Star Citizen's First Person Shooter Module Revealed at PAX Aus

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Star Citizen's First Person Shooter Module Revealed at PAX Aus

Chris Roberts shows us how the FPS combat will look in his upcoming crowdfunded space sim, Star Citizen.

Star Citizen is a game (mostly) about spaceships fighting each other in space. But sometimes in the Star Citizen world, you'll want to use a bit more... subtlety than simply obliterating your enemies from orbit. That's when those spaceship pilots will have to get their feet on the ground, and exchange the joysticks for rifles in the game's first-person-shooter module. Today, at a world-exclusive reveal during a Star Citizen fan event in Australia, Chris Roberts has offered us a glimpse into how FPS combat will look in his ambitious space sim.

First, check out the video to the right, which offers a full 10-minute rundown of a typical 4-player co-op FPS firefight.

While it certainly draws some parallels to other sci-fi shooters (Halo especially comes to mind), Star Citizen hopes to differentiate itself with a couple of cool features. For instance, 3rd person and 1st person animations are synced, which means your allies will see what you are doing, as you are doing it, and when a teammate is down, players will need to physically drag them to safety before they can recover. Arm and head movements will also be separate, meaning that players can look in one direction while firing in another.

The FPS module will also be incredibly detailed, with each individual item that a player equipped being visible on their third person model, and some crazy over-the-top stuff like full eyeball animation, where your model's eyeballs actually look at whatever it is you're looking at.

In the presentation, Roberts talked a bit about the timeline for the game's staggered module launch. He told us that we can expect Arena Commander 1.0 in late 2014, with the FPS module, the Planetside/Social module, Arena Commander 2.0, Squadron 42's first chapter, and Planetside's persistent universe alpha arriving in 2015, and in that order. Squadron 42 is the game's single-player mode, and should last somewhere between 15-20 hours.

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Does a space sim really *need* an FPS mode?

Soviet Heavy:
Does a space sim really *need* an FPS mode?

It's so you can raid space stations and larger ships to steal anything even in the case of space stations other players ships.

Soviet Heavy:
Does a space sim really *need* an FPS mode?

No

OT: This seems pointless and a waste of resources

Veldie:

Soviet Heavy:
Does a space sim really *need* an FPS mode?

No

OT: This seems pointless and a waste of resources

I respectfully disagree. I don't believe it's a waste of resources, because a different studio (Illfonic, I believe) has been brought in to do the FPS stuff. The only "resources" that would be taken away from the main product, then, would be money (at least in the development stage).

I don't believe it's pointless because I know quite a few people who are genuinely psyched to play in a persistent universe with fps. One friend of mine wants nothing more than to be a "bounty hunter," with a ship mainly to get to his bounties.

FPS also allows players to perform actions only represented by game mechanics in prior space sims, such as boarding operations for pirates and marines.

However, while I definitely do not believe this is pointless or a waste of development resources, the FPS parts of the game do need to be handled properly, so they do not unbalance the final product.

Oh yeah I seem to remember it being mentioned that you'd able to board enemy ships and stuff.

Looks neat.

The TACTICAL! speak in these kinds of things always sounds off to me though.

Some games that have cost $50 mil or more to make:

DC Universe Online - $50 million
The Secret World - $50 million
Watch Dogs - $68 million
Defiance - $70 million
Destiny - $140 million
Star Wars: The Old Republic - $200 million

So... $50 mil is on par for a AAA MMO but, oh my god, think of what will happen if this game flops.

Also, this stuff was planned since... the beginning? It was supposed to be a space sim where you are a person - not a talking space ship. So walking around your ships bays and cockpit was always supposed to be a thing - this just takes it to an extreme.

Jadwick:
Some games that have cost $50 mil or more to make:

DC Universe Online - $50 million
The Secret World - $50 million
Watch Dogs - $68 million
Defiance - $70 million
Destiny - $140 million
Star Wars: The Old Republic - $200 million

So... $50 mil is on par for a AAA MMO but, oh my god, think of what will happen if this game flops.

