A Personal Exploration of Star Citizen

A Personal Exploration of Star Citizen

When I told people I was doing a video on
Star Citizen, a common theme among their reactions was confusion as to what the game actually
is. Is it a space combat game? Is it a first person shooter? Is it a virtual ship gallery that costs thousands
of dollars to access? Is it Star Wars? Their confusion is understandable, and can
likely be attributed to the fact that media coverage of the game has seemingly become
less and less frequent the further we get from the game’s original 2014 release date
and hundreds of millions of dollars past its initial Kickstarter funding goal. The occasional reports of management issues
stemming from the project’s unexpected success or the rather odd ways the game was making
its money post-Kickstarter were all less shocking to me than the fact that this is the most
a game has ever made from a crowdfunding campaign, and yet, from where I’m standing, barely
anyone has been talking about it. Combine with an official website whose rather
wonky layout hides such an absolute bombardment of community updates and podcasts and event
info and the like, that as admirable an attempt as they are to keep people informed of project
status, actually end up making the search for real, definitive information on where
the game is at a fairly tedious exercise, at least through the official channels. In short, their messaging on this stuff has
been a little messy, and it’s resulted in a general lack of understanding as to whether
Star Citizen is even a going concern at this point. And honestly, I was in the same camp for a
long time; choosing to maintain distance between myself and the game thanks to the simple fact
that we live in a post-No Man’s Sky world—I’ll believe it when it’s in my hands. For as many legitimate issues I have with
No Man’s Sky, and for all the comments I saw about how this will be the game No Man’s
Sky was meant to be, providing a full universe while avoiding the dearth of curated content
that plagued that game at launch, it didn’t change the fact that at least Hello Games
shipped a game; something you simply can’t predict with such certainty about Star Citizen’s
rolling alpha. And then I saw a train. It was October of last year. Enough time had passed between any real news
I’d heard on the game, and a glossy thumbnail led me to click on 85 minutes of new gameplay
from Citizencon 2018 (a discrete fan event set up by the developer). Far from merely flying through space to land
on a distant planet that had largely formed my exposure to the game up to that point,
I saw the player emerge into a residential area filled with NPCs. I saw massive, sunkissed cityscapes giving
off a Blade Runner vibe (similar to the kind CD Projekt Red were showing in their recent
Cyberpunk trailers). There were bars, activities, shops; not mere
window dressing but apparently fully explorable, interactable; full of intricate clockwork
systems all interlinked and designed to feel as organic as possible. And one of those systems? A train that connected disparate parts of
this vast city and crucially, ran in real time; one that, if you missed, would require
you to physically wait for the next one. I heard people cheering at this inclusion
and perhaps weirdly, I totally got why. This wasn’t merely about space flight or
combat or grandiose fantasy featuring Hollywood actors anymore; here I saw a full world, mundanity
and all, being realised in excruciating detail. It showed that the developers were as concerned
with the minute as they were with the epic; they wanted to create a world that would seemingly
exist whether the player was there or not. That was exciting to me. But almost all of it looked too good to be
true. I thought Star Citizen at this stage involved
players looking at very, very expensive clusters of pixels that I guess they could maybe call…
their own? This seemed like an actual game and the more
I thought about it the further I fell back into that cynical daze; you know, wake me
up when I can actually play this. Well, according to one commenter, I wouldn’t
have long to wait—this was from the then-imminent update. And that was when I knew I had to look into
this a bit deeper, so I turned to the internet to find out if this was true, and more importantly
if it was worth it. With Star Citizen coverage being as infrequent
as it is, it’s easy to forget that with the game’s wild crowdfunding success inevitably
comes an incredibly large community to go along with it; one that I found to be… surprisingly
level headed. A lot of users rather patiently responding
to people asking the same question of “should I play Star Citizen now?” being quick to highlight the game’s alpha
state; its relative lack of content and wild technical issues on anything other than super
high-end machines but that, if you could keep that in mind and could justify the cost and
see the vision beyond all of that, you might just find something to get excited about. And at that point, despite my internal logic
screaming at me to do otherwise, I had to put aside any preconceptions I might have
about this thing. I was aware of the potential shortcomings;
other people had discussed the controversies; I wasn’t interested in some kind of Star
Citizen Exposed piece; I was just interested in seeing for myself what it’s like to experience
the game at this stage in development and see what potential it might have for the future. And so after navigating the aforementioned
site layout, the strange wording of the ship descriptions that gave me a little cause for
concern and the fact I’d be paying around ten pounds extra in order to gain access to
the game’s much touted story mode that was apparently more “in development” than
the rest of the alpha given that at the time of writing the mode only has a beta planned
for next year, I managed to pick up a basic starter ship pack. I installed the launcher, sat through a good
deal of updates, held back my surprise that it even ran and began exploring the game’s
