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  • Cloud Imperium unveils Star Citizen hangar module

    by 
    Jef Reahard
    Jef Reahard
    05.20.2013

    Cloud Imperium has taken the wraps off Star Citizen's hangar module, a standalone app that's scheduled to be released to early adopters later this summer. Pledgers will get a chance to walk through their hangars and ogle their pledge ships, as well as climb inside them and invite their friends over for a spaceship-themed soiree. The hangar module is "about 50 percent fleshed out right now," according to the spiffy Cloud Imperium video tour that you can watch after the cut. [Thanks Eric!]

  • Star Citizen cargo ship boasts functioning interior, detachable fighter

    by 
    Jef Reahard
    Jef Reahard
    11.16.2012

    Remember those old ship blueprints that came folded in your Wing Commander box circa 1991? No? Well, get off our lawn. Assuming you do remember them, or assuming you're as excited as we are about Chris Roberts' new Star Citizen space sim, you'll probably get a kick out of some images just released on the official site. The site has a preview interview and accompanying concept gallery that features a player ship called the Constellation Mark III. There are plenty of schematic views, lore-appropriate statistics, and of course renders of both the interior and exterior of the craft. Yep, apparently that answers the question as to whether or not we'll be able to walk around inside some of Star Citizen's ships, as many of the renders show off everything from the cockpit to living quarters to various observation decks and stations. Oh, did we mention that the Constellation boasts its own detachable star fighter? Roberts also puts to rest any notions of Star Citizen being a typical combat-only shooter. One of his goals is to let you actually look at the cargo in your ship's hold while you're in space. "There's a big focus on simulating and showing everything that you would imagine to be inside and functioning on a spaceship in Star Citizen," he explains. "So if you're hauling it you should see it in your hold (if you can walk back into your hold), if you activate a system, you should see your pilot avatar lean over and switch it on, and so on." The images come courtesy of Ryan Church, a familiar name to sci-fi geeks thanks to his concept art work on the Star Wars prequels. [Thanks to Eric for the tip!]%Gallery-171150%

  • Age of Wulin sandbox to feature accurate real-world locations

    by 
    Jef Reahard
    Jef Reahard
    06.26.2012

    How would you like to know a bit more about the setting, landscapes, and historical background in Age of Wulin? Yeah, it sounded cool to us too, which is why we're bringing you the highlights of the latest press release from gPotato. The free-to-play firm is publishing Snail Games' upcoming martial arts MMO in Europe (it's also coming to North America as Age of Wushu), and it says that the game and its expansive world is inspired by over 2,000 years of Chinese legends. The Wuxia and kung-fu genres are major influences, of course, so AoW takes place during the early years of the Ming Dynasty, when China's martial arts culture was at its peak. If you missed our E3 preview, you should know that the game is a skill-based sandbox featuring eight distinct combat schools and plenty of novel non-combat mechanics. The game also boasts upwards of 40,000 NPCs inhabiting 27 regions that stretch across 130 square kilometers. This is a free-roaming open-world title, too, where explorers can visit real locations like Beijing or even the developers' hometown of Suzhou. Want to walk the Great Wall? You can, along with a Shaolin Monastery, the Wudang mountains, and dozens of other locations. gPotato says the devil is in the details, so the devs have "studied and analyzed old maps, plans, and blueprints in order to reconstruct real places in game with the greatest accuracy possible." If you missed the game's North American launch trailer, we've embedded it for you after the break. [Source: gPotato press release]

  • ArcheAge housing, ship construction, labor system detailed

    by 
    Jef Reahard
    Jef Reahard
    05.09.2011

    New details regarding ArcheAge's extensive non-combat gameplay have emerged, and AAportal.net has a three-part breakdown of the game's labor system, ship-building, and house construction mechanics. The labor system ties ArcheAge's various crafting, gathering, and construction sub-systems together under one umbrella and provides the player with a pool of labor points that power most of the activities. The points accrue at fixed intervals (whether you're online or not). There also appears to be some delineation in the point possibilities afforded to high-level users and their low-level counterparts (AAportal cites "more luxurious activities" like dance parties as possible labor point expenditures for more advanced players). Ship construction will necessitate a group effort due to the considerable resource requirements. Hull plans are purchased from NPCs and activated at the shipyard, at which point the player will see a basic frame in drydock. After players deposit the requisite resources and set the payment for their NPC workers, enterprising ship captains will be able to view the construction process. Sailing a ship involves factors ranging from tidal currents, to wind strength, to the angle of the mast, as well as managing your player crew (each member of which has a distinct job on the ship). Housing is similarly involved, with yards, farms, and furniture crafting available. Houses can also be built anywhere in the world and come in various types, sizes, and architectural styles. Head to AAportal.net for all the details.