Also, this stuff was planned since... the beginning? It was supposed to be a space sim where you are a person - not a talking space ship. So walking around your ships bays and cockpit was always supposed to be a thing - this just takes it to an extreme.

It's interesting to see that all of those but Watch Dogs were MMOs. That can't all be server costs...what makes them so expensive?

WOW I mean just WOW, I am stunned I mean truly amazed they have spent a huge amount of cash and time on this game and the results are just amazing...

...amazing just how god damn boring the game looks. I mean really dull, I've seen a good number of lets play videos of this game, from the space combat, to the racing, to the none stop circle jerk videos of people wandering round hanger after hanger getting all moist over how stunning their stupidly overpriced ships look and now we have THIS, this 'FPS' and my god not one of the videos has shown anything even a little bit exciting. The only videos that look even a little bit exciting are the launch videos.

Soviet Heavy:
Does a space sim really *need* an FPS mode?

No, it doesn't. But it's freaking awesome, so I'm glad it's there. Did Black Ops *need* a segment where you blow shit up with rockets while Sympathy for the Devil plays in the background to be an fps? No, but it was the highlight of the game for me.

It's a neat little thing, but I hope they don't waste too much time into it.

FPS was originally planned, it is not done by the main studios in LA (ship design/Arena commander), Austin (Persistent Universe/ Planetside/Social) or Manchester UK (single player Squadron 42 + military assets like frigates, etc)
The FPS part falls under Illfonic, they have been working on it since 2012.

Also sidenote: Squadron 42 will be released in chapters, where you will have 10-12 hours of gameplay per chapter. Total gameplay hours will be close to 50 hours for the full singleplayer campaign.

I was expecting a more dynamic space sim not a Halo/COD/Battlefield MMO. Perhaps all of the good things will come later.

Jadwick:

So... $50 mil is on par for a AAA MMO but, oh my god, think of what will happen if this game flops.

"If" it flops? Oh Lordy.
I have this weird nagging sensation that if this game is indeed, not a scam, and it releases at some point within the "20-teens" (2013-2020), that the players will just crap all over it anyway. After so many decades of anti-social behaviour I just dont feel like players can handle this sort of game the way it needs to in order to thrive.

Soviet Heavy:
Does a space sim really *need* an FPS mode?

YES.

You are looking at it wrong, it's not a space sim and an FPS, it's an actual real Star Wars game. Not some licensed RPG or Battlefield clone, start a fight in space, take the fight to infantry level, take the fight back out into space, no breaks in between.

Or it's Aliens, or what Halo keeps pretending to be, or it's something entirely new (although lets not mention Mace Griffin: Bounty Hunter and it's space and on foot sections).

Or it's what Destiny was supposedly promising, actual exploration and real time combat, instead of Borderlands with your ship flights being purely cosmetic.

It reminds me of a cross between Quake 4's aesthetic and something like the old Rainbow Six games, certainly looks good to me.

It's even more disappointing than the space sim. It looks dull and boring.

Laughing Man:
...getting all moist over how stunning their stupidly overpriced ships look...

While it doesn't seem like it's worth the effort to try and convince you of how fun I expect this game to be, I feel obligated to point out that the ships are technically free, since all ships "purchased" at this point are backer rewards.

mythgraven:
I have this weird nagging sensation that if this game is indeed, not a scam, and it releases at some point within the "20-teens" (2013-2020), that the players will just crap all over it anyway. After so many decades of anti-social behaviour I just dont feel like players can handle this sort of game the way it needs to in order to thrive.

I was just thinking something along the same lines.

I'm willing to bet that the people that expect SC to flop are the same people that drool over each release of CoD and Battlefield WHILE complaining that the current VG industry is "watered down." Here in development is a product that is beyond the scope of most titles, is being designed by a team with a near impeccable history, and it's being expected to flop before it even reaches an alpha-state? All these naysayers are clearly retarded to some degree.. I have a feeling people like Jadwick are going to flop as soon as the finished product releases.

