Any plans for the weekend, Star Citizen developer? Had a dog walk planned, did you? Nice little roast dinner? With the gravy? Spoon of mint sauce on the lamb, eh? Bit of pudding afterwards? Lovely little slice of pud? Lol. Lmao. No you didn’t. You absolutely did not, says Cloud Imperium. According to internal memos obtained by Insider Gaming, the Manchester (game?) studio have mandated its workers to pull two seven day weeks in the leadup to Citizencon on October 19th.
]]>A UK employment tribunal have ordered Star Citizen developer Cloud Imperium to pay around £27,748 - approximately $35,230 - in compensation for discriminating against former senior programmer Paul Ah-Thion, who was dismissed in 2022 after his requests to work from home following an office move were denied.
]]>Seemingly not content with having raised over $650 million for a game in development for over a decade without a full release date in sight, Star Citizen is now offering a new way for those with too much money to spend it: a bundle of digital ships costing £46,000.
]]>There's a quote about early computer animation, which I can't track down now, that before Pixar came along everyone was using it to swoop cameras through outerspace and up a gnat's ass. Or perhaps it was a fly's butt?
I'm glad Pixar used computer animation to tell great stories, but in watching the 24-minute trailer for the technology underpinning Star Citizen, I have come to realise: swooping the camera through outerspace and up to a man's sweaty brow, at least, is actually pretty cool, too.
]]>It's been 11 long years since the unveiling of Squadron 42, Star Citizen's singleplayer campaign, seven years since developer Cloud Imperium Games broke Squadron 42 off into a standalone purchase, five years since Crytek took them to court for allegedly breaching their CryEngine license, three years since Crytek and Cloud Imperium settled that lawsuit, and three years since director Chris Roberts sought to justify the game's mammoth development time to Kickstarter backers, declaring that "it would be doing a huge disservice to everyone working really hard on the project and all of you that are looking forward to it to deliver something that isn't great." Well, all that waiting has finally paid off, as Squadron 42 is now officially... "feature-complete" and "into the polishing phase", meaning that the Wing Commander-inspired space sim is almost guaranteed to release before the death of our sun.
Cloud Imperium have released a new trailer walkthrough to celebrate, which does admittedly look spaceworthy. It's a whistle-stop tour of Squadron 42 gameplay and story materials - from dogfights in asteroid belts that use a new precision targeting feature, through "OMG my CO is Gillian Anderson" cinematics, to physics-based puzzling malarkey involving a Half-Life Gravity Gun-adjacent gizmo. If I were, say, Starfield developer Bethesda, I'd be particularly worried about those planetary surface flyovers. Mind you, by the time Squadron 42 launches we'll probably be playing Starfield 2. I kid, Roberts, I kid!
]]>Nine years and over $434,000,000 (£320m) after starting crowdfunding, space sim Star Citizen and its singleplayer spin-off Squadron 42 are still very far from completion. They're sustained by fans' hopes and dreams of what the games might one day become but this is a double-edged sword. The developers, Cloud Imperium Games have now decided to make their public development roadmap for future updates more vague, because some players get dead narked about delays. I can see that happening after nine years.
]]>Cloud Imperium Games held CitizenCon this weekend, an annual digital event to celebrate all things Star Citizen. Unfortunately, despite being in development for almost 10 years, they still didn't have any news on a release date. They also didn't have a shred of info to share on their singleplayer spin-off, Squadron 42. So, what did the devs show? Well, some pretty new clouds.
]]>Star Citizen’s got its head in the clouds, and all its other parts, too. Alpha update 3.14 is live, adding a new planet and city to the game. The gas giant Crusader is home to the cloud city of Orison. It’s not just a place where players can gather, but it completes all the planetary landing zone’s for the game’s sole solar system. So that's one whole system built, though it's obviously not complete. It never is. They promised over 100 systems at launch, and the Stanton system has taken eight years to craft. Slow and steady wins the space race.
]]>How do you celebrate the eighth birthday of an MMO that technically still hasn't been fully released? Why, you hold a Q&A to let fans know that its singleplayer spin-off is nowhere near coming out either, of course.
Over the weekend, the Star Citizen devs, Cloud Imperium, held a Q&A over on their forums as part of its birthday celebrations. Despite rules on the thread saying fans weren't allowed to ask about "timelines or schedules", that is exactly what they did. As it turns out, the story game set in its universe, Squadron 42, is still a long ways off.
]]>Cloud Imperium's space-em-up MMO, Star Citizen, has got a new alpha build for players to muck around in, with changes that'll let you do more PvP. The Alpha 3.11 High Impact update is doing away with a load of the game's safe Armistice Zones, and is adding new spaceships, as well as a Halloween event running throughout October. It doesn't end there though, because on top of all that they've released a little teaser trailer for the upcoming singleplayer story game, Squadron 42, as well.
]]>Chris Roberts, the director of Star Citizen, took to the sandbox space game's forum this weekend to address recent complaints on how long it's taking to implement certain features. It comes as a response to a fan's YouTube video questioning why the perpetually-in-development MMO doesn't yet have certain aspects of the "atmospheric room systems", which were first shown by developers Cloud Imperium four years ago.
]]>Eight years and a few hundreds of millions of dollars in crowdfunding into development, and Star Citizen's star-studded Squadron 42 campaign is still nowhere on our scanners. After plans for more regular updates seemed to fizzle out, Cloud Imperium today filed the paperwork to acquire planning permission to post an entirely new development roadmap for the revised roadmap they announced earlier this year.
]]>It is time, once again, to take a wee trip into outer space. From Friday, May 22nd 'til June 1st, interstellar sandbox and crowdfunding purgatory Star Citizen is doing another free fly week - letting you get behind the controls of Star Citizen's roster of big expensive computer spaceships as part of the in-universe Invictus Launch Week festival.
]]>For the last few years, Star Citizen's battles haven't been high-flying dogfights. Instead, developers Cloud Imperium have been tangled in a dispute with Crytek, exchanging heated legal blows in lieu of laser blasts. But now, at long last, it seems the two warships declared a long-overdue ceasefire. Court documents posted this week reveal that Crytek and Cloud Imperium have agreed to settle the former's lawsuit.
