Star Citizen

Everyone agrees that the game looks amazing and that the sound design is stunning.


Initial thoughts on Squadron 42 after playing it for 5 hours today:

1) A 4K display with RGB Stripe is highly recommended as the game is beautiful visually and has a lot of text.

2) Audio is very full and on point so if you have a family consider using open back headphones. Using active noise cancellation headphones would be amazing and immersive.

3) Some parts of the game were slow, but I think it's partly feeling that way because I'm an active star citizen player. It may be very appropriate for new people to Star Citizen and Squadron 42, especially the immersive how to segments of the game. 4) I loved the firing range experience in the Idris

5) I got genuine goosebumps, 3 different times, and had to take a break after the 3rd time. The feels...

6) After being in the chaos, sweating bullets, and anxiety passing, the game actually starts... Pure magic how they did that, and made me feel like... Frack, I'm in for it ...

7) Hair and character models were mostly amazing with some suggestions that I gave to make thing less jaring at times here and there.

8) AI was mostly better than I had hoped, but with some traditional Star Citizen AI jank happening here and there but was definitely a minority occurrence. Nearly feels like they could do taxi (Genesis Starliner) missions now with NPCs.

9) Flight model, enjoyable. More on that later.

10) Story, yeah, I got invested in the world and my character.

?/10 rating as I need sleep and time to digest. I haven't played anything for 5 hours straight in years. BUT, I had fun.

Where some don't agree is the cinematics, saying that the game takes too long to start. From the opinions I have read, most didn't seem to have made it through to the actual gameplay. I am unsure what they played because it seems to have been an introduction, the tutorial stages. Others seem to have gotten more mileage than others.

Some points above seem to have been talking points provided in a script slipped into the NDA, the good old addendum to promotional campaigning.

I think the game will be good. I don't think that was ever the problem; the problem is how complete the game will be at launch.

There were two groups, maybe three groups. Group one made the game seem like a walking simulator; the second group is in awe. Maybe it is the Mark Hamill touch, who knows?
 
Everyone agrees that the game looks amazing and that the sound design is stunning.




Where some don't agree is the cinematics, saying that the game takes too long to start. From the opinions I have read, most didn't seem to have made it through to the actual gameplay. I am unsure what they played because it seems to have been an introduction, the tutorial stages. Others seem to have gotten more mileage than others.

Some points above seem to have been talking points provided in a script slipped into the NDA, the good old addendum to promotional campaigning.

I think the game will be good. I don't think that was ever the problem; the problem is how complete the game will be at launch.

There were two groups, maybe three groups. Group one made the game seem like a walking simulator; the second group is in awe. Maybe it is the Mark Hamill touch, who knows?
I'll play SQ42, I like the linear campaign idea. Tell me a good story, give me some cool missions, show me some amazing scripted events. I'm there like a square bear! I'll buy this full price on release day, I'll be a very happy gamer.

I'm not super sold on Star Citizen as an MMO though. I think they shot too far on that. There's far too much detail and systems for that to actually work 100% and run properly. Neat concept, but just far too ambitious. And I say that as someone who avidly followed development very closely for a number of years. They should have just made a freeroam mode for Squadron 42 and made servers and private servers. Basically Freelancer 2.
 
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I saw it when Sandy Roberts posted it, but I am curious whether they are going to give their OG backers a Steam key. There have been many changes around the Squadron 42 package/pledge.

Can locks on SQ42 pledges now be changed, or do they now allow buybacks again?

I am curious whether this has something to do with their Steam listing.
 
So... everyone (I think) who has a Squadron 42 pledge has the game's standard edition. I don't know how many more editions the game will have. I won't be surprised that they are going to dangle a carrot to make their existing backers buy the game twice.

Looking at the game's data on Steam, there seem to be three editions. None named at this time other than Squadron 42. These packages do not mean it is a game edition per se.

I wasn't a Kickstarter backer. I backed the game the day it became playable on RSI. I don't know what changed since Kickstarter, I mean their pledge, but Kickstarter backers did get a mission disk. I can't say whether this mission disk is the game or additional missions. Then, when the game released a public roadmap, they started talking about episodes, and Episode 2 was named "Behind Enemy Lines," which is the mission disk. Episode 1 is Squadron 42, and Episode 3 remains a mystery.

