Star Citizen is a huge sandbox with a complex and deep lore allowing players to explore or play in whatever capacity they wish. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlist as a pilot, protecting the borders from outside threats.
I highly enjoyed Freelancer when it came out ten years ago. Since then, I've had to curb my Space Sim needs by playing the X Series and X-Wing Alliance. Chris Roberts has his work cut out for him though, if he can surpass the standards set by himself with Freelancer and Wing Commander.
I fucking love space sims. I caught wind of this when CIG corp was created with you know who running the show, some time later my wallet suddenly felt $250 lighter. Gotta say though, it was totally worth it and I'm even thinking about pledging more, the content previews have been pretty fucking amazing so far.
Has anyone actually been keeping up with all the news so far? This game is going to be huge and for many years to come, I can't wait to dive into the lore for each system. It's being built with CryENGINE (Crysis 3) by the way, directly by the development studio without a big corporate publisher getting in the way of quality. The amount of depth and detail they've put into ships alone already is awe inspiring, there's even support for HOTAS, flight chairs and rudder pedals!
Star Citizen wrote...
Most current gen “AAA” games have around 10,000 polygons for a character and 30,000 or so for a vehicle. In Star Citizen, the characters are detailed at 100,000 polygons, the fighter at 300,000 and the Space Carrier 7 million! This allows unparalleled detail, making the visuals more immersive than has ever been achieved before.
Star Citizen wrote...
Every spaceship is built from 100s of sub-components, many of them moving and articulating just like they would in the “real” world. If a component gets damaged during combat be prepared to feel the effects on your ship.