modular design; with the first-person shooter and space race modes relegated to individual
instances to be selected from a menu. I was here for one thing though—the universe
mode, in which I had been informed you could explore the worlds currently available in-game
and perform the odd fetch-quest contract here or there. And after crafting as close an approximation
of a crust punk as the game would allow and sitting through an ungodly amount of loading,
I woke up; I was now playing Star Citizen… albeit at a framerate that, well, to call
it a slideshow would be generous. But that’s OK, I could look past that, it
eventually became… playable, and I began to explore the station of Port Olisar; a starting
hub for new players. Or rather, I would if I could figure out how
to open the door. Turns out the key to your interaction with
Star Citizen is the interact mode, activated by holding F, allowing the camera to zoom
in and more closely examine the door, which then allows you to select the open door option
from an in-world drop-down. OK, not sure why just pressing E wouldn’t
work, but that’s fine, we’re exploring now. Goddamn, that frame rate is chunky. Then I realised I had no idea how to access
the ship I paid for. I ran aimlessly around different facilities
and landing pads and found nothing. And so began one of the definitive aspects
of my time with Star Citizen; a game of trial and error as step-by-step I looked up solutions
online to almost every little issue I came across. That is to say, this game’s onboarding isn’t
great. Tutorial prompts occasionally appear on screen,
but for the vast majority of your interactions, you’re on your own, with nothing but a less-than-optimal
keyboard graphic to guide you. Like the game’s website, it could do with
something of a UX overhaul. From there though, with the help of the internet,
I discovered that the process is as follows: you first have to retrieve your ship which
involves going to a specific screen and interacting with it, at which point your chosen ship will
be sent to a specific landing pad. Once you’ve found your pad through a combination
of markers and in-world signage you have to find the specific part of the door your ship
allows you to enter with, then interact, then select the option that ultimately starts the
process of opening the door, unfolding the ladder, slowly climbing up, falling through
the landing pad a bunch for some reason, then when you’re in your ship you highlight the
pilot’s seat and interact with it to enter, then interact with the correct panel (all
of this, mind, will be slightly different for every type of craft) and navigate the
various stages of ship readiness to get to the point at which you can even begin to think
about flying… at which point I was informed that my ship was being sent back to storage. I respawned with a crime penalty for taking
too long to figure this stuff out. Eventually though I got my ship in the air,
retracted my landing gear, got to grips with the surprisingly weighty-but-intuitive flight
controls, figured out the mandatory hyperdrive mode (this is a space sim after all) and before
I knew it I was making my way towards another planet. After a lengthy approach impressively illustrating
the scale of what I was headed towards and by the seat of my pants, I landed—I’d
made it. I got out and immediately fell through the
planet, only to die and requiring I restart the process over again. And scene. It was a messy set of events, but one that
I actually learned a good amount from. Namely that, despite the game’s onboarding
issues, as I grew more accustomed to the way things worked, I began to realise that at
its core and aside from the almost inevitable tech issues, Star Citizen is actually a fair
deal less complicated in its mechanics than, say, Elite Dangerous, where getting your ship
off the ground and navigating your way out of the space station can act as a legitimate
brick wall to entry for some players. As involved as that process I just listed
out might seem, in reality there’s almost always a more streamlined option. You can select open door, unfold ladder, climb
ladder, or you could just select enter ship and turn your engines to flight ready mode. Once I’d gotten it down the first time,
that procedure that originally took multiple attempts was now a matter of a few clicks
and I was in space. I just wish it was all tutorialised a little
better up front, because honestly, retrieving my ship and getting it off the ground was
a satisfying experience. Approaching a physical screen and feeling
like you’re navigating more than just a pause menu is just one more thing convincing
you that there is life going on beyond that screen. Following in-world signs gives environments
a feeling of consistency, makes it all feel less game-y, and requires just a little more
of you than typical games would. It wasn’t impossible, but it was inherently
more tactile than almost any process found in something like No Man’s Sky for example
, where the ease with which you can do everything – the way you magnetise to your ship, take
off and land at the press of a button with little fear of crashing or running out of
fuel renders genuine exploration somewhat redundant; like you might as well be (and
after a while literally are) selecting planets from a menu.
it’s not clear to me, on a mechanical or systems level, why you would want to simply
open the door to your ship and nothing more. But crucially, the option is there for those
that want the process to feel more involved. And you know what? Sometimes you want a little bite back from
games that claim to be simulative in nature. You want that tactility. This is the potential grand vision of Star
Citizen as I could see it, past the bugs of course; exploration of a universe and the
systems propping it up in exactly the way you want to, on whatever level of depth you
feel comfortable with, whether that be getting straight to the point – blasting away bandits
and monsters on a grand space adventure – or fawning over every little bit of tech available
