![]() ![]() The firefight with the pirates continues for a few minutes. Once you exit the atmosphere, we want you already thinking about where you'll head next." ![]() "But the coolest thing it does, to me, is that seamless transition between the planet and space. "No Man's Sky does a really cool thing with its planet-building tech, and it uses it well," Roberts says. Cloud Imperium is also aiming for " Crysis-like visual fidelity" on each one. With Star Citizen, Roberts says there will be side quests, distinct landmarks, new characters, and more to find on each rock's surface. There are far fewer planets in Star Citizen-the studio is aiming for about 100 solar systems, each containing an average of five planets with their own moons as well-but Roberts and his team are working to ensure that each planet is worth exploring and returning to.ĭespite No Man's Sky's technical achievements and gargantuan size (around 18 quintillion planets), detractors point to its lack of memorable moments as its chief downfall. While No Man's Sky uses its tech to generate new planets as you travel, Star Citizen uses procedural generation to build the skeleton of specific planets before artists fill in the vital details. This planet is one of thousands that Cloud Imperium is creating. They can't see their enemies, but a crosshair indicator reassures them they're hitting something. They're firing assault rifle rounds into the open doorway of a pirate hideout. Meanwhile, the other two players-we'll call them the Pioneers-are on a barren planet scarred by rocky gorges. It seems the Pilot grew restless and needed time for a joyride. It's like Roberts said: "A history, a sense of place." A ship enters the Freelancer's line of sight through the window behind the statue. "Remember Antony Tanaka," a plaque reads. Several people mill about the statue of a fallen hero. In the courtyard outside the bar, the Freelancer pauses to examine his surroundings. There he finds the mercenary-the one who can't grip his glass-and learns the location of the "lost" cargo. Soon enough, the two arrive at Delmar and land in Levski's docking bay. "These aren't in-game warps disguised by animations. "We're actually moving in this space," Roberts says, eyes darting between each of the players' respective screens. They leap forward at a speed faster than light toward the planet Delmar and the promise of payment for a job well done. The pilot plots a course on his star map. They board the ship, leave their current station, and enter the vacuum of space. He has a two-person ship waiting in the hangar to take the duo to another system. Here he finds the second player: a friend we'll call the Pilot. We need a history, a sense of place for each of these worlds. The freelancer agrees to the task and makes for Port Alasar's docking bay. And there it is: a mercenary on the space station Levski needs cargo delivered through means of questionable legality. The first player-we'll call him the Freelancer-consults his smart watch, sifting through various side quests and potential storylines to find a suitable job. But in Star Citizen, they're light years apart, playing cooperatively nonetheless. In real life, they're sitting in a room together. One plays a first-person shooter, the next experiences a flight simulator, the next wanders around a hub town much like he might in a role-playing game. For one Cloud Imperium member, the moment is tranquil. Roberts' Gamescom demo begins in several places: a bed aboard a space station a ship in the docking bay several floors below an outpost waylaid by pirates on a distant planet under a star-spattered sky. ![]() "We need a history, a sense of place, for each of these worlds. "We want to create texture-an emotional feeling for each location," Roberts says. If all goes according to plan, the bug he just saw will be squashed before his team livestreams the update on August 19-tomorrow night. Like Elite: Dangerous and the more recent No Man's Sky, Star Citizen is trying to build a seamless world on myriad planets and the space between them. Roberts is at Gamescom showing off Update 3.0, the next expansion to Star Citizen, a massive MMO that hopes to combine first-person shooting, dog fighting, piracy, economic trading, and now, interstellar travel. It demonstrates Star Citizen's core tenet: the small things are important, even in a massive open world. To some, this meticulous attention to detail might seem excessive. Now Playing: Dogfighting in Star Citizen - Gamescom ![]() By clicking 'enter', you agree to GameSpot's ![]()
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