Skip to main content
Join The Community
- Join our community
Commenting
Join the discussion
Exclusive Articles Coming Soon
Member-only articles
Weekly Newsletters
Weekly gaming & entertainment news
Member Badges
Earn badges as you go
Exclusive Competitions
Members-only prize draws
Curated Deals Coming Soon
Tech and gaming deals worth grabbing
GET COMMUNITY ACCESS QUICK
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news.
By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.
FIND OUT ABOUT OUR MAGAZINE
Want to subscribe to the magazine? Click the button below to find out more information.
Find out more
GET Community ACCESS QUICK

Join the GamesRadar community for quick access. Enter your email below and we'll send confirmation, and sign you up to our newsletter.

By submitting your information, you confirm you are aged 16 or over, have read our Privacy Policy and agree to the Terms & Conditions. Geographical rules apply.

Background
Welcome to GamesRADAR+ Community !
Hi ,

Your membership journey starts here.

Keep exploring and earning more as a member.

MY ACCOUNT

Badge picture
Earn your first badge
Read 1 article to unlock your first badge.
Keep earning badges
Explore ways to get more involved as a member.
Latest Games News

Latest Games News

Breaking gaming news and updates

Read Now
Latest Games Reviews

Latest Games Reviews

Expert verdicts on the newest releases

Read Now

See what you’ve unlocked.

Explore your membership benefits.

Explore
Member Exclusives

Stay Ahead with GamesRadar+

Get the biggest gaming news, reviews, and releases straight to your inbox.

Explore

Sign Out
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • Big Preview
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Buying Guides
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Video
    • Videos
    • GR+ Replay - Submit Your Clips
    • G+RLS Podcast
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
  • Home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • Big Preview
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Buying Guides
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Video
    • View Video
    • Videos
    • GR+ Replay - Submit Your Clips
    • G+RLS Podcast
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
Trending
  • BlizzCon 2026
  • Countdown to GTA 6
  • Join our monthly RPG Club
  • Game of the Week
  • G+RLS Podcast
  • GTA 6
  • Best gaming tech
  • RPG Hub
  • Submit your clips. Win prizes
Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


Join the club

Get full access to premium articles, exclusive features and a growing list of member rewards.


An account already exists for this email address, please log in.
  1. Games
  2. Action
  3. No Man's Sky

No Man's Sky: How the biggest game ever made almost never happened

Features
By Sam White
Published 10 August 2016

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Subscribe to our newsletter

Towards the end of 2013, Shahid Ahmad – then Director of Strategic Content at PlayStation – received an email from Hello Games founder, Sean Murray. Contained within it was the first ever trailer for No Man’s Sky, and Ahmad was the first non-studio employee to see it. As he watched what would soon be revealed to the world, “The hairs on the back of my neck rose. As soon as I’d taken a breath, I wrote back to [Murray] and told him that we had to have No Man’s Sky on PS4. The rest is the proverbial.”

Almost three years later and against all odds, No Man’s Sky is out this week. It is arguably the PS4’s biggest game of 2016, and perhaps one of the most anticipated games ever made. The team at Hello Games – a comparatively tiny assortment of hard-working game-makers situated in the heart of Guildford, Surrey – have put years of their lives into creating something that has become far, far bigger than any of them could’ve ever imagined.

The game’s developmental journey – a seesaw of superlative highs, lows, and occasional lower-lows – has been scrutinised by both the games press and its thousands if not millions of fans. Making games is truly hard work, but few studios are subjected to the spotlight and attention that Hello Games has been for the past few years. 

Latest Videos FromGamesRadar+
Watch full video here:

To explore its path from concept to final game, you have to go back a decade; to 2006, when aforementioned Hello Games founder, Sean Murray, quit his job as a successful game developer at industry giant, Electronic Arts, to start his own personal project. Having become quietly frustrated with the incomprehensibly large, impersonal nature of AAA game development, his desire was to scale creation back to small, focused teams. A noble, risky goal in a world as brutally work-intensive as games – one made even riskier since his funds were raised from the sale of his home. “The way I looked at it was like, I’d bought that house because I’d worked at EA.” says Murray in an interview with Engadget, “It was like blood money, like a blood diamond. You gotta sell that; that’s bad karma.” 

