![]() "On the other side of the galaxy, there happens to be a system that has this nexus of jump points, so it's really good for communication and travel. "The empire itself has a bit of a schism, where the eastern side of the empire-based on a (much bigger, Earth-style) planet called Terra," Roberts said. The eastern part of the empire is near friendlier alien races more interested in trade and peace, whereas the alien races to the west of the empire are more aggressive and imperial in nature. Roberts later said that, although humans would be the only playable race from the get-go, plans to make the game's alien races playable-perhaps even with their own story-based content-will be considered post-launch. You'll be able to park the little ships in the big ship. On its western borders, there are several barbarian races, and on the eastern borders there are some more-friendly alien races." "But instead of being in Roman times, we're in 2942, and the Earth has sort of spread across the galaxy. "The galaxy is kind of patterned after the decline and fall of the Roman empire," he said. The game's narrative underpinnings seem like a fertile ground for Roberts' trademark space-opera drama. Say, if you're a pirate, or on the outer edges of the galaxy, or if you've gravitated to the moral gray area, let's say, then citizenship is not so important for you." "In fact, some people may not want to be. "In the game you don't necessarily need to be a citizen," Roberts clarified. "Or you can just make a lot of money and buy your citizenship," he added.Įarning citizenship isn't mandatory, however. "You can earn it through military duty, by playing the Wing Commander-like single-player campaign on the front-lines, or you earn it through civic duty, in missions that you'd be doing in more of a Privateer/Freelancer open-world aspect," Roberts said. You don't get it automatically."Īs it turns out, there will be a number of ways in which an enterprising pilot can become an Imperial citizen. "It's called Star Citizen because citizenship is an important aspect of the game. I want to build a holistic universe," Roberts said. "What my goal is, is to sort of build a universe that encompasses everything that worked about Wing Commander, Privateer, Freelancer. ![]() He exited his own ship, walked across the exterior of the carrier, and boarded another small craft, before flying back around and landing the second craft in the belly of the carrier. Power can be diverted to other systems on the fly as well, allowing players to boost weapons, speed, or shields, at the expense of the other systems.Īfter a quick tour around the asteroid field, Roberts parked his ship on an exterior wall of the enormous carrier ship, where some other spacecraft had been parked. Designing a flying gun rack, for example, will require a very heavy power supply. Likewise, players customizing their ships will have to be aware of the rock-paper-scissors balance between power, durability, and speed. Roberts said that every single system on the ship could be independently damaged, and would affect control of the vessel in real-time. Every part of the ship seemed mechanically alive. Exterior thrusters rotated on the craft when maneuvering. Without much hesitation, he jumped into a nearby fighter, fired it up-his pilot's in-cockpit movements corresponding to each button press-and flew out for a tour around some asteroids. Roberts began the demo controlling a space-suited pilot, walking around the flight deck of a huge carrier ship. ![]() Built using a heavily modified version of CryEngine 3, the live demo was a combinations of extreme detail and massive scale. What I saw, and what the screenshots can only partially convey, is that Star Citizen is impressive in motion. Star Citizen will employ the best aspects of Roberts' previous work-like intense ship-to-ship combat, open-world exploration, and a dynamic economy-while taking advantage of high-end PC gaming hardware. The "visual and technical prototype," as Roberts described it, was quietly built over the past 12 months by a small team, consisting of some of his previous developer compatriots from Wing Commander and Freelancer, along with some new blood. As a gamer, I'd thoroughly enjoyed much of Roberts' work, so I was was optimistic about the early tech demo. If you were a PC gamer back in the early 1990's, there's a pretty good chance that you're familiar with the Wing Commander series. This past Monday, Roberts dropped in to give us a first-look at Star Citizen, and talk about his return to creating epic space sims. Just one short month ago, we reported that Chris Roberts, the creative mind behind titles such as Wing Commander, Privateer, and Freelancer, was working on a new game.
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