FYI...those guys that bailed at 55:30 and didn't "hold the door"...they all died. You don't see it in this play through but in the original it was shown that they took a direct shot from a Vanduul cannon and blew up.
I just watched this back and I think while he was making his way to the other door, I saw the explosion off the left of the screen 🤣. Well that's what they get for being selfish 😏
To address a few Questions you had: -They do performance capture and built their own studio in their new offices, even got Andy Serkis in doing some of the Aliens. They previously used third-party studios and backrooms before that. -Campaign on a standard playthrough has been confirmed to be around 40 hours -They are currently working on both Hardware RT and a software based version which will be the standard model. They showed off comparisons of the SW, HW and current model in the 2023 presentation. - Character Creator is definitely used in SQ42 as well, they either used a character they already created or a pre-set. - This prologue actually features their new Physicalised destruction system which is systemic rather than pre-set at least regarding the ships that they player is shooting at. It uses physicalised material-based characteristics rather than simple HP points to dictate how they break apart or are damaged. - Javelin is in the game as part of Xenothreat event that runs sometimes which players protect and support so you can see it in action. They also announced the main ship (Bengal) will be possible for players to craft once players have built space stations and upgraded them enough in the PU. Only really for the largest of Orgs to be able to grind, will still take a long time. The bengal does do fly-bys during some events and players have tried to fight it even if it was set to invulnerable. - People have already spent a lot of time learning some of the languages of the Banu, Xian and a lesser extent Vanduul. They have resources available for people to learn them already to some extent. There were even people at the convention writing people's name in Banu for free. -The game is a fully first person game, the only 3rd person is for cutscenes (which can often be experienced in first person as well if you want), some animations and basically for screenshots. - Rich Tyrer who is the senior Game Director for SQ42 and the PU is the person playing this video, he also played it live as well (which had some crashes because of the setup and streaming). He went back to the office after the event to record it due to the crashes and the last sequence and cutscene not triggering properly. In the live version he was actually more accurate in the last sequence and tried to show off things and act more like a new player rather with commentary than just running through it like someone who played before like in this video. -This is a prologue so it is of course a bit more cinematic heavy than the rest of the game, but still quite a narratively driven/cinematic game. But choice still very much matters and can change how you are perceived and some of the direction of where the story goes. It's not full RPG freedom but yes you could leave her behind in that final sequence if you chose to and it may impact something later.
I really appreciate you taking the time to answer all those questions I had throughout the video. I'm a little sad that the game won't have a third person mode, but it doesn't always fit the style of ever game. It'd be cool if they implemented it as an option to switch between first and third kind of like Star Wars Battlefront. Didn't they say though that in the online component, that it was in the works or that it was possible or did I just mishear that? Either way, I'm really excited for this game and I can't wait until it's finally in my hands 😁
@@FullSpecStudios 3rd person exists and you can switch to it and they even showed it off in the video last year and it works in the current PU Alpha. But you have no HUD, if you interact with something it pulls you back to first person, etc. It's basically a free-camera rather than any kind of over the shoulder 3rd person view which can contextually adjust. Which means no adjustments for when you ADS or anything else. You can still do things like shoot in third person or in ships, etc but you just have to fully eyeball it. The only thing that kind of supports it more is ground vehicles but even then you get no HUD to help you as the screens in first person are where you get that information from.
That's what I thought because I remember them showing it off in the last video I checked out, but I wasn't sure if they implemented it fully into SQ42 or if they plan to expand on it to make it fully functional. It'd be cool if they did though.
43:48 Bishop said "next time *we take a hit* drop our shields an extra 30%". Thats to make the Vanduul think they just got a critical blow on the ship, so they would get cocky. Great reaction btw! Also at 47:09 you start talking about how humanity would be united and such, they actually are! The current governmental body ruling over humanity is the United Empire of Earth (UEE) and what you see here is the battle that starts (officially) the war between humanity and the Vanduul, which is actually still going on to this day in Star Citizen which takes place 10 years after this game
Oh that's interesting, I didn't realize they were actually separate timelines. So if people who play the single player are interested in continuing the story (sort of) and seeing what happens in the future, they can just hop on the multiplayer. Though I'm sure they've got plans for the second and third games to pick up where this one leaves off.
@@FullSpecStudios Yep. Sqd 42 takes place in 2945, with Star Citizen's year changing with each irl year. RN we are in 2955. Its actually the in universe reason the UEE relies so heavily on player civilian defense for Stanton and other systems - cause they are focusing all their resources on fighting the Vanduul. Vanduul Raids will also be a feature for the next star system they will add: Nyx.
Ship destruction works cuz is a fisical object that u can later strip of precious material with a salvaging ship, is not somehing smulated or just a 3d object in the space, is the most realistic and complex game ever made
@@FullSpecStudios It's a physics engine called Maelstrom. They talked a little bit about the under-the-hood engineering here and there, and it's based very simiarly on the VRAGE Engine design from Keen Software House, utilising a cantilever and material based tensile stress system CIG prototyped half a decade ago. It's nice to see it finally come to fruition.
@@Billy-bc8pk It's a very impressive showcase of proper physics for sure. I don't think there's been another game that's done what they're doing with ship destruction or ANY destruction for that matter.
I dont know if anyone has commented it yet, so i will throw in. Most all ships in the "modern" era of star citizen use some form of shielding technology. They doesnt make them invulnerable until shields are taken down by all damage though. Shield will negate any energy based weaponry, if the shields are strong enough. Ballistics rounds will go through the shields even at full power, however, the shields do slow down the ballistic rounds. So the shields being taken down means more things can do more damage. But are not ALWAYS required to be taken down for damage to be done.
I wasn't sure how Sci-Fi they were going with it, whether it was going to be Star Trek levels of science given what we've seen of the ship destruction. The difference between ballistic and energy, though, is really cool. I like that little detail.
@FullSpecStudios right, that's why j wanted to share how it works. It definitely keeps things interesting. Plus they need some way for ballistics to sound interesting and be viable against an infinite ammo option.
@@FullSpecStudioslumberyard is a cryengine fork. They switched licenses due to legal reasons but lumberyard and their engine were based on the same version of cryengine. The switch took a few guys on the weekend to switch out some libraries.
@@vorpalrobot They've actually said that not a single line of original CryEngine code remains in the engine. I think that they had to basically do a full rewrite (both to get features they needed, and to avoid losing a lawsuit against CryTek).
