Posts Tagged ‘Roberts Space Industries’

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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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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Star Citizen Advertises Imaginary Spaceships

By Jim Rossignol on June 24th, 2013.


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.
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Chris Roberts On Life After Crowdfunding, Games Vs Film

By Nathan Grayson on February 20th, 2013.

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.

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Space Loot: Star Citizen Has All Of The Money

By Adam Smith on November 19th, 2012.

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.

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