref name="new yorker"/><ref name="dailybeast">{{cite web | url = http://www.thedailybeast.com/articles/2015/09/03/no-man-s-sky-is-the-coolest-video-game-ever.html | title = ‘No Man’s Sky’ Is the Coolest Video Game Ever | work = [[The Daily Beast]] | date = 3 September 2015 | accessdate = 3 September 2015 | first = Mike | last = Branom }}</ref> Pseudorandom numbers generated from the position of each star are used to define the planetary system the star has, the planet's position is used as a seed to define the planetary features, and so on.<ref name="new yorker"/> This approach, used in early days of computer games to avoid high memory or disk use, avoided the need to craft every planet and store this information on a server; this also assured that players can always revisit the same planets, and share that planet with other players who would find the same features.<ref name="new yorker"/> The planet terrain generation code, for example, is only 1,400 [[Source lines of code|lines of code]]; as described by Murray, the code was tweaked as to make sure that planets generated visually interesting but navigable terrain, as some early builds would produce wildly stunning planets that were impossible to traverse, while other fixes made planets look flat and dull.<ref name="new yorker"/> Hello Games had originally planned to use a 32-bit seed number, which would have generated around 4.3 billion planets, but decided to use the 64-bit number to demonstrate the scalability of their game, and partially in response to online forum comments that doubted that Hello Games could deliver a game of that size.<ref name="polygon august2014">{{Cite web | url = http://www.polygon.com/2014/8/19/6045933/its-impossible-to-visit-every-planet-in-no-mans-sky | title = It's impossible to visit every planet in No Man's Sky | first = Owen | last = Good | work = [[Polygon (website)|Polygon]] | date = 19 August 2014 | accessdate = 1 April 2016 }}</ref><ref>{{Cite web | url = http://www.ign.com/articles/2014/08/15/gamescom-2014-the-sun-will-burn-out-before-you-see-all-of-no-mans-sky | title = Gamescom 2014: The Sun Will Burn Out Before You See All of No Man's Sky | date = 15 August 2014 | accessdate = 1 April 2016 | work = [[IGN]] | first = Tal | last = Blevins }}</ref>

The deterministic approach also allows Hello Games to optimize the rendering of the game, as what is visible to the player can be determined directly through these generation algorithms.<ref name="new yorker"/> Planets are rendered using [[voxel]]s with procedurally-generated [[texture mapping|textures]] while flora, fauna, and other surface features use [[Geometry pipelines|polygon-based rendering]] as to maintain a target 30 [[frame rate|frames per second]] along with [[middleware]] like the [[Havok (software)|Havok physics engine]] for animation and other dynamic features.<ref name="digital foundry">{{cite web | url = http://www.eurogamer.net/articles/digitalfoundry-2016-no-mans-sky-tech-analysis | title = Tech Analysis: No Man's Sky | first = Thomas | last = Morgan | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Eurogamer]] }}</ref> The on-the-fly construction of a world did create some difficulty with features like rivers, which in most virtual environments are built by using a physics engine to track the flow of water down a slope. Murray and his team developed a brute force solution to include rivers and similar features without having to render out a large-enough section of landscape to perform the same calculation.<ref name="new yorker"/> The total code size for the entire game was around 600,000 lines of code by February 2016.<ref name="atlantic feb2016">{{Cite web | url = http://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/ | title = Inside the Artificial Universe That Creates Itself | work = [[The Atlantic]] | first = Roc | last = Morin | date = 18 February 2016 | accessdate = 18 February 2016 }}</ref> The entire game takes up only 6 [[gigabytes]] on a [[blu-ray]] disc, the bulk being audio files.<ref>{{Cite web | url = http://www.gamespot.com/articles/no-mans-skys-18-quintillion-planets-take-up-just-6/1100-6441663/ | title = No Man's Sky's 18 Quintillion Planets Take Up Just 6 GB on Disc | first = Tamoor | last =Hussain | date = 11 July 2016 | accessdate = 11 July 2016 | work = [[GameSpot]] }}</ref>

[[File:Dragon_trees.jpg|thumb|right|''No Man's Sky'' uses parametric generation equations that mimic natural forms in nature, such as [[L-system]]s that can create a variety of types of trees.]]
The development team built the planetary feature generation system atop this where they would first hand-create core structures and the art associated with those&nbsp;– such as a basic skeleton and skin for a creature&nbsp;– and then allow the algorithm to make randomized changes to that, as to make a wide variety of creatures, mimicking the diversity of species resulting from evolution on Earth. They made sure the elements of this generation process reflected the setting&nbsp;– creatures and plants inhabiting a planet that contained blue-coloured minerals would be tinted blue as well.<ref>{{cite conference | title= No Man's Sky: How I Learned to Love Procedural Art | url = https://www.youtube.com/watch?v=vcEA41eBOGs | work = [[YouTube]] | publisher = [[Game Developers Conference]] | conference = [[Game Developers Conference]] 2015 | first = Grant | last = Duncan | date = 2 March 2015 }}</ref> The generation system uses deterministic parameterised equations and algorithms previously developed by biologists and physicists that can mimic a vast array of natural forms and shapes. For example, the engine uses [[L-system]]s, [[fractal]] equations developed by [[Aristid Lindenmayer]] in 1968 that can create structures that resemble many algae and plant lifeforms.<ref>{{Cite web | url = https://www.fastcodesign.com/3048667/how-4-designers-built-a-game-with-184-quintillion-unique-planets | title = How 4 Designers Built A Game With 18.4 Quintillion Unique Planets | work = [[Fast Company (magazine)|Fast Company]] | first = Mark | last = Wilson | date = 16 July 2015 | accessdate = 9 August 2015 }}</ref> This is coupled with engines like [[SpeedTree]] to create additional variety to the flora.<ref>{{Cite web | url = http://blog.speedtree.com/2016/08/no-mans-sky-features-speedtree-tech/ | title = No Man's Sky Features SpeedTree Tech | first = Danny | last = Oakes | date = 9 August 2016 | accessdate = 12 August 2016 | work = [[SpeedTree]] }}</ref>

Other generation schemes were made through random selection in a deterministic fashion, followed by tuning to create a realistic result. Creatures were often generated by mixing and matching random parts from a library, and then adjusting the [[Skeletal animation|underlying skeleton]] so that the creature appeared realistic; a creature with a tiny body could not support a giant head, for example.<ref>{{cite web | url = https://www.inverse.com/article/19373-sean-murray-interview-no-man-s-sky-space-whales-elon-musk | title = Sean Murray Says Yes to Space Whales | first = Benjamin | last = Kratsch | date = 9 August 2016 | accessdate = 9 August 2016 | work = [[Inverse (magazine)|Inverse]] }}</ref> To create behaviour for the creatures generated by the procedural generation system, the system tags objects that it creates, and then assigns creatures various affinity levels based on these tags; creatures are then driven to find objects they like and avoid those they dislike, and allows the artificial intelligence aspects of creatures to communicate directly to coordinate their respective movements.<ref name="atlantic feb2016"/> Duncan describes this as generating complex patterns on relatively simple rules that create surprising results; he describes being surprised when, after hunting avian creatures over a body of water to have one of the kills eaten by the sudden appearance of a shark-like creature.<ref name="atlantic feb2016"/>

Some facets of realism have been conceded in favor of promoting better gameplay. The planetary generator system does not generate any [[gas giant]]s, as Murray wants every planet in the game to be explorable.<ref name="dailybeast"/> Unlike most planets containing an atmosphere where the atmosphere is visibly more dense closest to the surface, planetary atmospheres in ''No Man's Sky'' are reversed as to provide a more dramatic transition when a player is taking off or landing on a planet.<ref name="dailybeast"/> Other elements of their procedural generation system were made to break the realism that was previously built into the engine as to have more alien-looking planets and features be potential outcomes of the system, such as by introducing chemical elements that would enable green-tinted atmospheres and allowing moons to orbit much closer than the laws of gravity would allow to create impressive backdrops on planets.<ref name="atlantic feb2016"/><ref name="popsci">{{Cite web | url =http://www.popsci.com/No-man%E2%80%99s-sky-treads-new-ground-in-game-design | title = No Man's Sky Treads New Ground in Game Design | work = [[Popular Science]] | date = 30 October 2015 | accessdate = 2 November 2015 | first = G. Clay | last = Whittaker }}</ref> To assure that the procedural generation worked well, the development team created the in-game equivalent of automated probes to visit the various planets and take images to review; this allowed for some tweaks to be made by human developers.<ref>{{cite web | url = http://www.polygon.com/2015/3/3/8140343/no-mans-sky-was-created-by-thousands-of-mindless-idiots-governed-by-a | title = No Man's Sky is so big, the developers built space probes to explore it for them | first = Dave | last = Tach | date = 3 March 2015 | accessdate = 3 March 2015 | work = [[Polygon (website)|Polygon]] }}</ref>

=== Music ===
[[File:65daysofstatic Supersonic 2009.jpg|thumb|right|The band [[65daysofstatic]] contributed music for the procedurally generated soundtrack.]]
''No Man's Sky'' features a soundtrack by British [[post-rock]] band [[65daysofstatic]] (65DOS), as well as procedurally generated [[ambient music]] composed by Paul Weir.<ref name="NMS-Soundtrack">{{cite web|url=http://www.vice.com/en_uk/read/no-mans-sky-sounds-amazing-literally-514|title=‘No Man’s Sky’ Sounds Amazing, Literally|last=Diver|first=Mike|work=[[Vice (magazine)|Vice]]|date=18 February 2015|accessdate=4 May 2015}}</ref> The game uses a [[generative music]] system called Pulse developed by Weir, using a large library of loops, textures and melodies created by 65DOS to randomly create music to accompany the gameplay, reacting to the changeable terrain and becoming more or less menacing depending on whether a character is in danger.<ref name="develop weir"/><ref>{{cite web | last = Mumford | first = Gwilym | date = 23 June 2015 | url = http://www.theguardian.com/technology/2015/jun/23/65daysofstatic-no-mans-sky | title = No Man’s Sky: how a cult band created the game’s endless musical universe | work = [[The Guardian]] | accessdate = 1 July 2015 }}</ref>

65DOS became involved in the project when Hello Games, preparing their debut trailer, contacted 65DOS about using their song "Debutante" for it, as Murray had been a fan of the band.<ref name="engadget 65dos"/> The developers sent along some of the concept art so the band could consider the offer. The band, impressed by what they saw, gave Hello Games their permission and offered to help create the rest of the game's soundtrack.<ref name="verge 65days">{{cite web | url = http://www.theverge.com/2016/4/21/11474292/65daysofstatic-no-mans-sky-soundtrack-interview |title = How 65daysofstatic made the sci-fi sounds of No Man’s Sky | first = Andrew | last = Webstere | date = 21 April 2016 | accessdate = 21 April 2016 | work = [[The Verge]] }}</ref> 65DOS had been interested in doing a video game soundtrack following their album ''[[Wild Light (album)|Wild Light]]'' and subsequent live tours, having used software tools to help craft more interactive shows, and felt the same concepts could be applied to video games which are traditionally non-linear experiences.<ref name="verge 65days"/> Initially, Hello Games asked 65DOS to create numerous songs in their band's style, with very little additional direction; the band described their instruction from Hello Games as "write the next 65daysofstatic album".<ref name="independent 65dos"/> At this point, Hello Games' intent would be to then take 65DOS' songs to tear down into segments they could use for procedural music generation. However, the band wanted to be more involved in the process, helping to deconstruct the songs themselves knowing of the broad approach Hello Games was taking for the game.<ref name="engadget 65dos"/><ref name="verge 65days"/> They developed a [[music sequencer]] logic system for use within ''[[Ableton Live]]'', and programmed extensions for [[Unity (game engine)|Unity]] and [[FMOD]] that approximated the procedural generation approach Hello Games used for the game. They subsequently used these to help craft their songs, at times letting the procedural generation take over as to create a vast array of sounds.<ref name="engadget 65dos">{{cite web | url = https://www.engadget.com/2016/08/11/no-mans-sky-soundtrack-65daysofstatic-interview/ | title = Crafting the algorithmic soundtrack of 'No Man's Sky' | first = Timothy | last =Seppela | date = 11 August 2016 | accessdate = 12 August 2016 | work = [[Engadget]] }}</ref> Subsequently, the band send these songs and snippets to Weir, along with documentation on how to apply and alter some of the songs, to allow him to incorporate it into the game's soundtrack. Weir provided 65DOS feedback on some changes and additions, such as additional arpeggios to use for some segments of the game.<ref name="engadget 65dos"/><ref name="verge 65days"/> According to 65DOS member Paul Wolinski, the band plans to explore more of these processes in further albums they will produce.<ref name="engadget 65dos"/>

Weir also developed a similar generative audio system for the ambient sounds within the game. Weir developed an audio procedural generation system called VocAlien that allowed him to create a system of animal calls that can be readily altered by adjusting a number of parameters.<ref name="develop weir">{{Cite web | url = http://www.develop-online.net/interview/the-sound-of-no-man-s-sky/0209680 | title = The sound of No Man's Sky | first = John | last = Broomhall | date = 5 August 2015 | accessdate = 5 August 2015 | work = [[Develop (magazine)|Develop]] }}</ref><ref>{{cite conference | title = Encouraging Chaos, the Use of Generative Sound in No Man’s Sky | url = https://www.youtube.com/watch?v=nUWFTLhZ1ro | first = Paul | last = Weir | conference = [[Sónar|Sónar-D]] | date = 18 June 2016 | accessdate = 2 July 2016 }}</ref>

Ten original works and six soundscapes composed by 65DOS for the game was released on its soundtrack, ''No Man's Sky: Music for an Infinite Universe'', which released on both digital and retail formats alongside the game on 10 August 2016.<ref name="independent 65dos">{{cite web |url=http://www.independent.co.uk/arts-entertainment/music/features/65daysofstatic-no-man-s-sky-music-for-an-infinite-universe-soundtrack-exclusive-album-stream-a7171481.html |title=65daysofstatic – No Man’s Sky: Music For An Infinite Universe Soundtrack Exclusive Album Stream |first=Remfry |last=Dedman |date=4 August 2016 |accessdate=4 August 2016 |work=[[The Independent]] }}</ref><ref name="verge tour"/><ref>{{cite web | url = http://www.eurogamer.net/articles/2016-04-08-no-mans-skys-cool-soundtrack-comes-out-alongside-the-game | title = No Man's Sky's cool soundtrack comes out alongside the game | first= Wesley | last= Yin-Poole | date = 8 April 2016 | accessdate = 8 April 2016 | work = [[Eurogamer]] }}</ref> [[iam8bit]] released the soundtrack on a 2 LP-disc [[vinyl record]] set alongside the game's release.<ref name="polygon iam8bit release"/> One set of songs in this soundtrack are 65DOS's compositions worked into a typical six-minute song, while the soundscapes are longer pieces that are comparable to 65DOS's original pieces without strict adherence to any length or format, representing their musical concepts they had considered in producing the songs for ''No Man's Sky''.<ref name="verge 65days"/> 65DOS also plans to tour Europe and potentially other locations with the ''No Man's Sky'' soundtrack later in 2016.<ref name="verge tour">{{cite web | url = http://www.theverge.com/2016/6/27/12039410/no-mans-sky-soundtrack-65daysofstatic-world-tour| title = 65daysofstatic are taking the No Man’s Sky soundtrack on tour | first = Andrew | last = Webster | date = 27 June 2016 | accessdate = 27 June 2016 | work = [[The Verge]] }}</ref>

