Wing Commandeered: Chris Roberts’ Star Citizen

By Richard Cobbett on October 10th, 2012 at 3:00 pm.

In space, nobody can hear you alt-text. Which isn't to say you should alt-text if you see the Alien. Just go straight to killing it with fire, or possibly shooting yourself so that you don't have to worry about facehuggers any more.
We sent Richard Cobbett to find out what the man who made Wing Commander is now working on. Turns out it’s a PC-only space game. And it looks incredible.

I’m sitting in a room, definitely not watching Wing Commander creator Chris Roberts playing a new Wing Commander game. No, it’s the brand new, totally original Star Citizen [the single player aspect of which is called Squadron 42, for some reason - Ed], and as I watch him fly a fighter with no resemblance whatsoever to the Raptor with a Broadsword turret out of a carrier’s launchbay and into the never before seen Vega Sector, I don’t for a second pause to notice how he totally isn’t flying past one of the Kilrathi’s asymmetric Dralthi fighters. Or anything else that might require an expensive license or getting into bed with EA.

In short, Star Citizen is absolutely not Wing Commander 6, Privateer 3 or Freelancer 2. It is however all of their children in a blender. In a good way, of course.

But first, watch this:

Everything in the Star Citizen demo is very obviously there as a nostalgic hook to Roberts’ longtime fans, to the extent that the logo for the space combat portion of Star Citizen currently uses the Wing Commander font. I’d be stunned if the final game follows suit though (not least because I can’t imagine EA letting it go unchallenged), and the actual universe underneath it is very different to any of Roberts’ past space games.

Here’s the hook. Instead of an intergalactic war, Star Citizen focuses on what’s essentially the fall of Rome on an intergalactic scale – in real terms, a dynamic online galaxy with barbarians at the gates, and you and your fellow players trying to hold off the collapse.

Crap, this ladder is nowhere near long enough.
The game’s name comes from the fact that in this universe, citizenship has to be earned. How you go about it though is completely up to you. If you want that Wing Commander flavour, sign up for a tour of duty in the military and you can focus on combat in a solo/co-op part of the universe. For more freedom, grab a ship and just do your own thing, Privateer/Freelancer style, only within a living economy and ever-expanding universe of mystery and intrigue, only with players instead of just NPCs and no one jerk getting to hog the Steltek gun.

As you’d expect, it’s not a safe galaxy. Police will deter, though not prevent PvP in safer areas, but there’s nothing to stop you taking a pop at anyone you don’t like whenever you think you can get away with it. Combat is set to be entirely skill driven, with no MMO style levels. You’ll be able to buy and strap better gear onto your ship, but it’ll usually come with a flip-side. A big gun may soak up power for instance, so you only get one shot, or a heavy shield generator may lower your speed and manoeuvrability and leave you vulnerable to a more nimble attacker.

Wait, we've got spaceships and jump drives, but we still need a guy to wave his arms so we know it's safe to take off? Can't we just rehire Sparks from Wing Commander 2?

And that’s just the start. If Roberts manages to implement all the features he wants, Star Citizen will be one of the greatest space games ever. You’ll be able to host your own universes for instance, as in Freelancer, mod or add your own spaceships and submit them to the main game for other people to buy. You’re never going to be able to sell the Starship Enterprise as a carrier in the main game, but in your own universe? Just don’t tell Paramount.

Back in the global world, things won’t just be a glorified economy, but a place to explore. Like Wing Commander, systems are linked by jump points. Not all of them will start out explored though. Find a new one and you get to chart it, riding the jump to program the galaxy’s autopilots, and naming it. Within reason, of course. Somehow I doubt there’ll be much interstellar exploration of Penis, Thrrrp and Panties, unless the moderators get bored.

Roberts Space Industries. RSI. Oh, if only there was a double-entendre in that, but I just can't get a grip on one...