]]>Forget dogfighting, first-person shooting and interstellar exploration. For the last few years, Star Citizen has looked increasingly like those bits in the Star Wars prequels where muppets sit on big steel dodgems to discuss trade agreements. 2020 looks to be no different, with a long-standing dispute between Cloud Imperium Games and Crysis/CryEngine-maker Crytek coming to a head once again. This month, Crytek asked for their long-fought lawsuit against Cloud Imperium to be dismissed. They're not done with Star Citizen: rather, Crytek would prefer to take a fresh stab at the space sim at a later date. Responding on Friday, Cloud Imperium isn't having any of it.
]]>Just as 2019 was being put to bed, Cloud Imperium delivered a couple of Xmas gifts to its Star Citizen players. They released version 3.8 of their space-faring money blackhole, adding new planet tech, new worlds, and PvP punching. They also released a “visual teaser” for Squadron 42, which is their shooting-heavy Star Citizen spin-off and is probably too far into development to be teased like this.
]]>The perpetually in-development Star Citizen just held its biggest event of the year, CitizenCon 2949, on Saturday in Manchester. No, that isn't the tired joke about when developers Cloud Imperium Games will finally finish their enormous sci-fi starship showcase. I have some semblance of standards. Gathered fans sneaked a peek at upcoming features, including news systems, planets, and (of course) giant spacecraft highlighted in a two-part, on-stage demo. They also launched another 'Free Fly' trial event starting today through December 5th.
]]>Though space is considered fairly empty, Star Citizen isn't quite as sparse as people believe. I spent some time with it earlier this year and enjoyed a whole weekend exploring the universe. I flew to ArcCorp, a planet covered in a city. It was well worth the trip. I got to ride on a cyberpunk tram!
That’s not all there was to do, though. Star Citizen does have quests, I just didn’t partake. They’ve just shown off a very early concept for a mission in which the player leaps from one ship to another and starts a fight, which is exactly the sort of thing that gets my attention.
]]>Shiny spaceship simulator Star Citizen today launched yet another 'Free Fly' trial event, inviting all and sundry to check out the female character option and planet-spanning megacity added in Alpha 3.5 in April. The free trial will run for one week. I'll have a go of that, sure, I'm a sucker for character creators and sci-fi cities. I'll probably just spend ages wandering the corridors and climbing the spires of the planet ArcCorp, treating it like a glossy and po-faced version of Bernband. God, why can't more games be more like Bernband?
]]>Star Citizen continues its slow march towards looking like a halfway coherent game. Rolling out this weekend is another big update, Alpha 3.5, this one focused on fleshing out the planet-side experience in the space MMO. The biggest (in the most literal sense) addition this update is ArcCorp, a planet that is also a corporation, where ships are likely held in place by the invisible hand of the market instead of gravity. Cloud Imperium Games are also overhauling the game's flight model and character creator, finally adding playable women to the game, apparently a lower priority than the first hundred premium-priced spacecraft.
]]>Crowdfunding bonanza and space simulator Star Citizen has announced some new emotes aimed at Deaf and hard of hearing players. The American Sign Language (ASL) animations include all the typical fare you might come across in an online video game, like “hello,” “thank you,” and “bullshit.”
Animator Steve Bender describes the idea, and shows off a few of the emotes, in the video below:
]]>Space, man. Chris Roberts always wanted you to go into space, man. (Intergalactic Christ.) That's why the Wing Commander designer's shiny new space sim Star Citizen has launched a free trial week, inviting all and sundry to poke around and kick the tyres, seeing what they've done with six years of crowdfunding. These days, that includes flying spaceships, running spacemissions, spacemining, pootling around a planet with a big ol' city, and doing a little first-person face-shooting. The trial will run until Friday the 30th, so you've a while to download it all.
]]>Everything-but-the-kitchen-sink space sim dream Star Citizen has taken another step closer to reality with the launch of a new alpha for backers, including adding NPC enemies to first-person shooter bits for your face-shooting pleasure. It also boosts performance and... lets you use your webcam to motion-capture your own expressions for your character's face? I think my face would start to hurt after an hour of waggling my eyebrows and doing my Elvis lip. Back on the less concrete side of things, hey, a new trailer for standalone singleplayer companion game Squadron 42 shows a neat digital Gillian Anderson. Wotcha!
]]>Despite sometimes seeming like a shared hallucination, it's harder to deny that Star Citizen exists in some tangible capacity today, as it's currently free for all to try. To wrap up their appearance at Gamescom, Cloud Imperium Games flung open the hangar-bay doors to the cold and hostile void of space. And by that, I mean the general public. Those wanting to take a poke around the wildly (over?)ambitious space sim MMO can do so from now until Monday, August 27th at midnight PST. Be warned that you'll need a beefy PC. You can sign up for the 'free-fly' event here. Expect bugs.
]]>After almost five years on the early access assembling pad, Star Citizen continues to have new booster rockets and decals attached. The space sim launched alpha version 3.2.0 over the weekend, strapping on the thrilling ability to mine spacerock. Hey, it's a living. Mining is supposed to eventually become a core part of the space sandbox MMO's economy, though without half the rest of the MMO it's something to do, innit. Over on the banter and antics end of the spacespectrum, the update also added a new group system and an easy way to engage hyper warp jump together with your pals.
]]>The makers of Star Citizen have declared that the lawsuit against them by CryEngine makers Crytek "sacrifices legal sufficiency for loud publicity", and asked the court to dismiss it. Crytek have claimed that Cloud Imperium Games (CIG) broke the contract under which they licensed CryEngine to build their space sim upon. CIG say these claims are tosh, mostly disproved by a simple look at the agreement - a text they claim Crytek had concealed from the court, and so have shared themselves. I prefer my legal drama to have jokes, songs, and closing arguments to the jury which are actually a metaphor for their failed marriage with the opposing lawyer who--oh god!--they've only just realised they never stopped loving, but let's get stuck in.
]]>Despite reports of a brewing legal struggle between Star Citizen studio Cloud Imperium Games and one-time engine partners Crytek, the enormously crowdfunded studio have released another big chunk of gameplay footage, this time focused solely on Squadron 42, the story-driven singleplayer campaign mode. It's a broad mix of gameplay styles, showing off everything from dialogue to dogfighting, some zero-G EVA exploration and a chunk of planetary on-foot stealthy action.
If nothing else, it features an eerily accurate digital recreation of Liam Cunningham - the tip of a star-studded iceberg - looking a little less crispy around the edges than he did in Game of Thrones, although no less world-weary.
