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  • Come sail away with this ArcheAge ship preview video

    by 
    Justin Olivetti
    Justin Olivetti
    04.29.2014

    It seems as though there is a lot of buzz around ArcheAge's watercraft, although this impression may be caused by Massively's Jef running up and down the halls screaming, "They have rooooowboaaaaats!" on the half-hour. However, if you haven't seen what this upcoming title has in store with ships, check out the following video preview that demos several types, from small to big. Aly and The Professionals say that there can be a lot of fun on these "party boats;" however, "you should be aware that parties on the sea include being jumped by sea creatures, pirates, and over-excited guildmates who take full advantage of character collision by pushing you overboard." Give these crafted ships a watch after the break!

  • Stick and Rudder: On crowdfunding and 'dev abuse'

    by 
    Jef Reahard
    Jef Reahard
    04.20.2014

    The DFM PAX reveal came and went, and it was exactly what I expected: full of bugs befitting an alpha state and still absolutely stunning in terms of its potential. And that's all that really needs to be said about that, at least until we get our hands on it in the comfort of our own homes! I'm more interested in riffing off some of the trollish behavior from the pre-PAX backer-only gala. If you watched the full presentation, you probably know what I'm talking about. If you didn't, well, it was basically drunks being drunk, but it leads into something I've wanted to talk about for a while, which is mass appeal, niches, and the gaming industry viewed through the prism of Star Citizen.

  • Stick and Rudder: Five more space sims to fill the Star Citizen void

    by 
    Jef Reahard
    Jef Reahard
    03.23.2014

    A few months back I put together a list of my favorite space sims in an effort to pass the time remaining until Star Citizen's release. Well, that release is still a ways off, even though we are scheduled to get our grubby little space mitts on the dogfighting module next month. I'm in the mood to pew pew right now, though, and if you are too, here are a few more classic games to help fill the void.

  • Stick and Rudder: Getting perspective on Star Citizen's development

    by 
    Jef Reahard
    Jef Reahard
    03.09.2014

    I recently spent a week enjoying the hell out of Elite: Dangerous. CCP's Valkyrie project -- a virtual reality EVE Online riff powered by Oculus -- is apparently far enough along to merit public demos and a slow-burning hype train. And Star Citizen? Well, I can still solo around in my hangar, fitting ship guns and firing them at cardboard targets. I bring all this up not to pile on Cloud Imperium. On the contrary, I'm OK with SC's development pace, and if you're on the world side of the world-vs.-game debate, you should be OK with it too.

  • Stick and Rudder: Star Citizen's backlash effect

    by 
    Jef Reahard
    Jef Reahard
    02.23.2014

    Can someone help me understand the Star Citizen backlash effect? I mean, seriously. If Chris Roberts and his Cloud Imperium developers announced that the game's next stretch goal was a cure for cancer, the first comment on the resulting news article would be some variation on "bullsh#@!" Followed closely by "that's not possible" and "feature creep!" My question, though, is why?

  • Stick and Rudder: OK, so Star Citizen might be a PvP game

    by 
    Jef Reahard
    Jef Reahard
    02.09.2014

    A few weeks ago I outlined why I think Star Citizen is more a PvE title than a PvP title. I'm sure most of you disagreed, so this week I'd like to examine the other side of the debate. Sorta. See, I still think SC is mostly for PvE types, given Chris Roberts' design sensibilities, but I also went back and studied the Roberts PvP quote highlighted in the previous piece as well as the full wall o' text that surrounded it. Roberts, according to that interview, believes that SC will be both a PvE and a PvP game. Fair enough. We often hear devs speaking grandly in the pre-alpha stages of a project and swearing up and down that it's going to make everyone happy. Can it really, though?

  • Stick and Rudder: It's the Massively Star Citizen guild

    by 
    Jef Reahard
    Jef Reahard
    01.26.2014

    I love me some guild management tools, which is strange since I don't manage guilds all that often. It's a bit of work, see, as one look through the titles and topics in our Guild Counsel category will make clear. At any rate, I can't stop playing around with Star Citizen's recently launched Organization stuff.