to you in order to carry out your mundane space errands; not so concerned with taking
over the universe than establishing an understanding and mastery of your own universe. In this vision, Star Citizen could eventually
bridge the gap between the ease of No Man’s Sky, and the intimidating intricacy of Elite
Dangerous; with features that, given the current discussion around accessibility options in
games, actually seems like a fairly prescient move on the part of the developers—you end
up choosing your difficulty on the fly, depending on how involved you want to get. This is your game essentially, your path,
whatever that happens to mean to you, and that’s kind of great. As my experience went on, though, this vision
gradually, creepily began to slip further and further away, until my predicament could
be described as the complete polar opposite of defining my own path; morphing into some
kind of Kafka-esque nightmare going far beyond Elite Dangerous’ complexities and venturing
into the downright hostile, hell borderline horrific. My vision of success after tens of hours with
the game had changed; it wasn’t merely getting my ship off the ground. It was literally getting an elevator to load
in properly so I could escape. And it wasn’t all bad. But allow me to explain—it all comes back
to Lorville, home of that stunning cityscape that so drew me to this adventure in the first
place. It was the game’s North Star for me. And after landing on a couple more planets,
performing a couple of contracts here and there, I figured I was ready to make the pilgrimage
to Hurston, the planet on which the city was located. I plotted a course using the galaxy map and
began what felt like an entirely new step-by-step puzzle figuring out this particular journey,
repeating that trial-and-error process once more, but this time with the increased stakes
of a far greater time investment given the huge distance I’d need to cover. I’d spend upwards of ten-fifteen minutes
in hyperspace to get to the planet, then begin the slow descent to the city, only to miss
the briefest of windows alerting me to Lorville’s no-fly zone and be shot down. I’d do it again and realise I had to use
the game’s communicator to request landing permission. The hangar doors would open and I’d descend
below the planet because something hadn’t loaded in properly. But after all of that, I finally touched down
in Lorville. I wandered round the impressively grimy industrial
complex before me, with not quite the level of interactivity I was expecting, but hey,
I was just happy I’d made it. And after following the signs, I finally found
it—the train. I was the only passenger on this weird transit
system, but I was finally viewing that cityscape for myself. It wasn’t quite the vista I’d seen in
the trailer but ya know, alpha build, I was on low settings, I could understand. As far as I was concerned, I had completed
my mission; I’d beaten Star Citizen, I guess. And I’m honestly not kidding when I say
it was satisfying; this felt like an actual achievement. The effort I’d put in, the struggle against
the game itself made this view all the more rewarding. Then I began to walk around the bars and shops,
all seeming emptier than I’d been shown, NPCs didn’t quite know what to do, there
wasn’t the messin’ with the set dressin’ I may have expected from the demo. In all, it didn’t seem like there was a
whole lot to Lorville in itself, and I was probably ready to be done with it. I turned the game off and decided to leave
it for a while. I’d seen what I’d come here to see. Fast forward to getting pickup footage for
the game, expecting to wake up back in Port Olisar to begin quests anew, instead I woke
up in a completely different place; this was the residence from the demo. Weird, I hadn’t considered that this was
its own separate area. This is neat, but I’d kind of like to leave
now. I managed to find the elevator and after a
good minute or two wondering why my commands weren’t responding, I was presented with
it—I was staring directly into the void. A black, endless expanse. I stepped inside to see if the textures had
failed to load in, fell through the world and ended up walking on what I can only describe
as the city itself, dying and returning to the bed. The void appeared again, with no other way
out of the residences. Then the game crashed. I tried again. I had a feeling my trip to the hangar was
going to take a while. I had no idea what was causing it, but this
seemed to be something of a spark; marking the gradual process of the world falling apart
around me. Commands were becoming less responsive. Ships would rarely spawn and when they lurched
into existence it was at an agonisingly slow pace. NPCs started to flip out more; their voice
clips would glitch along with their animations, leading to a series of interactions with terrifying
husks of humanity. Doors would open telling me to get onto a
train that wasn’t there. Sometimes it’d spawn in as I took the leap
of faith; increasingly it wouldn’t and I’d be left on the tracks from which I could never
emerge; the world now feeling far less organic than I was led to believe. Over the countless failed attempts to get
on my ship and explore anything else, it all became some kind of macabre commute; I was
doomed to wake up in that residence, doomed to wait at that damn elevator to see if I’d
be trapped this time; taunted by the game at every turn, “just jump on the train! It’s right here! It’s going to leave if you don’t!” only
for me to fall into the void once more; wandering through the same broken world time and time
again that was all the more unsettling now for how its vision of a living, breathing
colony failed to match up with the truly alien vibe it gave off. I’d get inches from Olisar before the game
crashed and the grim procedure began anew (which, might I add, can take upwards of half
an hour). In such a gargantuan universe, I was beginning
to feel the walls closing in. I wasn’t choosing my own path here; I was
locked in an eternal cycle of death and rebirth like I was in Cyberpunk Sekiro or something. I was navigating an illusion and what’s
