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Star Citizen Squadron 42 Gameplay Video

A new video shows off gameplay from Squadron 42, the upcoming single-player half of Star Citizen, the bifurcated, crowdfunded space game (thanks VideoSift via Ant). The clip runs over an hour, showing some day-to-day life on a starship, NPC interactions, a briefing from Davos Seaworth and Luke Skywalker, a visit to Q branch, lots of walking down seemingly endless empty corridors and stairways, space flight, and combat both in space and on the ground. For a progress report on Cloud Imperium's work on the project, a new post covers the release of Star Citizen Alpha 3.0 to all backers. Here's word on where they see this going from here:

With the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. 3.0 has been about completely revamping systems and gameplay as well as adding new content. We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU.

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48. Re: Star Citizen Squadron 42 Gameplay Video Dec 26, 2017, 09:49 Prez
 
For those slagging off the gameplay vid as proving this game is a walking simulator (or helmet-donning simulator if you prefer) and complaining the dog-fight to mission prep time ratio is way skewed towards the boring in my opinion you are clearly missing the point of the vision behind this whole venture. And I say that without a hint of sarcasm. Think of Wing Commander - what REALLY made that game the seminal, iconic space game that it is to this day? Is it the dog-fighting or the space battles? Not really in my opinion. At least not in totality. For me, what made Wing Commander one of my top 3 games of all time (don't think anything will ever beat out X-Com and Homeworld for my 1 and 2 spots) was the little details that led up to the space battles - touring the Tiger's Claw, chatting up the bartender, talking tactics with the other pilots, seeing the empty chair where a pilot WOULD be sitting had they not died last mission fighting a Kilrathi battle cruiser, the cinematic showing the mad scramble to your fighter to repel a surprise Kilrathi attack on the Claw... By the time you got into space you were completely and utterly sold on the experience; everything leading up to the battle had contexualized the experience so that it was exciting, harrowing, and alive. You were THERE. Defending YOUR carrier and home. Trying to keep your wingman alive so you could talk to him again in the Tiger's Claw lounge. Make no mistake - Roberts is a terrible business man and an utterly undisciplined project manager, but in my book his vision is beyond reproach. I pray he ignores each and every one of your complaints as far as the lead up to the action.

Now the complaints about performance... yeah I'm totally with you.

This comment was edited on Dec 26, 2017, 11:05.
 
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