Gah wanted to see the video in question and instead have to sort through 2hrs of junk.
This should be what you're looking for, cut from the whole thing:
Cool thanks!
Hold up. At what point did he stop playing the game and the scripting started?
Timestamp 28:26 of the video that @Asm0deus posted above. A console command is issued (one sees it on the screen) and starts the scripted withdrawal of the camera from the planetary surface. Shortly before that a small cutscene of desert nomads on bikes and one being eaten by a sandworm is triggered. The actions before that was active playing by one of the CIG employees.
At timestamp 29:08 the script restarts again at the surface and moves the observation point once again out of the atmosphere. That obviously was unplanned and Roberts commented on that.
Within the next year for ALPHA?? This the same game that should have been out 2 years ago? Absolutely ridiculous.
No, this is not the game that would have been out two years ago !
This is a completely different game, far more ambitious and difficult to pull together.
SC may may end up as proof of the fact that games with too large a scope are simply not practical with today's tools and tech, because they take too long and cost too much to finish.
I don't know... seems they have been totally successful at keeping themselves gainfully employed... if you never release the game and are forever in design, you are forever employed. Most companies pull the plug... but since its the "people" supporting this... it can go on forever like this... because no one is pulling the plug at the "people's" end.
I don't get people crying about the game not being out yet. It's been four years, and the game didn't even really begin production until almost two years after it was announced. Big games take a long time. The Witcher 3 took 4 years to make and it's not even close to the size of this game. If it takes 4-6 years for a big name established studio to spit out a game, then why would anyone expect a much larger game to be finished after only two years in development? Especially considering most of those first 2 years were spent gathering employees and resources and doing all the foundational work needed to properly begin work on the game. It's just been over the last year that they've really hit their stride and it shows. I'd say it'll be at least another 1.5-2 years before it's ready. And there's nothing wrong with that. I bet it will beat Cyberpunk 2077 to release even though Cyberpunk began development before Star Citizen and had the benefit of being developed by an established studio with all the benefits and time saving that bestows - and Cyberpunk's not nearly as big or complicated.
Well, they shouldn't have been spewing out unreachable goals and dates for years then. Unrealistic management and decisions will continue to hamstring the plans for Star Citizen.
Funny though, those 'big name' studios are starting to ramp up and release space games now.
If you are holding out for the perfect game, the only game you play will be the waiting one.
I don't get people crying about the game not being out yet. It's been four years, and the game didn't even really begin production until almost two years after it was announced. Big games take a long time. The Witcher 3 took 4 years to make and it's not even close to the size of this game. If it takes 4-6 years for a big name established studio to spit out a game, then why would anyone expect a much larger game to be finished after only two years in development? Especially considering most of those first 2 years were spent gathering employees and resources and doing all the foundational work needed to properly begin work on the game. It's just been over the last year that they've really hit their stride and it shows. I'd say it'll be at least another 1.5-2 years before it's ready. And there's nothing wrong with that. I bet it will beat Cyberpunk 2077 to release even though Cyberpunk began development before Star Citizen and had the benefit of being developed by an established studio with all the benefits and time saving that bestows - and Cyberpunk's not nearly as big or complicated.
You what? The game went into production far sooner than early 2015. For example, the hangar module came out in August 2013, Arena Commander came out in June 2014 etc
Is it right to compare SC to TW3 without having any evidence of what will actually make the cut for SC? We certainly can't compare it to Sq42 because no one knows what on earth that even looks like.
Personally I think Cyberpunk 2077 will piss all over Sq42, both in gameplay, storyline and time to realise.
I really liked the first part of the video bellow; it compares a cinematic for a ship back in 2014 to the Citcon PG Demo; what once was a ship cinematic of something that was not supposed to be on the game, ends up being quite accurate to what is going to be possible in the game now.
I'm afraid Star Citizen would have suffered the same fate as Mechwarrior Online if it had been released according to the original pitch of initial crowdfunding phase. Mechwarrior Online was released as a team vs team game and it promised a bigger persistent world. However, it is rare to see games change dramatically after release. Mechwarrior Online wasn't an exception in that regard. It has never been reworked into a proper massive multiplayer persistent universe game. Instead, it still basically remains the same old team vs team game. For this reason, in my opinion, Chris Roberts made a smart move by reworking the concepts and designs at a sufficiently early stage when things still weren't "locked down" and reshaping the game into a much more epic version was still possible.
It seems that Star Citizen has also become an important R&D trial for the game industry, even if the game itself never saw the light of day. It could influence the evolution of games later in the upcoming decade. In the future we will probably see some Star Citizen innovations trickle into fantasy MMORPGs and other games when people working on Star Citizen finish their contracts and move on to other game companies and apply their work experience there. It's possible that CIG will license some of their innovations to other companies in the future. Also, CryEngine partners in Frankfurt could benefit from the co-operation if they start developing new game engines.
I don't get people crying about the game not being out yet. It's been four years...
Maybe because the project was pitched with a two year timeline and remarks about how not having a publisher to slow them down would really help with the games development.
Maybe it was due to all the new dates that Chris Roberts gave us AFTER the supposed "game vision change" that he has not met. I could not even give you a single target date that Chris Roberts has given that was ever met.