== Release ==

=== Promotion and marketing ===
Rumors circulated in the lead-up to the 2015 [[Paris Games Week]] in October 2015 that ''No Man's Sky'' would be released alongside Sony's press conference, but Murray and Sony denied these rumors.<ref>{{cite web | url = http://www.ign.com/articles/2015/10/26/no-mans-sky-hello-games-denies-surprise-release-this-week | title = No Man's Sky: Hello Games denies surprise release this week | date = 26 October 2015 | accessdate = 27 October 2015 | first = Alex | last = Osburn | work = [[IGN]] }}</ref> Instead, Sony used their press conference to announce the game's expected release in June 2016 for the PlayStation 4.<ref name="release date">{{cite web |url=http://www.theverge.com/2015/10/27/9621384/no-mans-sky-release-date-playstation-4 |title = No Man's Sky is launching next June |first = Andrew |last = Webster |publisher = Vox Media |work = The Verge |date = 27 October 2015 |accessdate = 27 October 2015}}</ref><ref name="release date ibtimes">{{cite web|url=http://www.ibtimes.co.uk/no-mans-sky-gets-june-2016-release-date-sony-paris-games-week-conference-1525984|last=Skipper|first=Ben|title=No Man's Sky gets June 2016 release date at Sony Paris Games Week conference|work= [[International Business Times]] |date=27 October 2015|accessdate=27 October 2015}}</ref>

The game's scheduled release during the week of 21 June 2016 was announced in March 2016, along with the onset of pre-orders for both PlayStation 4 and Windows versions. Hello Games also announced that the PlayStation 4 version would also be available in both a standard and "Limited Edition" retail release, published by Sony, alongside the digital version.<ref name="NA release">{{cite web|url=http://blog.us.playstation.com/2016/03/03/no-mans-sky-launching-june-21st-on-ps4/|title=No Man’s Sky Launching June 21st on PS4|last=Murray|first=Sean|work=blog.us.playstation.com|date=3 March 2016|accessdate=3 March 2016}}</ref><ref name="EU UK release">{{cite web|url=https://blog.eu.playstation.com/2016/03/03/no-mans-sky-release-date-confirmed-22nd-june-2016-2/|title=No Man’s Sky release date confirmed: 22nd June 2016|last=Hodges|first=Tim|work=blog.eu.playstation.com|date=3 March 2016|accessdate=3 March 2016}}</ref><ref>{{cite web|first=Jessica|last=Conditt|url=http://www.engadget.com/2016/03/03/no-mans-sky-release-date-price/|title='No Man's Sky' finally takes off on June 21st for $60|publisher=AOL|work=Engadget|date=3 March 2016|accessdate=3 March 2016}}</ref> About a month before this planned release, Sony and Hello Games announced that the game would be delayed until August 2016, with Murray opting to use the few extra weeks as "some key moments needed extra polish to bring them up to our standards".<ref>{{cite web | url = http://www.polygon.com/2016/5/27/11800872/no-mans-sky-delayed-new-release-date | title = No Man's Sky delayed to August | first = Michael | last = McWhertor | date = 27 May 2016 | accessdate = 27 May 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Hello Games opted not to present at the [[Electronic Entertainment Expo 2016]] in June 2016 so as to devote more time to polishing the game, with Murray noting that due to the structure of the game, "we get one shot to make this game and we can't mess it up."<ref>{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-dev-explains-e3-no-show-says-we-cant-m/1100-6441240/ | title= No Man's Sky Dev Explains E3 No-Show, Says "We Can't Mess It Up" | first = Eddie | last= Makuch | date = 24 June 2016 | accessdate = 24 June 2016 | work = [[GameSpot]] }}</ref> The game had [[Software release life cycle#Release to manufacturing (RTM)|gone gold]] on 7 July 2016,<ref>{{cite web | url =http://www.gameinformer.com/b/news/archive/2016/07/07/hello-games-has-officially-completed-no-man-39-s-sky.aspx | title = Hello Games Has Officially Completed No Man's Sky | first = Kyle | last = Hillard | date = 7 July 2016 | accessdate = 7 July 2016 | work = [[Game Informer]] }}</ref> and was officially released on 9 August 2016.<ref>{{Cite web | url = http://www.bbc.com/news/technology-37008610 | title = No Man's Sky game lifts off | date = 9 August 2016 | accessdate = 9 August 2016 | work = [[BBC]] }}</ref>

The release date in the United Kingdom, originally slated for 12 August and two days after the rest of Europe, was later pushed up to 10 August in part to a new deal Sony arranged with retailers to allow for simultaneous release in both regions.<ref>{{cite web | url = http://www.ign.com/articles/2016/06/03/no-mans-sky-uk-release-date-brought-in-line-with-rest-of-europe | title = No Man's Sky UK Release Date Brought In Line with Rest of Europe | first = Matt | last = Porter | date = 3 June 2016 | accessdate = 3 June 2016 | work = [[IGN]] }}</ref> Two weeks before release, the worldwide Windows version release was pushed out a few days, to 12 August 2016.<ref>{{cite web | url = http://www.polygon.com/2016/7/25/12277328/no-mans-sky-pc-release-date-delay | title = No Man’s Sky PC release pushed back | first = Allegra | last = Frank | date = 25 July 2016 | accessdate = 25 July 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Murray stated through Twitter that they felt the best experience for players would be a simultaneous worldwide release on the Windows platform, something they could not control with the retail aspects that were associated with the regional PlayStation 4 market, and thus opted to hold back the Windows release to make this possible.<ref>{{cite web | url = http://www.shacknews.com/article/96194/no-mans-sky-will-release-on-august-12-for-pc-and-ps4 | title = No Man's Sky will release on August 12 for PC, three days behind PS4 version | first = David | last= Craddock | date = 5 August 2016 | accessdate = 5 August 2016 | work = [[Shacknews]] }}</ref> They also used the few extra days to finish additional technical features that they wanted to include at the Windows launch, such as multiple monitor widescreen support.<ref>{{Cite web | url = https://www.vg247.com/2016/08/09/no-mans-sky-pc-release-time/ | title = No Man’s Sky PC dev team "still here working on it right now" | first = Brenna | last= Hillier | date = 9 August 2016 | accessdate = 9 August 2016 | work = [[VG247]] }}</ref>

The limited edition retail version includes an art book and a comic written by [[Dave Gibbons]], [[James Swallow]] and [[Angus McKie]]; Sony previously expressed interest in companion fiction for the game's release, and Murray had engaged with Gibbons on developing such a work.<ref name="new yorker"/><ref>{{Cite web | url = http://www.polygon.com/2016/3/3/11153362/no-mans-sky-release-date-retail-version | title = No Man's Sky launching June 21 digitally and at retail | first = Samit | last= Sarkar | date = 3 March 2016 | accessdate = 3 March 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Swallow also helped with some of the in-game narrative.<ref name="gamespot day1patch"/> A limited-run "Explorer's Edition" for the Windows version, to be published by iam8bit, will include a miniature replica of one of the game's spacecraft alongside other materials.<ref name="polygon iam8bit release">{{cite web | url = http://www.polygon.com/2016/3/3/11153462/no-mans-sky-explorers-edition-set-iam8bit | title = No Man's Sky getting special $150 box set from iam8bit | first = Allegra | last = Frank | date = 3 March 2016 | accessdate = 3 March 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Sony will be releasing a limited edition bundle with ''No Man's Sky'' and a custom face plate for the PlayStation 4 in Europe.<ref>{{Cite web | url =http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=playstation4&y=2016&m=04&d=22&WeblogPostName=hello-games-dives-deep-into-no-man-39-s-sky-art-design-in-latest-video&GroupKeys=games/no_mans_sky/| title = Hello Games Dives Deep Into No Man's Sky Art Design In Latest Video | first = Kyle | last = Hillard | date = 24 April 2016 | accessdate = 24 April 2016 | work = [[Game Informer]] }}</ref>

''[[The New Yorker]]'' featured ''No Man's Sky'' in their 2015 [[The New Yorker Festival|New Yorker Festival]] as part of their inaugural Tech@Fest event, highlighting topics on the intersection of culture and technology.<ref>{{cite web | url = http://www.newyorker.com/new-yorker-festival/introducing-techfest | title = Introducing Tech@Fest! | date = 17 September 2015 | accessdate = 20 September 2015 | work = [[The New Yorker]] }}</ref> On 2 October 2015, Murray made an appearance and gave a demonstration of the game on the American television [[late-night talk show]] ''[[The Late Show with Stephen Colbert]]''.<ref>{{Cite episode |title= October 2, 2015 |url=https://www.youtube.com/watch?v=ZqeN6hj4dZU |access-date=3 October 2015 |series=The Late Show with Stephen Colbert |series-link= |first=Stephen |last=Colbert |network=[[CBS]] }}</ref><ref>{{cite web | url = http://www.shacknews.com/article/91406/the-late-show-with-stephen-colbert-hosting-no-mans-sky-demo-next-week | title= The Late Show with Stephen Colbert hosting No Man's Sky demo next week | first = Daniel | last = Perez | date = 22 September 2015 | accessdate = 22 September 2015 | work = [[Shacknews]] }}</ref>

In the weeks leading up to the game's release, Sony released a set of four videos, each focused on the principal activities of the game: exploring, fighting, trading, and surviving.<ref>{{cite web | url = http://www.theverge.com/2016/7/22/12257028/no-mans-sky-preview-story-trading-combat-universe | title = Here’s what you’ll actually be doing in No Man’s Sky | first = Andrew | last = Webster | date = 22 July 2016 | accessdate = 22 July 2016 | work = [[The Verge]] }}</ref> Sony Interactive Entertainment Europe also released a television advertisement for the game featuring comedian [[Bill Bailey]].<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-08-10-cosmic-emperor-bill-bailey-promoting-no-mans-sky-in-the-uk | title = "Cosmic emperor" Bill Bailey promoting No Man's Sky in the UK | first = Tom | last = Phillips | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Eurogamer]] }}</ref>

=== Intellectual property issues ===
Hello Games had been in legal negotiations with [[Sky plc]] over the trademark on the word "Sky" used for ''No Man's Sky'', a trademark Sky had previously defended against [[OneDrive#BSkyB lawsuit and OneDrive renaming|Microsoft's choice of "Skydrive"]]. The issue was ultimately settled in June 2016, allowing Hello Games to continue to use the name.<ref>{{cite web | url = http://www.polygon.com/2016/6/17/11967190/no-mans-sky-sean-murray-bskyb | title = No Man's Sky dev says it was caught in 'secret, stupid' legal battle over game's name | first = Michael | last =McWhertor | date = 17 June 2016 | accessdate = 17 June 2016 | work = [[Polygon (website)|Polygon]] }}</ref>

A few weeks before the game's launch, ''No Man's Sky'' was claimed to be using the [[superformula]] based on work done by Dr. Johan Gielis in 2003, and subsequently patented by Gielis under the Dutch company Genicap which Gielis founded and serves as Chief Research Officer. Murray had mentioned the superformula while describing the procedural generation aspects of the game in an interview with ''The New Yorker'' during development.<ref name="new yorker"/> Genicap anticipates developing a software tool using the superformula for their own product that they can see being used in video game development, which Hello Games would be infringing on if they had used the superformula in the game. The company states they have attempted to reach out to Hello Games to ask them about its use for ''No Man's Sky'' but have not received anything back. Genicap said they did not want to stop the launch of ''No Man's Sky'', considered the game to be "very impressive", and that they would like to talk more with Hello Games to exchange knowledge with them, but "if the formula is used we'll need to have a talk".<ref>{{cite web | url = http://www.ign.com/articles/2016/07/21/dutch-company-claims-no-mans-sky-uses-its-superformula-without-permission | title = Dutch company claims No Man's Sky uses its 'superformula' without permission | first = Lucy | last = O'Brien | date = 20 July 2016 | accessdate = 20 July 2016 | work = [[IGN]] }}</ref><ref>{{Cite web | url = http://www.eurogamer.net/articles/2016-07-21-why-no-mans-sky-fans-are-worried-about-a-patented-superformula | title = Why No Man's Sky fans are worried about a patented Superformula | first = Wesley | last =Yin-Poole | date = 21 July 2016 | accessdate = 21 July 2016 | work = [[Eurogamer]] }}</ref><ref>{{cite web | url = http://arstechnica.com/gaming/2016/07/no-mans-sky-faces-potential-patent-fight-over-use-of-superformula/ | title = The patented "superformula" that could cause a legal headache for No Man’s Sky | first = Kyle | last = Orland | date = 21 July 2016 | accessdate = 21 July 2016 | work = [[Ars Technica]] }}</ref><ref>{{cite patent | country=EP |number=1177529 |status=patent | title = Method and apparatus for synthesizing patterns | invent1 = Gielis, Johan | gdate = 2005-02-02 | pridate = 1999-05-10 | fdate = 2000-05-10 }}</ref> Murray replied that ''No Man's Sky'' does not use the superformula, and is working to arrange a meeting with Genicap to discuss the situation and their respective mathematics.<ref>{{cite web | url = http://www.vg247.com/2016/07/25/no-mans-sky-devs-meeting-with-dutch-company-to-discuss-patent-claims/ | title = No Man’s Sky devs meeting with Dutch company to discuss patent claims | first = Shabana | last = Arif | date = 25 July 2016 | accessdate = 25 July 2016 | work = [[VG247]] }}</ref>

=== Pre-release and release issues ===
About two weeks before the official release, one [[Reddit]] user had been able to purchase a leaked copy of the game for the PlayStation 4 off [[eBay]] for about $1,250, and started posting various videos of their experiences in the game.<ref>{{cite web | url = http://arstechnica.com/gaming/2016/07/no-mans-sky-is-in-one-mans-hands-thanks-to-leaked-copy/ | title = No Man’s Sky is in one man’s hands, thanks to leaked copy | first = Sam | last = Machkovech | date = 31 July 2016 | accessdate = 1 August 2016 | work = [[Ars Technica]] }}</ref> Other users have also claimed to have leaked copies and sharing their gameplay videos. Some of these reports included negative elements about the game, including frequent [[Crash (computing)|crashes]] and a much-shorter time to "complete" the game by reaching the center of the virtual galaxy than Hello Games had claimed, leading many fans to express concern and frustration that the game might not be as good as they anticipated.<ref>{{Cite web | url = http://kotaku.com/no-mans-sky-fans-have-meltdown-over-leaked-copies-1784649146 | title= No Man's Sky Fans Are Having A Meltdown Over Leaked Copies | first = Jason | last= Schreier | date = 1 August 2016 | accessdate = 1 August 2016 | work = [[Kotaku]] }}</ref><ref>{{cite web | url = http://www.polygon.com/2016/8/4/12343898/no-mans-sky-how-long | title = No Man’s Sky isn’t 30 hours long, silly | first = Samit | last = Sarkar | date = 4 August 2016 | accessdate = 4 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Murray asked fans waiting for the game to avoid these spoilers, stating "We've spent years filling ''No Man's Sky'' with surprises. You've spent years waiting. Please don't spoil it for yourself."<ref>{{cite web | url = http://www.bbc.com/news/technology-36941962 | title = No Man's Sky game copy 'leaked' | work = [[BBC]] | date = 1 August 2016 | accessdate = 1 August 2016 }}</ref>

Some vendors broke the [[street date]], as several players, including journalists at ''Kotaku'' and ''[[Polygon (website)|Polygon]]'', streamed their starting playthroughs of the game starting from 5 August 2016.<ref name="kotaku prerelease"/><ref>{{cite web | url = http://arstechnica.com/gaming/2016/08/no-mans-sky-street-date-broken-by-retailers-gameplay-streams-now-online/ | title = No Man’s Sky street date broken by retailers, gameplay streams now online | first = Sam | last = Machkovech | date = 5 August 2016 | accessdate = 5 August 2016 | work = [[Ars Technica]] }}</ref> Hello Games reset the servers for the game just prior to 9 August 2016 so as to give all players a clean slate.<ref>{{cite web | url = http://www.polygon.com/2016/8/5/12390802/no-mans-sky-server-reset | title = No Man’s Sky servers being wiped before launch | first = Samit | last = Sarkar | date = 5 August 2016 | accessdate = 5 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Prior to official release, Sony requested sites to take down videos from early copies, citing that due to the nature of the game, they considered that Hello Games' vision of the game would only be met once a day-one patch was made available at release.<ref>{{cite web | url = http://www.polygon.com/2016/8/5/12386516/no-mans-sky-live-stream-ps-4| title = Watch the first hour of No Man's Sky (update) | first = Ben | last = Kuchera | date = 6 August 2016 | accessdate = 6 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Some of these video takedowns had accidentally included users discussing the game but without using these pre-release footage videos, a situation that Murray and Sony worked to resolve.<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-08-08-no-mans-sky-dev-apologises-for-erroneous-youtube-takedowns | title = No Man's Sky dev apologises for erroneous YouTube takedowns | first = Jeffrey | last = Matulef | date = 8 August 2016 | accessdate = 8 August 2016 | work = [[Eurogamer]] }}</ref>