Oke, here are all the responses I had to your reaction (so that maybe you understand some things better or we can spark a conversation about some topics): 1. Yes, you can play it with a controller (at least SQ42 should be playable at the end). For one: Chris Roberts plays games (even on PC) with a controller but you might have also noticed that while the live-demo was with a mouse and keyboard, THIS VIDEO (which was recorded at their office after the Live-Demo) was probably played with a controller given how he aimed at the Vanduul at the end. They probably just don't have any graphics for controller-buttons yet. 2. Chris said to us that this game will be 30-40 Hours in length. I personally think that is a good length as it is NOT an Open-World game but a bit more linear. As this was the intro (where they need to setup the world and where your character can't do that much yet), this was quite cinematics heavy but there is also a "Vertical Slice" from 2017 on their channel that showed a mission a bit later in the campaign and that one had a lot fewer cut-scenes. If they stayed true to their vision from 2017, once you start the story proper (by being stationed on the Idris named Stanton) there should also be longer stretches of "just gameplay" 3. As far as we backers can tell right now this game will come to consoles at some point, but most likely only after the release on PC 4. This is in-fact actually a trilogy of games because the script for this game became long enough that they couldn't get everything into a single game so they changed to structure a bit and made 3 games out of it. We will see if they have found a good ending for the first game (I really hope so). I think they will wait for the response the first game gets and start the development of the second game once they have gotten some good feedback (that way they know what to improve for the second game). Of course the second (and hopefully also third) game will not take as long as the first one as they now already have a studio build, an engine build and most of the gameplay-mechanics, AI, ... 5. You will be able to customize your character AFTER the intro. This is due to the story of the game so they didn't go more in-depth with that statement (and while I have a general idea why that could be I will also not talk about it in case of spoilers). It will be a complete customizer for your head (similar to what we have in the alpha of SC since alpha 3.23) but most likely NOT a customizer for your body as that is something CIG hasn't worked on at all yet (and probably won't for a while because it would cause a lot of problems with the metrics used in game for Characters) 6. Lighting in this demo does not use any raytracing BUT they want to have RTGI (RayTraced Global Illumination) in the game before it releases AT LEAST. I also find it funny how you are so negative on RT and then shortly after that complain about shadow-flicker. RT is not bad, in-fact it is a very good technology that can make games look better/more realistic while at the same time saving A LOT of time for Level-Artists. The flicker of Shadows for example is exactly BECAUSE of the old approach for lighting which doesn't work well with Big Worlds, Big Objects and Far Distances and unfortunately SQ42 has all three. You might notice that it only happens for objects further away and once the camera gets near that object, the shadows are more stable. A game where you can see the improvement is between FlightSim 2020 and 2024 where 2020 used rasterized shadows in the cockpit while 2024 uses more raytracing. 7. For music CIG actually has two composers: One for StarCitizen and one for Squadron 42. The Squadron 42 one is Geoff Zanelli who most notably worked in the music-studio by Hans Zimmer for a while (as far as I know). He has also been posting about Squadron 42 frequently and seems really excited about the project and all the music he was able to write for it. 8. NO, this game will not be playable in 3rd person, at least not well. There is an option to use a 3rd person perspective in StarCitizen (and therefore probably also SQ42), but that is mainly for controlling the camera and not for actual gameplay since you have NO HUD at all in 3rd Person For the Lore-Related comments: 9. The enemy-species is called "Vanduul" (sometimes just called "Duul" by some humans in this gameplay)
1.) Good to know because after spending many years back on console, my hands have failed me when going back to KB&M lol. 2.) A lot of people have corroborated this sentiment which is good because we need another decently sized space opera. Something needs to take the place of Mass Effect since EA can't do it anymore. 3.) That's awesome and I hope it does because it's such a massive audience that I think would appreciate a game of this caliber. 4.) Also very awesome to hear (I think I remember being told this on one of my other videos, can't confirm) and I really hope this first game goes well so we can see a 2nd and 3rd down the line. 5.) I don't think I really care if I can customize my body tbh. I'm in relatively decent shape, but I'm having trouble getting rid of my gut 😋. The face customization will be fine for now lol. 6.) I guess I should've been more specific in the reasons why I'm "hating" on RT. While I do like what it has to offer for video games in general (and was very excited at the idea when it was first posed), if the last few years have taught us anything, it's that a lot of devs (not all) are willing to cut corners for the sake of profit and the quality of the games have suffered for it. RT (just like DLSS and FSR) should be used as enhancements AFTER the game has reached a level of polish in the rasterized state, in my opinion. But instead, it's being used as a crutch to bypass a lot of the work that's supposed to go into the game. I won't deny that I miss the days of native resolution, but I can admit that when implemented correctly, upscaling a lower rez image to a higher rez can look cleaner. I can also admit that I'd rather have RTGI and RT Reflections over baked lighting and SSR. But until such time that devs take this tech more seriously, it's always going to leave a bad taste in my mouth. 7.) This music (if you couldn't tell from the video already 😏) was possibly the best part of this showcase for me. I truly believe that without good music, a game can fall flat on it's face. And to make me feel like I'm back in the good ol' days of Mass Effect, that's a huge compliment to the composer. 8.) Yeah a lot of people have mentioned that it's purely there for minor gameplay purposes, which is a shame because I'd really like to explore this game in 3rd person. Even if they don't implement a native 3rd person camera, I'm gonna play it one way or another. 9.) Yeah I corrected myself later on lol. I was like "Why did I say Vandu?" 🤦♂️ I appreciate the rundown of info good sir. Every time I put up a video that's Star Citizen focused, I get a lot of really informative and passionate comments and it's really great to see. The community surrounding this game is very accepting of newcomers and I'm really happy and excited to become one...even if it's just on the single player side 😏.
@@FullSpecStudios Thanks for answering (or even simply reading) my big comment. Always great to see people excited for games you are personally also excited about. I will say, if you want to know what the mission-design of SQ42 most likely looks like you can check out the 2017 Vertical Slice (without Dev-Commentary). The way that mission was structured is the reason SQ42 is the most anticipated game for me since 2018. The only problem with that Vertical Slice is that it is a lot earlier development which means many Gameplay-Systems are only partially implemented (and in very rough stages) or even fully missing + the graphics are obviously worse than now and the performance is ... interesting. So you do need some imagination (and positivity) to imagine that mission with all the gameplay and tech CIG has today. Honestly, I hope in 2025 during CitCon they show that Vertical Slice again with modern gameplay as that wouldn't be any spoilers because we have seen it already but we could see how far they have come since then. Lastly, I really don't want to start an argument about RT. There are definitely games out there that haven't implemented it well. If you do implement it well however it is such a big technical leap. The game I have played so far where that was evident was Metro Exodus Complete Edition but from the more recent games I think Indiana Jones seems a good example of using RT well. What I will say is that the statement "Only start with RT once you have good rasterised implementation" is something that I think is counter-intuitive and honestly the big problem we have right now: Games still need to support 100% rasterised rendering. The problem is, that rasterised level-design takes a lot of time and is very static while RT-Development if you don't need rasterised anymore is so much faster since you really only need the light-sources and RT takes care of (almost) everything else. Even more complicated than that: If you design a level for rasterised lighting, sometimes the RT version of that same level doesn't have the desired ambiance anymore, most of the time because rasterised level need more lights (since bounce-lighting is not possible without tricks in rasterised rendering). In Metro for example the darker areas of the level are unfortunately too bright in the full RT-Version of the game because of bouncing. So, the future we should desire is one where RT is performant enough on all hardware supported by games that developers simply use that as their default unless they have other priorities (for example VR or E-Sport games where Performance is most important and backed lighting is best most of the time anyway)
Oh there's no intention of starting an argument, I just simply wanted to clarify why I said what I said since I don't think I did in the video. I can appreciate your stance and it's probably the truth of the matter. I think, just like CRT monitors, in some cases we had it better in the past with traditional techniques and I feel as though maybe modern game devs have lost sight of that. Either way, RT is good for the future of games, I just want it done right, that's all.
If it comes for consoles, definitely not for the PS5 or XBOX Series X .... for their successors perhaps. The minimum requirements are far above what the current consoles can manage. With RAM alone, at least 32GB RAM is recommended, which is more than twice as much as the consoles have
You are right, that is an SMG. On the music, holy crap this has some proper music to it, "John Williams would be proud" is pretty adequate, it's been a while since the last time a music theme caught my attention, and the Vanduul theme when the Kingship is revealed being my favorite, and the Squadron 42 theme is also really good. They have stated that the campaign is around 40h, and for a game like this that is pretty good, much better than the usual 8h campaigns we have been getting these days depending on the game. Now on the tech, most of the anomalies you see in the cutscenes, are because they are happening in real time all the time, usually what pretty much all games do is that a high quality pre-rendered cutscene is played, basically a video playback, when done right can feel pretty seamless, but it also brings some limitations, and it is normal to be able to see the cut happening, however, the game is in polish phase, and they are working on lighting tech to replace what is probably a placeholder for this presentation, so those shadow flickering probably will be gone, and major stutters significantly reduced. So in Chris Roberts older games, it was normal to have multiple choices affecting the story of the game, and even the ending, which means that you saw a moment where you can chose what to do, if you look closely, you can also see that the medkits sticks are available behind the character, and you have the choice to help captain MacLaren or leave as she orders, so i'm very curious on how deep this will go, granted, i would not be surprised if the branching stories possibilities where pretty limited given i never have seen a story line game of this proportion have real multiple endings in the recent gaming industry.
The ship in the beginning is the F7A MK2 and I do have one in Star citizen. The MC used here is the custom character of the dev that was playing the demo named Richard tyrer of you look at the very beginning before the Henry cavil part that was actually the main menu and there was an option for making a character but he had it pre made. This game is 100% dropping with Ray tracing global illumination and vulkan. Playing with a gamepad is technically possible but there's not enough control options without going crazy with like radial menus mouse and keyboard or mouse and keyboard and either dual joystick or joystick and throttle, but this is not coming for consoles. People are actually taking the time to learn the vanduul language. You can look at yourself with a third person view but there's no UI so you can't really play with that view. The health system is a lot more than just health % the environment and where the injury occurs and severity all matter. As for playing Star Citizen the devs intend to make 2025 a year where the stability is higher and since the 4.0 update dropped its been a lot more playable with a lot more to do.
Ray tracing is coming for this single player story (Squadron 42) and for the MMORPG (Star Citizen). The game is in Polishing, early Beta. You can see some bugs there. DLSS, FSR should be implemented
I do think DLSS and FSR can help, I just think that the game should be optimized as best as possible before doing so, so that they're not relaying on those technologies to do it for them.