more, I was totally alone. And this was when I realised, what No Man’s
Sky was hinting at through text boxes and quest design – the decay of an uncaring universe
and the solitude that came along with it – I was experiencing organically through Star
Citizen’s broken technical state. This world felt more hostile than anything
I had come across in No Man Sky’s procedurally generated infinity; I felt like the only conscious
being in the entire universe—I was lonely, and in an age where everyone and their dead
authors are talking Barthian literary theory, that idea that you could convey that crushing
sense of dread purely through mechanics, however unintentional, was kind of meaningful in its
own way. Meaningful enough, at least, to warrant me
coming back to bang my head against that wall, to confront my Sisyphean torment for hours
on end; with each void consumption giving me a surreal peek behind the curtain at just
how much this world is held together with tape. Pulling that tape apart might just lead to
some weird, unique experiences that at this point in development and in a universe so
vast, you might be the only person to see. Likewise, there’s an unparalleled sense
of scale to these often gargantuan ships that you have to physically navigate just to get
to the pilot’s seat. They can be full-blown environments unto themselves;
towering over you as you approach and walking through those halls gives off a real Nostromo
vibe—opening up the possibility for sets of missions or stories taking place within
the confines of one ship; there is potentially that much physical space to work with. It’s also hilarious to me that the reason
I know this was because in my original confusion in trying to find my own ship, I ended up
messing around; jumping on top of someone else’s, only to find myself somehow glitching
into it before wandering the halls—much to the confusion of its owner. As draining as it was to spend so much time
attempting to do one thing only for the game to bug out on me and reset everything to zero,
these experiences weren’t only weird and cool in their own way, they were often funny
in the same way most b-games are; as someone who gets a lot of joy out of trying to navigate
that specifically broken type of game, that’s appealing to me. I’m daft, I know. Which kind of brings me to my ultimate point. I went into this piece hoping to answer a
question myself and many others I’d spoken to had about Star Citizen—namely, what is
it? And honestly, after playing for tens of hours
across almost six months, I’m only a little closer to knowing that for myself. Or at least I thought I was close, and then
the game started collapsing before my very eyes. All I can say for sure is that I had experiences
in Star Citizen that I haven’t had in any other game—there’s just maybe a reason
most games don’t go there. For what it’s worth, the game is still expanding;
even at the time of writing there are new city planets being added and the alpha build
past this one is being detailed, and I don’t blame you for being invested in that process,
for weeding through the less than optimal messaging and getting excited about the potential
for this game. I don’t think you’re stupid or misinformed
on any of this; there is very real potential in almost everything Star Citizen has to offer. I also don’t blame anyone for being highly
sceptical at this point that said potential will ever be realised. It is wild that this game, through crowdfunding
alone, has achieved a budget higher than almost any other video game, has been in development
all this time and I was able to use the phrase b-game to describe it. And let me be absolutely clear—I don’t
think you should buy into Star Citizen right now, at least until vital technical improvements
are made and a more definitive path to release is made clear. I could justify the time and money spent to
see the potential of this game as a professional expense (as daft as it sounds to say that). I don’t think mere curiosity, for what you
get and don’t get at this stage (namely a stable experience on anything other than
military grade hardware it would seem) could serve the same justification. You know, Elite Dangerous runs really well. But I also can’t deny the times at which
that instability specifically contributed to the atmosphere of my playthrough; I can’t
deny the genuine awe I occasionally felt at the scale of my surroundings, even if it was
often coupled with some kind of hilarious shenanigans; and ultimately I can’t deny
the satisfaction that came from getting my ship off the ground and landing on some faraway
planet, even if it was a result of having to directly fight against the game. These are all valuable, meaningful, memorable
experiences, at least to me, however unintended and broken they may have been. So I hope you enjoyed my piece on Star Citizen. I also sincerely hope that whatever side of
the Star Citizen… debate you fall on that you didn’t feel personally attacked by this
video or anything; that absolutely was not my intention going into this. I just wanted to provide you all with my own
insight on the game based purely on my experience and I hope that came through. I’d also like to take this opportunity to
sincerely thank my patrons for absolutely making videos like this possible. Demonetisation is unfortunately becoming more
of a concern so if you feel like joining the names on screen and directly supporting the
work I do by heading to my Patreon, you will absolutely be helping me to continue doing
it. Special thanks go to Mark B Writing, Rob,
Nico Bleackley, Sivaas, Artjom Vitsjuk, Mlemonides the Unwise, Dallas Kean, Spencer (iruleatgames)
Geller, William Fielder, Ali Almuhanna, Timothy Jones, Spike Jones, TheNamlessGuy, Chris Wright,
Ham Migas, Zach Casserly, Samuel Pickens, Tom Nash, Shardfire, Ana Pimentel, Jessie
Rine, Brandon Robinson, Justins Holderness, Mathieu Nachury, Nicolas Ross and Charlie
Yang. And with that, this has been another episode
of Writing on Games. Thank you so much for watching and I will
see you next time.