Hello Games’ other key personnel are Grant Duncan, Ryan Doyle and David Ream, and this group of four have shaped the studio since its creation in February 2008. During the early days, this is all the studio was – a handful of like-minded devs who wanted to create something over which they had full control. Ahmad remembers meeting them for the first time while he was still working in Sony’s Developer Relations department. “I immediately sensed the team’s quality and in particular, Sean’s seriousness as a highly intelligent and credible developer.” 

You may like
  • Sean Murray in a gray hoodie smiling 10 years of No Man's Sky: How Hello Games and Sean Murray keep getting away with it
  • No Man's Sky After 10 years of No Man's Sky, Sean Murray says "I could work on this forever"
  • Sean Murray in a grey hoodie Sean Murray doesn't care how much money No Man's Sky DLC would've made, and "it doesn't matter"

That intelligent attitude towards creative control is still key to Hello Games’ identity. Even now, as it’s delievered one of the most high-profile games of the decade, the team is comprised of only fifteen staff. That is, of course, a benefit; Hello Games has been able to invest time and thought into interesting, creative innovations, but this is often countered by the harsh reality that manpower is low and resources are incredibly precious. 

This shallow resource pool didn’t stop Hello from delivering Joe Danger – a goofy side-scrolling stunt platformer about the eponymous daredevil – to both great commercial and critical reception. Initially released on the PlayStation 3 in 2010, Joe Danger was eventually ported to Xbox 360 and subsequently to mobile where it enjoyed even more success. Speaking to The New Yorker, Murray recounts how the difficult development of Joe Danger had forced him to sell off his PS3 and that the studio was down to its bare essentials. Joe Danger released in the June of 2010. Within hours of its release, Sean and partners had made back their money.

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

In the same year, the studio enjoyed even more highlights; they won two Develop awards, including for Best New Studio, and were also listed in The Guardian’s Tech Media Invest List of the most innovative and creative companies. The studio’s relationship with Sony was further cemented when Ahmad commissioned Joe Danger for the PS Vita, a platform that Ahmad had been tasked with, in his own words, “well, not to put too fine a point on it... saving.” 

Hello Games proved itself in two short years, and the sale of Murray’s blood-money-stained house had been vindicated.

Fast forward another year or so and – despite the success of both Joe Danger games – Murray had again become frustrated and impatient; this time by his self-perceived lack of direction. After all, Joe Danger’s appeal was clearly huge, a fact confirmed by the success of its sequel, but it’s not exactly a game to inspire millions of gamers with scope of near-universal proportions. Murray likened it to a midlife creative crisis, asking “what the point” of Joe Danger was, and pondering how “impactful” Hello Games’ titles were.

You may like
  • Sean Murray in a gray hoodie smiling 10 years of No Man's Sky: How Hello Games and Sean Murray keep getting away with it
  • No Man's Sky After 10 years of No Man's Sky, Sean Murray says "I could work on this forever"
  • Sean Murray in a grey hoodie Sean Murray doesn't care how much money No Man's Sky DLC would've made, and "it doesn't matter"

Therefore, frustrated to breaking point and supported by the studio’s now more substantial cash-flow, he focused his creativity on the sci-fi roots close to his heart, and which he had been channelling into a side-project in his spare time. To do this, and to escape the conventional thinking that the studio had become so used to during its time making Joe Danger, the Hello Games team splintered into two parts, freeing up a second Murray-led group to work on ‘Project Skyscraper’ – the game that would become No Man’s Sky – in total secrecy. 

The team consisted of Duncan, Ream and Hello Games programmer, Innes McKendrick. This segregation created understandable tensions in the studio’s tightly packed environment, but Murray persisted with his creative direction, lining the walls of a small backroom with the ripped-out covers of old science fiction books; authors like Isaac Asimov and Arthur C. Clarke, who would provide the colourful and luxuriant inspirations for the game.

