Posts Tagged ‘Star Citizen’

Star Citizen Has All Your Money, Alpha Test Expands

By Graham Smith on October 28th, 2013.

I hope it's better than the Wing Commander movie.

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.
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Star Citizen Will Apparently Look This Good On Your PC

By Nathan Grayson on October 23rd, 2013.

Albeit from a less, er, flat point of view.

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.

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Space Face: Star Citizen Passes $22m, Gets Car Commercial

By Nathan Grayson on October 15th, 2013.

Like many people, space ships also often dream of being Super Man when they grow up.

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.

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New Adventures In Hi-Fi: Some Screenshots

By Duncan Harris on October 8th, 2013.


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.
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Star Citizen Smashes $20m, Adding First-Person Combat

By Nathan Grayson on October 1st, 2013.

Imagine this, only on planets and with guns and in first-person and not actually like this at all.

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.

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It Burns Brightly: Star Citizen ‘Sizzle’ Trailer

By Craig Pearson on September 27th, 2013.

Top left. I'd recognise those pixels anywhere.
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?
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Star Citizen’s $20m Goal: First-Person Combat

By Jim Rossignol on September 9th, 2013.


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!”

Yes, having $20m means they’re going to throw in an additional planetary FPS segment for free. Not sure that’s really the best idea, since FPS isn’t really their focus (although there is apparently some ship boarding action planned) – obviously this will be made easier by it having Cryengine tools and first person walky bits like the hangar – but it’s interesting to see them go in this direction. Man, this game’s genesis is going to be one to follow, isn’t it? Time to stock up on popcorn, one way or another.

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Engines ‘Ere: Star Citizen Hangar Module Is Out

By Craig Pearson on August 30th, 2013.


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.
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Wing Bystander: Star Citizen (Kinda) Playable Next Week

By Nathan Grayson on August 23rd, 2013.

Garages are always more exciting in space.

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.

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Chris Roberts Explains Star Citizen’s Economy

By Jim Rossignol on July 8th, 2013.


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.
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Star Citizen Certainly Has Some Spacecrafting

By Jim Rossignol on July 1st, 2013.


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.

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