@ DLSS and FSR is in the game, as well as a proprietary upscaler . They said on Citcon they are working already in optimisation. On the CPU and GPU. The biggest problem with the game was the Server. Server meshing addressed that part too. Did you watch Citizen Con? They talked about all this
There's a small panel about their current state of ray tracing. Last year they only showed off first stages of global illumination on opaque surfaces and small-ish scenes, this year they expanded that to large scenes, atmospherics and matte and glossy reflections. No shadows yet, I believe. Ben Parry is the dev who did the panel for both citizencons.
You can use any USB controller, joysticks, flight sim, and has Tobi Eye tracker support as well as track IR for head tracking. They also allow you to use a webcam for cheap head tracking and face tracking so you can animate your characters face as you talk if you want which already works on the MMO side. The SC Machinima is a thing. All the actors were full body and face motion captured. Way back on their YT channel are the vids and interview with the cast as they filmed their mocap. SQ42 will have the MMO character creator and a photo mode but they used a premade for speed. SQ42 is a prequel 10 years before the time in the MMO to establish the world lore. They once said once you complete the single player campaign your character can 'retire' from the Navy and carry on in the MMO. They said at the presentation the story campaign depending on your choices is estimated ~30-40 hours. It's going to be an interactive movie they stick your character into with ~50/50 flight and FPS combat. 75% of their dev time was spent on SQ42 and this shows they were cooking. It's got the perfect tone and style to be a new Wing Commander. The MMO's new star system Pyro is a step in that direction of lighting quality. I agree about what you said about lighting. You don't need RT/GI for a good-looking game if you take the time to work up the lighting and environment design quality. They do plan on adding those features via Vulkan. As it is what we saw is DX11a with custom addons stretched to its max and looks that good. There was a vid and convo in the game dev space recently about UE5 hurting gaming because of all its automatic tools that make it run poorly junior devs are getting reliant on, and the art of render optimization is being lost.
Exactly, I just feel like a lot of devs misuse the new age of tech to cut corners and the quality of the game suffers for it. We need devs to get back to basics with their games, like CIG is doing and just get the game in a working, polished state before adding all the fluff. I'm loving what I'm seeing here and I can't wait. Also that bit about taking your character as a retired vet into the multiplayer, that's pretty dope. It's a great way to merge the worlds.
The shadows are a result of the classic rendering techniques that you like so much. They'll never go away no matter how much work the lighting artist put into it. Switch to raytracing and upscaling and you'll get perfect shadows with equally great performance.
RE: character creation, they have said that at some point during the campaign you will get the opportunity to fully customise your characters appearance. I remember a looooong time ago, like maybe a decade ago, Chris talked about a concept of having the character approach a fogged up mirror after customisation and they wipe away the fog to reveal your freshly customised face. I did see a mirror scene in the quick cuts at the end of the video so maybe that's still the plan. If so my guess is you sustain some kind of serious face injury that then results in you having to have your face basically recreated but that's just my personal guess.
I think that'd be a fair way to go about it. With the advanced tech of the future, it'd be completely plausible that you'd be able to get your injuries fixed relatively fast. Either way I can't wait to dive deep into whatever character creator they have.
they have shields in this universe, but ballistic weapons (kinetic weapons) go through. they loose some energy doing so, but projectiles hammer through shields direktly into the hull. making them more effective, but with limited ammunition. energy weapons have unlimited use (when enough energy input is there) but they have to wear down the shields first, until they can actually start damaging the ship itself. also ballistics have better armor penetration, then energy weapons.
Its still in polishing all the graphic issues you see will be fixed, no worries polishing is always the last thing this was a live demo of a game that has no polish or optimizations.
Yeah I know, but ever since I worked for Vicarious Visions as a QA test, my brain can't stop seeing anomalies even in finished products, let alone in progress ones. I'm sure they're aware, but I can't help but mention it 😁
Gotcha. Yeah some people were saying they just used a preset, which is fine of course. And I think I said it in the video, but if the character creator is as in depth as I think it's going to be, this might be the first time I ACTUALLY spend time to make my character look like me lol
@@FullSpecStudios The character creator in Star Citizen is the exact same they are using for Squadron 42. If you are curious what that is like, I am sure there is a walkthrough video showcasing the entire character creation process.
They are working on ray traced global illumination, and have shown previews. They haven't fully converted to Vulkan yet, and I think we'll see more advanced graphics options once they finish that.
You know I thought about that after I watched this back while editing and was like "Maybe it was the video stuttering". Which is a bit odd since that's all that was going on, on my network was that video, but oh well. I guess not everything can be perfect 😂
This looks amazing. For Star Citizen gameplay, I suggest checking out the War for Jumptown by Bed Bananas. It should give you an idea of the differences between gameplay and has a lot of cool or funny moments to react to. Also, the StarEngine demo shows off why this engine is so impressive over something like Starfield. Some suggestions for future reactions: Try not to talk when people are talking. For many this is their first time watching too, & talking during a talking scene has the same effect as talking in a movie theater. It annoys some people. If you need to, that's fine, but pause the video. And I'd try to keep your reactions during the video to what you are watching. Your history with the Colleco vision is awesome (I had an Atari) but it has nothing to do with the video. Same with wondering out loud when the Nintendo was released, your rants on ray tracing, feelings on Mass Effect, etc. You cannot listen & talk at the same time, so it ends up feeling more like a podcast than a reaction. That's not why people watch a video labeled reaction. If you want to share something, go for it. I found some of the stuff interesting. I would just suggest pausing the video during those moments, or keep the comments limited to those slower, in between moments of the dialog & action. Just a suggestion.
1:04:23 well the ball of whatever they shot the hammerhead with must have carried a lot of momentum and it pushed the ship down and it looks like a noise dive And of course it's a cinematic experience so it has to convey a sense of the ship being downed
Agreed, I'm just always thinking of real physics and given that, that's a large majority of their marketing, I just figured they'd want to make sure that things felt as real as possible. But you're right, it's a high probability that something just pushed it down which is not something I thought of. Appreciate the insight 😀
Its base is not CryEngine. Its their own custom engine they made from scratch, CryEngine wasn't good enough for them so they tossed it. They do use some framework from amazon lumberyard for backend stuff.
That is not true. It still is CryEngine but massively enhanced. It is now called Star Engine. Amazon bought CryEngine 3.5 and called it Lumberyard Engine.
It's massively enhanced the same way Half Life 2's source engine is an enhanced Quake 1 engine. Or Unreal 5 is an enhanced Unreal 1 engine. They replaced the variables to 64 bit variables, made maps a billion times bigger, eliminated loading screens, added full procedural planets & introduced object container streaming. They completely changed the networking and data storage for persistent entity streaming, entity graph databases, and server meshing. They even replaced the sound rendering system, CryAnimation system, and replaced rendering system with a Gen12 renderer with Vulkan renderering. When you change the variables, replace the networking model, add 64 bit precision increasing map sizes a billion times, add full working planets, change the max players from 16 to 600, add server meshing, replace the animation system, replace the AI system, replace the sound system, and even replace the renderer? That's practically the entire engine from scratch. But technically? Yes, it's still based off CryEngine. They did not toss it. They just replaced almost everything bit by bit like the ship of Theseus.
@@DamonCzanik Technically. They got rid or Cryengine as we know it, they went to an Amazon lumberyard. Crytech was licenced to Amazon, Amazon made their own based off Crytech "lumberyard". On the 23 of Decenber 2016 CIG announced switching engines to use Amazon Lumberyard, which is itself based on CryEngine, in order to utilize the integrated Amazon Web Services (AWS) and Cloud-Computing features "to support next-generation online gaming" This pissed off Crytech people and sued, and lost with prejudice, due to the license not being with crytech but with amazon. Part of that agreement was the removal of all crytech property going sowly lumberyard to avoid further issues. Former Crytek employees were hired to help develop Starengine further to its own unique engine, with lumber yard as the framework (mainly for AWS intergration)
@@DamonCzanik On December 12th 2017 Crytek sued CIG and RSI in the Crytek v Cloud Imperium Games lawsuit over copyright infringement and breach of contract among others over claims regarding CryEngine. The lawsuit was dismissed with prejudice in March 2020.
@@DamonCzanik As you said, technically it is based on cryengine. The main post sounded like it is not. He said they made it from scratch wich is just not true.
As you saw, Squadron 42 is a fighter squadron and players will likely be spending a good amount of time flying around in light and medium fighters. Some players in SC use a console controller but most use either a keyboard & mouse or some combo of Hotas/Hosas/Hosam. I prefer dual sticks and pedals for flight and KB&M for FPS combat in SC and will probably stick with that for S42. If you prefer a controller that will be supported too so you should be good to go without having to get used to a whole new setup.