Still shrouded in mystery, Skyscraper was worked on for a number of months – even up to a year. Ahmad reached out to Murray earlier in 2013, asking him if he would like to deliver something for the PS4 sometime in 2014. “He came back to me and said that he was working on something ‘super ambitious’ and even then, he was clear that this project would blur the boundaries between digital and retail.” he explains. “I told him that whenever he was ready, my team was ready to support him in whatever way he needed.”

No Man’s Sky is heavily inspired by Murray’s youth, when he dreamed of becoming an astronaut and the first person to set foot onto an alien planet. In order to create a game that matched the scope of these childhood wonders, the team utilised complex mathematical algorithms to procedurally generate enormous amounts of content within a spectacularly large space. The game’s universe, itself comprised of multiple full-size galaxies, is so large that it’s difficult to comprehend: over 18-quintillion – or 18,000,000,000,000,000,000 – procedurally generated worlds that inhabit a complete cosmos. If you were to spend just a second on each, with no travel time between them, it would still take a player over 500-billion years to see them all.

Above: Elite: Dangerous

Above: Elite: Dangerous

Procedural generation isn’t a new tool for games, by any means. 1984’s Elite – a game Murray cites as a key personal inspiration – is perhaps most famous for popularising it, but more modern games like Borderlands have used the idea to create continually interesting loot systems, while survival games like Minecraft use it to create full biomes. Most recently, Frontier’s Elite: Dangerous – a spiritual sequel to the original – used procedural generation to create a playable version of our own galaxy, containing over 400-billion stars.

No Man’s Sky arguably goes some way further, visualising entire planets, their atmospheres, oceans and mountains, chemical compounds from an entire periodic table of real and fictional elements, a huge variation of beautiful and bizarre wildlife and fauna; and it does this all at once. Even the game’s music is, in some way, procedurally generated – Hello Games’ audio director, Paul Weir, uses a generative system called Pulse to create the ambient music in the game, allowing it to adapt to fit the mood of whatever the player is doing, reacting to different biomes or terrain, and amping up the tension as you engage in combat or venture into deeper caves. 

More interestingly, Hello Games’ planets remain permanent in the game’s spectacularly vast world – you might leave a planet behind, but return to that same portion of space and it will be rendered again as the computer generated it initially. This allows multiple players to visit the same space and find the same things – perfect for a time when games thrive on the sharing of clips and photos.

Toward the end of 2013 as the game took shape, Murray contacted one of his favourite bands – the instrumental post-rockgroup 65daysofstatic – to request permission to use their track Debutante for the game’s first trailer. “The more we learnt the more we wanted to be involved,” recounts founding member Joe Shrewsbury to the Independent. “We made it abundantly clear that if they didn’t have someone lined up to do the soundtrack, we’d be interested”. Soon after the initial conversation, 65daysofstatic were commissioned to write the game’s official score, and the unconventional puzzle of No Man’s Sky had begun to piece together.

On December 7th, 2013, after years of hard work, No Man’s Sky was unveiled to the world. Encouraged by well-known journalist and presenter, Geoff Keighley, to show the game off at the VGX Awards, Hello Games shared the stage alongside triple-A behemoths like Bungie’s Destiny, Crystal Dynamic’s Tomb Raider and Respawn’s Titanfall. “Geoff mailed me, about three or four weeks before the VGX Awards.” Murray tells Vice. “He sent me this mail that had just one line in it, saying something like: ‘Are you ready to join the big time?’ Or something like that; something that nobody in Europe would ever send anyone.” 

Murray had pieced together a short homemade trailer depicting verdant forests, oceans teeming with life, frozen worlds and enormous starports suspended in the rich redness of open space. It was a wonderful, unexpected surprise that dominated the evening’s conversation. The rest of the Hello Games team back in the UK saw the trailer just days before VGX.