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    I think it's clear from your video that Star Citizen is going to be a significant and groundbreaking example of something, either an astounding achievement in scale and immersion, or a failure of literally galactic proportion.

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    Mike Harrington

    This is the most technically proficient review of this game i have seen. In addition, it has been the most intellectually encompassing and philosophic piece of discussion I have seen in quite some time. Excellent work!

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    Yeah, NMS ftw lol

    13:50 and onward literally made me laugh out loud with every 5 seconds it got louder and louder :'D

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    Hellbringer Demon

    I used to think Star citizen was going to be better then NMS but so far I was very wrong NMS is way better in all aspects

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    Tague Relyea

    It’s a fuckn ponzie scheme. If no mans sky was even more of a sham . And more useless and boring how dumb do you have to be to realize they’re hustling the shit out of you. It’s shit . And a lie .

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    Hagop Shishmanyan

    Cool video. Thanks for sharing.
    When you decide to get back to the game, please install it on SSD, all the disappearing stuff is because an HDD doesn't stream objects to the game fast enough. The game is really unoptimised, i do log back in it early to check the progress, but will ultimately play it when it is done. In 2919….

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    George NoX

    im not going to lie, the game is starting to look really good, but its still going to take a while for it to release sadly. IMO they should release Squadron 42 already to give us something to play while we wait for Star Citizen and so we get into this universe through the single player game campaign, and then later on we can jump into online world already knowing something about the lore and such. At current, if they plan on releasing Squadron 42 and SC at the same time there will be a disconnect for some people and also people will insantly want to jump into online version so that they dont fall behind others while playing a single player version. They should also release SC with a few star systems in the game and then expand upon the game later on through content updates, and not wait for most of the universe they are planing to make to be finished before releasing it as this will likely take a long time to do, just look at how long is taking them already just to finish one star system that is currently in alpha. If they continue at this pace, its going to take ages. Well unless the rest of the galaxy is just going to be a proceduraly generated worlds that will in no way look and feel the same as this handcrafted system they are currently working on in alpha. They need to put their asses in gear, agree to make some cuts on content and work on those through content updates and release these two games already

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    Well, I guess you experienced the way most game developers experience their own game until release, besides the occasional demo build. Except more polished.

