Star Citizen Unveils First Public Demo

Star Citizen Unveils First Public Demo

Star Citizen's gameplay footage has finally been showcased at PAX East, much to the excitement of space sim fans.

Sometimes it feels like news coverage about Star Citizen is focused entirely on the money it's raking in, or to mix things up, on what it's doing with that money. But at the end of the day, we're supposed to be looking forward to Wing Commander's spiritual successor, complete with engaging aerial dogfights. Thankfully, PAX audiences got the chance to see how Star Citizen's gameplay is shaping up, thanks to a demo where just getting into the cockpit gave as much of a thrill as combat.

First off, in case you were wondering, Star Citizen's visuals do look impressive for the demo provided here. Whether that appeal is worth the millions of dollars poured into the project is subjective, but this is still an early build, so additional improvements should be forthcoming. The space sim gameplay, however, is well underway with complete 3D movement, high-speed combat, and even a slick auto-targeting system. Just be very mindful of your cameras so you don't fly into a landing pad, like the presenter does within seconds of leaving his hangar.

Of more interest to me are the subtle nuances Star Citizen adds to the space sim experience. As a character flying the ship, rather than the ship itself, players are subject to G-forces that can impair vision, even to the point of blacking out. Also, individual ship components can be damaged and affect overall performance, most notably the thrusters that direct your craft. While these features are technically hindrances, they should also go a long way towards immersing players into the game world. We still have at least a year before Star Citizen gets its final release, but given how the demo performs so far, I expect the game's remaining Alpha Slots will disappear rather quickly.

Source: kigamitya, via Joystiq

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This looks incredible. I just pledged for a beta pass yesterday, and today this video makes me even more hype. And I have a lot of work to do! Rawr!

There is still a lot of work to do regarding things like the collisions physics, but looks amazing for something they still have a full year (probably will take some more) to develop.

The game looks awesome but the demonstrator is just fucking awful at both playing his own game and properly demonstrating it. They really need to get some one a little more competent to show it off lol

Sseth:
The game looks awesome but the demonstrator is just fucking awful at both playing his own game and properly demonstrating it. They really need to get some one a little more competent to show it off lol

Probably because it's the lead on the project :P Welcome to crowdfunding!

On the bright side, the game looks good. I watched this live on twitch, and it was amusing that so many things went wrong and it didn't look much worse for it.

Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Jadak:
Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Maybe space sim just isn't your type of game. Some people like games that make them pay attention to every minute detail where the difference between crash landing and perfect one is just a push of one button.

Heh, it is super weird that allot of people are confused when a game doesn't appeal to everyone.

Pity it didn't go off perfectly but for pre alpha its pretty rocking and its that chris roberts flair for detail and style that sorely missing from the industry today. why flip the helmet? because! thats why!

Can't wait to try it out next month. Its going to bring the project to a whole new level as soon as people can feel and touch a small part of it.

Gotta admit, that helmet flip was damn sexy.

I really am looking forward to this though. I really want a good space combat / exploration game, but games like X3 are just a bit too in-depth for me, so Star Citizen looks like it's going to be a good middle ground between complexity and accessibility.

dangoball:

Jadak:
Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Maybe space sim just isn't your type of game. Some people like games that make them pay attention to every minute detail where the difference between crash landing and perfect one is just a push of one button.

Quite right, I guess I was hoping more for something in the realm of a modernized Freelancer, not 'Flight Simulator: Space Edition'. But that's my bad, can't blame the game for my having false expectations about it's genre.

But still... Really? I mean, interest in technical simulation or not, was everyone really watching the same video? Every aspect of that was boring, and I hope to god that slow process of having to wait around while getting into the cockpit is avoidable (never get out?), despite the apparent excitement of the stupid shits in the crowd and their chorus of "helmet!!!".

In any case, suppose this one is a lost cause for me, I'll be waiting for Limit Theory and possibly Elite.

Finally Tachyon The Fringe gets a spiritual successor and yes the physics, ship management, multi part damage and it effecting your ship and fancy graphics (for their time) all appeared in Tachyon The Fringe.

Laughing Man:
Finally Tachyon The Fringe gets a spiritual successor and yes the physics, ship management, multi part damage and it effecting your ship and fancy graphics (for their time) all appeared in Tachyon The Fringe.

Now if only they had a stretch goal for getting Bruce Campbell to do a voice in there...

dangoball:

Jadak:
Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Maybe space sim just isn't your type of game. Some people like games that make them pay attention to every minute detail where the difference between crash landing and perfect one is just a push of one button.

I would agree...But then the kickstarter page made it out to be everything but that.