]]>It wouldn't be 2012-2018 (and who knows how much longer) without a Star Citizen controversy. Chris Robert's mega-crowdfunded space-everything game has been subject to a great deal of scrutiny about what it's spent its half-decade and its $173 million dollars on, but a brand new curveball is that his studios Cloud Imperium Games and Roberts Space Industries are being sued by Crysis and CryEngine makers Crytek.
Up until last year, Star Citizen was built using CryEngine, but now Crytek are arguing there's been a breach of contract and copyright infringement. They're after an injunction which, if successful, wouldn't mean good things for that release date we've been holding out for.
]]>It wasn’t until developer Cloud Imperium began showing off Star Citizen's alpha 3.0 that I started to get interested in Chris Roberts’ baby. Sure, the ambitious plans have always sounded impressive, but only recently has it started to look like there’s a hint of cohesion, that there’s a game in there I might like to play.
In August, Roberts and co showcased all manner of exciting things, from co-op missions to plummeting down towards a planet’s surface with nothing but a hoverbike and a space suit. But now we’re able to see what the most recent version looks like outside of a controlled environment, from the perspective of a player.
]]>Interested in how the games sausage gets made? Yes? Then you need to be following Blocktober. No? Then you need to be following Blocktober. It's a hashtag - no, come back - on Twitter this month, at which level designers on games big, small and yowza, really big are showing off what their creations looked like before artists and graphics programmers went and covered up all the cleverness with prettiness. In other words, take a look at the component parts some of your favourite games are made of, and get a real sense of how much of what we take for granted as background scenery and pathing is meticulously built.
Also: some of these unclothed visions of games such Star Citizen, Titanfall, Homefront, Yooka-Laylee, Vermintide, Bulletstorm, Dead Space, Uncharted and many more look like escapees from a beautifully minimalist alt-dimension of games that I would love to visit.
]]>As Old Father Time grabs his sickle and prepares to take ailing 2016 around the back of the barn for a big sleep, we're looking to the future. The mewling pup that goes by the name 2017 will come into the world soon and we must prepare ourselves for its arrival. Here at RPS, our preparations come in the form of this enormous preview feature, which contains details on more than a hundred of the exciting games that are coming our way over the next twelve months. 2016 was a good one - in the world of games at least - but, ever the optimists, we're hoping next year will be even better.
]]>Star Citizen [official site] developers Cloud Imperium Games have always spokenly about their big dreams for the space sandbo but been a bit hazier on the specifics of what's coming when. That's changing. Four years after Star Citizen's initial crowdfunding campaign ended, CIG have started issuing huge weekly updates on development, not just with target release dates but the whole internal schedule too. If you've backed it and are wondering what they're up to, well gosh oh golly you can now see in so very much detail. We may still need to wait for huge tell-alls for off-message commentary but gosh-o this is remarkable insight for such a big game.
]]>Los Angeles was all Star Citizen [official site] a-go-go last weekend, hosting the spaceship game's annual CitizenCon celebration. Cloud Imperium Games took to the stage to update fans on what they've been up to, and show off future work-in-progress versions. Bad news: this does include a delay for the singleplayer companion game Squadron 42, now pushed out of 2016 into... who knows? On the flipside, Cloud Imperium did show some pretty planets and a honking great sandworm rising to snap at hoverbikes and aircraft so, y'know, that's certainly a bonus.
]]>If you're interested in crowdfunded space sandbox Star Citizen [official site], do set aside 45 minutes to settle down with a cup of tea and read Kotaku UK's mega-feature on the game's troubled development. Julian Benson has spent seven months talking with people who've been working on it, from displeased devs who wish to remain anonymous up to the big cheese himself, Chris Roberts. It's a cracking look inside and a fine bit of work. Recommended!
]]>Fancy space games are certainly more common now than when Star Citizen [official site] was announced but Cloud Imperium's space 'em up is still the flashiest. The devs are still working on its core elements and pulling them together into a concrete whole, but that's starting to look pretty dang swish all right. During Gamescom last week they showed off an hour-long gameplay preview of alpha 3.0, with two players in a ship flying down from space, through a planet's atmosphere, to land at a settlement, wander around, and pick up a contract from a proper voice-acted NPC. Have a look:
]]>Star Citizen [official site] is an ambitious game inciting a fair share of both awe and controversy. The space sim has smashed crowdfunding records, raising over $100 million, and those numbers continue to climb three years later although the game's is still in alpha. Star Citizen promises a lot, including ultra-powerful, as of yet imaginary, spaceships that cost thousands of dollars. The game's future is still uncertain but now you can see for yourself what it's like at this very moment.
Developers Cloud Imperium Games have launched another "Free Fly" trial, letting everyone blast off and rocket around for free until July 22nd.
]]>A backer of Star Citizen [official site] has successfully received a refund of $2550 from Cloud Imperium Games after bringing his complaints about the company to the L.A. Attorney General and consumer watchdogs, including the Federal Trade Commission. He went on to publicly post his correspondence with all the people involved, so everyone can see how laborious the process was.
]]>At this year's Develop conference in Brighton, I grabbed an hour with keynote speaker Luke Crane, Head of Games at Kickstarter, to talk about the state of play of videogames on the crowdfunding platform in 2016. Discussed: what makes a good project now, the odds of making it, 'Kickstarter fatigue' and the question of glory days, Kickstarter's reaction to funded projects that are not then released, the importance of community, how the press can be unhelpful and whether or not famous names are dominating the ecosystem at the expense of smaller developers.
]]>For millennia, humanity has stared at the skies on a Monday morning and thought "Blast me off this godforsaken rock and end me in nuclear fire." We're a dramatic sort. You can come close to that this Monday, though, as Star Citizen [official site] is holding another 'Free Fly' week until next Monday. All and sundry can peep at Cloud Imperium's crowdfunded spaceship 'em up, poking around its modules to see how it's coming on.
]]>This Sunday will see crowdfunded space 'em up Star Citizen [official site] split into two games, the MMO-y sandbox Star Citizen and the singleplayer campaign Squadron 42. Sort of. Not really. It's two separate 'packages', at least. As this has evidently surprised some, developers Cloud Imperium Games have explained more about what it is, saying they'd "like to clear up some confusion about exactly what's happening!"
In short, if you already own Star Citizen you're fine. By which I mean the whole game previously sold as 'Star Citizen'. Not the module/package/game/thing 'Star Citizen'. Oh yes, I see where this can get confusing.
