It's a bit rubbish isn't it? Reminds me of those 15 year old YT indie channels "I'm making my dream game" full of alpha showcase videos with all the glitches and faults on show here.
its beautifully rendered rubbish and T-poses and unexplainable glitches and too many systems not made to interact together despite the huge budget and effort put in to itIt's a bit rubbish isn't it? Reminds me of those 15 year old YT indie channels "I'm making my dream game" full of alpha showcase videos with all the glitches and faults on show here.
But even the visuals in these two vids aren't anything to write home about.its beautifully rendered rubbish
I dare say this is it entirely. Without a ground-up design that can accommodate everything they now want, I'd expect duck-taped-and-shoe-laces results, and that's exactly what's on show. They should have stopped in creating the game they set out to make, and then learnt from that and made a sequel or two.too many systems not made to interact together despite the huge budget and effort put in to it
I feel this game is a victim of its own success, and all the people ploughing money in gave the devs enough rope to hang themselves. Had they stopped giving money to an unfinished game, RSI would have been forced to release a finished product to sell and operated with a bit of maturity and professionalism.
Did they though?all the people ploughing money in gave the devs enough rope to hang themselves
Yea I said the same thing awhile ago when someone brought up this being toxic to peoples resumes. These people have been getting paid for 12 years and funding has dried up. So a lot of people could just make this their career.To add to Daozang point if the game doesnt sell what do they care they would have already had 30 years employment out of it....
From an employment perspective, no. From a creative perspective and in terms of what launched this game, yes. They've failed to make a working game after more hours and monies than any dev gets. With less money and less time, other studios knock out better (working) games. Chris Roberts launched this game on his reputation. That reputation likely lies in tatters.Did they though?
Edit: $676 million and 10 years. If this is all you can make with that much resource, you are a failed game developer
Most games are nowhere near the ambition of Star Citizen though. It would be closer to compare to something like GTA 6, which is being made over a similar time period and also isn't available.From an employment perspective, no. From a creative perspective and in terms of what launched this game, yes. They've failed to make a working game after more hours and monies than any dev gets. With less money and less time, other studios knock out better (working) games. Chris Roberts launched this game on his reputation. That reputation likely lies in tatters.
But if all you care about is money, great. Here's to all the Kickstarters that took people's cash and wasted it and delivered nothing. ¯\_(ツ)_/¯
(Note that's not saying Star Citizen is nothing. But the principle here, suggesting it's okay to take people's money and not deliver what they paid for, applies to a lot of KS games and that same "okay, they didn't release the game they said they would but they got paid lots and had some time with hookers and blow so it's been good business" can justify every vapourware endeavour)
Edit: $676 million and 10 years. If this is all you can make with that much resource, you are a failed game developer.
They could have released what they promised years ago. Instead they kept moving the end-game. They have showcased all sorts of 'cutting edge' technologies as they rewrite and rewrite their game, only to deliver this janky POS. People who invested in SC 10 years ago didn't request a space shooter with turbo-slug mechanics and lighting from 2007.If ultimately Cloud Imperium don't ever release what was promised then yes they will have "delivered nothing".
The original pitch was a space combat and trading game. Yes, they should have easily been able to deliver that by now. But it was later expanded to include planet-side exploration with first person combat and seamless planetary landing across a persistent universe of up to 100 star systems. It's perfectly fair to criticise them for not delivering on their original vision, but if you're assessing how well they're executing on their new vision, you have to take into account the complexity of what they are trying to achieve. (A single shared universe supporting thousands of players interacting in real time).They could have released what they promised years ago. Instead they kept moving the end-game. They have showcased all sorts of 'cutting edge' technologies as they rewrite and rewrite their game, only to deliver this janky POS. People who invested in SC 10 years ago didn't request a space shooter with turbo-slug mechanics and lighting from 2007.
And yes, let's compare it to GTA VI. You think with 10 years and $600M, GTA VI is going to look like this?? GTA VI is what a game developer can achieve with all the money and resources needed.
Or look at something similar that wasn't great, like Cyberpunk. 8 years, $300 million total budget including marketing. At least the basic physics worked in that game. An extra two years and another $150 million polished it to something reasonable.
Star Citizen and Squadron 42 are also two separate titles though.This game started development before GTA V came out. Rockstar will have released 2 titles and many updates in a shorter time frame than the development of this game. GTA 6 is not a fair comparison.
did you watch any of the videos i linked to? the guns are still really weird with reloading being especially inconsistentThe weapon handling has been completely reworked and now feels good.
Neither will be available before GTA 6.The original pitch was a space combat and trading game. Yes, they should have easily been able to deliver that by now. But it was later expanded to include planet-side exploration with first person combat and seamless planetary landing across a persistent universe of up to 100 star systems. It's perfectly fair to criticise them for not delivering on their original vision, but if you're assessing how well they're executing on their new vision, you have to take into account the complexity of what they are trying to achieve. (A single shared universe supporting thousands of players interacting in real time).
Right now the game is an Alpha state so is full of bugs, as expected. Now that Cloud Imperium have been able to get server meshing working, they plan on rolling out their second system Pyro in Q3 this year (already released as a tech preview), with the Alpha 4.0 update. I think that will be a good point to take stock as to what they have achieved.
Star Citizen and Squadron 42 are also two separate titles though.
did you watch any of the videos i linked to? the guns are still really weird with reloading being especially inconsistent
According to Cloud Imperium, Squadron 42 was feature complete in October 2023, so I don't think a late 2025 release is impossible.Neither will be available before GTA 6.