Ajarat:
I'm willing to bet that the people that expect SC to flop are the same people that drool over each release of CoD and Battlefield WHILE complaining that the current VG industry is "watered down." Here in development is a product that is beyond the scope of most titles, is being designed by a team with a near impeccable history, and it's being expected to flop before it even reaches an alpha-state? All these naysayers are clearly retarded to some degree.. I have a feeling people like Jadwick are going to flop as soon as the finished product releases.

Um no. Have you ever heard of feature creep? Have you heard about the kickstarter busts? It is perfectly reasonable to expect the game to flop. It is clearly retarded to think this will be a flawless and amazing game before it even enters alpha state.

I doubt the game will flop. They've already got space flight modules out the door (racing and dogfighting) and are well on schedule to release the Persistant Universe Beta in a years time. I do a podcast for SC, and have had lots of contact with the devs...they are incredibly competent.

One thing though; zero-G combat? Hell yes.

The shooter mostly looks rather standard, nothing special except for how it all ties in with the persistent universe. But when they started showing zero-G combat I raised my eyebrows. That could be real awesome if they add in proper maneuvers you can do next to simply floating around.

The pessimism in this here comments section is so potent, I intend to develop the technology to refine it, store it and spray it upon entire societies I deem not worthy, so that they may writhe in their own mental-misery-masturbation before finding new, creative and efficient ways of removing themselves from the gene pool.

I suspect that the cause of this pessimism is in fact the inherent traits of this consumer culture. In that by CIG trusting us with both an unprecedented look into a video game's development and access to pre-alpha content to play, they aforementioned culture is not capable of understanding that it is indeed a work in progress.

In terms of the maturity question, the games caters for a demographic higher than the traditional age bracket, as the people attracted to this genre were those who were originally brought up on Chris Roberts earlier space games. Of course this does not account for everyone, but if the wives of players are both willing to sign up for the ride and publicly announce it on the RSI forums, it imp[lies a whole different level; one that transcends the usual pig-ignorance that is associated with this narrow minded culture.

But hey, you can tell I'm a fan, so why not just mentally disregard my post as blind, blinkered defense of my apparent replacement for my sex life and as such castrate any threat to your insulted opinion. The irony will remain all mine, however.

EDIT: FPS release looked amazing. Looking forward to it in the new year.

Cowabungaa:
One thing though; zero-G combat? Hell yes.

The shooter mostly looks rather standard, nothing special except for how it all ties in with the persistent universe. But when they started showing zero-G combat I raised my eyebrows. That could be real awesome if they add in proper maneuvers you can do next to simply floating around.

Zero-G combat bit was awesome though maybe not shown to its full potential, they plan to implement a 'push and pull' mechanic for Zero-G environments.
The FPS team did do a QnA session. Linky => http://www.reddit.com/r/IAmA/comments/2k7kuu/we_are_the_star_citizen_fps_team_ask_us_anything/

I had to mute the video because their military speak was so annoying. Why do devs feel the need to do that?

Anyway, this really didn't look all that special. The zero gravity stuff looked cool, but the rest seemed kind of bland. Honestly, it seemed like they were using the military speak to try and make the combat seem more tactical than it really was.

Still, it's in the early stages so it'll probably get better but as of right now, it looks way too generic.

whiskey tango foxtrot

this looks quite rough (alpha as fuck afterall) but the concept of zero-g firefights definitively catches my interest

Me55enger:
The pessimism in this here comments section is so potent, I intend to develop the technology to refine it, store it and spray it upon entire societies I deem not worthy, so that they may writhe in their own mental-misery-masturbation before finding new, creative and efficient ways of removing themselves from the gene pool.

I suspect that the cause of this pessimism is in fact the inherent traits of this consumer culture. In that by CIG trusting us with both an unprecedented look into a video game's development and access to pre-alpha content to play, they aforementioned culture is not capable of understanding that it is indeed a work in progress.

In terms of the maturity question, the games caters for a demographic higher than the traditional age bracket, as the people attracted to this genre were those who were originally brought up on Chris Roberts earlier space games. Of course this does not account for everyone, but if the wives of players are both willing to sign up for the ride and publicly announce it on the RSI forums, it imp[lies a whole different level; one that transcends the usual pig-ignorance that is associated with this narrow minded culture.