I’m reluctant to keep on listing features though, because all this stuff is very much future tense. Star Citizen is still a couple of years away – at least – and as much as I’d love to see everything promised come to fruition and be amazing, I wouldn’t bet against more than a few bits being put on the backburner or falling through the Molyneux Gap during development. The single-player campaign in particular (which in keeping with Star Citizen’s slightly shaky grasp on what makes for a cool sounding name is called “Squadron 42″) seems like a great addition for Wing Commander fans, but distinctly snippable if pressed for time.

Roberts does however have working code, showing the space engine, and the parts I got to see were stunning – easily the best looking space sim in raw technical terms, and built to an insane amount of detail. Missile pods lowering before firing. Individual rockets tilting to provide thrust for the physics engine to convert into movement. Flying past the carrier, reminding me of how exciting it was to be able to fly through them for the first time in the later Wing Commander Games, showed it rendered in enough detail to be able to fly up and peer through the bridge windows at the command crew and their funky holographic ball-map thing.

You can't however peek through the shower deck's windows. That's for the next generation of space sims, or possibly DLC.

By far the most impressive bit though was the cockpit. I always liked the classic Wing Commander ones, complete with joystick waggling pilot. Now, that cockpit is fully interactive. Not only does he (and I’m assuming there’ll be an option for a ‘she’ in the actual game, but not being a games journalist, Roberts had opted for a guy in the demo) presses buttons, pushes pedals and actually uses the systems around him. It’s modelled to the level that if his hand is away from the main controls to press a button, you’re temporarily unable to do anything else that hand is responsible for. That’s awesome detail. Cockpit views are the best views.

Star Citizen is also firmly a PC game, with a capital PC. No console version is planned, allowing for all the 2-million poly cockpits and shiny details like hoses bouncing away under wings that the art team could possibly want. It’s also due to support the Occulus Rift for full immersion, and features out of the cockpit action too. Like Roberts’ previous games, there won’t be full planetary exploration, but you will get to wander a seriously high-polygon avatar around parts of carriers and hopefully representational slices of various far-flung destinations. In this tech demo, that was just a carrier dock – deserted, though due to be filled with ambient action later on. I’d love to see that expanded to proper social hubs themed around world types.

The most unrealistic thing about Wing Commander and its spin-offs was the taunting system. If you had the ability to send videograms to your enemies in the middle of combat, would you really send your *face?*

Roberts has funded the game thus far via private investors, though as suspected, there’s a crowd-funding element to Star Citizen as well. It’s not going to be through Kickstarter though, instead going for a more fictionalised form of funding – with real money of course – themed around the idea of pre-ordering your spaceship. Factoring in future inflation then, expect to have to stump up roughly $74,050,300 for early alpha access. Or, quite possibly, not.

At the time of writing there was no indication of how much Roberts and his new company Roberts Space Industries hope to raise, but a cheapie retro revival this is not. Star Citizen may be Roberts returning to his personal gaming roots after several years working in film, but it’s with a project that wants to take a firm step forward for a long stagnant genre. That’s reason enough to be optimistic and eager to see just how Star Citizen evolves from here, even if we will be waiting a couple of years to see it make its big shot for both the stars and stardom.

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155 Comments »

  1. rocketman71 says:

    This video is private.

    Damn :(

    Edit: Ok, now it’s public

    Edit 2: Yep, ready to buy now. Chris?.

  2. TheBigBookOfTerror says:

    You are cruel and unusual. The video says “Set to Private”.

  3. TheBigBookOfTerror says:

    Nevermind… it works now.

  4. MasterBoo says:

    Oh god this looks amazing.

    I hope this will be more ‘Star Lancer’ (which is one of my favorite games) than ‘Freelancer’ (which was a bit of disappoinment IMO).

  5. WhatKateDoes says:

    This is the coolest thing I’ve ever seen.

    Moar Freelancer type multiplayer hosted mini-universes. \o/

  6. Optimaximal says:

    Unfortunately, FreeSpace 2 ruined space games that don’t have space ships shooting each other with massive beam cannons for me.

    Still, looks reassuringly epic and we do need a Freelancer follow up, spiritual or otherwise.

