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  • Star Citizen devs pay tribute to Oculus co-founder Reisse

    by 
    Jef Reahard
    Jef Reahard
    06.03.2013

    The Star Citizen team has posted a tribute to Oculus Rift co-founder Andrew Reisse, who died last Thursday after being struck by a car that was fleeing a crime scene. Here at Cloud Imperium Games, the moment we saw the Oculus Rift, there was no question that we had to support it. Here was technology that would allow the player to inhabit the game world like nothing before. Even better, it was another crowdfunding success story: like space sims, big publishers had decided VR was unprofitable, and here were gamers proving them wrong. We are extremely gratified by the support Oculus has provided our project since our launch. Like us, Andrew and his team dreamed of letting gamers experience their worlds like never before. Now the device he made possible is going to let gamers explore distant star systems with a level of realism no one ever believed possible. We hope that's a fitting tribute. The Oculus team has also posted a memorial and Reisse retrospective.

  • Stick and Rudder: The five types of Star Citizen guys

    by 
    Jef Reahard
    Jef Reahard
    06.02.2013

    I've been through my share of alphas, betas, and early release communities over the years, and without exception, every one of them is chock-full of the same five guys. Oh sure, these guys have hundreds of different forum handles, and in the case of a nostalgia-drenched core title like Star Citizen, some of them may even be old enough to know better. But they're still the same five guys. These guys are in the good pre-release communities and the bad, and while their passion is largely laudible, their busy-body forum hijinks are nothing if not high-lariously predictable.

  • 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!]

  • Stick and Rudder: Why all the love for Roberts and Star Citizen?

    by 
    Jef Reahard
    Jef Reahard
    05.19.2013

    I was talking with a gaming buddy recently who missed the whole space sim experience in the 1990s. He's a Star Wars fan and a real-life pilot pushing 40, so it surprised me to learn that he'd never heard of Wing Commander, Freespace, X-Wing, and the like. My jaw really hit the floor as our conversation turned to current games and I began to evangelize about Star Citizen and Chris Roberts. "Who's Chris Roberts?" he asked, with a straight face.

  • Star Citizen concept art shows off Orion III colony

    by 
    Jef Reahard
    Jef Reahard
    05.14.2013

    This time of night I've only got one thing on my mind, and that's dinner. Seriously, the Massively graveyard shift makes my stomach rumble. Fortunately Cloud Imperium is here to fill it up with some sweet, sweet Star Citizen concept art. The main course is a trio of gorgeous images from the former colony world of Orion III. Armitage, as the world was also called, was "the site of the farthest human colony from Earth... and one of the first targets of the Vanduul menace." After you've dined on the establishing aerial artwork, it's time for dessert in the form of some early sketches for specific planetary locations. Feast your eyes at the official Star Citizen website.

  • Star Citizen lifetime insurance clarified

    by 
    Shawn Schuster
    Shawn Schuster
    05.08.2013

    After a thank-you post on the Star Citizen site earlier this week clarified how lifetime insurance would work in the highly anticipated space MMO, a follow-up post was needed to further answer many of the fan questions. With the helpful use of graphs and bullet points, CEO Chris Roberts clarifies that LTI will apply to three different groups: Original backers who pledged before November 26, 2012; Veteran backers who pledged between November 26, 2012 and the launch of the new website; and regular ole backers who will have pledged after the new site launches. Be sure to check out the entire post by Roberts on his website for more information. [Thanks to Jon for the tip!]

  • Stick and Rudder: Star Citizen celebrates $9 million with Auroras, space suits, and LTI

    by 
    Jef Reahard
    Jef Reahard
    05.05.2013

    You know, Star Citizen occasionally seems too good to be true. Take this past week, for example. It saw not one, not two, but three major news releases focused on the fledgling space sandbox, all of which were well-received by most in the community and all of which generated even more buzz and positive word-of-mouth for Chris Roberts' crowdfunded juggernaut. I'm certainly not complaining, mind you; it's just that Cloud Imperium's game is doing a damned fine job of turning a cynic hardened by years of sub-standard MMO releases into a wide-eyed game-loving kid again. So let's talk after the cut about the Aurora, our new space suits, and lifetime insurance, shall we?