What the hell are you on about? I have to question your opinion of the game when someone gives some pseudo-psycho babble like this.

There's a great deal of irony of being misanthropic towards those who are cynical. The negativity for this is the result of what they've produced so far, people tend to judge the evidence given to them so far as opposed to make irrational ideas of what may or may not be. Today, the whole "work-in-progress" argument is a excuse that barely stands by itself these days because it's been abused and exploited.

If your greatest feature is "zero gravity" when the game is supposed to be a reminisce of an open world game then something is wrong somewhere down the line. It's like trying to get ARMA to cater towards COD fans, they are similar by theme but by nature completely two different animals.

According to their current release schedule, CIG has 1 1/2 years to get this massive and expansive space sim out of the door. When comparing to other large games that's been made, there isn't much time left.

Personally, I haven't even given them a single penny yet I stand firmly by my opinion. I first abandoned all hope when it was announced they would cater towards single and MMO players. In my mind, using my knowledge of game design, it's a train wreck waiting to happen.

I keep finding myself less and less interested in this game. It feels like everyone's getting hyped up over lofty promises with very few deliveries thus far.

It's just...I've never seen so much hype over a game with so little unified vision. It's individual "modules" are being developed by SIX different development studios. Even with a budget in excess of 50 million it's hard to keep everything entirely unified across that many different design teams.

I can't shake the feeling the final product will feel like a disjointed, hobbled-together mess. I hope it doesn't, if only for the fans' sakes, but still...

FakDendor:
It's interesting to see that all of those but Watch Dogs were MMOs. That can't all be server costs...what makes them so expensive?

When EA, Ubisoft and Activision are concerned, they can be spending up to half of a game's budget on the marketing, because priorities man!

MMOs seem to be a magnet for bad ideas (like Defiance TV series, how much did they burn making that hunk of garbage?) and they have long development times on account of all seeming to aim for World of Warcraft at launch, despite WoW having over a decade's worth of content in it now. It's easy to see how they turn into bottomless money pits.

Vigormortis:
I can't shake the feeling the final product will feel like a disjointed, hobbled-together mess. I hope it doesn't, if only for the fans' sakes, but still...

To be honest, that's what I am expecting too, but even if that's what happens I won't be overly upset. I put a few pounds into this and if it fails, it fails, I'd rather play an ambitious failure than yet another four hour FPS, I've already had more fun with the Dogfight Module than I have with Battlefield 4's air combat.

I also annoys me that this hasn't been done before, like Halo: Reach and Halo 4 have a full spaceflight system built into them, that are used for 20 minutes in both games then never touched upon again, that really irked me.

fix-the-spade:

To be honest, that's what I am expecting too, but even if that's what happens I won't be overly upset. I put a few pounds into this and if it fails, it fails, I'd rather play an ambitious failure than yet another four hour FPS, I've already had more fun with the Dogfight Module than I have with Battlefield 4's air combat.

I also annoys me that this hasn't been done before, like Halo: Reach and Halo 4 have a full spaceflight system built into them, that are used for 20 minutes in both games then never touched upon again, that really irked me.

That's kind of what I wish people would do. Tone down their hype a bit so that, just in case the final product does end up not delivering the expected experience(s), there wont' be a massive...tsunami, if you will...of anger and backlash from the fans and community.

The industry needs far more large, ambitious projects like this. Having this one fail would be a hell of a shame, as well as a blow to the viability of any similar projects in the future.

Vigormortis:
Having this one fail would be a hell of a shame, as well as a blow to the viability of any similar projects in the future.

The question is, how can this fail? CIG have invested no money whatsoever into this project because of it being fund-crowed. The only way they can fail on a technicality is if they stop working on it and we both know that isn't going to happen with the amount of money they're raking in.

Unlike other CIG, other developers are reliant on publishers. And we both know the attempts so far for "ambitious projects".

mad825:

Vigormortis:
Having this one fail would be a hell of a shame, as well as a blow to the viability of any similar projects in the future.