    • Richard Cobbett says:

      I concur that all space sims need beam weapons. And a tech upgrade so that they can carve ships up and have realistic interiors visible on the halves, with people being sucked out into space screaming “TOTALLY WORTH IIIIIIIIIIT!”

    • Lord Custard Smingleigh says:

      While I thoroughly concur with beams being a key part of spacebiff appeal, it is important never to underestimate what Battlestar Galactica taught us: Shedloads of guns rapid-firing is also awesome.

      • MrMud says:

        I really liked the flak guns in Freespace2, I think they cover the “lots of stuff” thing nicely

      • mckertis says:

        >> what Battlestar Galactica taught us

        Uhh…have all characters be disgustingly unlikeable and impossible to empathize with ? I think Wing Commander already achieved it in Prophecy.

        • Zakski says:

          well that’s just your opinion, you snark

          edit: I only hated two of them :P

        • Shralla says:

          The only way even remotely close to all of the characters on BSG were unlikeable to you is if you’re completely autistic. I’m sorry if you’re used to perfect, noble do-goody characters in all your sci-fi. Welcome to the real world, where people have problems and weaknesses.

          • Lemming says:

            Yeah but, playing devil’s advocate for a bit, it’s a bit navel gazing and sullen isn’t it? For all that intricate character work, the best scene in the whole series was still the pure spaceship-porn of the Galactica jumping into the atmosphere of a planet.

            I don’t mind a bit of drama, but the people watching sci-fi just for that are a very small audience indeed. I want spaceships. I want dogfights. I want aliens.

            It’s no accident that BSG got canned after 4 seasons and Stargate went onto over 100 episodes and 2 spin-offs (the one that failed hard being the one that tried to emulate the BSG formula).

            tv sci-fi for many is pure escapism. There’s plenty of the hard-boiled stuff in book form.

      • Lev Astov says:

        While I really loved that as well, there was just something so visceral about the beam cannons in Freespace 2 that has never been matched in any other game I’ve played or film I’ve watched. I always imagined the terrifying roar they caused was a result of the massive electromagnetic field vibrating the inside of my cockpit from afar.

        • Moraven says:

          The new Star Trek film had some good effects on hull damage. (Intro scene)

          • Lev Astov says:

            Ohh! Yes! When I saw the crewmen shooting out into the vacuum in that scene I nearly exclaimed it in the theater! It’s horrible, but it’s that which causes a good emotional attachment to the medium. Games need that.

            The ship weapons still didn’t have any visceral oomph to them, though. The hand phasers did, but that’s another discussion.

          • macwarrior says:

            The warp drive’s new *vrrrrrrrrrrrrmmmmmmmKROOOOOOOOOM* was also pretty damned amazing. Hearing that in the theater broke me into a huge grin.

    • MrMud says:

      yes, the world needs more freespace 2

    • Chandos says:

      Indeed. That and swarm missiles. There was something so deliciously Robotech-y in a busy dogfight with lasers and beams and swarming missiles everywhere.

      Somebody do a Freespace 3 Kickstarter please.

    • subedii says:

      Beam cannons are indeed awesome (which is one of the reasons why Strike Suit Zero is the first space combat sim in a long time to get me interested).

      Still, I’ll settle if someone can finally do a good implementation of the Macross Missile Massacre.

      http://www.youtube.com/watch?v=nxnC6jkJyEM

      J-Pop optional.

    • Nesetalis says:

      The only game since that had the nice juicy beam cannons was the X3-X3:TC and so forth series.. and my god they are pathetic.. pew pew pew short lived pathetic little beams.. not the big charge up, then obliterate everything and everyone who steps infront of it :<

      I'm so sick and tired of the pebble spam that is space shooters. Yes, shotgun blast or machinegun fire of death has its place… but nothing is as fun as raking a gigawatt flashlight across your target's eyes.

  7. Faldrath says:

    Funny, one of my earliest gaming memories is Wing Commander 2′s taunts, fully voiced. It was the first time I heard voices in videogames.

    … I hope the game has taunts.

    Also, I want to throw money at this game. I really do.

