space-sim

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  • Stick and Rudder: How dare you spend money on Star Citizen!

    by 
    Jef Reahard
    Jef Reahard
    07.14.2013

    I've got to perform a public service this week because there's a certain subset of our audience that simply doesn't get Star Citizen. Granted, taking the time to explain things to trolls may do nothing but invite additional trolling, but hey, at least now I'll have a handy link to copy/paste any time I see some of the how-dare-you-bankroll-Star-Citizen bellyaching going forward. And no, today's column isn't addressed to you personally. If you think it is addressed to you personally, though, that's probably a good indication that you should do what well-adjusted people do and refrain from continually posting about games you don't like!

  • The Game Archaeologist: Wing Commander Online

    by 
    Justin Olivetti
    Justin Olivetti
    07.06.2013

    Like many gamers who grew up playing the popular titles in the 1990s, Massively's Jef is understandably excited that Chris Roberts, creator of Wing Commander, is working on an original space sim MMO called Star Citizen. Jef is so thrilled, in fact, that he started a column anticipating the title. Jef's not alone; it seemed as though half of the internet went bananas when Roberts came out of the woodwork to announce his title and ask for a few coppers for funding. He got more than just a few, as gaming nostalgia is one of the most powerful forces known to mankind. Even if it can't be Wing Commander in name, gamers reasoned as they plunked down their money, it could be the Wing Commander MMO in spirit. Interestingly enough, there was an actual effort made to bring the well-known franchise to the MMO table back in the late '90s. A pair of projects, Wing Commander Online and Privateer Online, promised the thrills of the hit space saga with the expanse of the online gaming world. What happened and why aren't we playing one of these games today? Find out on this exciting episode of The Game Archaeologist!

  • Stick and Rudder: The best bits of Star Citizen's 24-hour livestream

    by 
    Jef Reahard
    Jef Reahard
    06.30.2013

    There are livestreams, and then there are livestreams, and Star Citizen's 24-hour marathon that concluded yesterday was a prime example of the latter. The event was crammed full of developer roundtables, celebrity cameos, and enough internet spaceship shenanigans to keep me watching for far longer than I originally intended. Cloud Imperium revealed several new spacecraft, along with additional stretch goals that blew my mind, plenty of slickly produced videos, concept art, and more.

  • Stick and Rudder: On Star Citizen's E3 absence

    by 
    Jef Reahard
    Jef Reahard
    06.16.2013

    So E3 happened this past week. If you're a Massively regular, you're no doubt aware of that since we spammed up our front page and your RSS feed with gobs of hands-on coverage including everything from racing games to The Elder Scrolls Online. One thing we didn't cover was Star Citizen, because thankfully, Cloud Imperium's upcoming space sim sandbox didn't bother with an official E3 presence.

  • 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.

  • 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.

  • 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?

  • Score-based spinoff 'Strike Suit Infinity' coming on Apr. 30

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.23.2013

    Born Ready Games has announced a new standalone "Strike Suit" game, coming to PC via Steam on April 30. The score-driven Strike Suit Infinity jettisons most of the objectives of the original Strike Suit Zero, save for the obvious one: shoot things in space.Strike Suit Infinity recognizes success by placing you higher in competitive leaderboards, and hopes to augment the destruction of enemy spaceships with extrinsic rewards like points, chains, multipliers and credits to purchase reinforcements.This $7 deal nets you an infinite number of interstellar vehicles, and the eternally relevant reminder that they, as with all things in outer space, are coming to kill you. %Gallery-186594%

  • 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?

  • 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 makes final crowd-funding push, dogfight video released

    by 
    Jef Reahard
    Jef Reahard
    11.13.2012

    There's less than a week to go in Star Citizen's crowd-funding push, and Chris Roberts has produced a new video short in which he challenges space sim fans to help his company over the $4 million hump. If the new stretch goal is met, it will allow for more mod tools, an expanded version of the Squadron 42 single-player component, and a larger free-roam universe for the multiplayer game, which is apparently still two years away. Roberts has also released an early gameplay video showing off a cockpit view, wingman AI, and a brief dogfight. He says the video is far from representative of the final product but useful for gauging the progress of Star Citizen's advanced AI system. "The Squadron 42/Star Citizen pilot AI will be the most sophisticated AI that I've attempted on any of my games. My goal is to take the ideas that I pioneered with Wing Commander and later games -- distinct personalities, dynamic learning, signature moves -- to the next level with the power of modern CPUs," Roberts explains. See both videos in their entirety after the cut.