The question is, how can this fail? CIG have invested no money whatsoever into this project because of it being fund-crowed. The only way they can fail on a technicality is if they stop working on it and we both know that isn't going to happen with the amount of money they're raking in.

Unlike other CIG, other developers are reliant on publishers. And we both know the attempts so far for "ambitious projects".

I think he means it would be a shame if they failed quality wise, not sales wise. I'm sure they'll make a lot of money off of this, regardless of the final product's quality. I hope it's good, but I'm not holding my breath. I'd rather be pleasantly surprised than disappointed because I was too hyped.

Ajarat:

I was just thinking something along the same lines.

I'm willing to bet that the people that expect SC to flop are the same people that drool over each release of CoD and Battlefield WHILE complaining that the current VG industry is "watered down." Here in development is a product that is beyond the scope of most titles, is being designed by a team with a near impeccable history, and it's being expected to flop before it even reaches an alpha-state? All these naysayers are clearly retarded to some degree.. I have a feeling people like Jadwick are going to flop as soon as the finished product releases.

We get that you're all very angry as you think your little internet darling got slighted in some way...but insulting people. Retarded? Yeah that isn't cool.

NuclearKangaroo:
whiskey tango foxtrot

this looks quite rough (alpha as fuck afterall) but the concept of zero-g firefights definitively catches my interest

Sierra
Hotel
India
Echo
Lima
Delta

Thats how you do it.

Me55enger:
The pessimism in this here comments section is so potent, I intend to develop the technology to refine it, store it and spray it upon entire societies I deem not worthy, so that they may writhe in their own mental-misery-masturbation before finding new, creative and efficient ways of removing themselves from the gene pool.

I suspect that the cause of this pessimism is in fact the inherent traits of this consumer culture. In that by CIG trusting us with both an unprecedented look into a video game's development and access to pre-alpha content to play, they aforementioned culture is not capable of understanding that it is indeed a work in progress.

In terms of the maturity question, the games caters for a demographic higher than the traditional age bracket, as the people attracted to this genre were those who were originally brought up on Chris Roberts earlier space games. Of course this does not account for everyone, but if the wives of players are both willing to sign up for the ride and publicly announce it on the RSI forums, it imp[lies a whole different level; one that transcends the usual pig-ignorance that is associated with this narrow minded culture.

But hey, you can tell I'm a fan, so why not just mentally disregard my post as blind, blinkered defense of my apparent replacement for my sex life and as such castrate any threat to your insulted opinion. The irony will remain all mine, however.

EDIT: FPS release looked amazing. Looking forward to it in the new year.

The irony is strong yes... wow. Just wow. Its a storyline dude, chill.

Laughing Man:
WOW I mean just WOW, I am stunned I mean truly amazed they have spent a huge amount of cash and time on this game and the results are just amazing...

...amazing just how god damn boring the game looks. I mean really dull, I've seen a good number of lets play videos of this game, from the space combat, to the racing, to the none stop circle jerk videos of people wandering round hanger after hanger getting all moist over how stunning their stupidly overpriced ships look and now we have THIS, this 'FPS' and my god not one of the videos has shown anything even a little bit exciting. The only videos that look even a little bit exciting are the launch videos.

Got to go with this.

Their annoying military talk really helps sell the masking going on additionally.

Rozalia1:

Their annoying military talk really helps sell the masking going on additionally.

Exactly! Whenever people employ this kind of talk during a demo, it just means that they're trying to make their gameplay seem better and less generic than it actually is. I muted it because it was so damn annoying and what I saw was thoroughly underwhelming. Not bad, just average.

Someone up there said it's unfair to call critics of Star Citizen retarded; that's true enough, if it doesn't appeal it doesn't appeal, nothing wrong with not liking something. But people who're judging a pre-alpha tech demo by the standards of an actual release, and on that basis predicting that not just the final product in terms of the FPS, but the entire SC project will be a total failure? Yeah, how do I put it politely; that is the product of questionable logic.

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