]]>You might hear a lot about Star Citizen [official site], about its grand visions for a sandbox universe and about its $107 million crowdfunded by selling virtual spaceships, but what's the game actually like now? Is it worth paying for? Well, you can read Alec's thoughts or you can now go see for yourself. For another few days, a 'Free Fly' event lets all and sundry sign up and play at exploring, shooting, questing, and socialising in Alpha 2.1.2.
]]>It's beginning to look a lot like Christmas a game. Maybe not a lot, actually, but certainly a little. Star Citizen [official site] 2.0, as the latest alpha update calls itself, is out now and tries to expand the scope of the long-in-the-making, $100 million space game in addition to improving its core fight'n'flight aspect. So the big question is: is now the time to give Chris Robert's record-breaking comeback a try if you're not someone who's already backed it?
Star Citizen [official site], you may have noticed, has received a fair amount of attention lately. That's probably because it recently launched its Alpha 2.0 and also surpassed $100 million via its on-going crowd funding initiative - a total accrued in just over three years. If you're not clued up on all that is Star Citizen, it's well worth checking out Alec's Star Citizen 101: What Is It And Why Is It Controversial? which should get you quickly up to speed. Done that? Good, now you can appreciate the following trailers which show off the game's procedurally generated planets and how you'll seamlessly explore them.
]]>"Scramble interceptors, make it so, call all cars, send in the clowns, and 3 2 1 blast off!" is what I imagine Chris Roberts shouted before smashing a big red button to launch Alpha 2.0 of Star Citizen [official site] on Saturday. "Nyoooommkkrrrrkkk!" he might have added, dashing around, his arms swept back like a sleek space fighter. I know that's what I'd do, though you'll need to give me $100 million to see that. Oh, yes! Its pre-order-o-crowdfunding has now passed $100 million too. "KERBLAMMOBLAM!" A weekend of milestones!
]]>There is much still unknown about Star Citizen [official site], the space game that's been crowd-funded to the tune of almost $100 million (I summarised the strange situation to date here), but one of the things that is known is how its essential dogfighting works. The Arena Combat module has been around for a little while now, and while some backers are delighted at the chance to take their purchased spaceships out for a ride in it, there has been some grumbling about the flight model. Even devs Cloud Imperium Games seem to agree that it wasn't quite hitting the high notes, as they've just announced detailed plans for a major overhaul.
]]>Note: I've had quite a few people who either don't follow games closely or only heard about Star Citizen [official site] relatively late in the day ask me to explain it to them. This piece is intended to break down a complicated situation for those people and others like them. If you already know the ins and outs of this most unprecedented tale of crowdfunding, spaceships and controversies, it will be of little use to you, though please do help to cast more light on the affair in comments below.
]]>Hollywood actors including Harry Potter's Gary Oldman, Jay and Silent Bob Strike Back's Mark Hamill, Sliders' John Rhys-Davies, Volume's Andy Serkis, Eastenders' Craig Fairbrass, and GILLIAN CHUFFING ANDERSON are lending their voices and faces to Squardron 42, the single-player side of Star Citizen [official site].
Creator Chris Roberts's years in Hollywood may not have produced much of note, but his crowdfunded space 'em up has let him pull together a pret-ty swish cast. Fresh from his debut at the CitizenCon shindig over the weekend, here's an eerie virtual Gary Oldman spouting jingoism as a space-American:
]]>Once a week most weeks, the RPS hivemind gathers to discuss An Issue. Sometimes it's controversial news, sometimes it's a particular game, sometimes it's a perennial talking point. This week is one of the latter: what do we all think about Kickstarter now that its mega-money heyday, at least for games, seems to have passed? Is it a well we'll keep going back to? What expectations and entitlements do we have from developers' crowdfunding promises? Are people buying dreams, or investing in chances? And what about that there Star Citizen, eh?
]]>Following a game's development for funsies is a funny thing I still don't fully understand, even after decades of doing it myself. I understand a bit more in These Here Modern Times when we sometimes pay for games before they're finished - barely even started, sometimes - but still, sometimes I squint at new evidence of the existence of a game no one ever said wouldn't exist and wonder "Why would I care?" Star Citizen [official site] may be a great game for this gamespotting, as it is seemingly trying to be every single type of game. Observe, a new video proving that its FPS side will indeed have sounds:
]]>Star Citizen [official site] released the first iteration of its chatty Social Module a few days ago in Patch 1.2, with several areas for small numbers of players to wander around and chat together, which makes me wonder: isn't it time to rename the game Star Citizens?
The Social Module was supposed to launch after the sandbox space 'em up's FPS aspect Star Marine but, with that still held up, developers Roberts Space Industries have pushed this social space out first. It's a virtual chatroom, basically. In space!
]]>Star Marine, the FPS side of Star Citizen [official site], was supposed to launch in April. The eventual grand plan includes integrating first-person face-shooting into the wider Star Citizen world, letting folks board ships and murder crews. As you'll have guessed by now, the barebones initial release did not come in April.
Creator Chris Roberts explained in his latest Letter From the Chairman over the weekend that it's been held back by a few technical problems and simply not being good enough to make a strong first impression.
]]>This is a weird one: A great little free retro-shmup minigame based on the art of Star Citizen [official site], which isn't even properly out yet. But the twee factor on Hyper Vanguard Force IV is probably worth the kind of filthy lucre it's taking to make its point of inspiration.
]]>Between the approaching onslaught of both virtual reality and alternate reality, I can't shake the feeling that we're living inside a science fiction novel. Star Citizen [official site] isn't helping: version 1.1 is out now and includes two new ships, one of which costs up to $300. High priced microtransactions aren't new, but Star Citizen's ambitions are all a little too Back To Reality for me. And I can't tell whether that's made better or worse by the update also introducing a ship rental system that allows players to fly those expensive ships for seven non-consecutive days using in-game currency earned through space battles with other players.
]]>Crowdfunding's fattest offspring, Star Citizen [official site], has a new damage model as showcased by a video of spaceships being lasered, blasted and generally having bits knocked off them.
Chris Roberts' first person space MMO combat and trading sim thing has generally sounded to me like Eve meets Elite: Dangerous meets childhood Star Wars daydreaming. This video, however, made me think of Robot Wars when one robot has been incapacitated and is being ripped to shreds by another robot. Or perhaps it's closer to if house robot, Matilda, had a career as a robot mortician and was trying to bash her way to finding a cause of death by decimating the metal corpse in front of her.