  • Stick and Rudder: Five reasons Star Citizen isn't a dedicated PvP game

    by 
    Jef Reahard
    Jef Reahard
    01.12.2014

    Is it just me, or does a new PvP-vs.-PvE fight break out on the Star Citizen forums every five minutes? In fairness to everyone involved, the jousting we've seen over the past few months is pretty typical of every early adopter MMO community. There's plenty of preening, pseudo-intellectualism, and outright trolling on both sides of the aisle as two player groups make their preferences known early and often in a blatant attempt at influencing game developers to develop something more to their liking. With Star Citizen, though, and with the all-PvP-all-the-time crowd in particular, I'm constantly left wondering whether these people have bothered to research the game they're backing.

  • Designing Star Citizen's MISC Freelancer

    by 
    MJ Guthrie
    MJ Guthrie
    12.30.2013

    Last December, Star Citizen showed off the prototype for the MISC Freelancer ship, a transport vessel with a community-approved design. Now, virtual pilots can take a slideshow stroll through the artistic development process that has gone into taking this ship from concept to final product over the past year. Check out the early renderings and the newest images while following along with the written narrative where developers discuss everything from basic features (like cargo hold placement and weaponry) to the minute details of interior decorations (like the style of seats installed). With 33 panels of images in this Work In Progress update, it's almost like getting a personal tour of the ship.

  • Stick and Rudder: 2013's essential Star Citizen stories

    by 
    Jef Reahard
    Jef Reahard
    12.29.2013

    What say we recap 2013 from a Star Citizen-focused perspective? It was a huge year for Cloud Imperium's space sim sandbox, and no, I'm not just talking about the ever-increasing crowdfund windfall.

  • Stick and Rudder: Star Citizen and The Phantom Menace

    by 
    Jef Reahard
    Jef Reahard
    12.15.2013

    It's May 1999 and nearing midnight. My best friend and I are standing in a swollen, sweat-soaked line of humanity that snakes through a movie theater lobby, out into the overstuffed parking lot, and around back of the palatial building. Imperial stormtroopers mill through the crowd. Kids armed with plastic lightsabers duel their friends, their parents, and armies of imaginary opponents. Nerds share pizza deliveries with strangers, and the whole enterprise is steeped in an air of electric expectation more akin to a championship football game than an evening at the cinema. And then my buddy turns to me and says, "What if it sucks?"

  • Stick and Rudder: The best bits of Star Citizen's Thanksgiving livestream

    by 
    Jef Reahard
    Jef Reahard
    11.28.2013

    Cloud Imperium hosted another lengthy Star Citizen livestream this week, and if you missed it, well, so did nearly everyone else who has a nine-to-five job. This particular shindig was some 20 hours shorter than the last one, but there were nonetheless plenty of interesting details to digest. If you want a blow-by-blow summary -- and you don't share my aversion to Reddit -- here you go. If you want my personal highlights, click past the cut.

  • Stick and Rudder: How to be an informed Star Citizen

    by 
    Jef Reahard
    Jef Reahard
    11.17.2013

    Massively's podcast fielded a listener question about Star Citizen and various other Kickstarters a couple weeks back, and while I answered it on our weekly show, I'd like to expand on it in more detail here. Call it a public service for people who are mildly interested in Cloud Imperium's space sim but not interested enough to scarf up the considerable amount of news flowing out of the studio these days. The question, in a nutshell, was how can a 30-person dev team make a triple-A title. There was more to it, including the usual concerns about crowdfunding, trust, and bits about investing vs. donating, but the dev team portion is the portion that I want to highlight.

  • Stick and Rudder: What if Star Citizen fails?

    by 
    Jef Reahard
    Jef Reahard
    11.03.2013

    As Star Citizen's crowdfunding totals spiral ever higher, so too do the cries of the naysayers, negative nancies, and the ne'er-do-wells who seemingly exist to rain on the space sim sandbox's parade. Some of this hand-wringing is probably justified since with each new stretch goal, fan expectations for SC increase exponentially. Regardless, what the game has already accomplished is worth celebrating, and two of the most common reasons I've seen cited for remaining skeptical simply don't make sense.

  • Google's mysterious San Francisco barge may host a modular showroom (video)

    by 
    Jon Fingas
    Jon Fingas
    11.01.2013

    For roughly a week, San Franciscans have been speculating about a mysterious, Google-owned barge moored off Treasure Island. Is it a secret lab? A parking lot for autonomous cars? According to sources speaking to local TV station KPIX 5, the truth is slightly less exciting -- if still very strange. The containers onboard the ship are reportedly for a modular Google X showroom with a party deck for VIPs on top. The company could reassemble its venue anywhere in the world, letting it pitch technologies like Google Glass without having to rent a building... or find solid ground, for that matter. Just don't expect to pay a visit any time soon. The tipsters claim that the project is on hold for various reasons, including a need to comply with naval regulations. Google isn't commenting on the barge's true purpose; however, you're more than welcome to present alternative theories in the comments.