Overnight, Murray and team became one of the most talked-about studios on the planet, and No Man’s Sky went from a secret project that had been slaved over in a studio backroom, to a worldwide phenomenon that people wanted to know more about. Sean Murray had made his impact on the industry, but as the hype increased exponentially, so did questions about what kind of game No Man’s Sky could actually be.

In many ways, that’s a problem that Murray and his team have never truly overcome. ‘Wow that game looks so amazing,’ I’ve heard people say, ‘but what actually is it?’. It’s a question that’s become synonymous with almost any No Man’s Sky conversation, but for every question about what No Man’s Sky is, there’s another more pertinent question about how this indie darling has become the most anticipated title of a decade. Murray himself has said in interviews that, in the run up to the VGX announcement, other games developers urged him not to show the game in its then-current state; that the trailer was too unconventional and would - as it did - raise more questions than it answered. But for Ahmad, the game’s resonance with players lies as much in its approach to science-fiction as a genre as in the specifics of its content.

“Games with a sci-fi setting have been terribly bleak for so long.” he says. “Finally, this was a vision of hope, of optimism, of the science fiction of an era where space wasn’t so uniformly depressing. The sheer audacity of the game has taken many by surprise. Naturally, the idea that a small developer can compete on the big stage with the heaviest of heavy hitters has resonated, as all plucky upstart stories tend to do. It’s the profound idea that none of [the game] is like a Western film set – all smoke and mirrors. It’s all there, it’s all real, and all conjured up from the soul of a machine. There’s the feeling that wherever you go, you are likely to be the first human to have seen what you’re seeing, that it was conjured from nothing but maths for you and only you; all of this moves people.”

The game’s development was abruptly interrupted just a couple of weeks after the initial VGX reveal, when on Christmas Eve a nearby river burst its banks and the Hello Games studio flooded. 

On Christmas Day, the team tweeted “A river broke its bank nearby yesterday, and A LOT of water flooded in really quickly. A biblical amount. It was coming in the windows!". The damage was catastrophic, destroying thousands of pounds worth of equipment and months of work in the process. Worse yet, insurance covered nothing thanks to the studio’s location on a flood plain. The entire gaming community felt their pain, and Murray himself has said since that the incident even led to him contemplating the cancellation of the game.

“There was no offer of financial help during the flood, people often misunderstand this,” says Ahmad, referring to the rumours that Murray had turned to the publisher for money. Instead, Murray pushed for and succeeded in getting Hello Games a headline spot front and center of Sony’s E3 conference in 2014. This was essentially unheard of for an indie game, but Sony’s confidence in the product was clear.  Adam Boyes, Vice-President at Playstation at the time, described the game to The New Yorker as “potentially one of the biggest games in the history of our industry.” 

The team started 2014 with an understandable optimism – a reinvigorated spirit to drive the game towards completion and to not allow the flood to hamper its development in any way. There was now also a new pressure to deliver; to impress Sony, to fulfil their faith in the studio, and to ensure that the millions of gamers who now wanted No Man’s Sky were not met with disappointment upon release.

Six months later, Murray stood on an E3 stage. 

“I’m Sean, I’m from Hello Games,” he said nervously, “We’re a tiny little studio; a group of friends making No Man’s Sky.” The following demo was an extension of what the studio showed half a year previously – the seemingly infinite possibilities of a sci-fi universe that had a colourful optimism at its heart. “It was a really difficult thing to bring together a build to show on stage,” Murray told GameInformer sometime after the presentation, “and I remember Sony being a bit worried that we have this crazy ambitious game but it’s quite hard to boil down into a quick soundbite of a trailer.”

Ever since that E3 presentation over two years ago, Hello Games has been hard at work to get the game finished and ready for final release. Naturally, it has since encountered more problems; multiple delays pushed the release back to August 2016, and this sparked outrage from some of the game’s most passionate fans. Passion, unfortunately, turned to anger, and Hello Games reported – in surprisingly good humour – that they had received hundreds of messages of abuse, including death threats from some of the community’s most outspoken members.