The day-one patch, which Hello Games had been at work at since the game went gold, altered several aspects of how the procedurally generated universe was created, such that existing saves from previous copies would no longer work. This patch also removed an exploit that was observed by the above Reddit user that allowed players to complete the game much faster than anticipated.<ref name="gamespot day1patch">{{cite web | url = http://www.gamespot.com/articles/first-no-mans-sky-update-detailed-early-copy-playe/1100-6442410/ | title = First No Man's Sky Update Detailed, Early Copy Players Recommended to Delete Saves | first= Tamoor | last = Hussain | date = 7 August 2016 | accessdate = 7 August 2016 | work = [[GameSpot]] }}</ref> Commentators noted that the patch would substantially change the aspects of the game previously critiqued by aforementioned early players, and believed some of the changes were made specifically to address these concerns.<ref name="arstech patch"/><ref>{{cite web | url = https://www.engadget.com/2016/08/07/no-mans-sky-day-one-patch/ | title = 'No Man's Sky' day one patch changes large parts of the game | first = Jon | last = Fingas | date = 7 August 2016 | accessdate = 8 August 2016 | work = [[Engadget]] }}</ref>

Concern was raised by the fan community when [[OpenCritic]], a review aggregator site, stated that there were going to be no review copies of the game prior to the public release and a review embargo that would end on the date of release, a general sign within the industry that there are concerns by the developers or publishers that a game may not live up to expectations and thus want to minimize any impact reviews may have prior to release. However, both OpenCritic and Sony later affirmed there would be pre-release review copies and that they were waiting on a pre-release patch before sending these out to journalists.<ref name="kotaku prerelease">{{cite web | url = http://kotaku.com/the-no-mans-sky-review-copy-debacle-1784873415 | title = The No Man's Sky Review Copy Debacle | first = Jason | last= Schreier | date = 5 August 2016 | accessdate = 5 August 2016 | work = [[Kotaku]] }}</ref> ''[[Eurogamer]]'' noted that they had expected to have review copies by 5 August, but these were pushed until 8 August so as to get the day-one patch in place, a situation they attributed to the certification process required by Sony for any games on their service.<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-08-08-our-no-mans-sky-review-will-be-late-and-heres-why| title = Our No Man's Sky review will be late, and here's why | first = Oli | last = Welsh | date = 8 August 2016 | work = [[Eurogamer]] }}</ref> Because of the late arrival of the review copies, and the size of the game, critics presented their reviews "in progress" over several days, omitting a final review score until they had completed enough of the game to their satisfaction.<ref>{{Cite web | url = http://www.ign.com/articles/2016/08/09/no-mans-sky-review | title = No Man's Sky Review in Progress | first= Dan | last = Stapleton | date = 8 August 2016 | accessdate = 10 August 2016 | work = [[IGN]] }}</ref><ref>{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-review-in-progress/1100-6442453/ | title = No Man's Sky Review In Progress | first = Peter | last = Brown | date = 8 August 2016 | accessdate = 10 August 2016 | work = [[GameSpot]] }}</ref>

{{anchor|mp issues}}
Questions regarding the multiplayer aspects of ''No Man's Sky''{{'}} were raised a day following the official release on the PlayStation 4. Two players attempted to meet up at the same location in the game's virtual universe after one player recognized the other by their username associated with a planetary discovery. Despite confirming they had been at the same spot on the same planet outside of the game through their respective [[Twitch.tv]] streams, they could not see each other. This led to many questioning the claims of multiplayer that Hello Games had stated prior to release.<ref name="polygon missmp">{{cite web | url = http://www.polygon.com/2016/8/9/12417202/no-mans-sky-no-multiplayer-twitch-stream | title = No Man's Sky players travel the exact same planet without ever crossing paths | first = Allegra | last= Frank | date = 10 August 2016 | accessdate = 11 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Furthering this was the discovery that the Limited Edition packaging used a sticker to cover the [[PEGI]] online play icon.<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-08-11-no-mans-sky-limited-edition-has-online-play-icon-hidden-under-sticker | title = No Man's Sky limited edition has online play icon hidden under sticker | first = Tom | last = Phillips | date = 11 August 2016 | accessdate = 11 August 2016 | work = [[Eurogamer]] }}</ref> Journalists noted a number of potential reasons why the players may not have encountered each other, including the users being on separate [[Instance dungeon|instances]] or server problems reported by Hello Games at launch, though some opined that this may have been a feature removed before launch.<ref name="polygon missmp"/> Other near-launch issues include the discovery of a game-breaking bug with the in-game pre-order bonus spaceship players could collect, and identification of a resource duplication exploit that could significantly reduce the time needed to reach the game's endings.<ref>{{Cite web| url = https://www.engadget.com/2016/08/11/no-mans-sky-bugs-exploit-glitch/ |title = Yes, 'No Man's Sky' has a few issues | first = Jessica | last = Conditt | date = 11 August 2016 | accessdate = 11 August 2016 | work = [[Engadget]] }}</ref> Hello Games noted that they have had "far more" players than they expected at launch and are bringing on more people to help support the game, along with plans for a near-term patch to fix these critical issues, but {{as of|2016|8|18|lc=y}} they have not made a direct statement on the multiplayer situation.<ref name="polygon missmp"/><ref>{{Cite web | url = http://www.gamespot.com/articles/new-no-mans-sky-patch-coming-for-most-critical-iss/1100-6442579/ | title = New No Man's Sky Patch Coming for "Most Critical Issues" | first = Eddie |last = Makuch | date = 12 August 2016 | accessdate = 12 August 2016 | work = [[GameSpot]] }}</ref><ref name="kotaku hype disaster">{{cite web | url = http://kotaku.com/the-no-mans-sky-hype-dilemma-1785416931 | title = The No Man's Sky Hype Disaster | first = Jason | last = Schreier | date = 18 August 2016| accessdate = 18 August 2016 | work = [[Kotaku]] }}</ref>

While the Windows version of ''No Man's Sky'' offered most graphic options and features, such as support for [[4K resolution]], and more control customization compared to the PlayStation 4 version, its initial release garnered several reports of poor graphics rendering, framerates, and the inability to even start the game.<ref name="polygon pclaunch">{{cite web | url = http://www.polygon.com/2016/8/12/12456420/no-mans-sky-pc-issues | title = Don't buy No Man's Sky on PC yet | first= Ben | last = Kuchera | date = 12 August 2016 | accessdate = 12 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref><ref name="kotaku pclaunch">{{cite web|url=http://kotaku.com/no-man-s-sky-is-pretty-rough-on-pc-1785215657|title=No Man’s Sky Is Pretty Rough On PC|first=Kirk|last=Hamilton|work=[[Kotaku]]|date=12 August 2016|accessdate=12 August 2016}}</ref> Within the day, Hello Games had identified several of the common issues and issued patches while working to provide better technical support and resolve other issues.<ref>{{cite web | url = http://kotaku.com/no-man-s-sky-is-pretty-rough-on-pc-1785215657 |title=No Man’s Sky Is Pretty Rough On PC | first = Kirk | last = Hamilton | accessdate = 13 August 2016 | work = [[Kotaku]] }}</ref> Murray stated that their initial patches for both systems would be "focused on customer support" before moving onto adding in new features.<ref>{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-pc-and-ps4-patches-out-now-update/1100-6442779/| title = No Man's Sky PC and PS4 Patches Out Now | first = Eddit | last = Makuch | date = 18 August 2016 | accessdate = 20 August 2016 | work = [[GameSpot]] }}</ref>

=== Future ===
Murray has offered the potential to extend the game through [[downloadable content]], though because of the procedural generation systems used, would likely be in the form of added features rather than new content.<ref name="pcgamer mar16"/> For example, with release of the day one patch, Hello Games has pointed to base building and the ability to purchase freighters as planned additions to the game.<ref name="arstech patch"/> Murray anticipates all updates will be freely available,<ref>{{cite web| url = http://www.redbull.com/en/games/stories/1331811079576/no-mans-sky-ps4-launch-day-interview |title = Sean Murray talks about the future of No Man’s Sky | first= Benjamin | last = Kratsch | date = 9 August 2016 | accessdate = 11 August 2016 | work = [[Red Bull]] }}</ref> but did not rule out that some yet-planned features may require them to charge for the content.<ref>{{cite web | url = http://www.gamespot.com/articles/no-mans-sky-could-get-paid-dlc/1100-6442663/ | title = No Man's Sky Could Get Paid DLC | first= Eddie | last = Makuch | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[GameSpot]] }}</ref>

Murray did suggest the possibility of releasing [[mod (video gaming)|mod tools]] for Windows players to alter the game, though noted that they would be limited, and would not allow players to create new planets in the game, for example.<ref>{{cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx |title= An Assortment Of Lesser-Known No Man's Sky Facts | first = Brian | last = Vore | date = 26 December 2014 | accessdate = 16 August 2016 | work = [[Game Informer]] }}</ref> About a week after the Windows release players had already started to examine the game's files and create unofficial mods, with at least one mod-sharing website offering these for distribution.<ref>{{Cite web | url = http://arstechnica.com/gaming/2016/08/hack-the-galaxy-the-nascent-no-mans-sky-pc-modding-scene/ | title = Hack the galaxy: The nascent No Man’s Sky PC modding scene | first = Kyle | last= Orland | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[Ars Technica]] }}</ref>

The developers have stated they are looking at supporting [[virtual reality]] (VR) hardware, but {{as of|2015|6|lc=y}} have not announced any plans.<ref name="bbc midlife">{{cite web | url = http://www.bbc.com/news/technology-33183508 | title = Close-up on the 'most ambitious video game' | first = David | last = Lee | date = 19 June 2015 | accessdate = 21 September 2015 | work = [[BBC News]] }}</ref> Murray stated in an April 2016 interview with ''[[IGN]]'' that VR "would be a really good fit" for ''No Man's Sky'', as the immersive experience could create "really intense moments within a game".<ref>{{cite web | url = http://www.ign.com/articles/2016/04/28/no-mans-sky-creator-virtual-reality-would-be-a-really-good-fit | title = No Man's Sky creator: Virtual reality 'would be a really good fit' | date = 28 April 2016 | accessdate = 4 May 2016 | first = Alex | last = Osborn | work = [[IGN]] }}</ref> Murray also commented on the potential for a remastering of ''No Man's Sky'' for a system with more hardware capabilities, suggesting that they would be able to both increase the texture resolution and the degree of complexity of the flora and fauna on the planets.<ref>{{cite web | url = http://www.kotaku.com.au/2016/08/theres-already-talk-about-making-no-mans-sky-a-hell-of-a-lot-prettier/ | title = There's Already Talk About Making No Man's Sky A Hell Of A Lot Prettier | first = Alex | last = Walker | date = 10 August 2016 | accessdate = 11 August 2016 | work = [[Kotaku]] }}</ref>

== Reception ==

=== Pre-release ===
The first introduction of ''No Man's Sky'' at the 2013 VGX awards was considered to be the best aspect of the awards presentation.<ref>{{Cite web | url = http://www.eurogamer.net/articles/2013-12-08-hello-games-debuts-first-person-action-adventure-no-mans-sky | title = Hello Games debuts first-person action adventure No Man's Sky | first=Jeffery | last = Matulef | date = 9 December 2013 | accessdate = 22 July 2016 | work = [[Eurogamer]] }}</ref><ref>{{cite web | url = http://kotaku.com/wow-no-mans-sky-just-stole-the-show-at-the-vgx-1478802599 | title = Wow. No Man's Sky Just Stole the Show at the VGX | first = Owen | last= Good |date = 9 December 2013 | accessdate = 22 July 2016 | work = [[Kotaku]] }}</ref> Its expanded coverage at E3 2014 was also met with similar praise, with several critics considering it to have "stolen the show".<ref name="bbc e4 2014">{{cite web|url=http://www.bbc.co.uk/news/technology-27807167|title=E3: How No Man's Sky took on the games industry – and won|date=12 June 2014|accessdate=12 June 2014|last=Lee|first=Dave|work=[[BBC News]]}}</ref><ref>{{Cite web | url = https://www.engadget.com/2014/06/18/no-mans-sky-e3-2014/ | title = 'No Man's Sky': the game that 'won' E3 2014 | first = Ben | last = Gilbert | date = 18 June 2014 | accessdate = 22 July 2016 | work = [[Engadget]] }}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/2014-06-25-how-no-mans-sky-stole-the-show-at-e3 | title = How No Man's Sky stole the show at E3 | first = Martin | last = Robinson | date = 25 June 2014 | accessdate = 22 July 2016 | work = [[Eurogamer]] }}</ref> The title won the show's "Best Original Game" and "Best Independent Game" by a panel of game critics, as well as receiving the "Special Commendation for Innovation" title.<ref>{{cite web | url = http://www.polygon.com/2014/7/1/5861704/best-games-of-e3-2014 | title = Evolve takes top E3 2014 critics awards | first = Colin | last =Campbell | date= 1 July 2014 | accessdate = 1 July 2014 | work = [[Polygon (website)|Polygon]] }}</ref>

Since these shows and over the course of its development, the potential of ''No Man's Sky'' has been widely promoted across the video game industry and created a great deal of hype.<ref name="arstech hype">{{Cite web | url = http://arstechnica.com/gaming/2016/08/how-sky-high-hype-formed-a-storm-cloud-over-no-mans-skys-release/ | title = How sky-high hype formed a storm cloud over No Man’s Sky’s release | first = Kyle | last= Orland | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Ars Technica]] }}</ref> Matt Kamen of ''[[Wired UK]]'' called ''No Man's Sky'' "perhaps one of, if not the, most hyped indie titles in the history of gaming".<ref>{{Cite web | url = http://www.wired.co.uk/article/no-mans-sky-impressions-review | title = Does No Man's Sky live up to the hype? | first = Matt | last= Kamen | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Wired UK]] }}</ref> Much of the attention has been drawn to the massive scope realised by the procedural generation of the game, and the relatively small size of the Hello Games' team behind it.<ref name="gamasutra hype">{{cite web | url = http://www.gamasutra.com/blogs/KrisGraft/20160810/278994/3_firstimpressions_of_No_Mans_Sky.php | title = 3 first-impressions of No Man's Sky | first = Kris | last = Graft | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Gamasutra]] }}</ref><ref>{{cite web | url = https://www.washingtonpost.com/news/morning-mix/wp/2016/08/11/video-game-no-mans-sky-is-so-huge-and-popular-players-have-discovered-more-virtual-species-than-animals-on-earth/ | title = ‘No Man’s Sky’ is so huge — and popular — players found 10 million virtual species in one night | first = Ben | last = Guarino | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[Washington Post]] }}</ref> ''No Man's Sky'' was seen as a potential industry-changing title, challenging the status quo of [[AAA (video game industry)|triple-A game development]], which according to Peckham, had become "rich and complacent".<ref name="time release"/> The game had been considered to have similar potential to impact the game industry as ''[[Minecraft]]'', though in contrast, ''[[The Atlantic]]''{{'}}s David Sims opined that ''Minecraft''{{'}}s relevance took several years to develop, while ''No Man's Sky'' was burdened with expectations from the start.<ref name="atlantic review">{{cite web | url = http://www.theatlantic.com/entertainment/archive/2016/08/no-mans-sky-review/495194/ | title = The Infinite Possibility of No Man’s Sky | first= David | last= Sims | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[The Atlantic]] }}</ref> ''No Man's Sky'' has been considered by Nathan Lawrence of [[IGN]] as a mainstream-friendly [[space flight simulator game]], providing controls that were "simple to learn and fascinating to plumb" compared to ''[[Elite: Dangerous]]'' and ''[[Star Citizen]]'' while still offering engaging gameplay.<ref>{{cite web | url = http://www.ign.com/articles/2016/03/30/the-bold-new-age-of-space-simulators | title = The Bold New Age of Space Simulators | first = Nathan | last = Lawrence | date = 30 March 2016 | accessdate = 30 March 2016 | work = [[IGN]] }}</ref>