Jadak:

dangoball:

Jadak:
Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Maybe space sim just isn't your type of game. Some people like games that make them pay attention to every minute detail where the difference between crash landing and perfect one is just a push of one button.

Quite right, I guess I was hoping more for something in the realm of a modernized Freelancer, not 'Flight Simulator: Space Edition'. But that's my bad, can't blame the game for my having false expectations about it's genre.

But still... Really? I mean, interest in technical simulation or not, was everyone really watching the same video? Every aspect of that was boring, and I hope to god that slow process of having to wait around while getting into the cockpit is avoidable (never get out?), despite the apparently excitement of the stupid shits in the crowd and their chorus of "helmet!!!".

In any case, suppose this one is a lost cause for me, I'll be waiting for Limit Theory and possibility Elite.

Actually, it looked pretty cool. The cockpit UI reminded me of privateer 2: the darkening. Now I'm just hoping the AI in Star Citizen isn't at the abysmal level of the Darkening.

It wasn't helped by Chris demonstrating the game so poorly. Not only was he terrible at piloting the ship, his narration wasn't particularly enlightening or informative either. Still, for a game not quite in alpha, it's looking fantastic. The entire time I was trying to imagine having my entire field of vision filled with the game, since for me; Star Citizen and the Oculus go hand-in-hand.

Jadak:

dangoball:

Jadak:
Looks amazing on a technical level, but looks like shit on the actually being enjoyable to play front, not often I grow bored so quickly while watching space game demos.

Maybe space sim just isn't your type of game. Some people like games that make them pay attention to every minute detail where the difference between crash landing and perfect one is just a push of one button.

Quite right, I guess I was hoping more for something in the realm of a modernized Freelancer, not 'Flight Simulator: Space Edition'. But that's my bad, can't blame the game for my having false expectations about it's genre.

But still... Really? I mean, interest in technical simulation or not, was everyone really watching the same video? Every aspect of that was boring, and I hope to god that slow process of having to wait around while getting into the cockpit is avoidable (never get out?), despite the apparently excitement of the stupid shits in the crowd and their chorus of "helmet!!!".

In any case, suppose this one is a lost cause for me, I'll be waiting for Limit Theory and possibility Elite.

I thought it looked bland as well. Graphically it looked fine, but the gameplay was the same as your average space sim or flight sim.

The crowd was way too easily amused. "LOOK YOU CAN TURN YOUR CRAFT AROUND AS IT GOES IN ONE DIRECTION"

Not much gameplay there, so no surprise it's boring to watch, besides enjoying the beautiful scenery.
I still think this game is a bit bloated up with all those funds that came in but maybe they'll make it work. At least they will have a good starting playerbase with all those backers. ^^

I felt sorry for Chris when I watched the stream, there were some issues with the multiplayer demonstration towards the end of it. Still, the game in pre-alpha is exactly what I want it to be and I'm rubbing my hands in anticipation!

I think that gave me motion sickness.

HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!

Game is looking pretty spanky. Just went and recovered my RSI login stuff after not touching it since the kickstarter and found I have alpha access. Downloading the Hangar module now, and trying to work out if I can get the Dogfighting module too. Hopefully, this will be a hell of a game, but we'll just have to wait and see.

Isalan:
HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!

Ugh. It was shit like that that made me close the video before even 5 minutes had passed.. The whole crowd screamed like performing monkeys whenever the showcaser did something as simple as putting on a helmet or climbing some stairs. You'd think from the screaming that they'd developed an actual spaceship rather than just a space sim. Have they never heard of watching with a little dignified quiet? Maybe saving the cheering for the end, or until something really exciting happens? Is this an American thing or something?

Still, I'm sure once they bring out a trailer I can actually watch, I'll be able to get behind it.

Under_your_bed:

Isalan:
HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!

Ugh. It was shit like that that made me close the video before even 5 minutes had passed.. The whole crowd screamed like performing monkeys whenever the showcaser did something as simple as putting on a helmet or climbing some stairs. You'd think from the screaming that they'd developed an actual spaceship rather than just a space sim. Have they never heard of watching with a little dignified quiet and then cheering at the end, or waiting until something exciting actually happens? Is this an American thing or something?

Still, I'm sure once they bring out a trailer I can actually watch, I'll be able to get behind it.

If there aren't a bunch of people acting like hooting dickholes, then how can you tell that your marketing is working?

I have to agree, these kind of reveals are better done in a closed environment where you don't have to worry about bugs, and you can get the footage you really want and give the people the information they want. On the other hand, live demonstrations are always fun. I just hope RSI doesn't walk away from the convention with the idea that what they really need to work on is the helmet animations.