  • Star Citizen's Aurora revealed, Roberts explains further crowdfunding goals

    by 
    Jef Reahard
    Jef Reahard
    04.27.2013

    Star Citizen is still fairly early in its development stage, but at least one in-game asset has now officially passed through the entire design process. That element is the Aurora, which is Star Citizen's base ship and one that most players will use to begin their spacefaring careers. The Aurora was designed by Star Wars and Star Trek concept artist Ryan Church. The Star Citizen website is now chock-full of in-engine images and in-character design specs. Cloud Imperium is also running a limited promotion focused on a special model Aurora called the LX. CEO Chris Roberts explains the reasoning behind another fundraising initiative over and above his famously successful Kickstarter campaign. "Star Citizen is going to cost approximately $20 million to make. We have this covered already between the incredible funding we've received from you and the commitments from investors," he says. "But here's the truth: I've been holding off on closing investors because your commitment means we won't need as much money as we originally expected. Every dollar we make from crowdfunding means one less we'll take from outside investors." If you're not up to pledging for the spiffy new Aurora, though, don't worry. "You will be able to earn credits to buy this ship in game once we go live," Roberts writes. "So please do not feel obligated to do anything. Everyone has given more than enough. This is purely a "for the fun" sale/event to hopefully push our funding along." [Thanks Eric for the tip!]

  • Star Citizen's Roberts on business models, the PS4, and more

    by 
    Jef Reahard
    Jef Reahard
    04.23.2013

    Game Industry interviewed Star Citizen mogul Chris Roberts at last month's GDC 2013, and the resulting read features plenty of interesting nuggets for space sim fans and the Roberts faithful. He confirms a few things we already knew about SC's playable hangar demo scheduled for August, as well as the dogfighting alpha in December. He also shares how his team's shortened development schedule and modular process is adding up to a tighter, better game than could be made at a AAA studio. And if Star Citizen's ever-increasing crowdfunding totals are any indication, Roberts' audience is more than OK with the process. "We generated $800,000 in February alone, which is crazy," he said. "We don't even have a campaign going, we're not even selling new ships or anything, and we don't have a game." He goes on to guesstimate that his 150,000-odd early adopters are only five to 10 percent of Star Citizen's post-launch audience. "Ultimately that means I can make the same game for a fifth of the revenue, a fifth of the sales, and I can be more profitable, and I can exist on lower unit sales. I think that's good for gamers, because crowdfunding and digital distribution are enabling more nichey stuff to be viable." Roberts also hints at the future of SC's business model, likening it to that of World of Tanks. Finally, he has a few kind words for Sony's forthcoming PlayStation 4, and even says he'd consider putting SC on a console under the right circumstances. "The good news is that [the PS4] is essentially a PC, so that means PC owners will get much better ports of console games. I'm not a PC elitist by any means," Roberts explains. "If I could be on the PS4, and they were open, and I could do the updating and all the sort of stuff we're trying to do on Star Citizen, then I would definitely consider putting it on PS4 because it's essentially a PC with a friendlier operating system."

  • Stick and Rudder: Why Star Citizen's development model matters

    by 
    Jef Reahard
    Jef Reahard
    04.21.2013

    Chris Roberts' Star Citizen crowdfunding colossus exploded onto the gaming scene late in 2012 with a chip on its shoulder and a certain can-do attitude that resonated with gamers because of its conspicuous absence over the past decade. "I am a PC game, and I am a space sim," the game's trailer defiantly proclaimed. PC games and space sims, of course, were long past the prime of their 1990s golden years, according to most industry pundits, so how and why did Star Citizen make such a successful splash (over $8.5 million in crowdfunding as of press time, with an additional $5,000 to $10,000 gained on a daily basis)? More importantly why is the title's development model so integral to the future of gaming?