The concepts behind ''No Man's Sky'', allowing for a "grail-like feedback loop" around the exploration of near-infinite space according to ''[[Time (magazine)|Time]]''{{'}}s Matt Peckham, created a great amount of anticipation for the game from gamers, as such lofty goals were often seen as a dare to themselves.<ref name="time release">{{cite web | url = http://time.com/no-mans-sky/ | title = No Man's Sky is wildly ambitious, utterly vast and a huge challenge to the video game industry's status quo | first = Matt | last = Peckham | date = 8 August 2016 | accessdate = 8 August 2016 | work = [[Time (magazine)|Time]] }}</ref> Many commentators compared ''No Man's Sky'' to 2008's ''[[Spore (2008 video game)|Spore]]'' by [[Maxis]], which had promised similar ambitions to use procedural generation to construct new creatures and worlds. However, by release, the extent of the use of procedural generation was scaled back during the course of production, and the resulting game was not as well-received as anticipated.<ref>{{Cite web | url = http://kotaku.com/forget-no-man-s-sky-i-m-getting-hyped-to-play-some-spo-1739252150 | title = Forget No Man’s Sky. I’m Getting Hyped To Play Some Spore | first = Chris | last = Suellentop | work = [[Kotaku]] | date = 28 October 2015 | accessdate = 28 October 2015 }}</ref> Murray was aware that some critics were applying caution to their view of ''No Man's Sky'' due to their previous experiences with ''Spore''.<ref name="verge"/><ref>{{Cite web | url = http://www.gameinformer.com/b/features/archive/2014/12/31/hello-games-addresses-no-mans-skys-comparisons-to-spore.aspx | title = Hello Games Addresses No Man's Sky's Comparisons To Spore | first = Ben |last = Hanson | date = 31 December 2014 | accessdate = 24 September 2015 | work = [[Game Informer]] }}</ref>

Kris Graft for ''[[Gamasutra]]'' commented that many players and journalists had both high expectations for the game as well as wide expectations, with some believing that it would be, among other aspects, the "best space sim", the "best multiplayer action shooter", and the "best pure exploration game".<ref name="gamasutra hype"/> ''[[Ars Technica]]''{{'}}s Kyle Orland found that unlike ''Spore'' or ''[[Fable (video game)|Fable]]'' which had "saturation PR campaigns that promised revolutionary and industry-changing gameplay features" which failed to be present in the final releases, Hello Games' statements about ''No Man's Sky'' were "relatively restrained and realistic about what they were promising". Orland surmises that many players and journalists "layer[ed] their own expectations onto the game's gaps" from what Hello Games actually claimed.<ref name="arstech hype"/> [[Vlambeer]]'s founder Rami Ismail considered the strength of the marketing campaign by Hello Games and Sony to generate interest in the game, calling the pitch using the concept of magnitudes and scale rather than absolutes as "a little masterclass in explaining an abstract concept to the largest possible audience"; ''Polygon''{{'}}s Ben Kuchera agreed on this point, but considered that the marketing may have gotten away from Sony and Hello Games since players did not have a concrete understanding of the game's limitations prior to launch.<ref>{{cite web | url = http://www.polygon.com/2016/8/16/12503258/no-mans-sky-pitch-indie-success | title = How to sell your game like No Man’s Sky | first = Ben | last= Kuchera | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref> Murray himself was aware of the "unrealistic, intangible level of excitement" that fans had of the game and given that they had been waiting three years to play it, would be expecting it to be perfect. He countered that he felt he and Hello Games tried to be "reasonably open and honest about what the game is" all throughout the marketing cycle to set expectations.<ref name="playboy">{{cite web | url = http://www.playboy.com/articles/no-mans-sky-sean-murray-interview | title = ‘No Man’s Sky’ Creator Sean Murray Talks Setbacks, Subreddits and Success | first = Mike | last = Rougeau | date = 10 August 2016 | accessdate = 15 August 2016 | work = [[Playboy]] }}</ref> On the day before the official release, Murray cautioned players that ''No Man's Sky'' may not have been "the game you imagined from those trailers" and instead that the title was meant as a "very very chill game", giving players a universe-sized sandbox that that makes you feel as if you "stepped into a sci-fi book cover"; Murray believed the game would have a "super divisive" response from players due to some of these expectations.<ref name="pcgamer prerelease">{{cite web | url = http://www.pcgamer.com/no-mans-sky-maybe-isnt-the-game-you-imagined-says-hello-games-founder/ | title = No Man's Sky "maybe isn’t the game you imagined," says Hello Games founder | first = Tyler | last = Wilde | date = 8 August 2016 | accessdate = 8 August 2016 | work = [[PC Gamer]] }}</ref>

=== Release ===
{{Video game reviews
{{Video game reviews
|3DS = true
| MC = (PS4) 71/100<ref name="mc ps4">{{cite web |url=http://www.metacritic.com/game/playstation-4/no-mans-sky |title=No Man's Sky for PlayStation 4 Reviews |work=[[Metacritic]] |accessdate=19 August 2016}}</ref><br>(PC) 64/100<ref name="mc pc">{{cite web |url=http://www.metacritic.com/game/pc/no-mans-sky |title=No Man's Sky for PC Reviews |work=[[Metacritic]] |accessdate=22 August 2016}}</ref>
|WIIU = true
| Destruct = 7/10<ref>{{cite web |last=Carter |first=Chris |date=11 August 2016 |url=https://www.destructoid.com/review-no-man-s-sky-379438.phtml |title=Review: No Man's Sky |work=[[Destructoid]] |accessdate=11 August 2016}}</ref>
|na = true
| EGM = 7/10<ref>{{cite web |last=Buchholtz |first=Matt |date=18 August 2016 |url=http://www.egmnow.com/articles/reviews/no-mans-sky-review/ |title=No Man's Sky review |work=[[Electronic Gaming Monthly]] |accessdate=18 August 2016}}</ref>
| GI = 7.5/10<ref>{{cite web |last=Miller |first=Matt |date=17 August 2016 |url=http://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/08/17/game-informer-review-no-mans-sky.aspx |title=The Most Beautiful Side Mission - No Man's Sky - PlayStation 4 |work=[[Game Informer]] |accessdate=17 August 2016}}</ref>
| MC_3DS = 85/100<ref name="smash3dsmc">{{cite web|url=http://www.metacritic.com/game/3ds/super-smash-bros-for-nintendo-3ds| title=Super Smash Bros. for Nintendo 3DS Metacritic| date=October 12, 2014}}</ref>
| GameRev = {{Rating|3.5|5}}<ref>{{cite web |last=Utley |first=Matt |date=15 August 2016 |url=http://www.gamerevolution.com/review/no-mans-sky |title=No Man's Sky Review |work=[[Game Revolution]] |accessdate=15 August 2016}}</ref>
| MC_WIIU = 92/100<ref name="smashwiiumc">{{cite web|url=http://www.metacritic.com/game/wii-u/super-smash-bros-for-wii-u|title=Super Smash Bros. for Wii U for Wii U Reviews - Metacritic|publisher=|accessdate=December 5, 2014}}</ref>
| GSpot = 7/10<ref>{{cite web |last=Brown |first=Peter |date=12 August 2016 |url=http://www.gamespot.com/reviews/no-mans-sky-review/1900-6416492/ |title=No Man's Sky Review |work=[[GameSpot]] |accessdate=12 August 2016}}</ref>
| GR_3DS = 86.10%<ref name="smash3dsgr">{{cite web|url=http://www.gamerankings.com/3ds/632937-super-smash-bros-for-nintendo-3ds/index.html|title=Super Smash Bros. for 3DS for 3DS - GameRankings|accessdate=December 5, 2014}}</ref>
| GRadar = {{Rating|3.5|5}}<ref>{{cite web |last=Elliott |first=Matt |date=15 August 2016 |url=http://www.gamesradar.com/no-mans-sky-review/ |title=No Man's Sky review |publisher=[[Game Revolution]] |accessdate=15 August 2016}}</ref>
| GR_WIIU = 92.39%<ref name="smashwiiugr">{{cite web|url=http://www.gamerankings.com/wii-u/633202-super-smash-bros-for-wii-u/index.html|title=Super Smash Bros. for Wii U for Wii U - GameRankings|accessdate=December 5, 2014}}</ref>
| IGN = 6/10<ref>{{cite web |last=Stapleton |first=Dan |date=16 August 2016 |url=http://www.ign.com/articles/2016/08/16/no-mans-sky-review |title=No Man's Sky Review |work=[[IGN]] |accessdate=16 August 2016}}</ref>
| Allgame_3DS = {{Rating|4|5}}<ref>{{cite web|archiveurl=https://web.archive.org/web/20141114093927/http://www.allgame.com/game.php?id=76226|archivedate=November 14, 2014|url=http://allgame.com/game.php?id=76226|title=Super Smash Bros. for Nintendo 3DS|author=All Media Network|work=[[AllGame]]}}</ref>
| Allgame_WIIU = {{Rating|4.5|5}}<ref>{{cite web|archiveurl=https://web.archive.org/web/20141210012258/http://allgame.com/game.php?id=87269|archivedate=December 22, 2014|url=http://allgame.com/game.php?id=87269|title=Super Smash Bros. for Wii U|author=All Media Network|work=[[AllGame]]}}</ref>
| PCGUS = 64/100<ref>{{cite web | url = http://www.pcgamer.com/no-mans-sky-review/ | title = No Man's Sky Review | first = Christopher | last= Livingston | date = 18 August 2016 | accessdate = 18 August 2016 | work = [[PC Gamer]] }}</ref>
| Poly = 6/10<ref>{{cite web |last=Kollar |first=Philip |date=12 August 2016 |url=http://www.polygon.com/2016/8/12/12461520/no-mans-sky-review-ps4-playstation-4-pc-windows-hello-games-sony |title=No Man's Sky review |work=[[Polygon (website)|Polygon]] |accessdate=12 August 2016}}</ref>
| Destruct_3DS = 9/10<ref>{{cite web|url=http://www.destructoid.com/review-super-smash-bros-for-nintendo-3ds-281404.phtml|title=Review: Super Smash Bros. for Nintendo 3DS|work=Destructoid|accessdate=September 26, 2014}}</ref>
| VG = 6/10<ref>{{cite web |last=Trinca |first=Jamie |date=12 August 2016 |url=http://www.videogamer.com/reviews/no_mans_sky_review.html |title=No Man's Sky Review |work=[[VideoGamer.com]] |accessdate=12 August 2016}}</ref>
| Destruct_WIIU = 9.5/10<ref>{{cite web|url=http://www.destructoid.com/review-super-smash-bros-for-wii-u-283523.phtml|title=Review: Super Smash Bros. for Wii U - Destructoid|publisher=|accessdate=November 27, 2014}}</ref>
| EuroG_3DS = 7/10<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-09-26-super-smash-bros-3ds-review|title=Super Smash Bros. 3DS review|work=Eurogamer|accessdate=September 26, 2014}}</ref>
| rev1 = ''[[The Guardian]]''
| rev1Score = {{Rating|4|5}}<ref>{{cite web |last=Webber |first=Jordan Erica |date=12 August 2016 |url=https://www.theguardian.com/technology/2016/aug/12/no-mans-sky-review-hello-games |title=Review: No Man's Sky review: beautifully crafted galaxy with a game attached |work=[[The Guardian]] |accessdate=12 August 2016}}</ref>
| EuroG_WIIU = 8/10<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-11-28-super-smash-bros-for-wii-u-review|title=Review: Super Smash Bros. for Wii U - Eurogamer|publisher=|accessdate=December 5, 2014}}</ref>
| Fam_3DS = 37 of 40<ref>{{cite web|url=http://www.explosion.com/69737/super-smash-bros-3ds-reviewed-by-famitsu-3740/|title=Super Smash Bros 3DS Reviewed By Famitsu: 37/40|work=Explosion|accessdate=September 16, 2014}}</ref>
| rev2 = ''[[Metro (British newspaper)|Metro]]''
| rev2Score = 6/10<ref>{{cite web |last=Jenkins |first=David |date=11 August 2016 |url=http://metro.co.uk/2016/08/12/no-mans-sky-review-where-no-one-has-gone-before-6063429/ |title=No Man's Sky Review |work=[[Metro (British newspaper)|Metro]] |accessdate=12 August 2016}}</ref>
| GI_3DS = 9.25/10<ref>{{cite web|url=http://www.gameinformer.com/games/super_smash_bros/b/3ds/archive/2014/09/26/super-smash-bros-3ds-review.aspx|subscription=yes|title=Bros. On The Go|work=Game Informer|date=September 26, 2014|accessdate=May 17, 2015}}</ref>
| GI_WIIU = 9.75/10<ref>{{cite web|url=http://www.gameinformer.com/games/super_smash_bros/b/wii_u/archive/2014/11/21/super-smash-bros-for-wii-u-review.aspx|subscription=yes|title=All Hail The New Champion - Super Smash Bros. - Wii U|work=Game Informer|accessdate=December 30, 2014}}</ref>
| rev3 = ''[[PC Magazine]]''
| rev3Score = {{Rating|4|5}}<ref>{{Cite web | url = http://www.pcmag.com/review/347142/no-mans-sky-for-pc | title = No Man's Sky (for PC) | first = Matthew | last= Buzzi | date = 19 August 2016 | accessdate = 19 August 2016 | work = [[PC Magazine]] }}</ref>
| GameRev_3DS = {{Rating|4|5|}}<ref name=GameRev3DS>{{cite web|url=http://www.gamerevolution.com/review/super-smash-bros-3ds|title=Super Smash Bros. (3DS) Review|publisher=[[GameRevolution]]|accessdate=May 17, 2015}}</ref>
| GameRev_WIIU = {{Rating|5|5|}}<ref name=GameRev>{{cite web|url=http://www.gamerevolution.com/review/super-smash-bros-wii-u|title=Super Smash Bros. (Wii U) Review|publisher=[[GameRevolution]]|accessdate=November 27, 2014}}</ref>
| rev4 = ''[[Time (magazine)|Time]]''
| rev4Score = {{Rating|4.5|5}}<ref>{{cite web |last=Peckham |first=Matt |date=11 August 2016 |url=http://time.com/4444324/no-mans-sky-review/ |title=Review: 'No Man's Sky' Isn't What You Wanted. Thank God |work=[[Time (magazine)|Time]] |accessdate=12 August 2016}}</ref>
| GRadar_3DS = {{Rating|3.5|5}}<ref name="3dsgradar">{{cite web|url=http://www.gamesradar.com/super-smash-bros-3ds-review/|title=Super Smash Bros. 3DS review|work=GamesRadar|accessdate=September 26, 2014}}</ref>
| GRadar_WIIU = {{Rating|4.5|5}}<ref>{{cite web|url=http://www.gamesradar.com/smash-bros-wii-u-review/|title=Review: Super Smash Bros. for Wii U|work=GamesRadar|accessdate=December 5, 2014}}</ref>
| rev5 = ''[[US Gamer]]''
| rev5Score = {{Rating|3.5|5}}<ref>{{Cite web | url = http://www.usgamer.net/articles/no-mans-sky-playstation-4-review-over-the-rainbow | title = No Man's Sky PlayStation 4 Review: Over the Rainbow | first = Kate | last= Bailey | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[US Gamer]] }}</ref>
| GSpot_3DS = 8/10<ref>{{cite web|url=http://www.gamespot.com/reviews/super-smash-bros-3ds-review/1900-6415883/|title=Super Smash Bros. 3DS review|work=GameSpot|accessdate=September 26, 2014}}</ref>
| GSpot_WIIU = 9/10<ref name=GS>{{cite web|url=http://www.gamespot.com/reviews/super-smash-bros-for-wii-u-review/1900-6415976/|title=Super Smash Bros. for Wii U Review|author=Daniel Starkey|work=GameSpot|accessdate=November 27, 2014}}</ref>
| GT_3DS = 7.4/10<ref name="3dsGTrailers">{{cite web|url=http://www.gametrailers.com/reviews/91ry5e/super-smash-bros--3ds-review|title=Super Smash Bros. 3DS review|work=GameTrailers|accessdate=October 3, 2014}}</ref>
| GT_WIIU = 8.5/10<ref>{{cite web|url=http://www.gametrailers.com/reviews/2lzz9c/super-smash-bros--for-wii-u-review|title=Review: Super Smash Bros. for Wii U|work=[[GameTrailers]]|accessdate=December 5, 2014}}</ref>
| IGN_3DS = 8.8/10<ref>{{cite web|url=http://www.ign.com/articles/2014/09/26/super-smash-bros-for-nintendo-3ds-review|title=Super Smash Bros. 3DS review: Heart of a Champion|work=IGN.com|accessdate=September 26, 2014}}</ref>
| IGN_WIIU = 9.8/10<ref name=IGN>{{cite web|url=http://www.ign.com/articles/2014/11/19/super-smash-bros-for-wii-u-review|title=Super Smash Bros. for Wii U Review|work=IGN|accessdate=November 27, 2014}}</ref>
| Joystiq_3DS = {{Rating|4.5|5}}<ref>{{cite web|url=http://www.joystiq.com/2014/09/26/super-smash-bros-3ds-review-only-the-strong/|title=Super Smash Bros. 3DS review: Only the strong|work=Joystiq|accessdate=September 26, 2014}}</ref>
| Joystiq_WIIU = {{Rating|4.5|5}}<ref name="joystiq-wiiu">{{cite web|url=http://www.joystiq.com/2014/11/19/super-smash-bros-for-wii-u-review-show-me-your-moves/|title=Super Smash Bros. for Wii U review: Show me your moves|work=Joystiq|accessdate=November 27, 2014}}</ref>
| NLife_3DS = 9/10<ref>{{cite web|url=http://www.nintendolife.com/reviews/3ds/super_smash_bros_for_nintendo_3ds|title=Super Smash Bros. 3DS review|work=Nintendo Life|accessdate=September 26, 2014}}</ref>
| NLife_WIIU = 9/10<ref>{{cite web|url=http://www.nintendolife.com/reviews/wiiu/super_smash_bros_for_wii_u|title=Super Smash Bros. Wii U review|work=Nintendo Life|accessdate=March 9, 2015}}</ref>
| Poly_3DS = 9/10<ref>{{cite web|url=http://www.polygon.com/2014/9/26/6847267/super-smash-bros-3ds-review|title=Review: Super Smash Bros. for Nintendo 3DS|work=Polygon|accessdate=September 26, 2014}}</ref>
| Poly_WIIU = 9.5/10<ref>{{cite web|url=http://www.polygon.com/2014/11/21/7259791/super-smash-bros-for-wii-u-review-crazy-eights|title=Super Smash Bros for Wii U review: crazy eights|work=Polygon|accessdate=November 27, 2014}}</ref>
|rev1 - [[Cheat Code Central]]
|rev1_WIIU = =4.6/5<ref>{{cite web|url=http://www.cheatcc.com/wiiu/rev/supersmashbrosforwiiureview.html|title=Super Smash Bros. for Wii U Review for Wii U - Cheat Code Central|publisher=|accessdate=November 27, 2014}}</ref>
|rev2 = ''[[Hardcore Gamer]]''
|rev2_3DS=4.5/5<ref>{{cite web|url=http://www.hardcoregamer.com/2014/10/07/review-super-smash-bros-3ds/109804/|title=Super Smash Bros. 3DS|work=[[Hardcore Gamer]]|publisher=Hardcore Gamer|first=Dermot|last=Creegan|date=October 7, 2014|accessdate=May 17, 2015}}</ref>
|rev2_WIIU = 4.5/5<ref>{{cite web|url=http://www.hardcoregamer.com/2014/11/19/review-super-smash-bros-for-wii-u/118140/|title=Super Smash Bros. for Wii U |work=[[Hardcore Gamer]]|publisher=Hardcore Gamer|first=Dermot|last=Creegan|date=November 19, 2014|accessdate=November 30, 2014}}</ref>
}}
}}
Reviews for the 3DS version were positive, with a rating of 85/100 on [[Metacritic]].<ref name="smash3dsmc" /> The game was praised for its large and diverse character roster, its improvements to game mechanics, and its variety of multiplayer options. Some criticisms include a lack of single player modes and issues concerning the 3DS hardware, such as the size of characters on the smaller screen when zoomed out and latency issues during both local and online multiplayer.<ref name="3dsgradar" /><ref>{{cite web|url=http://www.gamesradar.com/super-smash-bros-3ds-review/|title=Super Smash Bros. for 3DS review (JP version)|date=September 17, 2014|work=GamesRadar|accessdate=September 19, 2014}}</ref> There were also reports of players damaging their 3DS Circle Pads while playing the game excessively.<ref>{{cite web|last1=Hernandez|first1=Patricia|title=24 Hours in, Playing Smash Bros. on My 3DS is Wrecking My Circlepad|url=http://www.kotaku.co.uk/2014/10/09/24-hours-playing-smash-bros-3ds-wrecking-circlepad|work=Kotaku|accessdate=October 12, 2014}}</ref><ref>{{cite web|last1=Ashcraft|first1=Brian|title=Super Smash Bros. is Wrecking Some People's 3DS Handhelds|url=http://www.kotaku.co.uk/2014/09/14/super-smash-bros-wrecking-peoples-3ds-handhelds|work=Kotaku|accessdate=October 12, 2014}}</ref> The 3DS version sold over a million copies in its first weekend on sale in Japan,<ref>{{cite web|url=http://www.forbes.com/sites/insertcoin/2014/09/16/super-smash-bros-3ds-sells-a-million-copies-opening-weekend-in-japan/|title=Super Smash Bros. 3DS Sells A Million Copies Opening Weekend In Japan|work=Forbes|accessdate=September 16, 2014}}</ref> and had sold more than 3.22 million copies worldwide by the end of October 2014.<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2014/141029e.pdf|publisher=Nintendo.co.jp|format=PDF|accessdate=December 22, 2014|title=Consolidated Results for the Six Months Ended September 2013 and 2014}}</ref>