  • Star Citizen crowd-funding tops $3 million with 10 days to go

    by 
    Jef Reahard
    Jef Reahard
    11.09.2012

    The news keeps getting better and better for fans of Chris Roberts' new Star Citizen space sim. Cloud Imperium just issued a press release trumpeting the fact that SC's crowd-funding initiatives have surpassed $3 million with 10 days to go. The company initially launched a self-managed fundraiser on its own website that has generated over $2 million in pledges to date. This was supplemented by a Kickstarter drive that has taken in over $1 million. Roberts' pre-alpha demo reel has attracted nearly 45,000 backers as of press time, and the Wing Commander creator says that the crowd-funding success will allow the dev team to work on additional features. "This is extremely exciting for me and our team because it will enable us to create the game we've been talking about to our fans over the past month," Roberts explained. "But we can do even more. I'm still hoping that we'll reach four million dollars before we close. This will allow us to do more sooner, especially on things like our modder tools." Cloud Imperium has also announced a pledge referral program to help reach its new $4 million goal. [Source: Cloud Imperium press release]

  • MMO Blender: Jef's SWG/Star Citizen mashup

    by 
    Jef Reahard
    Jef Reahard
    10.26.2012

    Thus far I've managed to keep my nose out of Massively's MMO Blender column. This is primarily because I don't need 1000 words to describe the ideal MMORPG when a short phrase like "Star Wars Galaxies minus the IP" basically sums everything up. That said, something happened a couple of weeks ago that caused me to expand on this idea. Chris Roberts returned to the ranks of gamemakers, and when he announced his Star Citizen multiplayer title (which I desperately hope he renames, incidentally), it set in motion an MMO flight of fancy that I would love to experience.

  • Star Citizen achieves Kickstarter goal with 26 days to spare

    by 
    Jef Reahard
    Jef Reahard
    10.24.2012

    Chris Roberts' Star Citizen title is well on its way if the project's Kickstarter performance is any indication. Wait, Kickstarter? Didn't Roberts set up a crowd-funding initiative directly on the game's official website earlier this month? Why, yes, yes he did, but due to the overwhelming demand generated by thousands of starving space sim fans, the site had trouble handling all the traffic. Roberts Space Industries thus opened an ancillary Kickstarter project with a $500,000 target. When coupled with the $1.3 million raised so far on the main site, Star Citizen is within striking distance of its original $2 million goal with a lot of time left on the clock. Check out yesterday's Massively Speaking podcast for an interview with Chris Roberts himself.

  • Star Citizen crowdsourcing moves to Kickstarter

    by 
    Justin Olivetti
    Justin Olivetti
    10.18.2012

    Are you excited about Chris Roberts' Star Citizen project? Get in line, space jockey: Roberts said that "overwhelming response" to the proposed space sim ended up crashing the game's site. As a result, he launched a Kickstarter campaign to continue raising funds for the game. The good news for interested parties is that the game is already halfway to its fundraising goal, as one out of two million dollars has been raised through pledges. The Star Citizen Kickstarter is attempting to pull in $500,000 by November 19th. For his part, Roberts is bowled over: "It's a testament to the will power of our amazing fans. At a time when most would have given up, some dedicated fans kept trying to log on and eventually were able to get through and make a pledge. We appreciate all those efforts, and now with Kickstarter, we believe we have an answer for everyone." [Source: Cloud Imperium press release]