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    There's a lot of roadblocks to doing fun stuff in the game. Like taking 15 minutes to get to your ship from your hab in Lorville. That's fine, except when you get to your ship or as soon as you take off something bugs out and you immediately have to spend 15 minutes commuting again. It's great that the devs are focusing on this for the game but I don't think now at this point in development is the time to do it. Yes, we need to test these systems, but I don't want to test the tram system a hundred times every time I boot the game up and test the mining system once because it just took me that many times to successfully get my ship launched into space and to my destination. Same with the security system. Nothing about it works except the guards shooting you. So your ship bugs out on the pad, or something breaks and takes you a minute to fix, or you get stuck on that one ladder in a Starfarer and your ship gets stowed and now you're a crook and you can't do anything because the guards murder you nonstop. As much as people say "hurr it's not a game yet it's just alpha" there is gameplay and things to do it's just wrapped so tightly and deeply under mundane clutter and by the time you get it unwrapped it slips from your hand and you have to try again. If they gave us a way to log in at the starport, login at any starport, or allow us to summon our ships at outposts when the game crashes so we wont be stranded with our ships locked in a pad that's technically to small for it full of mission essential cargo that'd be great. Star Citizen is in a "the house has windows because of course it's gotta have windows, that's realistic" before they've built the walls, the doors, the floors, and the foundations.

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    Kevin Shanahan

    Thank you for making this video. I was a day one backer and have yet to even try it because I have been confused about what is even happening with it.

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    bob satan

    Try no mans sky now…it’s insanely fun, especially if you know what you’re doing. They’ve made the “intro” way more enjoyable and less grindy too. The multiplayer aspect is a blast. Theres nothing like playing with friends and making new ones in an endless universe.

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    200 millions raised???? Really?? And they cant finish it??? Fucking joke….come on.
    Ok it looks great, but getting your fucking ship started is a PAIN….who enjoys this??? If the future is complicated like that, its already more complicated than present -.-

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    Are there any news about the playercap per servershard? Or if the game uses Megaservers?
    Also abit scary that a mmo uses clientside physics

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    Moca Bacana

    I'm not going to spend a single penny on this game's alpha/beta. Call me again when it will be fully released and then i may pay it as a full AAA game. No more than that.

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    Jerald Lutney

    This video does a fantastic job covering the draw of and the current issues with Star Citizen. I've been in since before we had the Hangar Module, and one of the biggest things I've found is that the tactile aspect of all portions of the game are what make it fun. I love me some E:D, but it just doesn't grab the same way that Star Citizen has. The game is starting to come together faster now, and hopefully this will start to get more interest in it from the media side of things. To address the single most common concern I hear though, the game is NOT expensive. You can buy the starter ship for 35 or 40 USD at present, and while "higher end" ships are available at a higher cost, they are optional, as most of the ships are purchasable in game with in game currency (Note: you'll want to probably take a month off from work if you wanna grind a Hammerhead corvette though). Additionally, they have free fly events every few months so even if 40 bucks on an early access alpha is too rich for your blood, you can still try it out for a week or two and see what is what.

    Really enjoyed this video, though. As someone who's been around the game for awhile, it's neat to get the perspective of someone who doesn't know what to expect, and I really hope you come back for another trip through the world.

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    holy shit you had a nightmare with 3.3 XD id like to tell you that this happens with the newest planets when they add them, and Loreville is much much much better now. Try it again,

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    It will never be ready. As much as I'd like it to be because it looks amazing, but it's just one of those games stuck in development hell.

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    Star Citizen : who want to play with delusional fan boys in space ?
    The fanbase is the worst of all with this game.

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    To play Star Citizen well, you need at least a processor with at least 6 cores-12 threads and good per core performance, large amounts of RAM (I run 32 gigs personally. 8 is not enough 16 is alright), and most importantly install the game on a fast SSD, as loading assets happens to cause a huge amount of the low framerates and stutters. Graphics card was not mentioned because it really should be the best you can throw at it and it goes without saying that if you don't have any of the above you probably don't have a good enough graphics card.

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    Neil MacGregor

    I swear I'm tired of hearing the word "potential" applied to this 'project' (sorry, no one can call this a game) year after year…

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    Tony Nameless

    People funded the game. Why wont they give this game for free to people ?
    This is unfair, its double dipping.
    You got it free, give it away for free.