The Wii U version received critical acclaim, receiving praise for its variety of gameplay modes and for improvements upon features in the 3DS version. It has a Metacritic score of 92/100<ref name="smashwiiumc"/> and is among the highest reviewed games of 2014.<ref>{{cite web |url=http://www.metacritic.com/feature/best-video-games-of-2014 |title=The Best Videogames of 2014 |last=Dietz |first=Jason |publisher= Metacritic |access-date=June 17, 2016}}</ref> Daniel Bischoff of [[Game Revolution]] called it "the biggest leap forward Smashers have seen yet," praising the game for its graphics and "incredibly fast action." <ref name=GameRev/> Daniel Starkey at [[GameSpot]] criticized the inconsistent performance of online multiplayer, but still called the game "incredible," noting, "With the Wii U release, ''Smash Bros.'' has fully realized its goals."<ref name=GS/> Jose Otero from [[IGN]] praised the game for "appeal[ing] to the nostalgia of long-time Nintendo fans" while also being "accessible to new players."<ref name=IGN/> Thomas Schulenberg of Joystiq criticized occasional "matches plagued with stuttering frame rates" during online play and discussed his "indifference toward the Amiibo experience" but praised the game for its "abundance of goals to chase."<ref name="joystiq-wiiu" />
''No Man's Sky'' received a wide range of reviews from critics,<ref>{{cite web | url = https://www.vg247.com/2016/08/12/no-mans-sky-reviews-round-up/ | title = No Man’s Sky reviews: is this the most divisive game of 2016? | first = Brenna | last = Hillier | date = 12 August 2016 | accessdate = 18 August 2016 | work = [[VG247]] }}</ref> according to [[review aggregator]] website [[Metacritic]].<ref name="mc ps4"/><ref name="mc pc"/> While many praised the technical achievement of ''No Man's Sky''{{'}}s procedurally-generated universe, several critics found that the nature of the game can become repetitive and monotonous, with the survival gameplay elements being lackluster and tedious.<ref name="verge review">{{cite web | url = http://www.theverge.com/2016/8/12/12440568/no-mans-sky-review-playthrough | title = No Man’s Sky expects you to do the heavy lifting of the universe | first = Chris | last = Plante | date = 12 August 2016 | accessdate = 13 August 2016 | work = [[The Verge]] }}</ref><ref name="jimsterling">{{cite web | url = http://www.thejimquisition.com/no-mans-sky-review/ | title = No Man’s Sky Review – Falling Skies | first= Jim | last = Sterling | date = 10 August 2016 | accessdate = 13 August 2016 | work = The Jimquisition }}</ref><ref name="eurogamer review">{{cite web | url = http://www.eurogamer.net/articles/2016-08-12-no-mans-sky-review| title = No Man's Sky review | first = Oli | last = Welsh | date = 12 August 2016 | accessdate = 13 August 2016 | work = [[Eurogamer]] }}</ref><ref>{{cite web | url = http://www.wired.com/2016/08/no-mans-sky-review/| title = The Power of No Man’s Sky Is Making You Feel Insignificant | first = Daniel | last = Starkey | date = 13 August 2016 | accessdate = 13 August 2016 | work = [[Wired (magazine)|Wired]] }}</ref><ref>{{cite web | url = http://arstechnica.com/gaming/2016/08/no-mans-sky-review-total-eclipse-of-the-galaxys-heart/ | title = No Man’s Sky review: Total eclipse of the galaxy’s heart | first= Sam | last = Machkovech | date = 15 August 2016 | accessdate = 15 August 2016 | work = [[Ars Technica]] }}</ref><ref>{{cite web | url = http://kotaku.com/no-mans-sky-the-kotaku-review-1785383774 | title= No Man's Sky: The Kotaku Review | first = Kirk | last = Hamilton | date = 17 August 2016 | accessdate = 17 August 2016 | work = [[Kotaku]] }}</ref> As summarized by Jake Swearingen in ''[[New York (magazine)|New York]]'', "You can procedurally generate 18.6 quintillion unique planets, but you can’t procedurally generate 18.6 quintillion unique things to do."<ref>{{Cite web | url = http://nymag.com/selectall/2016/08/why-you-should-play-no-mans-sky.html | title= Why Everyone Should Play No Man’s Sky — Even If It’s Not a Great Game | first = Jake | last = Swearingen | date = 16 August 2016 | accessdate = 16 August 2016 | work = [[New York (magazine)|New York]] }}</ref>


===Sales===
Player reaction has generally been negative in response to several issues at the game's launch. Users expressed concern with the apparent lack of multiplayer and other issues associated with the PlayStation 4 launch,<ref name="polygon missmp"/> while many players on the Windows version via [[Steam (software)|Steam]] and [[GOG.com]] gave the game negative reviews due to the poor graphics capabilities or inability to launch the game.<ref name="polygon pclaunch"/><ref name="kotaku pclaunch"/><ref name="ars release">{{cite news|last1=Machkovech|first1=Sam|title=No Man’s Sky Windows port launched today, is kind of a mess|url=http://arstechnica.com/gaming/2016/08/no-mans-sky-windows-port-launched-today-is-kind-of-a-mess/|accessdate=14 August 2016|date=12 August 2016}}</ref> Players were also disappointed at the apparent lack of features that Hello Games and Sony had stated in earlier announcements and interviews would be included in the game;<ref>{{cite web | url = https://www.rockpapershotgun.com/2016/08/17/broken-promises-of-no-mans-sky/ | title = Broken Promises of No Man's Sky | first = Brendan | last = Caldwell | date = 17 August 2016 |accessdate = 17 August 2016 | work = [[Rock Paper Shotgun]] }}</ref> a list initially compiled by the user "MeetWayneKerr" and other members of the ''No Man's Sky'' Reddit forum comprised all such features about a week after launch.<ref>{{cite web | url = https://www.vg247.com/2016/08/17/everything-missing-from-no-mans-sky-list/| title = The Internet’s list of everything missing from No Man’s Sky | first = Brenna | last = Hillier | date = 17 August 2016 | accessdate = 17 August 2016 | work = [[VG247]] }}</ref> Further controversy arose when two weeks after the game's release, players reported that discoveries they had made in the game had been wiped completely.<ref>http://www.geek.com/games/no-mans-sky-wipes-your-discoveries-after-two-weeks-1668222/</ref> Schreier from ''Kotaku'' commented that some of the negative player reaction was due to a lack of clarification on these apparently missing features.<ref name="kotaku hype disaster"/> Ben Kuchera of ''Polygon'' hypothesized that ''No Man's Sky'' may follow the same route as ''[[Destiny (video game)|Destiny]]'', a 2014 game that at release received lukewarm reviews as it lacked much of the potential that its developers and publishers had claimed in marketing, but with several major expansions that added several features, had become a highly-praised game. Kuchera refers to Hello Games' statements regarding new features downloadable content and tracking what players are interested in as evidence that ''No Man's Sky'' will evolve over time.<ref>{{Cite web | url = http://www.polygon.com/2016/8/18/12532618/no-mans-sky-destiny | title = No Man’s Sky is the new Destiny | first = Ben | last = Kuchera | date = 18 August 2016 | accessdate = 18 August 2016 | work = [[Polygon (website)|Polygon]] }}</ref>
In 2014, ''Super Smash Bros. for Nintendo 3DS'' sold over two million physical and digital copies in the United States.<ref name="2014 sales">{{cite web|url=http://www.ign.com/articles/2015/01/16/wii-u-had-its-best-sales-month-ever-in-december|title=Wii U Had Its Best Sales Month Ever in December|last=Albert|first=Brian|date=January 15, 2015|website=[[IGN]]|publisher=[[Ziff Davis]]|archiveurl=https://web.archive.org/web/20150116051254/http://www.ign.com/articles/2015/01/16/wii-u-had-its-best-sales-month-ever-in-december|archivedate=January 16, 2015|deadurl=no|accessdate=January 15, 2015}}</ref> In Japan, nearly 2,190,000 copies had been sold six months after release.<ref>{{cite web|url=http://www.nintendolife.com/news/2015/03/sony_hardware_takes_charge_of_japanese_charts_with_flurry_of_releases|title=Sony Hardware Takes Charge of Japanese Charts With Flurry of Releases|last=Whitehead|first=Thomas|date=March 25, 2015|website=Nintendo Life|archiveurl=https://web.archive.org/web/20150417041039/http://www.nintendolife.com/news/2015/03/sony_hardware_takes_charge_of_japanese_charts_with_flurry_of_releases|archivedate=April 17, 2015|deadurl=no|accessdate=April 16, 2015}}</ref>