  8. kraken says:

    All of my want forever.

  9. Alec Meer says:

    Hot diggitty space-damn, that’s the stuff

    • Zakski says:

      its a pity that game from futuremark got cancelled

      • kaffis says:

        I agree, but Chris Roberts ripping off his own IP and keeping it out of EA’s clutches (even if purely out of spite!) might just be the thing to make up for the cancellation of that beautiful Futuremark sim.

      • subedii says:

        It wah?!

        Aw man, this is the first I’m hearing about that. Such a shame, it looked pretty good from the short trailer.

  10. Thedoodabides says:

    It’s been a while since I cheered out loud at a trailer. Can’t wait.

  11. RedViv says:

    All the wants of shinies, yes-yes.

  12. neolith says:

    Ok, I think we broke its website…

  13. wodin says:

    Me wants it…me wants it now…

  14. Gezbo says:

    So time to invest in a new joystick then, although seems like I have plenty of time unfortunately. Need.

  15. Dlarit says:

    My dream Game is a space Sim MMO where all ships are powered by Players and roam a living galaxy, Similar to Eve online except ships are piloted as this game seems to be, if you want to fly a bigger ship you need more players to crew and fly it, large carriers and trading fleets operated by whole “guilds” who need to buy or build the ships first.
    Add a first person shooter repair and boarding element and i’ll pass out from excitment.

  16. bluebomberman says:

    I don’t get it. Is it an MMO?

    • neolith says:

      That’s a minor matter. ;)

      • bluebomberman says:

        No it’s not. Wasn’t Freelancer originally an MMO too? And didn’t they have to scale it back considerably, and release it in a whimper?

        And has there been any successful multiplayer space games? Earth and Beyond didn’t work. X-Wing vs. TIE Fighter became endless turn battles.

        And if it’s an MMO won’t it just become a giant money sink? Wasn’t Chris Robert’s last gaming foray (Digital Anvil) a giant money sink on the level of 38 Studios and the Duke Nukem Forever development?

        • neolith says:

          Oh, come on – it’s a space sim from Chris Roberts. Even if it is an MMO, this is awesome news!

          • bluebomberman says:

            I think I learned some time ago to be skeptical of name dropping. Having a legendary designer is no guarantee of quality, especially when MMO enters the equation. (*cough* SWTOR Secret World Tabula Rasa *cough*)

          • LintMan says:

            Oh, come on – it’s a space sim from Chris Roberts. Even if it is an MMO, this is awesome news!

            Since I have no interest in MMO’s (or MP-focused stuff in general), it’s rather crappy news for me. I’d have loved a new SP-focused game from him.

          • Ritashi says:

            Check again; it’s both an MMO and a single player (offline) game (co-op optional), with the option of hosting custom servers which are supposed to be fully moddable.

          • LintMan says:

            @Ritashi: Yes, I saw that, but I’m rather skeptical that the devs will be able to provide a rich single player game while at the same time making it also an MMO and a private-server multiplayer co-op game. Those are three different things, each requiring a different focus to do proper justice, and single player, being the most different than the other two and the least likely to have monetization possibilities, is the most likely to get short shrift. (Take note of Richard Cobbett’s “distinctly snippable” comment in the article).

            They may intend the game to be all things to all people, but I think the harsh realities of budget, time, and manpower will prevent that, and something will have to give. I’m guessing that the odd man out will be single player.

          • Caiman says:

            Why do we now automatically describe any multiplayer game universe as an MMO, with all the associated WoW-style baggage that comes along with it? In the future perhaps we can refer to Quake as a precursor of the MMO. Wouldn’t that suck?

            This game is exactly the kind of thing Roberts’ had in mind for Freelancer originally, but clearly his ambition back then couldn’t be realised by the technology. He also didn’t have full creative control, and the final version was considerably scaled back. But instead of flying around an AI-controlled universe with a limited pool of missions, the original Freelancer concept would have been populated and run by people. Same gameplay, same mechanics, just online. These days we can realise that kind of ambition, and I’m hugely excited by it. Finally, a space sim that comes closest to the one I dreamed up in my head as a kid. And what’s to stop there being a single player component that works. Roberts’ shows us he has the ambition to pull it off, he’s clearly been working on this with a big team for a long time, and it still has a couple of investor-backed years to go. Have faith. Or, if you’re an atheist, believe that eventually stochastic factors have to let the die fall in your favour.