I have received loads of death threats this week, but don't worry, Hello Games now looks like the house from Home Alone #pillowfortMay 28, 2016

As recently as last week, the game was still hitting headlines. Alleged patent infringements were resolved only as recently as June; the studio was under fire from Sky TV for the use of the word ‘Sky’, a problem even Microsoft fell victim to when it was dramatically ordered to change the name of its cloud storage system from ‘Skydrive’ to ‘Onedrive’. 

Furthermore, discussions about Hello Games’ potential use of a mathematical concept called the Superformula are still ongoing. The Superformula was coined by plant geneticist Johan Gielis almost 15 years ago, and it allows one to calculate and generate the complex shapes found in nature; crystal formations; mountain ranges; blades of grass; a bird’s wings. Depending on the outcome of these talks, Hello Games may be liable to pay fees to Gielis but the release of the game has been otherwise unaffected.

On 7th July, 2016, a tweet from Sean Murray’s personal account revealed that against all mathematical odds, death threats and Murdochian legal disputes, the game had officially gone gold – the term used to signify that core development had come to an end. Murray’s Castaway-style facial hair is indication enough of the long, long days and late, late nights that went into hitting the game’s release date.

It's happened. No Man's Sky just went gold. I'm so incredibly proud of this tiny team. 4 years of emotions pic.twitter.com/YJoI6JVgxqJuly 7, 2016

“It’s been spectacularly difficult,” impresses Ahmad. “Hello Games have been trying to create the impossible, with a truly tiny team. From a PlayStation view, the toughest challenge was keeping the game on the boil with a high internal profile when there was significant skepticism and resistance. That both Hello Games and PlayStation got past their respective challenges at the same time is as close to a modern miracle as you can get.”

Miracles aside, Hello Games’ problems weren’t quite over yet. Just last week, many retailers broke street date, choosing to sell the game early. This is a colossal disappointment for any development team, as gamers are essentially able to play and comment on the game before it’s officially finished. In today’s climate of near-instant updates and patches, the No Man’s Sky these gamers are experiencing is technically incomplete, containing problems intended to be resolved before the public got their hands on it.

This ignited further debate on Reddit when a user, who paid a reported $1250 to buy the game early, posted that he had reached the center of the game’s universe in just 30 hours. In pre-release interviews, Murray had speculated perhaps off-the-cuff that it would take the average dedicated player between “40 and 100 hours” to do this, so people began to feel that they had perhaps been lied to. The Hello Games team has disputed this, arguing that day one patches will address more balancing issues with the game, and Hello Games programmer Innes McKendrick tweeted his understandable frustrations and upset on the matter as recently as this weekend.

The questions about what No Man’s Sky “is” will likely continue beyond its release – for now, the fact that No Man’s Sky “is” something at all is a remarkable achievement. Hello Games has, with a fraction of the resources of some AAA studios, created this year’s most anticipated game; a game driven by a childhood love of sci-fi and a yearning to set itself apart. It has commanded the confidence of Sony, and has done so with a quiet grace against the barrage of problems it has encountered along the way. 

More lastingly, the game has been considered “critical” to the PS4’s success as a console. “When I signed No Man’s Sky, you have to realise that the gap between PS4 and Xbox One wasn’t so large,” concludes Ahmad. “As far back as 2013 I was talking publicly about the necessity of games by independent developers that would blur the boundaries between traditional indie and traditional AAA. No Man’s Sky did that, and more will follow. Creative risk is what moves a medium forward. No Man’s Sky was a risky project to back. My ambition was always to see a game by an independent developer get the platform of a AAA. [It] looks like that happened.”

Back in 2010, Sean Murray doubted the impact his studio was having, and questioned the point of the games that Hello Games was making. Six years later, I think he has his answer.

CATEGORIES
PC Gaming PS4 Platforms PlayStation
Sam White
Social Links Navigation
Freelance Writer

Sam is a freelance writer, who primarily works as the Games Writer for British GQ. He's been writing about games for over 10 years, and his work has appeared in publications including The Independent, International Business Times, Trusted Reviews, VG247, PCGamesN, 247Sports, GamesRadar, and more. 