Oh, and if I find Ainsley Harriot under my bed there's going to be trouble.

Isalan:

If there aren't a bunch of people acting like hooting dickholes, then how can you tell that your marketing is working?

"Sir, the meters are reading above 90Db of hooting! It's a sure-fire hit!"

Oh, and if I find Ainsley Harriot under my bed there's going to be trouble.

Under_your_bed:

Isalan:

[quote]Oh, and if I find Ainsley Harriot under my bed there's going to be trouble.

Away from my Angus, Harriot! A blue cheese sauce is the gentleman's dressing and I shall hear nothing more on the matter.

Also, am now wondering if Decibels might actually be the official unit of marketing efficacy.

Under_your_bed:

Isalan:
HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!HELMET!

Ugh. It was shit like that that made me close the video before even 5 minutes had passed.. The whole crowd screamed like performing monkeys whenever the showcaser did something as simple as putting on a helmet or climbing some stairs. You'd think from the screaming that they'd developed an actual spaceship rather than just a space sim. Have they never heard of watching with a little dignified quiet? Maybe saving the cheering for the end, or until something really exciting happens? Is this an American thing or something?

Still, I'm sure once they bring out a trailer I can actually watch, I'll be able to get behind it.

It surprises you that people who have spent thousands of dollars on the developing of a game are excited like children in christmas when the game starts to deliver?

Man, you still have a lot of internets to see.

Merlark:
Heh, it is super weird that allot of people are confused when a game doesn't appeal to everyone.

Pity it didn't go off perfectly but for pre alpha its pretty rocking and its that chris roberts flair for detail and style that sorely missing from the industry today. why flip the helmet? because! thats why!

Can't wait to try it out next month. Its going to bring the project to a whole new level as soon as people can feel and touch a small part of it.

That's what qualifies as an alpha build. A poorly showcased one, too. I felt bad for Chris, being surrounded by a plethora of horribly incompetent people, who failed at every level at organizing the event.

With a 42 million budget, such flops are unexpected as much as they are disappointing. I do not see how this will encourage anyone who hasn't backed this game yet to do so. It definitely did not convince me. And it is a shame, because the game seems to have a lot going for it.

I trust Chris has some great ideas, but his team seems incapable of executing his ideas on any level.

Ioan Constantin:

With a 42 million budget, such flops are unexpected as much as they are disappointing. I do not see how this will encourage anyone who hasn't backed this game yet to do so. It definitely did not convince me. And it is a shame, because the game seems to have a lot going for it.

I trust Chris has some great ideas, but his team seems incapable of executing his ideas on any level.

Yet, if you care to look at the pledging graph, reality clearly disproves you.

https://robertsspaceindustries.com/

There have been more backers the 3 days following the presentation than any time during the previous month.
I think the game itself looked great, and while the presentation was amateur, it was also fun to see such important project director to fail piloting his own ship.

You are taking this game even more seriously than it's own developers, which should send you some message.

edit: I hope you're not fancying yourself as some kind of formerly passionated backer sadenned by reality because if anything is ever going to hurt the project in front of 3rd parties, that is your "gg this project is ruined FOREVER" attitude.

Qvar:

Ioan Constantin:

With a 42 million budget, such flops are unexpected as much as they are disappointing. I do not see how this will encourage anyone who hasn't backed this game yet to do so. It definitely did not convince me. And it is a shame, because the game seems to have a lot going for it.

I trust Chris has some great ideas, but his team seems incapable of executing his ideas on any level.

Yet, if you care to look at the pledging graph, reality clearly disproves you.

https://robertsspaceindustries.com/

There have been more backers the 3 days following the presentation than any time during the previous month.
I think the game itself looked great, and while the presentation was amateur, it was also fun to see such important project director to fail piloting his own ship.

You are taking this game even more seriously than it's own developers, which should send you some message.

edit: I hope you're not fancying yourself as some kind of formerly passionated backer sadenned by reality because if anything is ever going to hurt the project in front of 3rd parties, that is your "gg this project is ruined FOREVER" attitude.

Can you not put words in my mouth? Why does everything have to revolve around being a fanboi or being a hater?

I expressed an opinion, my opinion, my perception of the amateurish presentation at Pax. And I have already made up my mind about it. I do not need your assistance to figure out how horribly wrong my opinion is because reasons, and how I should reconsider.

I do not and will not spend a single dime on kickstarters and preorders because I am not insane or on the verge of dying, yet, to not care about throwing my money down the toilet. I am not a child who is spending someone else's money, either.

This is what crowdfunding and preordering essentially is, setting money on fire.

 

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