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    I think the biggest problem with this game is that nothing seems to ever get finished – parts of the game get to the ~80% point, then the devs run off after the next shiny feature. The problem is that from my experience that last 20% is both what makes the game feel actually complete and also takes about as long as the 80% did. This leads to the worrying situation where it's reasonable to infer that even if they stopped the scope expansion completely right now and just concentrated on finishing what they already have, it would end up taking about another 8 years to do so. I was one of the original Kickstarter backers, but I guess it's been about 2 years since I even bothered starting up the client.

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    Good video and star citizen is not worth it and will not be worth it till the next 5 to 10 years of it doesn't decide to pull the plug, due to the fact that the world is way to big and the game engine might not handle everything they want to plug into it.. So stop wasting your hard earned money people …

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    Darron Pirtheesingh

    I was gonna try this next after No Man's Sky and Elite

    I am…going to give it another half decade or so

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    Ant Thompson

    What a shit show this game is. Is this really 7 years of development and over 200 million dollars? What a disgusting waste.

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    The PC requirements listed on the Star Citizen page (after clicking the big "Play Now" button):

    "* Windows 7 (64bit) with Service Pack 1, Windows 8 (64bit), Windows 10 – Anniversary Update (64bit)

    * DirectX 11 Graphics Card with 2GB RAM (4GB strongly recommended)

    * Quad Core CPU

    * 16GB+ RAM

    * SSD strongly recommended"

    Please withhold judgement on the game's stability if your experience is from using a computer that doesn't meet these requirements.

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    Crypto Info

    The game will never be finished, that would kill the cash cow. The only thing they have finished development on is mixing the koolaide they feed the "sponsors".

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    What is star citizen about? It's about the fulfillment of struggling against the broke game until you finally defeat it and manage to enter your ship, just to die and do it all over again

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    Grumpy ol' Boot

    I have started donating them $50 every quarter of a year, just to see how far they will take it … just for the bloody entertainment I get out of watching people complain about it.
    I have sort of come full circle, and have started to enjoy the very meta of a game that creates so much drama, in the gaming community, for me to enjoy.
    It's kinda like how Duke Nukem Forever would have been a better game if it had never truly come out.
    It was sort of right there in it's title .. Forever … it would have been brilliant.

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    Aniket Sengupta

    My experience with Star Citizen on a rig built in 2012 has been way better than yours and I don't even meet the minimum requirements, I have a i5 3450, 8gb dual channel RAM, 660 Ti 2GB. Guess my SSDs are helping a lot.

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    Zissou Moonshot

    It's too bad Chris Roberts got in the way of this project ever being finished. I think he's more about paying his salary and taking care of himself than he is about assuring he would deliver a playable product by a certain date (a promise made multiple times to supporters, the date of which kept moving back years at a time).

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    shorn gilerhand

    funny commentary sound like how to start eve online so many systems to get to the game play I wound not  pay for it if it is on steam

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    It's funny that you went into the subject of space sim games, because after a week of humming and hawing over the recent Steam sale, I've finally picked up Elite: Dangerous three days ago. Immediately I was overloaded by all the complexities and fiddly bits that came from tasks as simple as engaging in FSD right after leaving a station. The game has tutorials now, but me being a moron with no time to waste, I opted to just take the ones for basic exploration and away I went.
    I'm having an absolute blast right now; the game feels amazingly clean and polished considering its scale (minus the mess that is trying to view a map of the center of galaxy; "Oh my god – It's full of stars!" indeed). However, my fingers are sore from having them hover over the alt-tab for reference, I only just figured out how to land on a celestial body last night, and I can feel a creeping despair coming in when I research on the basics to becoming an halfway decent commander, as players talk Thargoids this, Guardians that, and about crossing entire sections of the galaxy for certain materials as if they are going to pick up some coffee from the nearby gas station. I just bought a ship with an amazing starting FSD range, and I still barely moved an inch in the grand scheme of things. And now that I know that landing nearby landmarks opens up a trove for mining and research, that day of escaping newbie level creeps ever further away from me.
    I just want to see aliens, man.

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    cris roberts will run this desaster to a finanial dead end, he cant quit this disaster without beeing sued on court for coruption and money theft, so he will pay his programmers who are damned to fail, so he can say we run out of money and this broken something is all we made out of 350Mio $, im sorry dear jury and judge, i tried my best and failed.

