DangerDog wrote on Jul 11, 2015, 14:20:
If that's all they can show of the FPS module then this is going to be another "Interstellar Marines" fiasco. Those weapon site gifs look like they were done in photoshop, the blurring effect is retarded and doesn't even match from one to the other.
That's exactly what they are - they're examples, not in-game implementations. Star Marine already leaked a while back and was playable, so we know the content is there - what's been worked on now is the backend (netcode, patching, matchmaking) and animations.
Cutter wrote on Jul 11, 2015, 12:46:
Did you pay for ESO in advance to fund its development? Did they go off the rails and start making other stuff that had nothing to do with the original version. People simply wanted a new Wing Commander game. Not an FPS, or MMO, or anything else. So much for your apples to oranges comparison.
The MMO elements were promised from the start, while the FPS component was a stretch goal for the Kickstarter. They've expanded some of the elements because of the funding but the game itself remains inline with the original vision.
People don't seem to realise how much effort is going into the FPS module. It's not simply a Crysis 3 mod. There are fundamental changes. For instance, Zero-G like this has never been seen. I don't think any other game has linked the first-person and third-person views together - no more floating arms rendered separately. It might be overly ambitious but this game is designed to last. They're not making something that will be played for 10 hours and will then be forgotten about like most games.
Kxmode wrote on Jul 11, 2015, 19:59:
4 years. It took them a year to create the prototype demo that they showed at GDC and to angel investors, ventures and finally to crowdfunders on KickStarter. They started this project in 2011, officially announced it in 2012. What do we have 4 years later: Arena Commander, ships, a hangar and a racing track. You might call that progress. I call it a failure.
Please. The prototype was made by Chris Roberts and a few volunteers from Crytek. CIG didn't exist as a studio. You can't equate that time to the time spent since the Kickstarter. It's taken about 18 months to fully staff the studios while laying out the groundwork. Obviously progress is slower than people would like and the original goals were wildly unrealistic but what matters is the final product.
"The price of freedom is eternal vigilance."