  • Some Assembly Required: Your guide to MMO sandboxes in 2013 and beyond

    by 
    Jef Reahard
    Jef Reahard
    04.12.2013

    Welcome to Massively's guide to MMO sandboxes in 2013 and beyond. I've collected the essential details on all the major sandbox titles releasing this year and in the near future in one easy-to-reference article. If you're wondering whether ArcheAge forces you to PvP, or if you can't tell The Repopulation from Origins of Malu, this is your post. I'll be updating it as game features are added, removed, or revealed, so be sure to use the comments to let me know if I've overlooked a particularly noteworthy item. Finally, I want to point out that this isn't an exhaustive list because of the sheer number of sandbox projects ongoing. For now, I'm choosing to focus on the ones that will be playable in 2013/2014 as well as the projects that have a big-name developer attached.

  • Cloud Imperium shows off Star Citizen character motion video

    by 
    Jef Reahard
    Jef Reahard
    04.09.2013

    Star Citizen's developers recently wowed us with an extensive look at the game's spaceship customization. Fortunately, the team isn't skimping on the title's character models either. A new video released yesterday demonstrates the range of motion for human avatars, and Cloud Imperium says that this is a good approximation of how characters will function in the finished game. The company also notes that the clip is "real-time, in-engine movement and not a pre-rendered video." Have a look after the break.

  • Stick and Rudder: A guide to Star Citizen's community

    by 
    Jef Reahard
    Jef Reahard
    04.07.2013

    Welcome aboard pilots, privateers, and pillaging pirate queens; you've found Stick and Rudder, the gaming press' first Star Citizen column! I'm putting all pretenses of objectivity aside today because I'm terribly frackin' excited for this game. That's why we're here, now, talking about it way out in front of its release. With all of this expectation comes the potential for massive disappointment, of course, but the good news is that Cloud Imperium is being pretty open about its development process. This has the added benefit of giving us lots to chew on while we sit through the agonizing months leading up to launch. Anyway, now that some of my fanboy gushing is out of the way, let's get down to brass tacks and carry on the time-honored Massively tradition of kicking off a new game column with a community guide.

  • The Daily Grind: Do you support Kickstarter projects you don't plan to play?

    by 
    Jef Reahard
    Jef Reahard
    12.20.2012

    Yesterday's news of Chris Roberts stumping for rival Kickstarter projects was interesting both for its subject matter and for some of the responses it provoked. It also got me to thinking about crowdfunding in general and its long-term future from a gamer's perspective. For every runaway success like Star Citizen, it seems there are a dozen projects that fail to meet their fundraising goals (and even more that offer up half-baked ideas, poorly communicated). The service does give passionate gamers a way to speak directly with their wallets, and it can neatly bypass the red tape inherent in game publishing as Roberts explained. It can also be a money pit, though, and I suspect that folks like Roberts who support multiple projects for the good of the industry are a rarity. What do you think, Massively readers? Assuming you pledge to Kickstarter projects, do you support only those you plan to play or are you backing multiple games in order to change the way games are made? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Star Citizen's Roberts supports Elite, Project GODUS, says you should too

    by 
    Jef Reahard
    Jef Reahard
    12.19.2012

    Star Citizen head honcho Chris Roberts may be busy heading up the revival of the space sim genre, but he's not too busy to make a case for a couple of high profile Kickstarter projects. In a lengthy post on SC's official site, Roberts shows his support for Elite: Dangerous and Peter Molyneux's Project GODUS and urges backers of Star Citizen to do the same. Roberts outlines a number of reasons why SC's overwhelming Kickstarter success has invigorated the dev team, chief among them the sense of satisfaction stemming from the ability to send a message "to the business and marketing machines that normally decide which games are made. You said they are not the taste makers for you, that you want your voice heard on what kind of game you play and you want to have a greater involvement and connection to the development of that game." Both Elite and GODUS are well short of their Kickstarter goals and nearing the end of their fundraising window. Roberts outlines what each game brings to the table and even touches on Molyneux's tendency to over-promise and under-deliver before ultimately concluding that Elite and GODUS are worthy of support for both gameplay reasons and the opportunity they're affording gamers to continue changing the industry. With crowdfunding you cut the middle man out. No retailer. No publisher driven by the demands of its shareholders for quarterly profits. Instead you build the game directly for the audience that wants the game for the right reasons -- because they want to play it. This is an exciting shift in the dynamic and something gaming needs unless everyone wants no other choice other than to buy yearly sequels to one of a limited number of gaming brands that the big publishers focus on. [Thanks to Ken for the tip!]