Awesome. Yeah I was genuinely thinking about getting a HOTAS for this game given that I think it'd be a better experience overall. But a controller will work just fine too 😏
Man that's going to be tough to run with the game looking as good as it does now. But if they optimize it right, could be good additions to the visuals 👍
You won't be able to play the game in 3rd person as you won't be able to aim, have a HUD or a map. You will also not be able to use your Mobiglass in 3rd person: The game is a 100% first person . The 3rd person camera is only there for screenshots ;)
Hearing the 'Supposedly it will be out next year' when the woman was talking in the bunks makes me chuckle now that its 2025 and they want sq42 out in 2026... I'm not saying that I doubt the 2026 release just thought it was funny.
Not bad at all. Definitely _feels_ epic and is definitely up my ally when it comes to intergalactic conflicts. Feels like Halo if you were just a regular human.
Halo is definitely another good example of what this game could replace. Yet another series that has fallen off quite a bit over the years, but hopefully SQ42 can make a big splash and bring the space opera back to the forefront.
@@FullSpecStudios yup! Star Engine is a branch of CryEngine, just like how Lumberyard was. But now its 70%+ new code. The Frankfort office of CIG, is made up of mostly Crytek engineers. They hired most of them when Crytek went bankrupt. This is part of why the game has taken so long, they spent several years just building up the game engine. Which honestly I think will pay off in the long run.
I think all of this will payoff and it will prove to the industry that time is possibly the biggest factor into whether or not your game comes out good or not. You can't just throw tons of money at a problem, the devs need time to figure it out, which most of the big companies just don't do.
Deep Fake Technology is here now. it already can take samples from existing videos and make amazingly convincing audio. And text to speech AI is making great audio books out of everything as well. it really would not be that hard to combine the 2 in one game. you just need a little training program for your voice and the way you talk. maybe some lines were it asking you to voice like your mad really mad rageful. sad. crying. happy. joius. in love ect ect. and it would be able to fill all those rolls useing your voice to read the games text for your characters voice lines.
That's what I'm thinking. If a company out there could figure it out, it'd be awesome to put our own voices to a character that we create so that we actually ARE the stars of our own story. It'd be so epic.
@@FullSpecStudios I do not remember the name of the game. never played it myself. but there WAS a game a few years back that allowed you to record some witty one liners that your character would use from time to time in the gameplay.
To clarify, they are broken into episodes like Star Wars is broken into episodes 1,2,3,4, etc. Each game is a full 40-50 hour game. The others are just sequels.
@@FullSpecStudios Thankfully, the 5000 series cards are about to release. I don't have the money for a 5090; but, a 5080 just might be doable. I've been making due in Star Citizen (the MMO) with a 2080 for years now.
Well a 2080 is still a pretty powerful card, even today. I would save your money and go for the 5070. At this point, there's no reason to buy either of the top end cards because the technology is really what you're after. Raw horse power has taken a backseat to efficiency.
@@FullSpecStudios I find that the 2080 has begun lagging behind in games lately. Keep in mind that I tend to play games in 4K, and want to be able to max out (or nearly so) visual settings as much as I can.
Well when it comes to single player experiences, 60fps for first person shooters is all I need. I'm even one of those rare people who doesn't mind 30fps, in fact prefers it, if it's done right and it means for higher graphic fidelity.
Ideally until it's ready and I know that when it comes to most games these days, ready never comes. But this game is looking in a pretty good state the way it is, so hopefully they'll stick to that 2026 release window and don't let scope creep rear it's ugly head.
In 2016 the alpha was planned, not the release of the game. 2016 it was practically like Wing Commander, it was not planned that you walk through the spaceships, do FPS Combat, land on planets and so on. It's a completely different game
No. Don't kneecap this game by dumbing it down for console. It has trouble running on even the best of PC's. Porting it to console would only rob valuable time from making it better on the tech that can run it.
I mean, they wouldn't necessarily need to dumb down the game that already exists. All they would need to do is finish this version, then make a native port for the consoles. It would have no affect on the game currently.
@@FullSpecStudios That's basically the approach that Chris Roberts has said he'll take *if* it comes to consoles. The original sales pitch he gave on Kickstarter was that he wasn't going to be sacrificing anything just to get a console release. It'll be prioritized as a pc game; but, he's talked a few times about being willing to do a console port if console hardware ever gets powerful enough to port it over without too many sacrifices to the original vision.
That's fair and I honestly think he said that back in the day simply because the PS4 and Xbox One were the main consoles at the time. Those would be nowhere near powerful enough to even start the game up. I think it could be done on the PS5 and Series X, but tactfully. We might have to wait for the next gen of consoles in order for him to consider it, but that's fine because that'll give me plenty of time to play through it on PC and when he ports it, I'll just buy it again and play it again 😏
It was NOT edited out of the youtube release. You can still see the live stream of it. Rich Tryer went back to the office and did another play through that was complete without crashes and that is what you are seeing here today.
Yeah, but you know what? I'm glad they showed the crashes and hitches. It makes everything that these devs do a little more grounded and I hope people appreciated what they saw and how difficult it is to make games of this complexity. I understand that they want to show off their game in the best light, but sometimes things just don't go as you plan. Good on them for sticking it out though, regrouping and finding a solution to their issue. 👍
So far, all we can do is take the director at his word....but no....not until I see proof that they do Mass Effect justice. Either way, we're still getting SQ42 and that's a win in my book.
It's ridiculous to call this a gameplay trailer. It's an hour long (admittedly impressive) cutscene with like 5 minutes of actual gameplay that couldn't be more generic if it tried. Speaking of generic, I feel like I've seen these aliens a dozen times before. It's all a lot of glitzy presentation and nothing behind it.
This was just the prologue my friend. This was setting up the launching point for the game and its story. The tone setter for what comes next. Rather than focusing what the game appears not to be, rather focus on what it does appear to be: "An Interactive Movie." This game is setting out to be a solid hybrid between rich story telling and the feeling of immersion along with it as you, the protagonist, are the main character of the story. Sure you may not be able to control a huge amount of dialogue, but you get to watch the movie from the perspective of the main character. This is how this game should be viewed as. That being said, this didn't even show a fraction of the possible gameplay that this game has to offer. Look at all of the gameplay from Star Citizen. Star Citizen is the "alpha test environment" for Squadron 42. The big highly detailed features and mechanics that we have been testing in the multiplayer game, were also for the purpose of getting them playable and fun in their single player game. S42 won't have every single mechanic from Star Citizen, but quite a bit of the mechanics you see live in Star Citizen will also be in S42. Some mechanics have also been held back away from Star Citizen so we get to experience those mechanics for the first time in S42. Sure the aliens are generic, but they managed to give those generic aliens a bit of personality despite looking the part of a villain. That being said, there was still enough gameplay to merit this "gameplay trailer" status. Remember, most gameplay trailers of other triple A titles will show like 5-10 minutes of total "gameplay" and cut-scenes. We got like an hour and a half of gameplay/cutscenes. So sure, it was heavy on the cutscenes, but this is why it felt like there wasn't much gameplay. If you just look at the gameplay/cutscene ratio, it looks tiny. But you compare that with how much in total we ended up getting and there actually was more gameplay than what most games would show in their reveals. I'm sorry I sound like a white knight for this, but I just want to help you realize this before you talk borderline negative towards this trailer. Context matters.
@@MidnightWolfSDJ Yes, context matters. So how about this: the initial tentative release date for this game was 11 (!) years ago. In the meantime, Star Citizen has grown into a veritable behemoth of ambition that is still years from completion if it ever gets completed at all, while SQ42 has hardly been talked about publicly except for when it got delayed again. Now, after many, many years, we get an hour-long "gameplay trailer" that is 5% gameplay and 95% trailer. But instead of at least showing us how that gameplay they have been working on for over a decade will stand out, it is super generic and unremarkable. While I agree that other so-called gameplay trailers also don't show a whole lot of actual gameplay, at least they have the good sense to not package it in an hour of fluff to make that fact stand out even more. If I want to watch a movie, I'll watch a movie. What I was promised and expect is a game, wich I have still hardly seen anything of, and what little I've seen has been pretty underwhelming. I am not a hater. While I have no interest in SC at all, I still hope SQ42 will be good. And while I don't care whether or not you sound like a "white knight" for it, even you should be able to realize that everything you have written sounds like a press release from CIG. It's all a bunch of promises and projections we've heard and read a lot about, but none of which we've actually seen. Just like the multiple release dates that have been announced and then changed in the past. This massive trailer could (and should) have been a statement, a demonstration of what they have achieved, an FU to the doubters and the proof that all the waiting was worthwhile. Instead, it's basically an hour of cutscene that left me with even more skepticism. If nothing else, that was a clumsy move on their side. We'll see how it all turns out in the end, but I for one am not holding my breath.