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    Personally. I think that "what happened" was RSI was NOT expecting to make THAT much money off crowd funding. Games take a long time to make, ESPECIALLY AAA titles but even with triple A games they have a budget and deadlines. Star Citizen on the other hand was all crowd funded. They weren't given an external deadline. They made it themselves. They didn't have a budget either. Your budget is "however much we make on the fund raiser, we use" With all that said. you can tell they are suffering from feature creep. But how can they not? They LITERALLY have BILLIONS of dollars to make a game.

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    E:D is not complicated, the main issue and it's a big one is : FD can't say that E:D works well with a joystick. the flight model in "assist" (standard) mode is a plane model and is really easy to handle… with a joystick even if you never used one before. — About SC everything you say is so right. What is SC ? It just the sci-fi game we all dream about.

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    jamie marshall

    Chris Roberts: Roberts…. Robber… Ro-berts.. Ro-bber…. hmmmmm.. welp F*CK IT! I'M USED TO NOT FINISHING THINGS

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    buy a ship pack either because
    1: You like this style game, and want to support it's development
    2: You want the game cheaper now, than you would have to pay once it's released

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    *Plays a game that is in Alpha and doesnt actually hide how hard this insane concept is to bring to reality* then *complains for more than half of the video about it being unfinished*

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    Jim Bob

    I play this game on medium setting with a £800 Intel gaming PC (w/ GFX 970 4GB GPU, 16GB of RAM DDR4 2400, and all-important SSD HD the SSD is a MUST have.) @ an average FPS of 30-40… not sure wtf wrong with your computer dude.

    I'd say a good chunk of your issues with things not loading was your PC being too slow to load them, and little to do with the servers. Sure I've had these issues too but no way near the level your talking… so I think a chunk of your issues is your setup… and I get your closing notes but it's almost like you forgot what the people in the game told to you… buggy glitchy and in ALPHA.

    There is a reason corporate AAA games don't let you see the slightest sniff of a game in alpha for this reason – EVERY game EVER made goes thought this stage of development – and if they do it's very much a railroad by the numbers demo made to work just for that 10 min show of at E3 etc.

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    This exact game right now is 10x better and imo will only get 10x better with each patch.
    Please give this game a try, don't shun it for what it is at this current point in time.

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    Thank you for this! So! Star Citizen isnt a waste because they earn to much cash then?
    Do you think they will release it 2020 and its going to be what they said it would be?

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    Community could probably begin their own open-source project using GODOT Engine and clone Star Citizen and STILL release sooner! LMAO XD

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    Mike's Life

    I had no issues learning what the game has to offer. I had fun for a week doing missions and pvp until my ship started spawning with no parts. I'm now waiting for player reset… besides the bugs, I've been having fun.
    Tip 1 don't be a bot if you're gonna play now

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    Leonidas Michailidis

    dont get fooled by nice cinematics . Usually games like this are hogs with trillion bugs. Sept 2019 still in Alpha …. Really now ?

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    adam murphy

    When it fully releases I just want to explore all the wildlife pets and farm animals of this gaming world and cuase mass chaos to all the races on this game 😁😁😁😁😁

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    Rj W

    It's a brick wall for new players to figure out how to fly their ship in Elite? lolwat? Especially after showing how insanely complicated it is to not only retrieve, but then find, access, start and take off with your ship in SC? Okay.

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    Rene Kunnskap

    The main problem is the crowdfunding bit, because the development needs to be open more or less because of that. This can be good or a direct nightmare because people in general don’t understand what game development is, and how much time it takes to build a game. CIG would be best of by closing the doors like every other company how done since the beginning. Then they could make the game without all the interruptions which they do have now because they actually polish up patches when they should be developing more and then polish the game at the end. It’s in alpha and that should say it all.

    This guy played a shitty patch that wasn’t polished and that’s why you get a lot of shit and little pleasure from starcitizen.

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    Wesley Leigh

    It's as if what we've reached here is some kind of existential problem involving the developers disinterest in ironing out every bug and glitch, as the amount of them heads toward infinity. While it seems a noble task to us, it may never be achievable.

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    Me : Oh no Elon, what are we gonna do? We cannot damage the hostile alien ships, their inorganic alien metal is just too strong for our puny laser ray-cannons.
    Elon : I was hoping we never had to use this…..but I guess we had to….
    Me : Wait….don't you mean….
    Elon : Computer, transmit the unpolished Alpha of Star Citizen against the Alien's comms, at this state it should fry their systems of overloading.
    Me : Thank God for Chris Roberts!

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