]]>Star Citizen [official site] is like the videogame eight-year-olds design on notebook paper when they're supposed to be doing homework, only with actual development expertise and money behind it. That alone makes it fascinating. In his latest "Letter from the Chairman", chief eight-year-old Chris Roberts says that they'll soon be pulling those disparate notebook pages together, with "Arena Commander 1.1 (now with REC!), the FPS module and the so-called ‘social module,’ our first foray into the persistent universe" all due soon.
]]>The latter half of December belongs to Elite: Dangerous, but despite being perfectly gracious about that, Chris Roberts' rival space game Star Citizen has made a play for a little pre-Christmas action. Its Arena Commander playable module has had a big, fat '1.0' attached to it, and apparently triples how many ships you can burn money on fly. It's billed as "the most significant update" yet to the playable aspect of Star Citizen.
Star Citizen is all-consuming. It is the devouring omni-game, always in need of more genres to absorb. So comes the official reveal of the FPS 'module' of the game, used when not in the pilot seat, be that during planetfall, on stations or just popping out for a quick absolute zero stroll. As rumoured, it's being outsourced to Nexuiz developers Illfonic. Admiral Chris Roberts, complete in space uniform, was at PAX Australia to show off the first footage of four vs four team battles on a space station. Check it out below.
]]>Star Citizen's crowdfunding has been so successful that the space sim promised the moon. Or rather, it promised planets, and the ability to land on those planets and take part in ground-based exploring and fighting. This past week's second Citizen Con 2014 Chris Roberts presented the feature in rough form, showing the transition from space to a planet surface and then the player walking around on foot.
]]>When Star Citizen's combat module first took flight, there was frustration with its bugs and its controls. The massive patch 13, released on Saturday, works to address those complaints by introducing "additional controls for six degrees of freedom", a new set of control options, along with a few new game modes including the ability to race new ships against your friends. Also they've made a Top Gear parody to talk about the new ships, confirming that Star Citizen is set in a dystopian future where Jeremy Clarkson's malignant influence remains. Video and more details await below.
]]>The amount of money Star Citizen has made is getting slightly embarrassing now. It's more than various small nations' GDP. You could buy about five and a half tanks with it, or most of an ICBM. It's roughly 1000 times the average yearly wage of someone living in the UK. A big pile of cash, essentially, sourced from 500,000 folk at an average of just under $100 a pop. Now Chris Roberts has announced what the plan is for the 50 million mark - Alien Languages. I've delved into the labyrinthine mess that is Star Citizen's website to dig out the current state of the project as best I can. Onwards, comrades, to glory.
]]>What do Hitler, Snoop Dogg, George Washington, and Shakespeare have in common? If you said they all appear in Rik Mayall's autobiography Bigger Than Hitler, Better Than Christ*, you're wrong. Washington and Snoop aren't mentioned in that. The correct answer is that each has been digitised and reformed--Weird Science style--into your games as DLC.
There's a lot of DLC out there, ranging from the mundane to the insane, and I think I know why. Games are increasingly serious business, with huge budgets and a cast amount of public scrutiny. DLC--well some of it--feels like the passion projects that don't fit into the canon. An outlet for the stuff that gets cleared from the whiteboard for being too off message, or too niche. DLC is cathartic. I've been on a strange journey, readers. I've been looking through games catalogues and hunting down the sort of DLC that could be described as 'boutique'. I've been on a boutique call, ahahahahahahaha!
]]>Star Citizen's dream of Internet spaceships has made its real steps into the tangible with the release this week of the crowdfunded space sim's 'dogfighting module,' more formally known as Arena Commander. Backers can now blast off in their ships and blast each other, getting the first real idea of what the game that's so far raised $44 million might actually be like. The Arena Commander update brings deathmatch, team deathmatch, capture the flag, and wave survival modes for online play, as well as a free-roaming mode. Spaceships, away!
]]>All systems were so very nearly go for a Star Citizen dogfighting module launch today. Chris Roberts and co told everyone to mark their calendars. There was a lot to be done before the big day, but not so much that the former Wing Commander commander-in-chief couldn't make all the nice outer space murder birdies fly. Or at least, that's what everybody thought last week. Turns out, however, that the space bugs were a few too numerous to be smashed in such a short period of time, so the dogfighting module has been delayed again. Good news, though: you're going to get daily development updates until the long-awaited combat alpha soars.
]]>You might remember that Star Citizen's looooong-awaited dogfighting module was supposed to be out in April, but things happen. Things like a very, very rocky first public showcase, for instance. The slightly more deadly than usual fireworks show looked absolutely gorgeous when it worked, but a few disastrous space-outs sent ships infinitely spinning into oblivion. There were also physics errors and other various glitches. It had a long way to go, in other words. Apparently, however, it'll finally be ready at the end of May. For real this time.
]]>What started as an outer space scare worthy of its own Event Horizon movie ended up being a big misunderstanding. It all began with a Star Citizen community member, "Lauresh," attempting to organize a women's-only group in the wake of some especially, er, uncomfortable forum threads, a place to go hang out on days when the wider universe left her cold. Since this is the Internet, her plan was immediately met with a barrage of ugliness and vitriol. To top it all off, she was then banned from Star Citizen's forums, an unceremonious opening of the airlock that rightfully left many eyebrows raised and confused. Apparently, however, that part was a huge mistake, and Roberts Space Industries not only wants to allow players of any sort to form their own groups, but plans to give them the tools to do so.
]]>I hadn't watched the Star Citizen PAX East footage that Nathan posted last week until this morning. It reminds me of that one dream where I go on stage to deliver a profound speech, and only realise mid-way through that I've forgotten to wear any trousers and am on fire. In front of a whooping crowd of avid spacers, Star Citizen lurched from one technical problem to another until it was barely fit for service. This is why so many on-stage 'reveals' show pre-canned footage with over-enthusiastic hollering in place of server connectivity issues. Eager to make amends, RSI have stitched together some new footage showing the aspects that failed or were shunted off due to a lack of time. It's all below.
]]>So it was promised, so shall it be. Chris Roberts said he'd lift the lid on Star Citizen's long-awaited dogfighting module in April, and now here we are. Previously, a sleepy hangar was The Final Frontier, but below you can watch Roberts take one giant leap into space's infinite, gleaming black. It looks absolutely beautiful, but yeeeeeeeah this is still a very, very early game.