@ the game is still a game. But it’s a game focused on a rich story. The point of a gameplay trailer is to show just enough content to get people interested. CIG accomplished this. In the “5%” gameplay as you say, CIG showed more gameplay than many other games. The thing is, you don’t want to be spoiled. I don’t want to be spoiled, any more gameplay would be a bonus but not required. I don’t get why you aren’t content with a video game focused on being both a video game and a movie all in one. There is a lot of gameplay that we don’t even get to see in this trailer: Ship v ship combat (dogfight style) Physics based and logistics based puzzles. Are just a couple of examples that didn’t get shown off.
@@MidnightWolfSDJ "There is a lot of gameplay that we don’t even get to see in this trailer" So why don't they show it? It has nothing to do with spoilers. Seeing a dogfight won't spoil anything, neither will seeing a bit of a puzzle. This is an hour of admittedly good cinematics and not much else. To me, it's a missed opportunity, and nothing you say will change that.
FYI...those guys that bailed at 55:30 and didn't "hold the door"...they all died. You don't see it in this play through but in the original it was shown that they took a direct shot from a Vanduul cannon and blew up.
I just watched this back and I think while he was making his way to the other door, I saw the explosion off the left of the screen 🤣. Well that's what they get for being selfish 😏
38:46 Those screens are multi funtion displays and can be changed to display different things like power managment, gunnery options and so forth
Oh that's sick, so we don't have to look at our commanding officers face twice. 😏. But seriously though that's awesome.
To address a few Questions you had:
-They do performance capture and built their own studio in their new offices, even got Andy Serkis in doing some of the Aliens. They previously used third-party studios and backrooms before that.
-Campaign on a standard playthrough has been confirmed to be around 40 hours
-They are currently working on both Hardware RT and a software based version which will be the standard model. They showed off comparisons of the SW, HW and current model in the 2023 presentation.
- Character Creator is definitely used in SQ42 as well, they either used a character they already created or a pre-set.
- This prologue actually features their new Physicalised destruction system which is systemic rather than pre-set at least regarding the ships that they player is shooting at. It uses physicalised material-based characteristics rather than simple HP points to dictate how they break apart or are damaged.
- Javelin is in the game as part of Xenothreat event that runs sometimes which players protect and support so you can see it in action. They also announced the main ship (Bengal) will be possible for players to craft once players have built space stations and upgraded them enough in the PU. Only really for the largest of Orgs to be able to grind, will still take a long time. The bengal does do fly-bys during some events and players have tried to fight it even if it was set to invulnerable.
- People have already spent a lot of time learning some of the languages of the Banu, Xian and a lesser extent Vanduul. They have resources available for people to learn them already to some extent. There were even people at the convention writing people's name in Banu for free.
-The game is a fully first person game, the only 3rd person is for cutscenes (which can often be experienced in first person as well if you want), some animations and basically for screenshots.
- Rich Tyrer who is the senior Game Director for SQ42 and the PU is the person playing this video, he also played it live as well (which had some crashes because of the setup and streaming). He went back to the office after the event to record it due to the crashes and the last sequence and cutscene not triggering properly. In the live version he was actually more accurate in the last sequence and tried to show off things and act more like a new player rather with commentary than just running through it like someone who played before like in this video.
-This is a prologue so it is of course a bit more cinematic heavy than the rest of the game, but still quite a narratively driven/cinematic game. But choice still very much matters and can change how you are perceived and some of the direction of where the story goes. It's not full RPG freedom but yes you could leave her behind in that final sequence if you chose to and it may impact something later.
I really appreciate you taking the time to answer all those questions I had throughout the video. I'm a little sad that the game won't have a third person mode, but it doesn't always fit the style of ever game. It'd be cool if they implemented it as an option to switch between first and third kind of like Star Wars Battlefront.
Didn't they say though that in the online component, that it was in the works or that it was possible or did I just mishear that? Either way, I'm really excited for this game and I can't wait until it's finally in my hands 😁
@@FullSpecStudios 3rd person exists and you can switch to it and they even showed it off in the video last year and it works in the current PU Alpha. But you have no HUD, if you interact with something it pulls you back to first person, etc. It's basically a free-camera rather than any kind of over the shoulder 3rd person view which can contextually adjust. Which means no adjustments for when you ADS or anything else. You can still do things like shoot in third person or in ships, etc but you just have to fully eyeball it. The only thing that kind of supports it more is ground vehicles but even then you get no HUD to help you as the screens in first person are where you get that information from.
That's what I thought because I remember them showing it off in the last video I checked out, but I wasn't sure if they implemented it fully into SQ42 or if they plan to expand on it to make it fully functional. It'd be cool if they did though.
Fun story, they didn't get Henry cavil henrey got them, he found out about the project and offered to be in it
See? He's a total nerd 😏
Fun Fact: Henry Cavill approached CIG and asked to be in the game. He did it for FREE! Hes also a backer
Don't you just love that man? 😏
43:48 Bishop said "next time *we take a hit* drop our shields an extra 30%". Thats to make the Vanduul think they just got a critical blow on the ship, so they would get cocky. Great reaction btw!
Also at 47:09 you start talking about how humanity would be united and such, they actually are! The current governmental body ruling over humanity is the United Empire of Earth (UEE) and what you see here is the battle that starts (officially) the war between humanity and the Vanduul, which is actually still going on to this day in Star Citizen which takes place 10 years after this game
Oh that's interesting, I didn't realize they were actually separate timelines. So if people who play the single player are interested in continuing the story (sort of) and seeing what happens in the future, they can just hop on the multiplayer. Though I'm sure they've got plans for the second and third games to pick up where this one leaves off.
@@FullSpecStudios Yep. Sqd 42 takes place in 2945, with Star Citizen's year changing with each irl year. RN we are in 2955. Its actually the in universe reason the UEE relies so heavily on player civilian defense for Stanton and other systems - cause they are focusing all their resources on fighting the Vanduul. Vanduul Raids will also be a feature for the next star system they will add: Nyx.
I love how literal they're taking the idea of a "living world" with this game. This is a true Sim to it's core. Time don't stop for no man 💪
Ship destruction works cuz is a fisical object that u can later strip of precious material with a salvaging ship, is not somehing smulated or just a 3d object in the space, is the most realistic and complex game ever made
Oh I agree, it's definitely the most impressive destruction system I've ever seen put into a video game. It puts DICE to shame at this point.
@@FullSpecStudios It's a physics engine called Maelstrom. They talked a little bit about the under-the-hood engineering here and there, and it's based very simiarly on the VRAGE Engine design from Keen Software House, utilising a cantilever and material based tensile stress system CIG prototyped half a decade ago. It's nice to see it finally come to fruition.
@@Billy-bc8pk It's a very impressive showcase of proper physics for sure. I don't think there's been another game that's done what they're doing with ship destruction or ANY destruction for that matter.
I dont know if anyone has commented it yet, so i will throw in. Most all ships in the "modern" era of star citizen use some form of shielding technology. They doesnt make them invulnerable until shields are taken down by all damage though. Shield will negate any energy based weaponry, if the shields are strong enough. Ballistics rounds will go through the shields even at full power, however, the shields do slow down the ballistic rounds. So the shields being taken down means more things can do more damage. But are not ALWAYS required to be taken down for damage to be done.
I wasn't sure how Sci-Fi they were going with it, whether it was going to be Star Trek levels of science given what we've seen of the ship destruction. The difference between ballistic and energy, though, is really cool. I like that little detail.
@FullSpecStudios right, that's why j wanted to share how it works. It definitely keeps things interesting. Plus they need some way for ballistics to sound interesting and be viable against an infinite ammo option.
29:30, its not actually CryEngine at all, they switched to Lumberyard and then modified that into StarEngine
Oh you are absolutely right, I completely forgot 🤦♂️. I honestly don't know why I keep thinking they're still on CryEngine.
@@FullSpecStudioslumberyard is a cryengine fork. They switched licenses due to legal reasons but lumberyard and their engine were based on the same version of cryengine. The switch took a few guys on the weekend to switch out some libraries.
Lumberyard and StarEngine are variants and heavy modifications of CryEngine.
So, it’s somewhat CryEngine.
So what you're saying is there's a chance....that I wasn't wrong 😏
@@vorpalrobot They've actually said that not a single line of original CryEngine code remains in the engine. I think that they had to basically do a full rewrite (both to get features they needed, and to avoid losing a lawsuit against CryTek).