          • LintMan says:

            @Caiman:

            I’m not sure about others, but my definition of MMO is a persistent online game capable of hosting a large number of simultaneous players in the same world, generally with an “open world” design. (Less critically, I guess I’d also add that I generally expect such games to have some sort of monetization system attached to them (monthly or F2P).) Quake isn’t persistent or open world and is limited to a relatively small number of players (8?).

            I don’t know about the money thing with Star Citizen, but the rest of my definition seems to fit pretty well for the “main game”, so I think it’s reasonable to call it an MMO.

        • kaffis says:

          A lot of folks would argue that Star Wars Galaxies: Jump to Lightspeed was a successful multiplayer space sim. I never had the patience with the non-space sim portion of the game to stick with it long enough to earn cooler stuff, but the space game itself was nice save for the poor economics of it.

          Similarly, Jumpgate and Allegiance were both cult classics.

        • Apocalypse says:

          X-Wing vs TIE and X-Wing Alliance worked ok in multiplayer, even when they really had eternal turn-based duel aspects. The game simply lacked a good afterburner / reverse thrust mechanic
          Both Freespace games were amazing and gave us in the end great coop, multiplayer and mods,
          Starlancer was great in COOP and Arena-Style PVP. Great use for of reverse thrust, which changed the rules of just turn-rate based dogfights.
          Freelancer was still ok, even when PVP and PVE was lacking depth.

          In the end I would call them all successful multiplayer games, furthermore we have EVE-Online, which is using since years its market niece as only space based sandbox mmo to flourish.

    • Richard Cobbett says:

      Yes, but one that you can host personal universes on your own machine with if you prefer, and with an off-line single player component that can be made into a co-op game if you choose.

      • bluebomberman says:

        So do they plan to run their own servers and make it an MMO as well or are they just telling people to make their own private servers?

        • Richard Cobbett says:

          Both. There’ll be a main game with a dynamic economy and a load of player-focused stuff, but if you just want to play with your friends, you’ll be able to host a moddable version of it separately.

          • gschmidl says:

            Once again RPS lets me know exactly what I needed to. Sold, and sold. Thank you!

          • bluebomberman says:

            Well it’s certainly impressive from a tech standpoint and a consumer standpoint.

            But from an economic standpoint I wonder how it will all work. MMOs generally don’t let you run their own servers because they want your money. Maybe they’re relying mostly on client sales instead of recurring sub revenue and/or free-to-play item purchases?

            I guess it’s too early to speculate.

          • Joshua says:

            It worked for Freelancer.

            That’s usually all what people need.

          • Josh W says:

            They could even keep subs low, to keep a basic small crew and some servers going, then crowd fund each expansion and roll it out free to everyone with a copy of the game. That way they can keep the box cost of the game up, insure they get paid for their work in a sustainable fashion, and those people who’ve already paid for the game get content improvements at a very low cost.

      • LintMan says:

        Yes, but one that you can host personal universes on your own machine with if you prefer, and with an off-line single player component that can be made into a co-op game if you choose.

        The problem is: How much stuff of interest is there going to be for single players running in their own universe, given the “distinctly snippable” single player campaign and a “dynamic economy” driven by a single player? I’m guessing that it won’t be a lot: Designing and filling up a universe full of “theme park” stuff to do sounds big-budget-MMO expensive – especially when the much cheaper alternative is to focus on making multiplayer interactions drive the gameplay.

        • Ateius says:

          This is what I’d like to know. A big, high-fidelity, beautiful space sim with a honkin’ great universe to explore and all is right up my alley, but I despise human contact (or at least, I hate getting randomly ganked by griefers). How much content will I lose if I play in a “private” universe? I think I’ll go bother them for an answer …

          • Ritashi says:

            You’d probably lose most of the point if you just played in a private universe. Co-op with friends might be fun, I suppose. If it’s just griefers you’re worried about, then get full citizenship through the single player campaign and then hang out in well-policed areas.