]]>These are uncertain times. Oculus Rift got purchased by Facebook, and let's face it: anyone could be next. You are probably cowering under some form of social-media-proof mountain outcropping as we speak. There really is precedent in Oculus' actions, though. A large-scale Kickstarter project opted to pick the path of least less independence. And they gained a lot by doing so. One company that won't be selling, though? Star Citizen developer Roberts Space Industries.
Is it already time for more Star Citizen news here on Rock Citizen Stargun? My my, what a total and completely unexpected shock. For real, though, Chris Roberts has lifted his company's space-age, radiation-proof hood to reveal some rather interesting info, so let's talk about Wing Commander's $40 million little brother again, shall we? Today we have two orders of business: Star Citizen's dev team size (PREDICTABLY QUITE LARGE) and the long-awaited dogfighting module's release window. Hm, this article's headline already tells you both those things. I guess you can leave now.
Or go below for a bit more detail. Your call.
]]>Star Citizen is going to be colossal. That was never in question. Then it became even more not in question with the crowdfunded additions of everything from first-person combat to facial capture tech to a collaboration with Kingdom Come to probably, like, the virtually reanimated consciousness of Chris Roberts himself, a beaming face of ceaseless encouragement winking at you from the stars. But those are all handcrafted bits and bytes. They are finite, limited by the work of human hands. Thus, given proper funding (which they will no doubt receive), Roberts and co would like to bring on a full-blown procedural generation team. The goal is to procedurally whip up "entire planets worth of exploration and development content." And then Star Citizen was all the games.
]]>But not on a version of the delightful mobile game Space Team. Sometimes my headlines get away from me, take on lives of their own, and begin pulling nefarious pranks on innocent passersby. I apologize. I blame the public schooling system. But anyway, the two members of Kickstarter's Might As Well Be Triple-A contingent, Star Citizen and Kingdom Come: Deliverance, are joining forces to sensually swap technology and probably tell each other all kinds of deeply personal secrets. I hope Star Citizen gets space horses. (Which, when couched in the previous metaphor, sounds like some kind of infectious disease. Clarification: I do not hope that Star Citizen gets the fictitious disease Space Horses.)
]]>If Mafia-director-led team Warhorse has its way, Kingdom Come: Deliverance will be gigantic. Like, hundreds of hours gigantic, when it's all said and done. But this is a smaller team designing a colossal open world full of stories, NPCs, and - yes - warhorses. It was never going to be easy. So Warhorse is doing two things to stave off the monetary death siege banging down its doors: 1) slicing the main plot up into three episodic acts and, yes, 2) going to Kickstarter. But even a successful £300,000 crowdfunding drive won't be enough to pull this cart over the figurative mountain. A mysterious outside benefactor will handle the rest, apparently. I spoke with director Daniel Vávra about how that will affect the game, if players will still influence development, and whether hacking such a cohesive world into pieces will hurt the final product.
]]>I suppose we should've seen this coming. Between the launch of multiple satellite studios and a big, fat hint that this exact thing would happen from Chris Roberts himself, it was pretty much telegraphed via the medium of outer space hyper-com laser beam ("Communication so effective it kills, serving the public since 2873"). Star Citizen's dogfighting module has been delayed by multiple months in the name of getting a full server backend up-and-running, as opposed to coasting along on CryEngine 3's primitive default option, which presumably consists of a series of immaculately rendered turtles that you hurl through each others' windows.
]]>Now that X Rebirthhas been exposed as a massive black hole of fun, and following a state mandated period of mourning, I'm back on the hunt for the next good space game. Let's see... there's Elite: Dangerous: the first closed beta combat tests that should start this month, which is exciting, but it's only available to the people who pledged £200 in the Kickstarter/pre-order push. Star Citizen is looking as pretty as ever, though access to the dog-fighting alpha is now looking unlikely to occur this year. Enemy Starfighter will definitely get a big hug from me when I play it, though that's unlikely to be for months. Ditto for Limit Theory. Rogue System looks like systemic, hardcore space joy, but it also won't be out for months. Ooh, Rodina! A space exploration and combat game influenced by the likes of Star Fox and The Elder Scrolls. That's next. And it's out next week! You've saved Christmas!
]]>As surely as the Earth keeps on spinning and the sun looms precariously, waiting for the day when our brittle atmosphere crumbles away so it can boil us all into bleeding scabs that scar the planet's skin, Star Citizen keeps on pulling in millions of dollars. It's now jumped all the way past the $31 million mark, which means a) Star Citizen gets an "interstellar super yacht," b) Chris Roberts and co have enough money to buy a real interstellar super yacht, and c) single-player story-based Wing Commander successor Squadron 42 gets some serious upgrades. Details and video below.
]]>Everyone, you might want to brace yourselves. The Internet finally pushed Chris Roberts too far, and he broke out the capital letters to set every last record straight. Are you worried that Star Citizen might eventually make a lightspeed jump to consoles and somehow compromise its sun, moon, and stars-eclipsing vision in the process? Well, FUCKING STOP IT. He didn't actually say that, but I'm a rebel maverick games journalist who lives on the edge and has nothing to lose. Nothing. I read between the lines. And over them, under them, through them, around them, in a box, and with a fox. Lines are just a social construct. I don't even know what I'm saying anymore. It's been a weird day. But perhaps Chris Roberts will clarify it all after the break.
]]>Star Citizen this, Star Citizen that. It's in the news significantly more often than any real space program, and it's probably better funded at this point too. Personally, I still can't help but question Chris Roberts' and co's ability to pull it off, but I'm now much less doubtful that their aspirations are sincere. I recently lobbed all the skepticism I could at each of Roberts' claims, and he backed them up with dates, times, and plans to prove he's not just blasting hot air into the empty blackness of our bank accounts. Look for that mammoth back-and-forth very soon. First, though, Squadron 42. The single-player story-based spin-off kind of disappeared after Star Citizen's initial announcement, but apparently it's benefiting from Roberts' lightspeed jump into the Implausible Wealth Nebula just as much as its big brother. According to Roberts, it's now just as big as anything he could've done working with EA to make a new Wing Commander.
]]>How much of your money would you give to a crowdfunding project that aims to go to actual space, because it seems a lot of you like it out there an awful lot. Star Citizen, the crowdfunded game from Wing Commander Chris Roberts, just hit $25 million in gathered funds. For those keeping track, that means it's made $1 million extra in just the past week.