  • Star Citizen FAQ outlines modding, micropayments, hardware requirements

    by 
    Jef Reahard
    Jef Reahard
    10.17.2012

    If you're looking forward to Chris Roberts' new Star Citizen title, you'd best be saving your pennies for a PC upgrade. Much like Roberts' 1990s-era Wing Commander series, the new game will push the limits of your hardware, this time courtesy of the CryEngine 3. The space combat sim's website has updated with a new FAQ that outlines the game's projected system requirements (it recommends an i7 CPU and a GTX 670 or better graphics card, but keep in mind that launch day is two years away). The FAQ also mentions Star Citizen's modding philosophy and its payment model. Modding is encouraged, as Roberts says that players are free to tweak the game however they wish on private servers. The devs also "hope to institute a mod approval process that will allow the best of the best player-created ships and other additions to be integrated into the central persistent world as well," according to the FAQ. In terms of payments, you'll need to buy the game initially and that's basically it. There will be no monthly fee, though "some in-game items may be available as microtransactions." Unlike most free-to-play titles, Star Citizen's cash shop "will never sell anything that can't be acquired through honest (and fun!) gameplay."

  • Chris Roberts returns with open-world Star Citizen sandbox

    by 
    Jef Reahard
    Jef Reahard
    10.10.2012

    It's a good day to be a hardcore gamer, folks, particularly if you grew up playing Wing Commander, Freelancer, or any number of similar PC-exclusive space sims. Genre heavyweight Chris Roberts has finally unveiled his new project, and it looks to be a sprawling open-world title called Star Citizen. Roberts has released an 11-minute video detailing various aspects of the ambitious game (it's been in development for a year now), which include a co-op fighter pilot campaign and a huge Freelancer-style cosmos that allows players to pursue their own goals. Wanna be a pirate? Go ahead. A trader? Sure thing. Oh, you want absurdly immersive details like full working cockpits, flightsuit wrinkles, and physics-based spaceflight too? You got 'em. "I'm building the game, and a universe, that I would like to play, so it's for gamers like myself," Roberts explains. "I wouldn't say that I'm a social, casual gamer who plays Farmville. I like sophisticated experiences." Roberts goes on to explain why he's chosen the route of PC-exclusive in an era when consoles and mobile platforms are all the rage, and he also touches on the subject of crowd-funding. His goal is a relatively modest $2 million, and he's aiming to achieve it directly on the game's own website rather than via a third-party intermediary like Kickstarter. He's also got quite a bit of in-engine footage to show already, and you can see it in the clip after the cut. Is Star Citizen an MMO, though? That's hard to say at this juncture. We know it's massive in scale, and we know it's multiplayer, but thus far we don't know much about the server setup or how many concurrent users are in the cards. [Thanks to Scott for the tip!]

  • Some Assembly Required: A look at Vendetta Online

    by 
    Jef Reahard
    Jef Reahard
    02.17.2012

    The setup is pretty familiar. It's an MMO, it takes place entirely in outer space, and your avatar is your spaceship. There's a lot of trading, a lot of missioning, and PvP if you want it -- possibly even if you don't. Crucially, there's freedom to go your own way and precious little hand-holding. It's clearly inspired by Elite, and there's a fair bit of the X series in there as well. Nope, I'm not talking about EVE Online but rather Vendetta Online, an indie sandbox MMORPG that actually has more in common with classic space-trading sims than it does with CCP's New Eden.

  • First Impressions: Battlestar Galactica Online

    by 
    Beau Hindman
    Beau Hindman
    01.18.2011

    There's a pretty universal rule among MMORPG players, although many of them are not aware of it: "Never, ever play a human, an elf, or the 'good side' unless you have no choice. Even then, improvise." I try to follow this rule to the letter. Even when I am asked to try out, preview, or generally mess around with the greatest new game in all of history, I try to avoid playing the good guys. So when I was asked if I could take a look at Battlestar Galactice Online by Bigpoint, I knew exactly what to do. While I much prefer the older Cylon look and feel (bulkier, rounder ships), and while I did not find myself glued to the TV set to tune into the latter incarnation of the campy series, I did absolutely love how the newer writers and special-effects masters made the space dog-fighting look. It felt, well, real to me. Would I feel the same way about combat inside my browser? What about my character -- how would he feel while walking around inside a station or base? Follow me past the cut to see what I found.