      • Moraven says:

        So, kinda like Freelancer but with official servers. Sounds good. You could have some fun in Freelancer with some economy and reputation system. Also reminded me of a Tribes mod where it was a full RPG that saved your progress.

    • AmateurScience says:

      It sounds a lot like the Neverwinter Nights-style of multiplayer. So local hosting with custom modules and ‘open’ servers that you can drop into online too.

      Like Freelancer too for that matter. For me, that was a great way to implement multiplayer in this kind of game.

  17. The JG Man says:

    I think I’m going to need a bigger graphics card.

    You can watch a livestream by him now from GDC: http://uk.gamespot.com/shows/gamespot-live/?event=roberts_space_industries_gdc_panel20121010

  18. Lobotomist says:

    Freelancer 2

    Why nobody is making sequel to the only space game that managed to improve on ELITE, is really beyond me.

    Its still listed as one of the games most people would like to see sequel too. (Well aside from new ELITE , but I guess we will never see that too)

    • athlondi says:

      Two years ago Frontier had restarted Elite development, but I have not heard owt since then.

    • Caiman says:

      This looks very much like the plans Roberts had for the original Freelancer, before it was wrested from his control and scaled back – a game where you can quite happily play a single player game except there’s a living universe going on around you. I’d be pretty damned excited at the prospect.

  19. Paul says:

    I have never played space sim aside from 5 hours in Freelancer 10 years ago.
    I am ready to enlist however. Looks glorious.

  20. Gap Gen says:

    Getting a very BSG feel from this. Looks great.

  21. Hunchback says:

    So i guess getting very excited about this is only normal then, is it not?

  22. jrodman says:

    Can i play space trader, only without any other people in it?

  23. wodin says:

    Why does it say 10.10.12? I suddenly thought the single player game was out today!! Anyway I’m really looking forward to Squadron 42 and for probably the first time ever really interested in an MMO!

  24. Post-Internet Syndrome says:

    Give me this game.

  25. SanguineAngel says:

    I have an actual tear in my eye from reading/watching this article. This looks wonderous

  26. MagpieMcGraw says:

    Looks like notch has his work cut out for him.

    Also, “I am a PC game” pushes ALL THE BUTTONS!

  27. PatrickSwayze says:

    Just blew a hole in my pants.

    Man, this is the first time I’ve been excited for a game so far in the future for so long!

    Oh well as soon as their is any kind of access package I shall be firing my digits into the internet.

    Should coincide with the need for a new PC build too. (This year is just a graphics card year)

  28. Claidheamh says:

    I must have died and gone to heaven. Do not resuscitate.

  29. Dr_Barnowl says:

    Their website is completely buggered by all the hordes of drooling space-sim fans attempting to sign up. This is a good sign.

  30. Ratamacue says:

    As a massive fan of Wing Commander, Starlancer, and (to a lesser degree) Freelancer, I’m ecstatic right now, especially as this doesn’t seem like a simple rehash of his previous space sims. It looks like he’s actually trying to innovate (shock horror).

  31. buzzmong says:

    Christ on a bike. That looks glorious.

  32. Moni says:

    I was wondering how they managed to get it looking so good so early on, turns out it’s based on CryEngine. Maximum prettiness, etc.

  33. Risingson says:

    We, the people that like to play in small doses, whenever we want, and that usually means “not with friends or other people”, as I like to stop playing somehow randomly, don’t like this. But anyway. Chris Roberts. Yay.

    • Zenicetus says:

      I’m one of those people too, but it seems that there is a singleplayer mode. Although, that will require good writing and good AI design or it won’t be fun.

      Part of me is excited for this project, but another part wishes Roberts would pare down the ambitious feature list, and just create a solid singleplayer space game. Tack on a PvP arena for multiplayer if he has to, but just create an update of the classic cockpit-level space game and I’m sure it would sell. I’m not convinced all the rest is necessary, and it will just make the project more expensive and risky to pull off.