Roberts' isn't done yet, and took the opportunity to reveal the next stretch goal for the game.
]]>Things! Thing the first: I just realized that Star Citizen's universe is entirely terrifying. The latest trailer (which looks not-of-this-world pretty, but we'll get to that in a second) depicts a star battle for the ages. Laser fire singes and sears, asteroids burst like burnt popcorn kernels, men die. And then, final, silent screams of his fallen foes still ringing in his memory, our intrepid hero clambers out of his cockpit. "Got the ice cream you wanted, honey!" he proudly proclaims. That was a trip to the grocery store. The future is so very bleak and cold - and yet bizarrely upbeat about it.
But Star Citizen looks incredibly nice! Almost suspiciously so, in fact. Chris Roberts and co, however, promise that everything we're seeing is in-engine, and that next-gen rigs will absolutely be able to replicate it.
]]>By the time Star Citizen finally launches, I fully expect that Roberts Space Industries will have crossed its last, $100,000,000,000,000 stretch goal: drop the facade, become a real intergalactic government, and colonize space. Crowdfunding has been absurdly kind to Chris Roberts' massively ambitious endeavor, and the black hole that gobbles up all money doesn't seem destined to smack its lips and say, "Oh, that's quite enough for me, thanks" any time soon. In the span of just two weeks, it's slurped up another $2 million, pushing it well past the $22 million mark. That means neat facial capture tech for in-game characters, new stretch goals, and an outer space car commercial thing for some reason.
]]>This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
Games move pretty fast. If you don't stop and look around once in a while, you might miss them. The pretties this week come courtesy not of a particular game, nor indeed me, but of the Dead End Thrills Flickr group, a caravan of some 500+ 'players' who spend more time stopping games and looking around than they do actually playing. The times we live in.
With some 11,000 images in there, I wasn't sure how best to approach this. (Drunk, obviously, but how badly?) I've gone for the easy option: a round-up of games and/or users that stood out over the last few weeks. What you'll often find is that wrangling games into 'screenshot mode' has knock-on benefits for any PC gamer, so let's see if that holds true.
]]>Quantum Hyper Nebular Solar Roman Numeraled News FLASH: Star Citizen has made money. This probably comes as a complete and utter SHOCK to all of you, especially those who contributed everything they owned and also a half-eaten sandwich they FOUND with barely any mold on it to Chris Roberts' cause. And so, SOMEHOW, the interstellar cash train keeps on chugging along, this time to the tune of another couple million. The result? Star Citizen has now officially soared past its $20 million goalpost, meaning that first-person planetary combat is joining the spacefaring everything-er's ever-ballooning feature list. Details below.
]]>I have a theory about Star Citizen. I just watched the new trailer, a so-called 'Sizzle Reel', and was obviously impressed. Nothing about this game has been a graphical let-down. Not. One. Thing. Here's my theory: it needs so many graphics that Chris Roberts has had to go back and borrow polygons from his old games. Seems like utter drivel nonsense idiocy, yeah? Well I tried out Wing Commander: Privateer last night and it looked all blurry and low-res, and not at all as I remember it. What other explanation can there be?
]]>Star Citizen just crowd-sourced a million bucks in about a week, and they're up over $18m now, which unlocks "exclusive" starting star systems for backers. What does this money pile mean for this colossally ambitious beast of a game as a whole? Well, Chairman Roberts explains that it means it's going to be even more ambitious: "First person combat on select lawless planets. Don’t just battle on space stations and platforms… take the fight to the ground!"
]]>The RPS style guide prohibits me from altering the font siz (and it also suggests wearing socks with sandals, so I think John wrote it), so when I say "it's a big if" at the end of this paragraph, please imagine a whopping 72 point '"if", in bold, italicized and possibly blinking. The Star Citizen Hangar Module is out now, space fans. It's the first proper playable in-engine glimpse of Chris Roberts' space opus, and it allows people who pledged to walk into a hangar and see the ships they've purchased, walking around outside and inside each spacewing. If, and it's a big if, you can get the damn thing to run that is. I've tried a few times and have suffered download fails and connection errors at every step. I have a video of it working for another Scottish person below.
]]>Are you ready to leave your boring old terrestrial life behind and start anew among the stars? Well soon, you'll be able to, but only in the "broke college grad" sense where you take refuge in a garage while selling superfluous organs to pay off loans. OK, I may have read a little too far between the lines on that last part, but Star Citizen's first playable module is very much one small step into Chris Roberts' insanely ambitious new galaxy - not so much a giant leap. You get a hangar. You can explore it (!!!!!!). That's pretty much the whole thing.
]]>Well, he explains what he intends to happen in Star Citizen's living economy, at least. Whether it will work quite like this, we shall have to wait and see. Basically: the economy actually works you'd expect, meaning that if a factory requires raw materials to produce stuff, then it produces a mission for that requirement. It's a mission that either the player or AI could take, and then either fail or succeed, completing the mission, and fulfilling the need. But there's a further layer: pirates stopping your supplies getting through? The game puts a request out some mercenaries. Again, for player or AI. Man. This game. Sounds golden.
Go take a look.
]]>You can tell when the RPS readership is genuinely excited about something, because the "Hey, have you seen..." emails to our mailboxes spike. They've done this repeatedly for one particular space game. The most recent livestream of Star Citizen's creation showed us frankly Too Much Information about the building of spacecraft for the mega-crowdfunded game, but it's worth focusing in on a ten-minute fragment (below) which shows off some of the ship detail. Why is it worthwhile? Because of the insane standard which is being exacted in terms of detail and simulation. Even if you have the most nebulous interest in space games, it's worth taking stock of what Roberts is aiming to achieve here.
Even with the millions they've raised, it seems like a herculean undertaking.
]]>Hey, are you in the market for a spaceship? Then you will want one that goes fast! Like this one! It's sleek and shiny and will impress your neighbours. Well, if they end up playing mega-crowd funded space game Star Citizen, anyway, which is where it can currently be pre-ordered with insurance for its inevitable destruction at the business end of space weapons.
This trailer is apparently all in-engine, I say haha, okay then. It certainly isn't in-game.