''Super Smash Bros. for Wii U'' became the fastest-selling Wii U game in the U.S., with 490,000 physical and digital copies sold during its first three days of availability, beating the record previously held by ''[[Mario Kart 8]]''.<ref>{{cite web|first=Tom|last=Ivan|url=http://www.computerandvideogames.com/481700/smash-bros-becomes-fastest-selling-wii-u-game-in-the-us/|title=Super Smash Bros becomes fastest-selling Wii U game in the US|work=[[Computer and Video Games]]|publisher=[[Future plc]]|date=November 25, 2014|accessdate=November 25, 2014|archiveurl=https://web.archive.org/web/20141128015902/http://www.computerandvideogames.com/481700/smash-bros-becomes-fastest-selling-wii-u-game-in-the-us|archivedate=November 28, 2014}}</ref> By the end of 2014, the number sold had increased to over 1.3 million.<ref name="2014 sales"/> By the end of March 2015, 1.6 million units had been sold.<ref>{{cite web|url=http://www.nintendolife.com/news/2015/04/nintendo_highlights_increased_us_hardware_sales_for_wii_u_and_3ds_in_2015|title=Nintendo Highlights Increased US Hardware Sales for Wii U and 3DS in 2015|last=Whitehead|first=Thomas|date=April 16, 2015|website=Nintendo Life|archiveurl=https://web.archive.org/web/20150417035721/http://www.nintendolife.com/news/2015/04/nintendo_highlights_increased_us_hardware_sales_for_wii_u_and_3ds_in_2015|archivedate=April 17, 2015|deadurl=no|accessdate=April 16, 2015}}</ref>
Within 24 hours of the game's official launch, Hello Games reported that more than 10 million distinct species were registered by players, exceeding the estimated 8.7 million species identified to date on Earth.<ref>{{Cite web | url = http://www.theverge.com/2016/8/10/12421072/no-mans-sky-species-number-discovery | title = No Man's Sky players have already discovered more species than exist on Earth| first = Sam |last = Byford | date = 10 August 2016 | accessdate = 10 August 2016 | work = [[The Verge]] }}</ref> On the first day of the Windows release, ''No Man's Sky'' saw more than 212,000 concurrent players on Steam, exceeding the largest number of concurrent players for most other games including other 2016 releases like ''[[XCOM 2]]'' and ''[[Dark Souls 3]]''.<ref>{{Cite web | url = http://www.pcgamer.com/no-mans-sky-sales/ | title = 212,620 people playing No Man's Sky at once makes it the biggest Steam launch this year | first = Evan | last = Lahti | date = 12 August 2016 | accessdate = 12 August 2016 | work = [[PC Gamer]] }}</ref> [[Chart-Track]] reported that sales of the physical release of ''No Man's Sky'' in the United Kingdom during the first week was the second-largest PlayStation 4 launch title published by Sony, following ''[[Uncharted 4]]'', and the 5th highest across all publishers and Sony formats.<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-08-15-no-mans-sky-sonys-2nd-biggest-ever-ps4-launch-in-uk | title = No Man's Sky Sony's 2nd biggest ever PS4 launch in UK | first = Wesley | last = Yin-Poole | date = 15 August 2016 | accessdate = 15 August 2016 | work = [[Eurogamer]] }}</ref> However, a week later, these numbers had dropped significantly: the concurrent player count on Steam fell under 23,000,<ref>{{cite web | url = http://www.craveonline.com/entertainment/1023847-no-mans-skys-number-players-dropped-89 | title = No Man’s Sky’s Number of Players Have Dropped by 89% | first = Paul | last = Tamburro | date = 24 August 2016 | accessdate = 24 August 2016 | work = [[Crave (magazine)|Crave]] }}</ref> and United Kingdom sales fell by 81% in the second week.<ref>{{cite web | url = https://www.inverse.com/article/20112-no-mans-sky-hello-games-ps4-pc-sales | title = ‘No Man’s Sky' Week 2 Sales Are Not Looking So Hot | first = Justin | last = Andress | date = 24 August 2016 | accessdate = 24 August 2016 | work = [[Inverse (magazine)|Inverse]] }}</ref>


By the end of June 2016, the 3DS version had sold 8.23 million copies worldwide,<ref>{{cite web|url=https://www.nintendo.co.jp/ir/en/sales/software/3ds.html |title=Top Selling Software Sales Units - Nintendo 3DS Software |website=Nintendo |date=June 30, 2016 |accessdate=July 27, 2016}}</ref> while the Wii U version sold 4.90 million copies worldwide.<ref>{{cite web|url=https://www.nintendo.co.jp/ir/en/sales/software/wiiu.html |title=Top Selling Software Sales Units - Wii U Software |website=Nintendo |date=June 30, 2016 |accessdate=July 27, 2016}}</ref>
=== Soundtrack ===
The game's official soundtrack, ''Music for an Infinite Universe'', received positive reviews from music critics.<ref>{{cite web | url=http://www.metacritic.com/music/no-mans-sky-music-for-an-infinite-universe-original-video-game-soundtrack/65daysofstatic | title=Reviews for No Man's Sky: Music for an Infinite Universe [Original Video Game Soundtrack] by 65daysofstatic | publisher=[[Metacritic]] | accessdate=13 August 2016}}</ref> Andrew Webster of ''[[The Verge]]'' described the soundtrack as an extension of past 65daysofstatic albums, particularly from ''Wild Light'', but with a greater science-fiction vibe to it, considering its opening track "Asimov" to be like "taking flight into a Chris Foss painting".<ref>{{cite web | url = http://www.theverge.com/2016/8/5/12374388/no-mans-sky-soundtrack-65daysofstatic-electronic-music| title = No Man's Sky: Music for an Infinite Universe is the perfect soundtrack for exploring the abyss | first = Andrew | last = Webster | date = 5 August 2016 | accessdate = 5 August 2016 | work = [[The Verge]] }}</ref> Sam Walker-Smart for ''[[Clash (magazine)|Clash]]'' rated the album 8 out of 10, considered the album one of 65DOS' best, and that it is "apocalyptic, transcendental and drenched in a sense of pure epic-ness".<ref>{{Cite web | url = http://www.clashmusic.com/reviews/65daysofstatic-no-mans-sky-music-for-an-infinite-universe | title = 65daysofstatic - No Man's Sky: Music For An Infinite Universe | date = 26 July 2016 | accessdate = 9 August 2016 | work = [[Clash (magazine)|Clash]] | first = Sam | last = Walker-Smart }}</ref>


=== Player community ===
===Accolades===


''No Man's Sky'' developed a dedicated fan-base before its release, with many congregating in a [[subreddit]] to track and share information published about the game.<ref name="atlantic review"/><ref name="playboy"/> Sam Zucchi writing for ''[[Kill Screen]]'' proposed that the players anxiously awaiting ''No Man's Sky'' were a kind of religion, putting faith in Hello Games to be able deliver an experience that has otherwise never been offered by video games before, the ability to explore a near-infinite universe.<ref>{{cite web | url = https://killscreen.com/articles/no-mans-sky-religious-fervor-fandom/ | title= The Apocalyptic Fandom of No Man's Sky | date = 22 July 2016 | accessdate = 22 July 2016 | work = [[Kill Screen]] }}</ref>


{|class="wikitable"
Following the news of the game's delay from June to August 2016, Murray, along with ''[[Kotaku]]'' writer Jason Schreier, who first reported on the rumor of the delay, received a number of [[death threat]]s in response, which Murray publicly responded to in good humor.<ref>{{cite web | last =Orland | first = Kyle | title=No Man’s Anger: A peaceful game’s delay sparks online hate | url=http://arstechnica.com/gaming/2016/05/no-mans-anger-a-peaceful-games-delay-sparks-online-hate/ | accessdate=2 June 2016| work=[[Ars Technica]]|date= 31 May 2016}}</ref> The situation was seen by other journalists as a growing issue between the pre-release hype created by marketing for video games, and the excited nature of the fans of these games even before their release. ''[[New Statesman]]''{{'}}s Phil Hartup considered that when marketing for a game drives a need for any type of news by those anxious to play the game, disappointing news such as delays could readily lead to online fans reacting in a paranoid manner against marketing expectations.<ref>{{cite web | url = http://www.newstatesman.com/culture/games/2016/06/delay-no-man-s-sky-scorned-kotaku-journalist-and-paranoia-gamers-waiting | title = The delay of No Man’s Sky, a scorned Kotaku journalist, and the paranoia of gamers-in-waiting | first = Phil | last = Hartup | date = 2 June 2016 | accessdate = 3 June 2016 | work = [[New Statesman]] }}</ref> Phil Owen writing for ''[[TheWrap]]'' blamed such issues on the video game marketers, as the field had become less about selling a game and more about creating a cult-like following for the game and "weaponizing fandom".<ref>{{cite web | url = http://www.thewrap.com/the-cult-of-video-games-commentary/ | title = How the Video Games Industry Created Its Own Cult of Toxic Fans (Commentary) | first = Phil | last= Owen | date = 1 June 2016 | accessdate = 3 June 2016 | work = [[TheWrap]] }}</ref>
|+ List of post-release awards and nominations for ''Super Smash Bros. for Nintendo 3DS''
|-
! Year
! Awards
! Category
! Result
! Ref.
|-
| rowspan="4" align=center| 2014
| [[Digital Spy]]'s Best Games of the Year 2014
| Best Game of the Year
| {{won}}
| align=center|<ref name="digital spy smash goty">{{cite web|url=http://www.digitalspy.com/gaming/news/a617469/we-explain-why-super-smash-bros-is-our-game-of-2014-in-our-video.html|title=We explain why Super Smash Bros is our game of 2014 in our video|last1=Reynolds|first1=Matthew|last2=Thomson|first2=Jennifer|date=December 28, 2014|website=Digital Spy|publisher=[[Hearst Magazines]]|archiveurl=https://web.archive.org/web/20141229002811/http://www.digitalspy.com/gaming/news/a617469/we-explain-why-super-smash-bros-is-our-game-of-2014-in-our-video.html#~oZNbmJDCSOGJO6|archivedate=December 28, 2014|deadurl=no|accessdate=December 28, 2014}}</ref>
|-
| [[GameSpot]]'s Game of the Year
| 3DS Game of the Year
| {{nom}}
| align=center|<ref>{{cite web|url=http://www.gamespot.com/articles/bravely-default-3ds-game-of-the-year/1100-6423916/|title=Bravely Default - 3DS Game of the Year|date=December 12, 2014|website=GameSpot|publisher=CBS Interactive|archiveurl=https://web.archive.org/web/20141229195429/http://www.gamespot.com/articles/bravely-default-3ds-game-of-the-year/1100-6423916/|archivedate=December 29, 2014|deadurl=no|accessdate=December 29, 2014}}</ref>
|-
| [[Nintendo Life]]'s Reader Awards 2014
| 3DS Retail Game of the Year
| {{won}}
| align=center|<ref name="nlife reader goty">{{cite web|url=http://www.nintendolife.com/news/2014/12/game_of_the_year_nintendo_lifes_reader_awards_2014|title=Game of the Year: Nintendo Life's Reader Awards 2014|last=Whitehead|first=Thomas|date=December 25, 2014|website=Nintendo Life|archiveurl=https://web.archive.org/web/20141226010149/http://www.nintendolife.com/news/2014/12/game_of_the_year_nintendo_lifes_reader_awards_2014|archivedate=December 26, 2014|deadurl=no|accessdate=December 25, 2014}}</ref>
|-
| Nintendo Life's Staff Awards 2014
| 3DS Retail Game of the Year
| {{won}}
| align=center|<ref name="NLIFE-GOTY">{{cite web|url=http://www.nintendolife.com/news/2014/12/game_of_the_year_nintendo_lifes_staff_awards_2014|title=Game of the Year: Nintendo Life's Staff Awards 2014|last=Whitehead|first=Thomas|date=December 24, 2014|work=Nintendo Life|archiveurl=https://web.archive.org/web/20141224185336/http://www.nintendolife.com/news/2014/12/game_of_the_year_nintendo_lifes_staff_awards_2014|archivedate=December 24, 2014|deadurl=no|accessdate=December 24, 2014}}</ref>
|-
| rowspan="3" align=center| 2015
| [[Academy of Interactive Arts & Sciences]]' Interactive Achievement Awards
| Handheld Game of the Year
| {{won}}
| align=center|<ref name="dice awards">{{cite web|url=http://www.nintendolife.com/news/2015/02/nintendo_picks_up_three_gongs_at_the_dice_awards|title=Nintendo Picks Up Three Gongs at the D.I.C.E. Awards|last=Whitehead|first=Thomas|date=February 6, 2015|website=Nintendo Life|archiveurl=https://web.archive.org/web/20150206194522/http://www.nintendolife.com/news/2015/02/nintendo_picks_up_three_gongs_at_the_dice_awards|archivedate=February 6, 2015|deadurl=no|accessdate=February 6, 2015}}</ref>
|-
| rowspan="2"| [[IGN]]'s Best of 2014
| Best 3DS Game
| {{nom}}
| rowspan="2" align=center|<ref>{{cite web|url=http://www.ign.com/lists/best-of-games-platform/3ds/super-smash-bros-for-3ds|title=Super Smash Bros. for 3DS|date=January 13, 2015|website=IGN|publisher=Ziff Davis|accessdate=January 13, 2015}}</ref>
|-
| People's Choice Best 3DS Game
| {{won}}
|-
| 2016
| [[People's Choice Awards]]
| Best Video Game
| {{won}}
| rowspan="2" align=center|<ref name="digitalspy.com">{{cite web|last1=Nissim|first1=Mayer|title=Find Out Who Won In All Categories Of The People's Choice Awards|url=http://www.digitalspy.com/showbiz/news/a779101/find-out-who-won-in-all-categories-of-the-peoples-choice-awards-2016/|website=Digital Spy|accessdate=7 January 2016}}</ref>
|}