Squadron 42 was initially developed by Foundry 42, which was a studio within CIG, but was later merged into CIG. The language changed; back then it was a 20-hour game, then Roberts made it a 40-hour game.

We don't know whether the game is still episodic, but I think this was dropped at some point during development; however, this does not negate that it could be rebundled as DLC.

Squadron 42 is coming whenever, but I think there will be two expansions. Ignoring the other DLCs.

Kickstarter backers might get access to one or more DLCs, depending on their backing level. RSI backers will only get Squadron 42; well, you would have to have the game package.

Time will tell.

Also,


  • Squadron 42 - A Wing Commander style single player mode, playable OFFLINE if you want
Playable offline or online, co-op with friends, you sign up for a tour of duty with the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands.


Enlist in the UEE Navy in a cinematic, single-player space adventure. Pilot combat ships, fight on foot, and explore capital ships, space stations, and frontier outposts. Live and work alongside your crew as you battle on the front lines of a galactic war.

...

Requires 3rd-Party Account: Roberts Space Industries (Supports Linking to Steam Account)

Their pledge did change.
 
I saw it when Sandy Roberts posted it, but I am curious whether they are going to give their OG backers a Steam key. There have been many changes around the Squadron 42 package/pledge.

Can locks on SQ42 pledges now be changed, or do they now allow buybacks again?

I am curious whether this has something to do with their Steam listing.

seeing as they deleted my original starter package that had SQ42 linked from buybacks 2 days before the buyback token refresh,
I would say that cig already got me to buy SQ42 for the second time, so no freebies.
Will have to see what deluxe edition drops on steam.

on the RSI site its now possible to link your account to your steam account, so i guess you wont need additional steam keys.


1791700029335.png
 

Re-release of Wing Commander III coming out with video taken from the original tapes courtesy of a restoration project led by Jim Vessella who has been digitizing the EA video archive.

ALT text includes stuff that was cut off in the pic:

30th Anniversary Edition
- Kilrathi Saga Integration
- Master FMVs Source
- Master FMVs Upscaled
- Community Enhancement Patch
- Gameplay up to 60fps
- Controller support
- Steam native, GOG, EA app
 
seeing as they deleted my original starter package that had SQ42 linked from buybacks 2 days before the buyback token refresh,
I would say that cig already got me to buy SQ42 for the second time, so no freebies.
Will have to see what deluxe edition drops on steam.

on the RSI site its now possible to link your account to your steam account, so i guess you wont need additional steam keys.


View attachment 1944376

According to their Steam page, linking RSI is a prerequisite. An RSI account is required.

I don't think they will change that, because they are most likely going to use Squadron 42 to onboard Star Citizen.

Still, I think the game will have three editions. It is possible that one package might be Star Citizen and that the other two are the base game and its expanded edition. I won't know; what I do know is that the containers were created over a year ago.
 
So, those who attended the event have said that existing users with Squadron 42 on RSI won't be provided with a Steam key. It is uncertain at this point whether CIG will reopen Squadron 42 sales on RSI.

There will be a physical Collector's Edition. I don't know whether it will come with a key, or whether the key will be RSI or Steam.

I also see that the OG Kickstarter people are asking questions, and usually that only happens when they don't have answers. I don't know about the backing tiers, but I have seen some shared online. There are some big Kickstarter backers who only recently subscribed to RSI. There is an "Admiral" account dated 2018. Maybe it was distributed at a later date???

I have no idea who is being honest either; the internet is such a honey trap nowadays. Everyone held the line... I don't even remember the line. Suddenly everyone is talking about this game... PR is at work; welcome, bots.

My earliest account was registered in 2014, but my games have an activation date in January 2015. I logged in ages ago, so I don't know what has changed.
 

Notes from this morning's Squadron 42 townhall from tenpoundfortytwo

- Not sure if the latest FSR will be in the initial game
- Audio will be 7.1 surround
- Steam wishlist over 100.000 in the last 12 hours
- 1m copies pre-sold on CiG site (to us, the backers via access packs and promotion SC starter packs etc)
- Due to the many CiG owned pre-sales, Valve won't allow for Steam key convenience, which is sort of understandable because the whole Steam infrastructure would be used without them getting their fees.
- Pre orders = Soon- 42-day marketing campaign