  • Stick and Rudder: Ten space sims to fill your Star Citizen void

    by 
    Jef Reahard
    Jef Reahard
    10.20.2013

    This week I'd like to throw around a few ideas for enjoying yourself in Star Citizen's absence. Yeah, there's the hangar module, and it's pretty spectacular for what it is. But after dorking around in cockpits and doing a few I'll-be-in-my-bunk Jayne Cobb impersonations as I wedge my avatar into my Aurora's sleeping compartment, I ache to spool up those engines and go somewhere. Fortunately there are a ton of worthy space sims that we can use to while away the next couple of years. Or the next couple of months, because dogfighting alpha!

  • EVE Evolved: Fitting Heavy Assault Cruisers in Odyssey 1.1, part 2

    by 
    Brendan Drain
    Brendan Drain
    09.15.2013

    EVE Online recently revamped all of the Heavy Assault Cruisers in its Odyssey 1.1 update, in addition to buffing active shield boosters and armour repairers and rebalancing medium beam lasers and railguns. Last week I put together a new brawler setup for the recently revamped Deimos, a sentry drone sniper fitting for the Ishtar, an extremely effective anti-frigate Cerberus setup, and a sadly underwhelming railgun Eagle. This week I've turned my attention toward the Amarr and Minmatar HACs, with some surprising results. The Zealot and Sacrilege are still as powerful as ever, and the Muninn may see some use as a tactical frigate sniper, but this patch could see many players retiring their Vagabonds. The nano-fit Vagabond was once the unrivaled number one ship for lone pirates, able to speed-tank anything larger than a frigate and still deal over 500 DPS. It engaged safely from outside web range, moved too fast for turrets to track, and absorbed any attacks that did hit with its sizable buffer tank. When CCP made warp scramblers knock out microwarpdrives, Vagabond pilots adapted with dual propulsion module fits that use a microwarpdrive to approach the target and an afterburner to orbit. Unfortunately, the Vagabond didn't fare well in the Odyssey 1.1 patch and players aren't sure if they can adapt this time. In this week's EVE Evolved, I put together PvP setups for the at the Zealot, Sacrilege, Muninn, and Vagabond Heavy Assault Cruisers.

  • Stick and Rudder: On Star Citizen's so-called 'feature creep'

    by 
    Jef Reahard
    Jef Reahard
    09.15.2013

    I'm going to address the allegations of "feature creep" in Star Citizen this week before misperceptions get further out of hand. If you haven't been following the sci-fi space sandbox in recent weeks, note that Chris Roberts and Cloud Imperium unveiled the title's $20 million stretch goal several days ago. Said goal is FPS combat on select lawless planets, but to hear some armchair developers tell it, Roberts is jumping the shark and gunning for PlanetSide 2 instead of simply adding some instanced bells and whistles onto what's affectionately known as the best damn space sim ever (BDSSE). If you're a Star Citizen backer or enthusiast, you already know everything I'm about to type. If you're casually lurking on the periphery of the game's fandom, though, join me after the cut for the most complete SC crash course that 1,700 words can buy.

  • Stick and Rudder: On Star Citizen's cash shop

    by 
    Jef Reahard
    Jef Reahard
    09.08.2013

    Remember last time when I said that Cloud Imperium's decision to release a playable pre-alpha Star Citizen module was a risky move? Forget that. I mean, it still kinda was, but this particular story had a happy ending. Star Citizen's first public-facing in-game deliverable has been live for over a week now, and for all intents and purposes it was a smashing success.

  • Stick and Rudder: Star Citizen's risky hangar module reveal

    by 
    Jef Reahard
    Jef Reahard
    08.25.2013

    Man, I'm excited for next Thursday! Not because it's the day before Friday -- although that's pretty great, too -- but because we're going to get our hands on the first official release of Star Citizen. Chris Roberts called it the "baby Star Citizen" during last night's Gamescom love-in, which you should watch if you'd like to see the Cloud Imperium crew overwhelmed by the rock star treatment it received from the backers who journeyed to Cologne. Anyway, the hangar module! The devs have been showing it off to fans and press, and if initial reactions are anything to go by, it's going to be a successful mini-launch. It's still a risky move, though.