{|class="wikitable"
The player community's reaction to the lack of features in the release version of the game had also become a point of contention, with many players using the Steam and GOG.com review pages, along with Metacritic reviews, to give it poor ratings.<ref name="polygon missmp"/><ref name="polygon pclaunch"/><ref name="kotaku pclaunch"/><ref name="ars release"/> Reddit user MeetWayneKerr had temporarily taken down the documented list of removed features after he received messages that congratulated him on "really sticking it to these 'dirtbag' devs", which was not his intention on publishing the list and wanted no part of the anger towards Hello Games.<ref>{{Cite web | url = http://www.vice.com/read/inside-the-nasty-no-mans-sky-backlash | title = Inside the Nasty Backlash Against 'No Man's Sky' | first= Patrick | last= Klepek | date = 18 August 2016 | accessdate = 18 August 2016 | work = [[Vice (magazine)|Vice]] }}</ref>
|+ List of post-release awards and nominations for ''Super Smash Bros. for Wii U''
|-
! Year
! Awards
! Category
! Result
! Ref.
|-
| rowspan="20" align=center| 2014
| rowspan="3"| [[Destructoid]]'s Best of 2014
| Best Multiplayer Design
| {{won}}
| align="center"|<ref>{{cite web|url=http://www.destructoid.com/the-winner-of-destructoid-s-best-multiplayer-design-of-the-year-is--285308.phtml|title=The winner of Destructoid's Best Multiplayer design of the year is...|work=[[Destructoid]]|date=December 22, 2014|accessdate=December 23, 2014}}</ref>
|-
| Best Overall Game
| {{nom}}
| align="center"|<ref>{{cite web|url=http://www.destructoid.com/nominees-for-destructoid-s-overall-best-game-of-2014-285238.phtml|author=Jonathan Holmes|work=[[Destructoid]]|title=Nominees for Destructoid's Overall Best Game of 2014|date=December 21, 2014|accessdate=December 24, 2014}}</ref>
|-
| The Destructoid Community Choice Award
| {{nom}}
| align="center"|<ref>{{cite web|url=http://www.destructoid.com/vote-now-for-your-2014-game-of-the-year--284535.phtml|title=Vote now for your 2014 Game of the Year!|author=Andy Dixon|work=[[Destructoid]]|date=December 9, 2014|accessdate=December 24, 2014}}</ref>
|-
| [[Digital Spy]]'s Best Games of the Year 2014
| Best Game of the Year
| {{won}}
| align="center"|<ref name="digital spy smash goty"/>
|-
| [[The Game Awards]]
| Best Fighting Game
| {{won}}
| align=center| <ref>{{cite web|url=http://www.forbes.com/sites/erikkain/2014/12/06/all-the-winners-of-the-2014-game-awards/|title=All The Winners Of The 2014 Game Awards|last=Kain|first=Erik|date=December 6, 2014|website=[[Forbes]]|publisher=Forbes, Inc.|accessdate=December 11, 2014}}</ref>
|-
| rowspan="2"|''[[Game Revolution]]'''s Best of 2014 Awards
| Best Nintendo Console Exclusive
| {{won}}
| rowspan="2" style="text-align:center;"|<ref>{{cite web|url=http://www.gamerevolution.com/features/gamerevolutions-best-of-2014-awards#/slide/20|title=GameRevolution's Best of 2014 Awards|author= Nicholas Tan|work=[[Game Revolution]]|date=December 24, 2014|accessdate=December 24, 2014}}</ref>
|-
| Best Fighting Game
| {{Won}}
|-
| [[GameSpot]]'s Game of the Year
| Wii U Game of the Year
| {{nom}}
| align=center| <ref>{{cite web|url=http://www.gamespot.com/articles/mario-kart-8-wii-u-game-of-the-year/1100-6423917/|title=Mario Kart 8 - Wii U Game of the Year|date=December 14, 2014|website=[[GameSpot]]|publisher=[[CBS Interactive]]|archiveurl=https://web.archive.org/web/20141214004324/http://www.gamespot.com/articles/mario-kart-8-wii-u-game-of-the-year/1100-6423917/|archivedate=December 14, 2014|accessdate=December 14, 2014}}</ref>
|-
| rowspan="2"|[[GamesRadar]]'s Best Games of 2014
| Game of the Year
| {{nom}}
| rowspan="2" style="text-align:center;" | <ref>{{cite web|url=https://www.youtube.com/watch?v=8c6BmOaQHHI&index=4&list=PLjmfSJFT9VMR0WJ01NIJ3obkWR5cLe6NQ|title=Game of they Year (#5): Super Smash Bros. for Wii U|date=December 9, 2014|website=[[YouTube]]|author=[[GamesRadar]]|accessdate=December 13, 2014}}</ref>
|-
| Best Fighting
| {{won}}
|-
| rowspan="3"| [[GameTrailers]]'s Best of 2014
| Best Fighting Game
| {{won}}
| align="center"|<ref>{{cite web|url=http://www.gametrailers.com/videos/alqque/gametrailers-best-of-2014-awards-best-fighting|title=GameTrailers Best of 2014 - Best Fighting|work=[[GameTrailers]]|date=December 23, 2014|accessdate=December 23, 2014}}</ref>
|-
| Best Multiplayer
| {{nom}}
| align="center"|<ref>{{cite web|url=http://www.gametrailers.com/videos/7e6kcd/gametrailers-best-of-2014-awards-best-multiplayer|title=GameTrailers Best of 2014 - Best Multiplayer|work=[[GameTrailers]]|date=December 23, 2014|accessdate=December 23, 2014}}</ref>
|-
| Best Wii U Exclusive
| {{nom}}
| align="center"|<ref>{{cite web|url=http://www.gametrailers.com/videos/dkudo6/gametrailers-best-of-2014-awards-best-wii-u-exclusive|title=GameTrailers Best of 2014 Awards - Best Wii U Exclusive|work=[[GameTrailers]]|date=December 30, 2014|accessdate=December 30, 2014}}</ref>
|-
| [[Giant Bomb]]'s 2014 Game of the Year Awards
| Best Local Multiplayer
| {{nom}}
| align="center"|<ref>{{cite web|url=http://www.giantbomb.com/articles/giant-bomb-s-2014-game-of-the-year-awards-day-four/1100-5125/|title=Giant Bomb's 2014 Game of the Year Awards: Day Four Text Recap|date=December 29, 2014|website=[[Giant Bomb]]|publisher=[[CBS Interactive]]|archiveurl=https://web.archive.org/web/20141231202139/http://www.giantbomb.com/articles/giant-bomb-s-2014-game-of-the-year-awards-day-four/1100-5125/|archivedate=December 31, 2014|deadurl=no|accessdate=December 29, 2014}}</ref>
|-
| [[Metacritic]]'s Best Video Games of 2014
| Game of the Year
| {{won}}
| align=center | <ref>{{cite web|url=http://www.metacritic.com/feature/best-video-games-of-2014|title=The Best Videogames of 2014|last=Dietz|first=Jason|date=December 22, 2014|website=Metacritic|publisher=CBS Interactive|archiveurl=https://web.archive.org/web/20141225080710/http://www.metacritic.com/feature/best-video-games-of-2014|archivedate=December 25, 2014|deadurl=no|accessdate=December 25, 2014}}</ref>
|-
| rowspan="2"| [[Nintendo Life]]'s Reader Awards 2014
| Overall Game of the Year
| {{won}}
| rowspan="2" align=center|<ref name="nlife reader goty"/>
|-
| Wii U Retail Game of the Year
| {{won}}
|-
| rowspan="2"| Nintendo Life's Staff Awards 2014
| Overall Game of the Year
| {{nom}}
| rowspan="2" align="center"|<ref name="NLIFE-GOTY"/>
|-
| Wii U Retail Game of the Year
| {{nom}}
|-
| [[USA Today]]
| Game of the Year
| {{won}}
| align=center| <ref>{{cite web|url=http://www.usatoday.com/story/tech/gaming/2014/12/22/best-video-games/20749491/|title=10 best video games of 2014|date=December 22, 2014|website=[[USA Today]]|publisher=[[Gannett Company]]|last=Hidalgo|first=Jason|archiveurl=|archivedate=December 14, 2014|accessdate=December 14, 2014}}</ref>
|-
| rowspan="8" align=center| 2015
| [[Academy of Interactive Arts & Sciences]]' Interactive Achievement Awards
| Fighting Game of the Year
| {{won}}
| align=center | <ref name="dice awards"/>
|-
| rowspan="7"| [[IGN]]'s Best of 2014
| Best Competitive Multiplayer
| {{won}}
| align=center | <ref name="ign competitive multi award">{{cite web|url=http://www.ign.com/lists/best-of-games-achievement/competitive-multi/super-smash-bros-for-wii-u|title=Super Smash Bros. for Wii U|date=January 13, 2015|website=IGN|archiveurl=https://web.archive.org/web/20150113202014/http://www.ign.com/lists/best-of-games-achievement/competitive-multi/super-smash-bros-for-wii-u/|archivedate=January 13, 2015|deadurl=no|accessdate=January 13, 2015}}</ref>
|-
| Best Music
| {{nom}}
| align=center | <ref>{{cite web|url=http://www.ign.com/lists/best-of-games-achievement/music/shovel-knight|title=Shovel Knight|date=January 13, 2015|website=IGN|publisher=Ziff Davis|archiveurl=https://web.archive.org/web/20150212004654/http://www.ign.com/lists/best-of-games-achievement/music/shovel-knight|archivedate=February 12, 2015|deadurl=no|accessdate=February 12, 2015}}</ref>
|-
| Best Overall Game
| {{nom}}
| align=center | <ref>{{cite web|url=http://www.ign.com/lists/best-of-games-platform/overall/dragon-age-inquisition|title=Dragon Age: Inquisition|date=January 13, 2015|website=IGN|publisher=Ziff Davis|archiveurl=https://web.archive.org/web/20150212005016/http://www.ign.com/lists/best-of-games-platform/overall/dragon-age-inquisition|archivedate=February 12, 2015|deadurl=no|accessdate=February 12, 2015}}</ref>
|-
| Best Sound Design
| {{nom}}
| align=center | <ref>{{cite web|url=http://www.ign.com/lists/best-of-games-achievement/sound/alien-isolation|title=Best Sound Design|date=January 13, 2015|website=IGN|publisher=Ziff Davis|archiveurl=https://web.archive.org/web/20150113204030/http://www.ign.com/lists/best-of-games-achievement/sound/alien-isolation|archivedate=February 12, 2015|deadurl=no|accessdate=February 12, 2015}}</ref>
|-
| Best Wii U Game
| {{nom}}
| align=center | <ref name="ign best wii u game award">{{cite web|url=http://www.ign.com/lists/best-of-games-platform/wii-u/mario-kart-8|title=Mario Kart 8|date=January 13, 2015|website=IGN|archiveurl=https://web.archive.org/web/20150113195929/http://www.ign.com/lists/best-of-games-platform/wii-u/mario-kart-8|archivedate=January 13, 2015|deadurl=no|accessdate=January 13, 2015}}</ref>
|-
| People's Choice Best Competitive Multiplayer
| {{won}}
| align=center | <ref name="ign competitive multi award"/>
|-
| People's Choice Best Wii U Game
| {{won}}
| align=center | <ref name="ign best wii u game award"/>
|-
| 2016
| [[People's Choice Awards]]
| Best Video Game
| {{won}}
|rowspan="2" align=center|<ref name="digitalspy.com"/>
|}


== Notes ==
==Notes==
{{notelist}}
{{notelist}}


== References ==
==References==
{{Reflist|30em}}
{{Reflist|30em}}


== External links ==
==External links==
* {{Official website}}
* {{Official website|http://www.smashbros.com}}

{{Super Smash Bros. series}}
{{Competitive Super Smash Bros.}}
{{Navboxes|title=Related games (featured in the series)|list=
{{Street Fighter series}}
{{FFVII}}
{{Platinum Games}}
{{Xeno series}}
{{Punch-Out series}}
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{{Pac-Man series}}
{{Sonic}}
}}
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Revision as of 06:02, 28 August 2016

Super Smash Bros. for Nintendo 3DS
Super Smash Bros. for Wii U
File:Super Smash Bros for Wii U Box Art.png
North American box art for the Wii U version of the game. The cover of the Nintendo 3DS version (not pictured) features different members of the roster.
Developer(s)
Publisher(s)Nintendo
Director(s)Masahiro Sakurai
Producer(s)
  • Shinya Saito
  • Masaya Kobayashi
Composer(s)
  • Keiki Kobayashi
  • Junichi Nakatsuru
  • Hiroki Hashimoto
  • Hiroyuki Kawada
  • Eriko Sakurai
  • Akihiko Ishikawa
  • Yoshinori Hirai
SeriesSuper Smash Bros.
Platform(s)Nintendo 3DS, Wii U
ReleaseNintendo 3DS
Wii U
  • NA: November 21, 2014
  • EU: November 28, 2014
  • AU: November 29, 2014[4]
  • JP: December 6, 2014[5]
Genre(s)Fighting, platformer
Mode(s)Single-player, multiplayer

Super Smash Bros. for Nintendo 3DS[a] and Super Smash Bros. for Wii U[b] are fighting video games developed by Sora Ltd. and Bandai Namco Games, with assistance from tri-Crescendo,[6] and published by Nintendo for the Nintendo 3DS and Wii U game consoles. Despite being similarly titled games, even with almost similar content, the two titles are officially considered the fourth and fifth installments, respectively, in the Super Smash Bros. series of games by creator and game director Masahiro Sakurai.[7]

Like the rest of the series, Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U are non-traditional fighting games where players use different attacks to weaken their opponents and knock them out of an arena. The games are crossover titles that feature characters, items, music, and stages from various Nintendo franchises, including Mario, Donkey Kong, Pokémon, Fire Emblem, Kirby, Metroid, Star Fox, The Legend of Zelda, Kid Icarus, and Animal Crossing among others, as well as from several third-party franchises, including Sega's Sonic the Hedgehog and Bayonetta, Capcom's Mega Man and Street Fighter, Bandai Namco's Pac-Man, and Square Enix's Final Fantasy. New features include having up to eight players fighting at a time on the Wii U version, support for Amiibo, using Miis as playable fighters, post-release downloadable content including additional fighters and stages, and customizable special moves unlockable for every non-DLC character. Some features from previous games in the series were removed, such as the story mode in Brawl.

A sequel to Brawl was announced at E3 2011, but development did not begin until 2012, and the game's official unveiling did not come until E3 2013. The gameplay was designed to be somewhere between that of the faster, more competition-oriented Melee and the slower, more casual-friendly Brawl. The 3DS version was released in Japan in September 2014, and in North America, Europe, and Australia in October 2014. The Wii U version was released in North America, Europe, and Australia in November 2014, and in Japan in December 2014.

Critics applauded the fine-tuning of existing Super Smash Bros. gameplay elements, but criticized some issues with online play. Both versions sold well, with the 3DS version selling over 8.23 million copies worldwide by June 2016, and the Wii U version selling over 4.90 million copies during the same period of time.

Gameplay

Like in previous games in the series, Super Smash Bros. is a multiplayer fighting game in which the players use various attacks, techniques, and items to deal damage to their opponents and knock their opponents out of the arena. As a character's damage percentage increases, they fly back further when attacked, and may eventually be knocked far enough out of the playing field to be knocked out. To assist players during battle, items sometimes appear on the battlefield if turned on, most of which represent the various video games represented in the series. An item called a Smash Ball allows players to use a powerful, character-specific attack, otherwise known as the "Final Smash".[8] Another item is an Assist Trophy, which summons various non-playable characters from a represented series onto the field to assist the summoner.[9][10] Both of them were previously introduced in Super Smash Bros. Brawl. Like its predecessors, Super Smash Bros. features collectible in-game trophies based on characters or items seen in various Nintendo or third-party games.[11] Each stage now features an alternate Omega form, which replaces the stage's layout with a flat surface with ledges on both sides and removes all stage hazards, similar to the stage "Final Destination", which is a medium-sized stage that is completely flat and features no hazards.[12] Certain stages, collectible trophies, and game features are exclusive to each version of game, with the Wii U version primarily featuring elements taken from home console titles and the 3DS version taking elements primarily from handheld titles. Both games feature revisited stages from past entries in the series and new stages representing newly-introduced properties or recent entries in existing ones.[8][11][13]

New to the series is the ability to customize both existing characters and custom Mii Fighters, altering their attacks and giving them unique power-ups. These characters can be transferred between the 3DS and Wii U versions of the game, as well as certain items earned in specific modes. Additionally, players can use amiibo to train computer-controlled players and import them into a match.[14][15] Both versions of the game support local and online multiplayer. Whereas local and online matches with friends have fully customizable rules, online matches with strangers are divided into two modes: "For Fun" and "For Glory." For Fun features random stages and items, with time matches only and Omega stages omitted, while For Glory features stock matches with no items exclusively on Omega stages and features both standard Smash and 1-on-1 battles, all of which the player's wins and losses are recorded from For Glory. Customized characters, Mii Fighters, and amiibo cannot be used in online matches against strangers. Additionally, solo play once again features Classic mode, which features an intensity setting directly influenced by Masahiro Sakurai's previous project Kid Icarus: Uprising, in which players can make the game more difficult by spending in-game currency in order to earn greater rewards. Both versions share two new modes. Target Blast has players beat up a ticking bomb before launching it into a set of targets, with the goal of earning as many points as possible by causing chain reactions.[16][17] Trophy Rush has players clear out falling crates to build up a Fever meter and quickly earn new trophies and customization items.