  34. MentatYP says:

    Argh… MMO! Why?!?!

    • FriendlyFire says:

      There’s also private servers and singleplayer with optional coop.

      Basically, it seems like every possible way of mixing single and multiplayer has been covered. Which is amazing.

    • RakeShark says:

      Chris said that the single player can be played offline if you choose so, playing single player online means that friends can hot-drop into wingman positions and help you out.

      As for the MMO part, I believe what was intended was that there’ll be a main server where the RSI team will pour most of their effort into, while providing some support (probably technical updates and packaged events) to those who want to run their own server, as was originally intended for Freelancer.

  35. AmateurScience says:

    On the subject of space-games. Anyone know what’s happened to X:Rebirth? It seems to have gone very dark.

    • Screamer says:

      You know I thought the same thing the other day. Thought it was out already but just have too much to play to go see what is happening.

  36. x1501 says:

    Any decent space sim that can be played cooperatively is guaranteed to get both my loyalty and my money. A simple fact the developers of the X series never seem to understand…

  37. squareking says:

    All the boners.

  38. Hanban says:

    This made me really happy. Yay!

  39. MOKKA says:

    I can’t say how much I wish this game to succeed.

  40. adamsorkin says:

    Single Player Narrative that lets you turn all the online off if you want to? Or not if you don’t…Excited.

    • wodin says:

      ???? No single player missions to do with the military and all sandbox turned off..it’s a tutorial at he end of the day for the main game the MMO..so far I’m dissapointed by the info I’ve managed to get hold of.

      It seems the SP is a side game tacked on…

      I’m holding off on any pledge until I hear definite what the SP entails..not just some military missions you can do and once the campaign is over you retire to the main event the open world MMO.

  41. Nallen says:

    Oh God the nerd chills. Why do I have to be aware of this for YEARS before I can play it?

  42. konrad_ha says:

    ….. aaaaaaaand the website’s down.

  43. Durkonkell says:

    I am quite possibly more excited about this than about any game uh… in history, I think. The question for me is not ‘shall I give them money?’ but rather ‘how much money shall I give them?’

    This project must not fail.

  44. Kollega says:

    I have an important question: can cats be among the good guys this time? One of the reasons i love the consolebox-based Ratchet & Clank series (HERESY, i know) is the fact that the main character is pretty much a bipedal cat-alien and at the same time a real goddamn hero.

  45. ThTa says:

    Yeah, alright, I absolve the gaming industry. It may have its (impossibly huge) share of idiots, especially these days, but when it can announce what will undoubtedly be the Greatest Piece Of Entertainment Ever around the same time it releases Dishonored and the new XCOM, it can’t possibly be anything other than a Good Thing.

    Either that, or someone accidentally opened a rift to another dimension where PC gaming’s legacy is actually valued more than whatever console game got the greatest returns last financial quarter.

  46. Arglebargle says:

    Roberts always wanted to make movies more than games. He spent most of his Wing Commander time shooting the cut scenes (and learning the ins and outs of directing). The programming and other elements were largely done by others on the team.

    Not so sure I am that enthused. Look at his Hollywood career. Not exactly a stellar resume, and a money losing one too, iirc.

    Always a bit suspicious of the ‘Return to Greatness’ theme of old creators returning to the fold. But, that ploy will always work at least once.

  47. ynamite says:

    TAKE MY MONEY!!! I want to be a citizen on/of/in your star today, mkay!?
    Excuse my upcoming French, but FUUUUUUCK! I’ve been waiting for something like this for far too long. I am so very excite!

  48. Ashbery76 says:

    Sounded good until I saw it was free to play.This is not Freelancer.

    • Kollega says:

      Just to brighten up your day (or darken it if you were just looking for a reason to complain), the game is “free-to-play” in the same sense Guild Wars 2 is. You still have to pay for the game itself, up-front, like in ye goode olde dayes.

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