  • Roberts shows off Star Citizen's Freelancer ship

    by 
    Jef Reahard
    Jef Reahard
    12.10.2012

    Even though Star Citizen's official fundraising drive ended a while back, the title continues to rake in donations from interested space sim fans (over 100,000 of them in fact). Chris Roberts' sandbox multiplayer title has topped $7 million in pledges and to help celebrate, the devs have released a brief clip starring Roberts and concept artist Jim Martin. The pair spend a couple of minutes chatting up the prototype MISC Freelancer ship, which is a community-approved design that is currently transitioning to the 3-D modeling stage. Check out the clip in its entirety after the cut.

  • Star Citizen's ship insurance explained

    by 
    Jef Reahard
    Jef Reahard
    11.27.2012

    If you've been wondering how ship insurance works in Star Citizen, the game's latest comm link update is for you. Cloud Imperium says that SC's insurance system will ensure that your ship will be replaced "and/or its modifications and cargo will be subsidized should you be destroyed in a fight or accident." The costs will be "a relatively small part of your regular in-game expenses" (think landing fees, trade tariffs, fuel costs, etc.). Insurance policy upgrades based on risk levels will also be available. Players who pledged to support Star Citizen prior to November 26th will have lifetime insurance on their pledge ships, though it's worth noting that the lifetime coverage does not extend to mods or cargo. There's much more to read about SC's insurance system, so head to the game's official website for that as well as an update on customer service and stretch goals.

  • Star Citizen finishes gaming's biggest crowd-funding drive ever

    by 
    Jef Reahard
    Jef Reahard
    11.19.2012

    "The traditional publishers don't believe in PC or space sims. Venture capitalists only want to back mobile or social gaming startups," wrote Chris Roberts back during Star Citizen's October reveal. "I say they're wrong. "I say that there is a large audience of PC gamers who want sophisticated games built for their platform." Boy, was he right. As of 2:00 p.m. EST, the game has secured over $6.2 million and over 89,000 pledges. Star Citizen is now the highest-grossing crowd-funded gaming project ever, and more importantly it has met a laundry list of stretch goals over and above its initial $2 million target and unlocked a slew of additional features (including more ships, star systems, mod tools, base types, and voice-acting). Roberts' Cloud Imperium firm has also released a new video that shows off some very early spaceport test footage. Click past the cut to get a look at the work-in-progress environment inspired by the concept art above.

  • The Firing Line: Star Citizen shouldn't be EVE with joysticks

    by 
    Jef Reahard
    Jef Reahard
    11.16.2012

    I've been spending a lot of time on Star Citizen's forums of late. And when I'm not doing that, I'm replaying Wing Commander, Wing Commander II, and Privateer (thanks GoG) and generally wetting myself with excitement for Chris Roberts' newest space sim. The one thing that gives me pause, though, is the unsavory player type that SC is already attracting. You know the guys I mean. They're PvPers, which is great, but they can't type a sentence on a message board without using the word carebear a minimum of three times while making sweeping generalizations about the playstyles, sexual orientation, and parentage of any and all who dare to disagree with them about what makes gaming fun. That said, I like PvP and plan to engage in Star Citizen's version of it. I'm not naive enough to think that the no-holds barred nonsense being advocated by some in the game's pre-release community will result in anything other than a niche title, though.

  • 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%