In addition to a moderation system to prevent griefing, the game features an online ranking system called "Global Smash Power" for a player's solo mode score, which shows how many other players someone has outscored, rather than listing their position on a leaderboard. Although the game does not feature a ranking system for online matches, matchmaking between players of similar skill levels was introduced.[18] Online also features Spectator Mode, where spectators can place bets on other players to win more gold, and Conquest, in which players can support selected characters by playing as them online, earning rewards if their supported team wins, and earning bonus rewards for going on a win streak.[19]

Platform-specific features

The Nintendo 3DS version features stereoscopic 3D graphics with optional cel-shaded outlines to make the characters more visible.[20] The game also features two exclusive modes; Smash Run and StreetSmash. Smash Run, based on the City Trial mode from Kirby Air Ride, has players navigate an open environment, fighting computer-controlled enemies to earn stat-increasing power-ups, before facing each other in a randomly selected match,[21] such as vertical or horizontal races against each other or battles with various special rules. StreetSmash is a StreetPass-based game in which players control a disc on a top-down board and attempt to knock their opponents out of the arena.[22] The 3DS version supports the additional controls featured on the New Nintendo 3DS, such as using the C-Stick to trigger Smash Attacks, but is not compatible with the Circle Pad Pro peripheral because of hardware limitations.[23]

The Wii U version features high-definition graphics (native 1920x1080p) and a special mode that allows up to eight players simultaneously. This mode is restricted to certain larger stages and cannot be played online, though additional stages were made available for eight players via post-release update patches.[24] Various modes from the 3DS version, such as Classic mode, feature various changes in the Wii U version, with some modes allowing two players to play cooperatively or against each other in other modes. The Wii U version also features three exclusive new game modes; Smash Tour, Special Orders, and Event Mode. Smash Tour is a traditional board game-type mode in which up to four players assemble a team of fighters that they pick up on the board. Players have the ability to change size of the game board, the number of turns, and choose if they allow to have custom characters on the board (not including Miis). In this mode, players earn stat increasing power-ups, triggering various battles and events along the way. Special Orders is a series of challenges set by Master Hand and Crazy Hand, which players can attempt to earn rewards. Each time a battle is won, the reward and the stakes will rise, but if a round is lost, all accumulated prizes will be lost. In Event Mode, one or two players can participate in themed challenges, moving along the path by completion. The Wii U version has vast compatibility with controllers; Wii U GamePad, Wii Remote, Wii Remote and Nunchuk, Classic Controller, Classic Controller Pro, Wii U Pro Controller, GameCube controller through GameCube Controller Adapter for Wii U, and the Nintendo 3DS systems (using either a copy of the 3DS version, or a Smash Controller app released on June 14, 2015).[25][26] Returning features unique to this version include Special Smash, allowing for unique rules, Stage Builder and Photo mode, which allow players to create personalized stages and dioramas (with a compatible SD card), and demo versions of classic games in a "Masterpieces" gallery. An update on April 15, 2015 added content-sharing features,[27] with a Miiverse stage added for free on June 14, 2015. An update released on July 31, 2015 added an online tournament mode.[28]

Playable characters

Wii U gameplay featuring (from left to right) Sonic, Mario, Bowser, and Mega Man.

Super Smash Bros. for Nintendo 3DS and Wii U features a roster of 58 playable characters (51 on-disc and 7 available as downloadable content) taken from both Nintendo's first-party franchises and some third-party franchises, including returning character Sonic the Hedgehog. The base game includes 19 newcomers to the series: the Wii Fit Trainer, Animal Crossing's Villager, Rosalina and Bowser Jr. from the Mario series (with Rosalina being accompanied by a Luma), Little Mac from Punch-Out!!, Greninja from Pokémon X and Y, Palutena and Dark Pit from Kid Icarus: Uprising, Lucina and Robin from Fire Emblem Awakening, Shulk from Xenoblade Chronicles, the dog and duck as a duo from Duck Hunt, Capcom's Mega Man, Bandai Namco's Pac-Man, and the Mii Fighter, which can be customized with one of three fighting styles: Brawler, Swordfighter, and Gunner.

Some characters such as Wii Fit Trainer and Bowser Jr. have multiple variations, such as different genders and alternate character skins, which are selected in the same manner as alternate colors. Some returning fighters who could change forms during a match in previous titles are now playable solely as individual characters. As such, Zelda, Sheik, Samus, and Zero Suit Samus are now all individual fighters, along with Charizard, who was previously included alongside the now-absent Squirtle and Ivysaur in the Pokémon Trainer's team in Brawl. Dr. Mario, a cloned fighter based on Mario who first appeared in Super Smash Bros. Melee, makes his return to the roster after his absence in Brawl. The Ice Climbers were originally planned for inclusion, but were removed due to the technical limitations of the 3DS. Wolf O'Donnell and Solid Snake are also absent following their appearances in the previous game.[29]

Downloadable characters

In addition to the main roster, seven additional characters, including three returning characters and four newcomers, were released as downloadable content between April 2015 and February 2016. Mewtwo, who last appeared in Melee, was released on April 28, 2015, but was made available on April 15, 2015 for Club Nintendo members who purchased and registered both 3DS and Wii U versions of the game before March 31, 2015.[30][31][32][33][34] Roy from Fire Emblem: The Binding Blade and Lucas from Mother 3, who last appeared in Melee and Brawl respectively, along with Ryu from Capcom's Street Fighter franchise, were released on June 14, 2015.[35][36][37][38] Cloud Strife from Square Enix's Final Fantasy VII was released on December 15, 2015 following increasing requests for Final Fantasy series characters.[39] Finally, Corrin from Fire Emblem Fates and Bayonetta from Sega's Bayonetta series were released on February 3, 2016, in North America and in Europe and Japan the next day.[40] Bayonetta was chosen as the overall winner worldwide among "negotiable and realizable" characters in a player-nominated ballot which ran between April 1, 2015 and October 3, 2015, ranking first in Europe and among the top five in North America.[41][42][43][44] Corrin was developed as a downloadable character in response to the critical and commercial success of Fire Emblem Fates in Japan and in anticipation for the game's worldwide localization.

Development

Former Nintendo CEO Satoru Iwata first announced that a new Super Smash Bros. game was planned for Nintendo 3DS and Wii U at E3 2011 in June 2011, but development only officially began following the completion of series creator Masahiro Sakurai's other project, Kid Icarus: Uprising, in March 2012.[45][46] The game was later revealed to be a joint-project between Sora Ltd. and Bandai Namco Games, with various staff members from Bandai Namco's Soulcalibur and Tekken series assisting Sakurai in development.[47][48][49] Sakurai, who was previously the sole person responsible for balance in the series' multiple fighters, has involved more staff to further improve the game's competitive balance.[50] The game was officially revealed at E3 2013 on June 11, 2013, during a Nintendo Direct.[51] Along with screenshots being posted each weekday on the game's official website and Miiverse community,[52] various cinematic trailers were released, introducing each of the brand new fighters. Sakurai chose to use these trailers, which benefit from Internet sharing, as opposed to including a story campaign similar to the Subspace Emissary mode featured in Brawl, as he believed the impact of seeing the mode's cinematic cutscenes for the first time was ruined by people uploading said scenes to video sharing websites.[53][54]

At E3 2013, Sakurai stated that the tripping mechanic introduced in Brawl had been omitted, with him also stating that the gameplay was between the fast-paced and competitive style of Melee and the slower and more casual style of Brawl.[55] While the game does not feature cross-platform play between the Wii U and 3DS, due to each version featuring certain exclusive stages and gamemodes, there is the option to transfer customized characters and items between the two versions.[56] The game builds upon the previous game's third-party involvement with the addition of third-party characters such as Capcom's Mega Man and Bandai Namco's Pac-Man, as well as the return of Sega's Sonic the Hedgehog. This involvement expands beyond playable characters, as other third-party characters, such as Ubisoft's Rayman, are also included in the game as trophies.[57] The addition of Mii characters was made in response to the growing number of requests from fans to have their dream characters included in the game. To prevent potential bullying, as well as to maintain game balance online, Mii Fighters cannot be used in online matches against strangers.[58] The decision to release the Wii U version at a later date from the 3DS version was made to allow each version to receive a dedicated debugging period.[59] Hardware limitations on the Nintendo 3DS led to various design choices, such as the removal of mid-match transformations, the lack of Circle Pad Pro support,[60] and the absence of the Ice Climbers, from the NES game Ice Climber, who were previously playable in both Melee and Brawl.[61]

In late August 2014, a series of allegedly leaked photos and videos of the 3DS version were uploaded to the Internet, revealing at the time several unannounced fighters. The original videos were removed shortly thereafter citing a copyright claim by Nintendo of America.[62][63][64] These leaks were confirmed on September 11, 2014 when various gamers in Japan and Taiwan obtained the 3DS version two days prior to its release date and streamed footage of the game on Twitch.[65]

Music

Like previous games in the series, Super Smash Bros. for Nintendo 3DS and Wii U features many original and re-arranged musical pieces from various different gaming franchises. Both versions have multiple musical tracks that can be selected and listened to using the "My Music" feature, including pieces taken directly from earlier Super Smash Bros. titles. The 3DS version features less music altogether than the Wii U version however, and only has two songs per stage because of size limitations.[66] The 3DS version also has a "Play in Sleep Mode" option, allowing players to listen to the game's music from the sound menu whilst the system is in sleep mode.[67]

On August 22, 2014, the Super Smash Bros. website revealed the list of composers and arrangers for the game. Various well known video game composers and musicians such as Masashi Hamauzu, Yuzo Koshiro, Yasunori Mitsuda, Motoi Sakuraba, Yoko Shimomura, Mahito Yokota, Akari Kaida, Michiru Yamane, Koji Kondo, Kazumi Totaka, and Hiroshi Okubo, among many others, contributed new arrangements for the game.[68] The original score was created by Bandai Namco's in-house sound team.[68]

A two-disc promotional soundtrack, featuring certain selections from the game, was available for Club Nintendo members who registered both versions of the game before January 13, 2015.[69]

Release

In an announcement for the Super Smash Bros. Invitational, a tournament which was held at E3 2014, Nintendo revealed an official GameCube controller adapter for the Wii U, which allows players to use GameCube controllers with the game,[70] as well as a Smash Bros. themed game controller. The adapter and controllers were released alongside the game and are also available separately, but vary depending on the region.[71][72]

Super Smash Bros. for Nintendo 3DS was released in Japan on September 13, 2014, in North America and Europe on October 3, 2014, and in Australia on October 4, 2014.[2][1][73] A playable demo was released on the Nintendo eShop on September 10, 2014, in Japan[74] and on September 19, 2014, in North America and Europe.[1][75] Select Club Nintendo Platinum members in North America and Europe received early access to the 3DS demo which, unlike the public demo of the game, had an unlimited number of plays.[76] The Wii U version was released in North America on November 21, 2014, in Europe on November 28, 2014, in Australia on November 29, 2014, and in Japan on December 6, 2014.[77][78] Bundles containing Amiibo figures were available at launch, with plans to eventually release figures of every fighter, including downloadable ones.[79][80]

On April 15, 2015, a software update was released, adding the ability to purchase additional content, such as playable characters, new stages and Mii Fighter costumes, and addressing some balancing issues in the game. It also enabled online sharing of photos, Mii fighters, replays and custom stages.[81] An update released on July 31, 2015, added an online tournament mode and the ability to upload replays to YouTube.[28] A Smash Controller app released on Nintendo eShop on June 14, 2015, allows players to use the Nintendo 3DS as a controller for the Wii U version without needing a copy of the 3DS version.[82]

Reception

Reviews for the 3DS version were positive, with a rating of 85/100 on Metacritic.[83] The game was praised for its large and diverse character roster, its improvements to game mechanics, and its variety of multiplayer options. Some criticisms include a lack of single player modes and issues concerning the 3DS hardware, such as the size of characters on the smaller screen when zoomed out and latency issues during both local and online multiplayer.[98][115] There were also reports of players damaging their 3DS Circle Pads while playing the game excessively.[116][117] The 3DS version sold over a million copies in its first weekend on sale in Japan,[118] and had sold more than 3.22 million copies worldwide by the end of October 2014.[119]

The Wii U version received critical acclaim, receiving praise for its variety of gameplay modes and for improvements upon features in the 3DS version. It has a Metacritic score of 92/100[84] and is among the highest reviewed games of 2014.[120] Daniel Bischoff of Game Revolution called it "the biggest leap forward Smashers have seen yet," praising the game for its graphics and "incredibly fast action." [97] Daniel Starkey at GameSpot criticized the inconsistent performance of online multiplayer, but still called the game "incredible," noting, "With the Wii U release, Smash Bros. has fully realized its goals."[101] Jose Otero from IGN praised the game for "appeal[ing] to the nostalgia of long-time Nintendo fans" while also being "accessible to new players."[105] Thomas Schulenberg of Joystiq criticized occasional "matches plagued with stuttering frame rates" during online play and discussed his "indifference toward the Amiibo experience" but praised the game for its "abundance of goals to chase."[107]

Sales

In 2014, Super Smash Bros. for Nintendo 3DS sold over two million physical and digital copies in the United States.[121] In Japan, nearly 2,190,000 copies had been sold six months after release.[122]

Super Smash Bros. for Wii U became the fastest-selling Wii U game in the U.S., with 490,000 physical and digital copies sold during its first three days of availability, beating the record previously held by Mario Kart 8.[123] By the end of 2014, the number sold had increased to over 1.3 million.[121] By the end of March 2015, 1.6 million units had been sold.[124]

By the end of June 2016, the 3DS version had sold 8.23 million copies worldwide,[125] while the Wii U version sold 4.90 million copies worldwide.[126]

Accolades

List of post-release awards and nominations for Super Smash Bros. for Nintendo 3DS
Year Awards Category Result Ref.
2014 Digital Spy's Best Games of the Year 2014 Best Game of the Year Won [127]
GameSpot's Game of the Year 3DS Game of the Year Nominated [128]
Nintendo Life's Reader Awards 2014 3DS Retail Game of the Year Won [129]
Nintendo Life's Staff Awards 2014 3DS Retail Game of the Year Won [130]
2015 Academy of Interactive Arts & Sciences' Interactive Achievement Awards Handheld Game of the Year Won [131]
IGN's Best of 2014 Best 3DS Game Nominated [132]
People's Choice Best 3DS Game Won
2016 People's Choice Awards Best Video Game Won [133]
List of post-release awards and nominations for Super Smash Bros. for Wii U
Year Awards Category Result Ref.
2014 Destructoid's Best of 2014 Best Multiplayer Design Won [134]
Best Overall Game Nominated [135]
The Destructoid Community Choice Award Nominated [136]
Digital Spy's Best Games of the Year 2014 Best Game of the Year Won [127]
The Game Awards Best Fighting Game Won [137]
Game Revolution's Best of 2014 Awards Best Nintendo Console Exclusive Won [138]
Best Fighting Game Won
GameSpot's Game of the Year Wii U Game of the Year Nominated [139]
GamesRadar's Best Games of 2014 Game of the Year Nominated [140]
Best Fighting Won
GameTrailers's Best of 2014 Best Fighting Game Won [141]
Best Multiplayer Nominated [142]
Best Wii U Exclusive Nominated [143]
Giant Bomb's 2014 Game of the Year Awards Best Local Multiplayer Nominated [144]
Metacritic's Best Video Games of 2014 Game of the Year Won [145]
Nintendo Life's Reader Awards 2014 Overall Game of the Year Won [129]
Wii U Retail Game of the Year Won
Nintendo Life's Staff Awards 2014 Overall Game of the Year Nominated [130]
Wii U Retail Game of the Year Nominated
USA Today Game of the Year Won [146]
2015 Academy of Interactive Arts & Sciences' Interactive Achievement Awards Fighting Game of the Year Won [131]
IGN's Best of 2014 Best Competitive Multiplayer Won [147]
Best Music Nominated [148]
Best Overall Game Nominated [149]
Best Sound Design Nominated [150]
Best Wii U Game Nominated [151]
People's Choice Best Competitive Multiplayer Won [147]
People's Choice Best Wii U Game Won [151]
2016 People's Choice Awards Best Video Game Won [133]

Notes

  1. ^ Known in Japan as Dairantō Smash Brothers for Nintendo 3DS (大乱闘スマッシュブラザーズ for Nintendo 3DS, Dairantō Sumasshu Burazāzu Fō Nintendō Surī Dī Esu)
  2. ^ Known in Japan as Dairantō Smash Brothers for Wii U (大乱闘スマッシュブラザーズ for Wii U, Dairantō Sumasshu Burazāzu Fō Wī Yū)

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