Maybe it was because the community manager said that the FPS module would be out in "weeks not months or years" back in July of 2015.
And to address your "crying" comment, no one is crying. Some people are REASONABLY upset about how almost everything we heard in the first two years has been changed now that Chris has over 100 million dollars. Some people are REASONABLY upset that Chris changed the Terms of Service to now say he does not have to deliver a game.
Some people are not content to sit back and watch as their money is wasted on space doors and terrible communication between CIG and contractors like illphonic that resulted in months of time lost and millions of dollars wasted. All the while watching as new ships designs are being sold before older designs are even in the game yet.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
For this reason, in my opinion, Chris Roberts made a smart move by reworking the concepts and designs at a sufficiently early stage when things still weren't "locked down" and reshaping the game into a much more epic version was still possible.
That's exactly how I feel, the whole expansion to the direction SC took after is what made me back the game in the first place. If it released what was originally promised it would be more of a generic space game like several others (a good one at it nevertheless); wouldn't really appeal much to the outside space-sim fans bubble.
For this reason, in my opinion, Chris Roberts made a smart move by reworking the concepts and designs at a sufficiently early stage when things still weren't "locked down" and reshaping the game into a much more epic version was still possible.
That's exactly how I feel, the whole expansion to the direction SC took after is what made me back the game in the first place. If it released what was originally promised it would be more of a generic space game like several others (a good one at it nevertheless); wouldn't really appeal much to the outside space-sim fans bubble.
One cannot help be intrigued by the vision. But if you start to really think it through, especially taking into account the limitations they have to impose on themselves to get that high graphical fidelity, then things start to get ugly. If you have starsystems that can only support 100 or even 200 players and have several stations planets and landing zones the game is going to feel more devoid than Greenland...
The chance of having those epic encounters people dream of when they hear about the game is going to be at worse odd than getting a fair fight in EVE...
hfztt said: One cannot help be intrigued by the vision. But if you start to really think it through, especially taking into account the limitations they have to impose on themselves to get that high graphical fidelity, then things start to get ugly. If you have starsystems that can only support 100 or even 200 players and have several stations planets and landing zones the game is going to feel more devoid than Greenland... The chance of having those epic encounters people dream of when they hear about the game is going to be at worse odd than getting a fair fight in EVE...
First I don't think it was ever expectable to have the numbers of EvE. Looking at that very same vision, the core of the design of pretty much the 90% AI, 10% players, that shows that direction at AI-driven solar systems over depending on players to populate. Originally we heard and the design was pretty much a heavily instanced game; recently it seems the direction is not to instance as much and use more cloud scalability (that is something some games are starting to use); so I'm actually interested to see what comes of that.
Comments
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
At timestamp 29:08 the script restarts again at the surface and moves the observation point once again out of the atmosphere. That obviously was unplanned and Roberts commented on that.
Then the logo is shown and the clip ends.
Have fun
Well, they shouldn't have been spewing out unreachable goals and dates for years then. Unrealistic management and decisions will continue to hamstring the plans for Star Citizen.
Funny though, those 'big name' studios are starting to ramp up and release space games now.
If you are holding out for the perfect game, the only game you play will be the waiting one.
You what? The game went into production far sooner than early 2015.
For example, the hangar module came out in August 2013, Arena Commander came out in June 2014 etc
Is it right to compare SC to TW3 without having any evidence of what will actually make the cut for SC? We certainly can't compare it to Sq42 because no one knows what on earth that even looks like.
Personally I think Cyberpunk 2077 will piss all over Sq42, both in gameplay, storyline and time to realise.
And the favorite bit goes to the sunset:
It seems that Star Citizen has also become an important R&D trial for the game industry, even if the game itself never saw the light of day. It could influence the evolution of games later in the upcoming decade. In the future we will probably see some Star Citizen innovations trickle into fantasy MMORPGs and other games when people working on Star Citizen finish their contracts and move on to other game companies and apply their work experience there. It's possible that CIG will license some of their innovations to other companies in the future. Also, CryEngine partners in Frankfurt could benefit from the co-operation if they start developing new game engines.
* more info, screenshots and videos here
Maybe it was due to all the new dates that Chris Roberts gave us AFTER the supposed "game vision change" that he has not met. I could not even give you a single target date that Chris Roberts has given that was ever met.
Maybe it was because the community manager said that the FPS module would be out in "weeks not months or years" back in July of 2015.
And to address your "crying" comment, no one is crying. Some people are REASONABLY upset about how almost everything we heard in the first two years has been changed now that Chris has over 100 million dollars. Some people are REASONABLY upset that Chris changed the Terms of Service to now say he does not have to deliver a game.
Some people are not content to sit back and watch as their money is wasted on space doors and terrible communication between CIG and contractors like illphonic that resulted in months of time lost and millions of dollars wasted. All the while watching as new ships designs are being sold before older designs are even in the game yet.
But, whatever... I'll note down "no Squadron 42 example mission was shown was a let-down" as the to date most critical words on the project from you.
The chance of having those epic encounters people dream of when they hear about the game is going to be at worse odd than getting a fair fight in EVE...