- Collector editions with a lore-related plushy
- The only loading screen in the game is when you die (because you have to revert to the checkpoint)
- AI tech (with people reviving you and enemies reviging theirs) will come to Star Citizen
- Ships in Squadron 42 are generally at a higher fidelity (even) than in Star Citizen. The big question now, is if that's going to be brought into the multiplayer portion of the game.
- VR will have full-body motion control ASAP
- Flight model is fully liberated in terms of equipment dilemmas (shield/quantum travel) and is fully determined by how you set your power pips. But how it's going to translate to Star Citizen isn't known. The flight model will be further developed for the multiplayer portion.
- CiG devoted their time to accessibility options: They want every person with all kinds of disabilities — Eyes, motor skills — to be able to enjoy the game. Ship / fps difficulty can be split. There is gamepad/aim assist, captions, and colorblindness options.
- sound and music is such high fidelity, and there are dynamical crescendos between calm and intense versions of the same track depending on player actions.
- the co-op functionality that was pitched at the beginning was dropped long ago
- When Squadron42 is truly done, nearly everyone on the team that worked on it will be moving over to Star Citizen and begin to tidy up the multiplayer portion to the fidelity of the single-player game. That means more immersive missions with mission givers, Tessa Bannister will come back, the Maelstrom physics, alongside SC centric features like base building and more.
- a lot more of the core engine optimizations in Squadron 42 will come over to Star Citizen
- the baseline motivation in CiG was to get Squadron 42 in good shape, and that's why SC seemed a bit of a side project the last 3 years. Despite the massive technical advancements in rendering, server meshing, and more content. Star Citizen clearly will find a second wind when SQ42 is out. Now, the money they get from SC is spent building Squadron 42, and when it's out it will have to go the other way, so the game has to be the best it can be to make players enthusiastic enough to want to engage with Star Citizen.
- The game is one continuous streaming cinematic environment. No pre-rendered cutscenes. (apart from the opening credits)- they are working on eventual entity popping visible in the game.
- On the GPU side, they aim for 8 GB of VRAM usage if you play in 1080p, with a mid-tier card. They want the game to look good by adding flexible graphics settings, not only for high-end cards.
- Global illumination will come to SQ42 and Sc

- Almost 400 people are working on Squadron 42
- Squadron 42 will be a self-contained story. At the start of development, they wanted to make 3 overarching episodes/acts of single-player games. But Squadron 42 won't end with a cliffhanger. At this moment, there are some options being discussed for "episode 2," but it's not set in stone.
- Rich Tyrer (game director) said that the next focus will be to get Star Citizen to 1.0 as fast as possible.

- Prices aren't known at this point

The bit regarding Valve not allowing it is bullschit. There is an exception rule. Fraud management is a thing, and Star Citizen has a gray market. Regardless, Bethesda ported all their activations (in the millions) via their own launcher to Steam via API, and this included games not previously listed on Steam. The only real excuse here is the gray market. "Account-linked" distribution is available and is a method still used, and this isn't the only distribution method.

Steamworks is Steamworks. Third-party launchers can be incorporated. All in all, the migration path is there.

Their marketing campaign clearly started with this recent event. The quote above, and all others, has had the same speaking points. I know how this works. Is it 42 days until the next presales round?

Okay, CIG dropped Squadron 42 co-op. I don't know whether this has been communicated to their OG backers.

I think this game will be Nvidia-optimized. I mean, the game is likely to target Nvidia's tech stack. GI on AMD is not quite the same as GI on Nvidia. Not knowing whether the game will even support FSR 4 is strange, but I don't know what is meant by “latest,” Diamond???

Only 1 million copies pre-sold? This includes promotional copies like AMD's. They had 34 000 OG backers. People really loved purchasing ships, I guess. They only stopped selling Squadron 42 in May 2023, I think, and the buyback removal was in April 2026.

The game isn't gold, so it wouldn't have shipped in 2026 in any case. Nothing to do with GTA.

I don't think the minimum requirements are going to be low. 8 GB mid-range GPU @ 1080p. What is mid-range? A modern 70-series GPU?

They wanted to make three overarching episodes... The missions disk was promised to the OG backers, but so was co-op in Squadron 42. There are three containers on Steam, though that could be anything.

No hating here, but CIG is going hard on the PR and not using its own voice. In my view, there are two sides to this: they are avoiding direct engagement (not to set expectations) and monitoring reactions. The problem with today's impression system is that it is bot-powered, so sentiment is managed. I hate this, but marketing loves it.
 
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