Oke, here are all the responses I had to your reaction (so that maybe you understand some things better or we can spark a conversation about some topics):
1. Yes, you can play it with a controller (at least SQ42 should be playable at the end). For one: Chris Roberts plays games (even on PC) with a controller but you might have also noticed that while the live-demo was with a mouse and keyboard, THIS VIDEO (which was recorded at their office after the Live-Demo) was probably played with a controller given how he aimed at the Vanduul at the end. They probably just don't have any graphics for controller-buttons yet.
2. Chris said to us that this game will be 30-40 Hours in length. I personally think that is a good length as it is NOT an Open-World game but a bit more linear. As this was the intro (where they need to setup the world and where your character can't do that much yet), this was quite cinematics heavy but there is also a "Vertical Slice" from 2017 on their channel that showed a mission a bit later in the campaign and that one had a lot fewer cut-scenes. If they stayed true to their vision from 2017, once you start the story proper (by being stationed on the Idris named Stanton) there should also be longer stretches of "just gameplay"
3. As far as we backers can tell right now this game will come to consoles at some point, but most likely only after the release on PC
4. This is in-fact actually a trilogy of games because the script for this game became long enough that they couldn't get everything into a single game so they changed to structure a bit and made 3 games out of it. We will see if they have found a good ending for the first game (I really hope so). I think they will wait for the response the first game gets and start the development of the second game once they have gotten some good feedback (that way they know what to improve for the second game). Of course the second (and hopefully also third) game will not take as long as the first one as they now already have a studio build, an engine build and most of the gameplay-mechanics, AI, ...
5. You will be able to customize your character AFTER the intro. This is due to the story of the game so they didn't go more in-depth with that statement (and while I have a general idea why that could be I will also not talk about it in case of spoilers). It will be a complete customizer for your head (similar to what we have in the alpha of SC since alpha 3.23) but most likely NOT a customizer for your body as that is something CIG hasn't worked on at all yet (and probably won't for a while because it would cause a lot of problems with the metrics used in game for Characters)
6. Lighting in this demo does not use any raytracing BUT they want to have RTGI (RayTraced Global Illumination) in the game before it releases AT LEAST. I also find it funny how you are so negative on RT and then shortly after that complain about shadow-flicker. RT is not bad, in-fact it is a very good technology that can make games look better/more realistic while at the same time saving A LOT of time for Level-Artists. The flicker of Shadows for example is exactly BECAUSE of the old approach for lighting which doesn't work well with Big Worlds, Big Objects and Far Distances and unfortunately SQ42 has all three. You might notice that it only happens for objects further away and once the camera gets near that object, the shadows are more stable. A game where you can see the improvement is between FlightSim 2020 and 2024 where 2020 used rasterized shadows in the cockpit while 2024 uses more raytracing.
7. For music CIG actually has two composers: One for StarCitizen and one for Squadron 42. The Squadron 42 one is Geoff Zanelli who most notably worked in the music-studio by Hans Zimmer for a while (as far as I know). He has also been posting about Squadron 42 frequently and seems really excited about the project and all the music he was able to write for it.
8. NO, this game will not be playable in 3rd person, at least not well. There is an option to use a 3rd person perspective in StarCitizen (and therefore probably also SQ42), but that is mainly for controlling the camera and not for actual gameplay since you have NO HUD at all in 3rd Person
For the Lore-Related comments:
9. The enemy-species is called "Vanduul" (sometimes just called "Duul" by some humans in this gameplay)
All of the above.
1.) Good to know because after spending many years back on console, my hands have failed me when going back to KB&M lol.
2.) A lot of people have corroborated this sentiment which is good because we need another decently sized space opera. Something needs to take the place of Mass Effect since EA can't do it anymore.
3.) That's awesome and I hope it does because it's such a massive audience that I think would appreciate a game of this caliber.
4.) Also very awesome to hear (I think I remember being told this on one of my other videos, can't confirm) and I really hope this first game goes well so we can see a 2nd and 3rd down the line.
5.) I don't think I really care if I can customize my body tbh. I'm in relatively decent shape, but I'm having trouble getting rid of my gut 😋. The face customization will be fine for now lol.
6.) I guess I should've been more specific in the reasons why I'm "hating" on RT. While I do like what it has to offer for video games in general (and was very excited at the idea when it was first posed), if the last few years have taught us anything, it's that a lot of devs (not all) are willing to cut corners for the sake of profit and the quality of the games have suffered for it. RT (just like DLSS and FSR) should be used as enhancements AFTER the game has reached a level of polish in the rasterized state, in my opinion. But instead, it's being used as a crutch to bypass a lot of the work that's supposed to go into the game. I won't deny that I miss the days of native resolution, but I can admit that when implemented correctly, upscaling a lower rez image to a higher rez can look cleaner. I can also admit that I'd rather have RTGI and RT Reflections over baked lighting and SSR. But until such time that devs take this tech more seriously, it's always going to leave a bad taste in my mouth.
7.) This music (if you couldn't tell from the video already 😏) was possibly the best part of this showcase for me. I truly believe that without good music, a game can fall flat on it's face. And to make me feel like I'm back in the good ol' days of Mass Effect, that's a huge compliment to the composer.
8.) Yeah a lot of people have mentioned that it's purely there for minor gameplay purposes, which is a shame because I'd really like to explore this game in 3rd person. Even if they don't implement a native 3rd person camera, I'm gonna play it one way or another.
9.) Yeah I corrected myself later on lol. I was like "Why did I say Vandu?" 🤦♂️
I appreciate the rundown of info good sir. Every time I put up a video that's Star Citizen focused, I get a lot of really informative and passionate comments and it's really great to see. The community surrounding this game is very accepting of newcomers and I'm really happy and excited to become one...even if it's just on the single player side 😏.
@@FullSpecStudios Thanks for answering (or even simply reading) my big comment. Always great to see people excited for games you are personally also excited about.
I will say, if you want to know what the mission-design of SQ42 most likely looks like you can check out the 2017 Vertical Slice (without Dev-Commentary). The way that mission was structured is the reason SQ42 is the most anticipated game for me since 2018. The only problem with that Vertical Slice is that it is a lot earlier development which means many Gameplay-Systems are only partially implemented (and in very rough stages) or even fully missing + the graphics are obviously worse than now and the performance is ... interesting. So you do need some imagination (and positivity) to imagine that mission with all the gameplay and tech CIG has today. Honestly, I hope in 2025 during CitCon they show that Vertical Slice again with modern gameplay as that wouldn't be any spoilers because we have seen it already but we could see how far they have come since then.
Lastly, I really don't want to start an argument about RT. There are definitely games out there that haven't implemented it well. If you do implement it well however it is such a big technical leap. The game I have played so far where that was evident was Metro Exodus Complete Edition but from the more recent games I think Indiana Jones seems a good example of using RT well.
What I will say is that the statement "Only start with RT once you have good rasterised implementation" is something that I think is counter-intuitive and honestly the big problem we have right now: Games still need to support 100% rasterised rendering. The problem is, that rasterised level-design takes a lot of time and is very static while RT-Development if you don't need rasterised anymore is so much faster since you really only need the light-sources and RT takes care of (almost) everything else. Even more complicated than that: If you design a level for rasterised lighting, sometimes the RT version of that same level doesn't have the desired ambiance anymore, most of the time because rasterised level need more lights (since bounce-lighting is not possible without tricks in rasterised rendering). In Metro for example the darker areas of the level are unfortunately too bright in the full RT-Version of the game because of bouncing.
So, the future we should desire is one where RT is performant enough on all hardware supported by games that developers simply use that as their default unless they have other priorities (for example VR or E-Sport games where Performance is most important and backed lighting is best most of the time anyway)
Oh there's no intention of starting an argument, I just simply wanted to clarify why I said what I said since I don't think I did in the video. I can appreciate your stance and it's probably the truth of the matter. I think, just like CRT monitors, in some cases we had it better in the past with traditional techniques and I feel as though maybe modern game devs have lost sight of that. Either way, RT is good for the future of games, I just want it done right, that's all.
If it comes for consoles, definitely not for the PS5 or XBOX Series X .... for their successors perhaps.
The minimum requirements are far above what the current consoles can manage. With RAM alone, at least 32GB RAM is recommended, which is more than twice as much as the consoles have
You are right, that is an SMG.
On the music, holy crap this has some proper music to it, "John Williams would be proud" is pretty adequate, it's been a while since the last time a music theme caught my attention, and the Vanduul theme when the Kingship is revealed being my favorite, and the Squadron 42 theme is also really good.
They have stated that the campaign is around 40h, and for a game like this that is pretty good, much better than the usual 8h campaigns we have been getting these days depending on the game.
