It's a heated race with HL3. Duke Nukem Forever took 14 years, so I wouldn't call this dead quite yet.
To be fair to Valve, all the evidence I've seen so far as indicated that Valve hasn't been actively developing HL3 for several years ( https://www.ign.com/articles/half-life-3-left-4-dead-3-detai... claims it was canceled by 2014), whereas Duke Nukem Forever and Star Citizen have been in active development for well over a decade.
Star Citizen Tops $700M, Still No Release Date
41–50 of 89 posts
Re: Star Citizen Tops $700M, Still No Release Date
#423.23 is smooth, performance is great, a lot of gameplay loops are in. 4.0 is around the corner. It's disappointing that they split the development between Squadron 42 (single player) and Star Citizen, but now that SQ42 is feature complete, the pace at which Star Citizen is being developed has been very nice. A lot of the features from SQ42 is being released/polished for the MMO and has already seen many features port…
Re: Star Citizen Tops $700M, Still No Release Date
#43would be very interesting if they followed the Unreal -> Unreal Engine playbook and eventually productized some amazing game engine (not making a comment on whether their stuff is likely to be good or not)
Can they do that? I thought their engine was built around CryEngine. At one point I think there was a Lumberyard[1] (also CryEngine) transition. Would they be able to sell a modified version of someone else's engine? [1] https://en.wikipedia.org/wiki/Amazon_Lumberyard
Re: Star Citizen Tops $700M, Still No Release Date
#44Earlier quoted context omitted.
I genuinely believe Chris Roberts does it to make the game he always dreamed of. That game happens to have an incredible amount of feature creep. He is not the person you want to hand an infinite amount of money to make a project without supervision or externally imposed deadlines. For everyone else it's a passion or an unusually steady job. Many studios have layoffs as they finish games, but with Star Citizen never…
I'm really curious what the single player narrative will be like. Some of the actors (e.g. Gary Oldman) from the original mocap sessions (from ~2014 I think) have passed away so if they want to use their performances they're pretty much locked in to the script they had back then. Or maybe AI can bail them out now? Edit: Oops, how embarrassing. Gary Oldman is not, in fact, dead. Not sure who I was thinking of.
Re: Star Citizen Tops $700M, Still No Release Date
#45It's a heated race with HL3. Duke Nukem Forever took 14 years, so I wouldn't call this dead quite yet.
To be fair to Valve, all the evidence I've seen so far as indicated that Valve hasn't been actively developing HL3 for several years ( https://www.ign.com/articles/half-life-3-left-4-dead-3-detai... claims it was canceled by 2014), whereas Duke Nukem Forever and Star Citizen have been in active development for well over a decade.
Re: Star Citizen Tops $700M, Still No Release Date
#46Earlier quoted context omitted.
CEO yachts don't pay for themselves!
Does Chris Roberts actually have a yacht/an expensive boat?
Re: Star Citizen Tops $700M, Still No Release Date
#473.23 is smooth, performance is great, a lot of gameplay loops are in. 4.0 is around the corner. It's disappointing that they split the development between Squadron 42 (single player) and Star Citizen, but now that SQ42 is feature complete, the pace at which Star Citizen is being developed has been very nice. A lot of the features from SQ42 is being released/polished for the MMO and has already seen many features port…
Mining lasers still don't line up with crosshairs, and rock charge level doesn't even update while charging up a rock to break, so you can't even do the main grind gameplay loop. Your ship will randomly refuse to take off. The first door to let you out of the hab room you spawn in doesn't even work sometimes. NPCs still stand on top of chairs. The "game" is just as broken as it was years ago, if not more broken. It's…
A proper Star Citizen conversation would be:
- "Is this bug fixed yet?"
- "We added a new prototype feature!"Re: Star Citizen Tops $700M, Still No Release Date
#48Ironically with inflation these past few years and enormous AAA flops (halo infinite reportedly cost 500mil), this doesn't even seem like all that much, especially since there's loads of content currently released as we type.
Re: Star Citizen Tops $700M, Still No Release Date
#49Earlier quoted context omitted.
Can they do that? I thought their engine was built around CryEngine. At one point I think there was a Lumberyard[1] (also CryEngine) transition. Would they be able to sell a modified version of someone else's engine? [1] https://en.wikipedia.org/wiki/Amazon_Lumberyard
I think when CryTek died they gobbled up most/a lot of their engine engineering team and some crazy licensing. The Amazon Lumberyard "transition" seemed more like corporate partnership marketing to me considering how they've basically rewritten most CryEngine modules multiple times over by now.
There's so much history with this project it's hard to remember it all.
Re: Star Citizen Tops $700M, Still No Release Date
#50Earlier quoted context omitted.
I think most estimates place the budget of GTA 6 at well north of $1000M. That said, based on public data, it's #2 on wikipedia[1]. [1] https://en.wikipedia.org/wiki/List_of_most_expensive_video_g...
Yes, but a _significant_ portion of those are marketing. If you look only at development costs, nothing comes close to Star Citizen.