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Star Citizen First Person Shooter Reveal

For pre alpha footage, i think this looks amazing! Can't wait to hijack some expensive ships by boarding one and taking everyone out.
 
I would like to find out what their development process is. Their game is very ambitious and it looks like they are going to pull it off while not having a big team or 9 figure budget.
 
This is the thing that makes me very, very skeptical about how this is going to play. I know they're trying to penalize hip fire with this system, but unlocking the gun's aim from the camera controls basically makes hip fire pointless. How the hell do you control where the gun's aiming? Is that even possible?

Also, in no way did I even begin to ask for a first-person shooter component from Star Citizen. Jesus, this game isn't going to be out until 2042 at this rate.

(also also I can't stand watching Star Citizen videos shown to crowds, because they cheer and gasp at literally everything)

ARMA and DAy Z do this fairly well without ruining aiming.

You're not really supposed to hip fire, you're supposed to aim down your sights in these games and AFAIK they're using ARMA as inspiration for the shooting mechanics and I can deffinately see a relation.

I would like to find out what their development process is. Their game is very ambitious and it looks like they are going to pull it off while not having a big team or 9 figure budget.

They have about three-four different teams I think? I know they've gotten one in England and one or two in the states.

This gif sums up my reaction really well.

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I love that they are focusing on more realistic movement and gun use than you see in current FPS which just gives you a little camera bob and a slight speed decrease when you ADS.
 
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I'm glad they're going for full body awareness.

Yeah, but I'm honestly tired of the old FPS trope of having the gun always raised in front of you. Anyone carrying several pounds of metal in front of your torso like that would lose their aim accuracy within 10 minutes, not to mention it looks janky and unrealistic in contrast when games start to look this good.

You should only ever see a gun on screen when you bring it up to aim down the sights, and maybe see it appear on your lower screen peripherals when you're spraying/hip firing.

I don't wanna my avatar flail their arms in front of the screen as they run, cause that looks like my eyes are on their chest, and/or they're running rather awkwardly.

Sorry for OT:

This game looks very atmospheric.
 
Awesome they're rolling with a dead zone. Definitely makes for more of a fluid experience, which I enjoy a lot in Insurgency and ArmA. Wish more FPS had an option for that kind of gun control.

Jesus I need new hardware for this.
 
looks really good so far, much better than the initial DFM reveal which has improved dramatically after it launched. The only thing I'm not seeing are the CS and Arma influences they stated with the amount of hits the players are taking. Maybe it was just for demo purposes but would've liked to see more cautious gameplay and the cover system they talked about.
 
I'll be interested in how RSI handle perma-death with this. I can picture losing a life due to a random all-guns-blazing encounter. From reading a bit on the intended death mechanic there will be 'lives' and new characters will inherit certain attributes and assets, although I wonder how much the FPS side of the game will be even used if everyone becomes cautious. There had better be good armor.
 
I'll be interested in how RSI handle perma-death with this. I can picture losing a life due to a random all-guns-blazing encounter. From reading a bit on the intended death mechanic there will be 'lives' and new characters will inherit certain attributes and assets, although I wonder how much the FPS side of the game will be even used if everyone becomes cautious. There had better be good armor.

Yeah I'm wondering about this too, what happens when you do die? we already know that you can get healed from a teammate if they can drag you to safety.
 
The Evil Within and Titanfall use up 50GB each, if RSI delivers the game they're promising I can only imagine the install size would be enormous.

Damn, I never realized Titanfall was so big, just checked my install and it is indeed 56 GB! 0_0

I hope RSI optimizes it so that it runs the same on HDDs vs SSDs. Titanfall seems to run about the same, last I remember. Someone correct me, if I'm wrong.
 
Yeah, but I'm honestly tired of the old FPS trope of having the gun always raised in front of you. Anyone carrying several pounds of metal in front of your torso like that would lose their aim accuracy within 10 minutes, not to mention it looks janky and unrealistic in contrast when games start to look this good.

You should only ever see a gun on screen when you bring it up to aim down the sights, and maybe see it appear on your lower screen peripherals when you're spraying/hip firing.

I don't wanna my avatar flail their arms in front of the screen as they run, cause that looks like my eyes are on their chest, and/or they're running rather awkwardly.

Sorry for OT:

This game looks very atmospheric.

well if we're going realistic.
u die in this game. ur game gets wiped and your account.
go buy a new one
 
The Evil Within and Titanfall use up 50GB each, if RSI delivers the game they're promising I can only imagine the install size would be enormous.

Can imagine that on the system requirement page it will say: An extra hard drive dedicated to star citizen is recommended.
 
It looks pretty (as expected) but the movement doesn't seem great to me =/ We'll see how it feels though. And if the Arena Commander module has shown anything it's that systems like that can get completely revised still.

It's because of the current animation rig. The skeleton is basic and the hips are way off. It should be adressed early next year when they finish the mocap, though!

I look forward to not having a foot worth of head-bobbing up and down. :P
The Evil Within and Titanfall use up 50GB each, if RSI delivers the game they're promising I can only imagine the install size would be enormous.
lol. Yeah, hopefully CIG knows what compression is. And also have a sense of redundancy.
 
Is there any word on how big the final game will be on your hard drive?

It won't matter because by 2035 we'll have effectively unlimited storage.

No I'm not bitter about how long it took to get Freelancer out the door which involved taking Chris Roberts off the god damn project. No. Not at all
 
"We got two tangos oscar mike to our position. Get tight on my six and lock down this perimeter, how copy?...

WOOOOOOOO, zero gravity. Fuuuuuuuun."
 
Wow, that was a lot better than I was expecting at this point in time! Really impressive. When they combine the FPS module with the main build we'll be seeing much better animations in the hangar when walking around, for those wondering about why they suck currently.
 
I...I didn't know they did that. I still have mine, I found it fun but I could never get too many people to play that. Didn't know it was off the store, damn.

Well, it was in a bundle so there is still a (ever decreasing) way to add it to new libraries, but that is really only a boon for collectors.
 
"Whoah that looks cool. Worth the £5?"


It's a multiplayer only FPS and the dev who made it got bought by Zynga (or was it gameloft) and is making casual games 4 lyfe. And the community is dead.

So no. It's a shame because it was a super cool game.


Also these guys are REALLY BAD at FPSs.

Damn I'm happy other people feel the same way. I loved Shattered Horizon, the gameplay was so interesting and innovative but the more I played the fewer people there were on servers with playable pings. Eventually it was pointless trying to look, I would be so happy for people to rip off the gameplay just so that I'd get another chance at an active community.
 
This is the thing that makes me very, very skeptical about how this is going to play. I know they're trying to penalize hip fire with this system, but unlocking the gun's aim from the camera controls basically makes hip fire pointless. How the hell do you control where the gun's aiming? Is that even possible?

With the mouse? Move mouse right, the reticle will move to the right, move it up and the reticle will move a bit up. etc.
 
A first person shooter with heavy emphasis on simulation elements is something that i' ve been expecting since more or less the time of the 6th generation of consoles. A more methodical and slow FPS with focus on detail. Is kind of ironic that the a game that started as an space ship simulator is delivering on that. Not to rest merit to other games that go down the same path such as the ARMA series.

Really liked the Metroid Prime helmet view, too bad that Retro didn't up their game for the other instalments after the first Prime and put stuff like full body awareness in the sequels, which full fit the Metroid games because of Samus constant armor upgrades.

Seen this also brought back memories of the Halo unveil at the Macworld expo. Hopefully the game ends up been of high quality.
 
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