Now on the tech, most of the anomalies you see in the cutscenes, are because they are happening in real time all the time, usually what pretty much all games do is that a high quality pre-rendered cutscene is played, basically a video playback, when done right can feel pretty seamless, but it also brings some limitations, and it is normal to be able to see the cut happening, however, the game is in polish phase, and they are working on lighting tech to replace what is probably a placeholder for this presentation, so those shadow flickering probably will be gone, and major stutters significantly reduced.
So in Chris Roberts older games, it was normal to have multiple choices affecting the story of the game, and even the ending, which means that you saw a moment where you can chose what to do, if you look closely, you can also see that the medkits sticks are available behind the character, and you have the choice to help captain MacLaren or leave as she orders, so i'm very curious on how deep this will go, granted, i would not be surprised if the branching stories possibilities where pretty limited given i never have seen a story line game of this proportion have real multiple endings in the recent gaming industry.
The ship in the beginning is the F7A MK2 and I do have one in Star citizen. The MC used here is the custom character of the dev that was playing the demo named Richard tyrer of you look at the very beginning before the Henry cavil part that was actually the main menu and there was an option for making a character but he had it pre made. This game is 100% dropping with Ray tracing global illumination and vulkan. Playing with a gamepad is technically possible but there's not enough control options without going crazy with like radial menus mouse and keyboard or mouse and keyboard and either dual joystick or joystick and throttle, but this is not coming for consoles. People are actually taking the time to learn the vanduul language. You can look at yourself with a third person view but there's no UI so you can't really play with that view. The health system is a lot more than just health % the environment and where the injury occurs and severity all matter. As for playing Star Citizen the devs intend to make 2025 a year where the stability is higher and since the 4.0 update dropped its been a lot more playable with a lot more to do.
I appreciate you taking the time to answer my questions 😁
Ray tracing is coming for this single player story (Squadron 42) and for the MMORPG (Star Citizen). The game is in Polishing, early Beta. You can see some bugs there. DLSS, FSR should be implemented
I do think DLSS and FSR can help, I just think that the game should be optimized as best as possible before doing so, so that they're not relaying on those technologies to do it for them.
@ DLSS and FSR is in the game, as well as a proprietary upscaler . They said on Citcon they are working already in optimisation. On the CPU and GPU. The biggest problem with the game was the Server. Server meshing addressed that part too.
Did you watch Citizen Con? They talked about all this
No I didn't. I didn't realize that it was going on until it was over, but I did see some things from some of the RUclipsr's that I follow.
There's a small panel about their current state of ray tracing. Last year they only showed off first stages of global illumination on opaque surfaces and small-ish scenes, this year they expanded that to large scenes, atmospherics and matte and glossy reflections. No shadows yet, I believe. Ben Parry is the dev who did the panel for both citizencons.
You can use any USB controller, joysticks, flight sim, and has Tobi Eye tracker support as well as track IR for head tracking. They also allow you to use a webcam for cheap head tracking and face tracking so you can animate your characters face as you talk if you want which already works on the MMO side. The SC Machinima is a thing. All the actors were full body and face motion captured. Way back on their YT channel are the vids and interview with the cast as they filmed their mocap. SQ42 will have the MMO character creator and a photo mode but they used a premade for speed. SQ42 is a prequel 10 years before the time in the MMO to establish the world lore. They once said once you complete the single player campaign your character can 'retire' from the Navy and carry on in the MMO. They said at the presentation the story campaign depending on your choices is estimated ~30-40 hours. It's going to be an interactive movie they stick your character into with ~50/50 flight and FPS combat. 75% of their dev time was spent on SQ42 and this shows they were cooking. It's got the perfect tone and style to be a new Wing Commander. The MMO's new star system Pyro is a step in that direction of lighting quality.
I agree about what you said about lighting. You don't need RT/GI for a good-looking game if you take the time to work up the lighting and environment design quality. They do plan on adding those features via Vulkan. As it is what we saw is DX11a with custom addons stretched to its max and looks that good. There was a vid and convo in the game dev space recently about UE5 hurting gaming because of all its automatic tools that make it run poorly junior devs are getting reliant on, and the art of render optimization is being lost.
Exactly, I just feel like a lot of devs misuse the new age of tech to cut corners and the quality of the game suffers for it. We need devs to get back to basics with their games, like CIG is doing and just get the game in a working, polished state before adding all the fluff. I'm loving what I'm seeing here and I can't wait.
Also that bit about taking your character as a retired vet into the multiplayer, that's pretty dope. It's a great way to merge the worlds.
The shadows are a result of the classic rendering techniques that you like so much. They'll never go away no matter how much work the lighting artist put into it. Switch to raytracing and upscaling and you'll get perfect shadows with equally great performance.
Oh I know. It's just, after my time at Vicarious Visions all those years ago, I can't un-see imperfections even in the most polished games 😭
RE: character creation, they have said that at some point during the campaign you will get the opportunity to fully customise your characters appearance. I remember a looooong time ago, like maybe a decade ago, Chris talked about a concept of having the character approach a fogged up mirror after customisation and they wipe away the fog to reveal your freshly customised face. I did see a mirror scene in the quick cuts at the end of the video so maybe that's still the plan. If so my guess is you sustain some kind of serious face injury that then results in you having to have your face basically recreated but that's just my personal guess.
I think that'd be a fair way to go about it. With the advanced tech of the future, it'd be completely plausible that you'd be able to get your injuries fixed relatively fast. Either way I can't wait to dive deep into whatever character creator they have.
they have shields in this universe, but ballistic weapons (kinetic weapons) go through. they loose some energy doing so, but projectiles hammer through shields direktly into the hull. making them more effective, but with limited ammunition. energy weapons have unlimited use (when enough energy input is there) but they have to wear down the shields first, until they can actually start damaging the ship itself. also ballistics have better armor penetration, then energy weapons.
I kind of like that mechanic. It makes you strategize, think on your feet and use everything you have at your disposal to take down your enemy.
54:30 79% Health is good but seperate of health you can have additional injuries that affect other parts like legs that make walking harder
Ah that would make sense as to why he was using his stim shots then. I assume this will be communicated a little better in the game.
@@FullSpecStudios In the Star Citizen MMO, having an arm be crippled can actually make it impossible to fly (your ship)!
Its still in polishing all the graphic issues you see will be fixed, no worries polishing is always the last thing this was a live demo of a game that has no polish or optimizations.
Yeah I know, but ever since I worked for Vicarious Visions as a QA test, my brain can't stop seeing anomalies even in finished products, let alone in progress ones. I'm sure they're aware, but I can't help but mention it 😁
The character creator will be available after the prologue finishes(so just after where this video goes till).
Gotcha. Yeah some people were saying they just used a preset, which is fine of course. And I think I said it in the video, but if the character creator is as in depth as I think it's going to be, this might be the first time I ACTUALLY spend time to make my character look like me lol
@@FullSpecStudios The character creator in Star Citizen is the exact same they are using for Squadron 42. If you are curious what that is like, I am sure there is a walkthrough video showcasing the entire character creation process.
I'll have to take a look. I think I might've seen brief snippets of it before but I can't confirm.
They are working on ray traced global illumination, and have shown previews. They haven't fully converted to Vulkan yet, and I think we'll see more advanced graphics options once they finish that.
I honestly didn't know they were going to Vulkan. Now that's definitely gonna be an upgrade for sure. Very excited about that one.
I think most of the lag is from the video being in 4K, most of the scenes you observed stutter in don't appear for me
You know I thought about that after I watched this back while editing and was like "Maybe it was the video stuttering". Which is a bit odd since that's all that was going on, on my network was that video, but oh well. I guess not everything can be perfect 😂
@@FullSpecStudios Even when it was played live at Citizen Con, it didn't stutter. Star Citizen currently runs between 80-120 FPS for me
Yeah we think it was probably the video, which is quite weird.
This looks amazing. For Star Citizen gameplay, I suggest checking out the War for Jumptown by Bed Bananas. It should give you an idea of the differences between gameplay and has a lot of cool or funny moments to react to. Also, the StarEngine demo shows off why this engine is so impressive over something like Starfield. Some suggestions for future reactions: Try not to talk when people are talking. For many this is their first time watching too, & talking during a talking scene has the same effect as talking in a movie theater. It annoys some people. If you need to, that's fine, but pause the video. And I'd try to keep your reactions during the video to what you are watching. Your history with the Colleco vision is awesome (I had an Atari) but it has nothing to do with the video. Same with wondering out loud when the Nintendo was released, your rants on ray tracing, feelings on Mass Effect, etc. You cannot listen & talk at the same time, so it ends up feeling more like a podcast than a reaction. That's not why people watch a video labeled reaction. If you want to share something, go for it. I found some of the stuff interesting. I would just suggest pausing the video during those moments, or keep the comments limited to those slower, in between moments of the dialog & action. Just a suggestion.