Read more
Sean Murray in a gray hoodie smiling
Survival Games 10 years of No Man's Sky: How Hello Games and Sean Murray keep getting away with it
 
 
No Man's Sky
Survival Games After 10 years of No Man's Sky, Sean Murray says "I could work on this forever"
 
 
Sean Murray in a grey hoodie
Survival Games Sean Murray doesn't care how much money No Man's Sky DLC would've made, and "it doesn't matter"
 
 
No Man's Sky orange sky shown in launch version gameplay trailer
Survival Games 10 years later, Sean Murray still plays the launch version of No Man's Sky, and he still likes it
 
 
No Man's Sky
Survival Games Sean Murray says a "weight had lifted" when No Man's Sky players stopped bringing up its launch
 
 
No Man's Sky head mod WinderTP
Survival Games Sean Murray says No Man's Sky's peak was seeing the team "just meshing together"
 
 
Latest in Action
God of War Laufey
God of War The Last of Us director regrets using God of War Laufey as an example of the sorry state of AAA
 
 
Wolverine snarls as he tears apart a Sentinel from within in Marvel's Wolverine, his suit tattered and covered in blood
Action Games Marvel's Wolverine beat Death Stranding 2's entire lifetime PS5 revenue in 3 days, analyst estimates
 
 
Young Link stands in the rain, looking shocked in a screenshot from The Legend of Zelda: Ocarina of Time remake.
The Legend of Zelda Ex-Nintendo marketing lead says "thank god" the Zelda Ocarina of Time remake is dodging GTA 6
 
 
Lucia lounges on her pink bed, looking at her phone
Grand Theft Auto New Rockstar leak allegedly reveals GTA 6 assets and cut GTA 5 DLC, with nearly 200 GB of content
 
 
Image of the GTA 6 The Album on vinyl on a blurred background.
Toys & Collectibles The game may be a code in a box, but GTA 6's soundtrack is now available on vinyl for physical media fans
 
 
God of War Laufey
God of War TLOU director says AAA games are "boring," he's "not excited" looking at God of War Laufey gameplay
 
 
Latest in Features
Screenshot from an Overwatch trailer, showing Doctrine, a slick vampire with red glasses and an armored suit.
FPS Games I suck at Overwatch but I was dominating with new hero Doctrine, so I smell a nerf coming
 
 
Robert Downey Jr. in Avengers: Infinity War
Marvel Movies Move over Endgame – Avengers: Infinity War might just be the most important MCU movie
 
 
Theodora lounges in a chair in Fire Emblem: Fortune's Weave
RPGs Fire Emblem: Fortune's Weave is my ideal RPG sequel and the Three Houses followup I always wanted
 
 
Mortal Shell 2 shell in dark iron armor
Action RPGs The worst experience I've had with a game all year: Bugs in Mortal Shell 2 nearly killed it for me
 
 
PUBG: Dednet images
FPS Games Roguelike FPS Dednet exists to spread "the gospel of PUBG" with "infinite" gameplay opportunities
 
 
Diablo 5 concept character art showing a woman with her arms raised in the air and a crown-like ornament atop her head
Diablo Diablo 5 is Blizzard's darkest RPG yet – that's the best way to honor the game that changed my life
 
 
LATEST ARTICLES
  1. A Vanguard Veteran with a jump pack using a sword charges into battle
    1
    I've been hands on with all the new Warhammer 40K Space Marine models, these are the ones you should buy
  2. 2
    After Forza Horizon, Fable devs wanted to prove "we could cut it in a different genre," lead says
  3. 3
    Valve devs "can't believe we get away" with such small updates for Team Fortress 2, ex-writer says
  4. 4
    WoW Forever devs genuinely shocked the beta is so popular as they explain why servers keep breaking
  5. 5
    Brad Pitt to return for World War Z sequel from Conclave director

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • About us
  • Contact Future's experts
  • Terms and conditions
  • Privacy policy
  • Cookies policy
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility statement
  • Careers

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...