]]>"Whatever happened to Infinity?" is a question that regularly pops up in the comment threads and forums posts about adventurous space games. A few years ago, Infinity teased audiences with the promise of the next generation's Elite. The grand plan was seamless space travel: solar systems, space stations, all the way down to the planet's surface were going to be rendered, viewable from your cockpit as you flew by. Way back in 2006, they released a combat prototype, and in 2010 there was a pair of videos showing off the engine's capabilities that still take my breath away. Most people suggested the game was too ambitious, that populating the game's planets with flora and fauna and cities with missions, was too much. As it turns out, they were right, but it doesn't mean Infinity isn't coming out. The team have a plan, and it involves Kickstarter and a combat game called Infinity: Battlescape.
]]>Star Citizen has made $8 million thanks to the contributions of generously wistful wing commanders like you. That's so much money that, if you broke it down into individual bills and wrapped it around the Earth, you'd have wrapped $8 million around the Earth. And while Chris Roberts obviously had high hopes for his galaxy-sized baby, even he wasn't expecting to drum up this level of interest. But Star Citizen's not like the majority of gaming's freshly crowdfunded crop. Somewhere way up the chain, investors are pulling a decent number of the strings. Or are they? "We’re still doing investment," Roberts explained to RPS, "but I’m going to be a bit more picky in choosing it, and I’m getting to dictate the terms better. I’m saying, 'You guys have to realize about making the game as good as possible. No forcing us to go public or to sell out.'" You'll find that and tons more about the sudden explosion of space games, the future health of PC gaming, the medium's relative maturity, and crossovers between games and film after the break.
]]>When the Doublefine Adventure Kickstarter was in full flow, Castle Shotgun was filled with bemused exclamations. "Where do people find these funds when men such as we can barely afford caviar sculptures?" Jim cried in obvious distress. "Tim Schafer is undoubtedly wearing a money-beard", Alec grumbled, envious. "We shall never see the like of this again," came John's conclusive statement. Then he hiccuped but it sounded a bit like he was saying 'never' again quite dramatically. Shortly afterwards, we saw the likes of it again and now Star Citizen has raised more crowdfunded cash than any other game (almost $6 million) and it's not quite over yet. To celebrate, here's a nifty video showing what happens to concept art if it eats its greens.
]]>Did you know that you can command your own fleet in Star Citizen? I suppose that shouldn't really surprise you, given that you can also do everything else ever in the history/future of space in Star Citizen. Unsurprisingly, Roberts is shooting for the stars with this aspect of the space sim to end all space sims (and/or trigger a flood of other space sims) as well, with phrases like "most sophisticated AI that I’ve attempted on any of my games" drawing widened eyeballs. As ever, though, footage of Roberts' grand schemes in action makes a decently convincing case for cautious optimism. Do some kind of physics-defying space flip past the break to give it a watch.
]]>Yesterday, we brought you Chris Roberts. Well, we didn't bring him to you physically (sadly, he refused our requests for a kidnapping), but we presented his thoughts, brain-o-genically frozen and served on a mostly-clean sandwich tray. And now, it's time for a second helping. This time around, Roberts and I discuss space Romans, control schemes, the potentially disingenuous aspects of crowdfunding, the future of PC gaming, and spaaaaaaaace. Going there, that is. You'll find all that and more after the break.
]]>During GDC Online, I find Chris Roberts situated in a plain white room - with little adorning it other than a conference table and Roberts' PC. Given the almost ridiculous grandiosity of his plans, the sparseness of the room makes for something of an odd contrast. But soon, all of that fades into the background. Roberts runs me through a surprisingly polished demo of Star Citizen in its current state, and it's hard not to let my imagination get away from me. The foundation's clearly in place, and the possibilities seem endless. But this is still a game. There have to be limits. Moreover, where's the line between pie-in-the-stars ambition and reality? So naturally, I ask. I ask about EVERYTHING. In part one, we cover why the universe is broken up into instances, Squadron 42, why Roberts doesn't think this will become some crazy political struggle ala EVE Online, and of course, Roberts' aspirations to a life of space crime.
]]>Chris Robert's space game revival, the ambitious Star Citizen, has raised the $2 million that was needed before the development team could be convinced to turn on their computers and build a galaxy. Because of problems with their own money-gathering droids (they couldn't gather it as fast as it was being thrown, as I understand it), the project moved to the magical land of Kickstarter as well. A quick bit of advanced mathematics confirms that the $586,615 raised through Kickstarter plus the $1,416,317 figure on the Roberts Space Industries site is more than $2 million. So it's going to happen. Why should that excite your space-loins? Look here.
]]>We have so much money. Not RPS - we're ragged paupers - but gamers as a whole. Publishers think we're all stealy-thieves, downloading cars and breaking into people's homes to steal their DVDs, but look at us! Money pouring out of our upstairs windows. We're forced to give it away, such that we don't drown in the stuff. And so it is that the Kickstarter phenomenon demonstrates this once more, as Star Citizen achieves its half million funding only five days into its month-long campaign. On, and that's on top of the $1.3m it's already raised elsewhere.
]]>So it turns out that Chris Robert's space-faring adventure gave their native pledge-o-matic a bit of trouble, with it falling over and stuff, and so they've decided (despite having raised a huge chunk of cash through their pre-order thing already) to supplement proceedings with a Kickstarter. They're trying to raise $500,000 through the big daddy of crowd-funding, and they already have $100k. Star Citizen, as we explained in great detail here, is a concept for reviving the space game from the man who made Wing Commander. And it's looking fantastic.
Obligatory Kickstarter video below (you've already seen most of it.)
]]>Star Citizen – the newest and spacest thing from mighty commander of all wings, Chris Roberts – sounds impossibly good. And I do mean that, but with more emphasis on the “impossible” part than I'd like. No doubt, Roberts is completely brilliant, but he's proposing a project of utterly mad ambition. Naturally, it's made me a bit skeptical. That said, an hour-long chat during GDC Online (the full results of which you'll see very soon) definitely put a few of my fears at ease. Roberts is dreaming bigger than just about any other designer out there, but his pie-in-the-stars ambitions are actually pretty well-grounded in reality. And also Demon's Souls, surprisingly enough.
]]>Every time I refresh the Star Citizen funding webpage, the number keeps hopping up. I hope my F5 button isn't logging me in and and increasing my pledge. Soon it will be the size of space, and Chris Roberts will have to crowd-fund another universe to contain his bank balance. He might even use Kickstarter for that, but his game is proving that you can do it without them.
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