I will take your suggestions into consideration. I actually did a StarEngine video a little while ago, very impressive tech. 👍
1:04:23 well the ball of whatever they shot the hammerhead with must have carried a lot of momentum and it pushed the ship down and it looks like a noise dive
And of course it's a cinematic experience so it has to convey a sense of the ship being downed
Agreed, I'm just always thinking of real physics and given that, that's a large majority of their marketing, I just figured they'd want to make sure that things felt as real as possible. But you're right, it's a high probability that something just pushed it down which is not something I thought of. Appreciate the insight 😀
Its base is not CryEngine. Its their own custom engine they made from scratch, CryEngine wasn't good enough for them so they tossed it. They do use some framework from amazon lumberyard for backend stuff.
That is not true. It still is CryEngine but massively enhanced. It is now called Star Engine. Amazon bought CryEngine 3.5 and called it Lumberyard Engine.
It's massively enhanced the same way Half Life 2's source engine is an enhanced Quake 1 engine. Or Unreal 5 is an enhanced Unreal 1 engine. They replaced the variables to 64 bit variables, made maps a billion times bigger, eliminated loading screens, added full procedural planets & introduced object container streaming. They completely changed the networking and data storage for persistent entity streaming, entity graph databases, and server meshing. They even replaced the sound rendering system, CryAnimation system, and replaced rendering system with a Gen12 renderer with Vulkan renderering.
When you change the variables, replace the networking model, add 64 bit precision increasing map sizes a billion times, add full working planets, change the max players from 16 to 600, add server meshing, replace the animation system, replace the AI system, replace the sound system, and even replace the renderer? That's practically the entire engine from scratch. But technically? Yes, it's still based off CryEngine. They did not toss it. They just replaced almost everything bit by bit like the ship of Theseus.
@@DamonCzanik Technically. They got rid or Cryengine as we know it, they went to an Amazon lumberyard. Crytech was licenced to Amazon, Amazon made their own based off Crytech "lumberyard". On the 23 of Decenber 2016 CIG announced switching engines to use Amazon Lumberyard, which is itself based on CryEngine, in order to utilize the integrated Amazon Web Services (AWS) and Cloud-Computing features "to support next-generation online gaming" This pissed off Crytech people and sued, and lost with prejudice, due to the license not being with crytech but with amazon. Part of that agreement was the removal of all crytech property going sowly lumberyard to avoid further issues. Former Crytek employees were hired to help develop Starengine further to its own unique engine, with lumber yard as the framework (mainly for AWS intergration)
@@DamonCzanik On December 12th 2017 Crytek sued CIG and RSI in the Crytek v Cloud Imperium Games lawsuit over copyright infringement and breach of contract among others over claims regarding CryEngine. The lawsuit was dismissed with prejudice in March 2020.
@@DamonCzanik As you said, technically it is based on cryengine. The main post sounded like it is not. He said they made it from scratch wich is just not true.
As you saw, Squadron 42 is a fighter squadron and players will likely be spending a good amount of time flying around in light and medium fighters. Some players in SC use a console controller but most use either a keyboard & mouse or some combo of Hotas/Hosas/Hosam. I prefer dual sticks and pedals for flight and KB&M for FPS combat in SC and will probably stick with that for S42. If you prefer a controller that will be supported too so you should be good to go without having to get used to a whole new setup.
Awesome. Yeah I was genuinely thinking about getting a HOTAS for this game given that I think it'd be a better experience overall. But a controller will work just fine too 😏
Raytrace, DLSS 3.5 + AMD´s variant, HDR will work in both SQ and SC.
Man that's going to be tough to run with the game looking as good as it does now. But if they optimize it right, could be good additions to the visuals 👍
1:07:25 There are magboots/gloves in the game, he is using the gloves in the eva section
Oh, I thought he was just grabbing on and holding himself down lol. I swear I'm such an unobservant person 😂
@@FullSpecStudios haha, thats alright
You won't be able to play the game in 3rd person as you won't be able to aim, have a HUD or a map. You will also not be able to use your Mobiglass in 3rd person:
The game is a 100% first person . The 3rd person camera is only there for screenshots ;)
Well you can bet your ass I'll be taking me some screenshots with a game that looks THIS good 😁
@@FullSpecStudios My Star Citizen screenshot folder is 47 GB in size :D
Good...Lord 😲
Hearing the 'Supposedly it will be out next year' when the woman was talking in the bunks makes me chuckle now that its 2025 and they want sq42 out in 2026... I'm not saying that I doubt the 2026 release just thought it was funny.
Yeah nothing these days is a guarantee, but we can only hope 👍
Not bad at all. Definitely _feels_ epic and is definitely up my ally when it comes to intergalactic conflicts. Feels like Halo if you were just a regular human.
Halo is definitely another good example of what this game could replace. Yet another series that has fallen off quite a bit over the years, but hopefully SQ42 can make a big splash and bring the space opera back to the forefront.
29:20 I still get Cry Engine calls in the Star Citizen log, so it is. Sort of. A Son of Cry Engine lets say. 😂
Lol it's a branch if you will. I guess there's no taking the Cry out of the Engine 😏
@@FullSpecStudios yup! Star Engine is a branch of CryEngine, just like how Lumberyard was. But now its 70%+ new code. The Frankfort office of CIG, is made up of mostly Crytek engineers. They hired most of them when Crytek went bankrupt. This is part of why the game has taken so long, they spent several years just building up the game engine. Which honestly I think will pay off in the long run.
I think all of this will payoff and it will prove to the industry that time is possibly the biggest factor into whether or not your game comes out good or not. You can't just throw tons of money at a problem, the devs need time to figure it out, which most of the big companies just don't do.
Deep Fake Technology is here now. it already can take samples from existing videos and make amazingly convincing audio. And text to speech AI is making great audio books out of everything as well. it really would not be that hard to combine the 2 in one game. you just need a little training program for your voice and the way you talk. maybe some lines were it asking you to voice like your mad really mad rageful. sad. crying. happy. joius. in love ect ect. and it would be able to fill all those rolls useing your voice to read the games text for your characters voice lines.
That's what I'm thinking. If a company out there could figure it out, it'd be awesome to put our own voices to a character that we create so that we actually ARE the stars of our own story. It'd be so epic.
@@FullSpecStudios I do not remember the name of the game. never played it myself. but there WAS a game a few years back that allowed you to record some witty one liners that your character would use from time to time in the gameplay.
49:25
He's basically saying: "You fucked up"
Don't remember the specific translation
It's something like "See what your bloodlust has cost us".
@ yeah, I think that’s pretty accurate
Held his ass accountable he did 😏
@@FullSpecStudios The younger Vanduul was actually played by Andy Serkis (of Gollum fame).
I love him as a voice actor, he's just always so interesting and passionate when he's in a role.
Sq 42 is broken into three "parts" or three games. Reportedly they will all be around the same length, 40-50 hours.
To clarify, they are broken into episodes like Star Wars is broken into episodes 1,2,3,4, etc. Each game is a full 40-50 hour game. The others are just sequels.
This is going to be one epic series for sure. I really hope this one pops off
If you ever want to chat about the tech or lore let me know, I can pass on some info.
I'll keep that in mind 👍
I have a 7800x3D, 4080 super and 64 gig of ram and way too much m.2 storage. I think I'm ready. I have been playing star citizen for 8 years.
🤣 Yes I think you're all set at this point, for the better part of the next 10 years.
RT is fully integrated; whether your computer can handle it or not is another matter. I would say 4080 performance min for smoothness.
And that's why I need an upgrade 😋
@@FullSpecStudios Thankfully, the 5000 series cards are about to release. I don't have the money for a 5090; but, a 5080 just might be doable. I've been making due in Star Citizen (the MMO) with a 2080 for years now.
Well a 2080 is still a pretty powerful card, even today. I would save your money and go for the 5070. At this point, there's no reason to buy either of the top end cards because the technology is really what you're after. Raw horse power has taken a backseat to efficiency.
@@FullSpecStudios I find that the 2080 has begun lagging behind in games lately. Keep in mind that I tend to play games in 4K, and want to be able to max out (or nearly so) visual settings as much as I can.
You really are a console gamer as often as you mention 60 FPS..... :D
Star Citizen runs at 80-120 FPS for me
Well when it comes to single player experiences, 60fps for first person shooters is all I need. I'm even one of those rare people who doesn't mind 30fps, in fact prefers it, if it's done right and it means for higher graphic fidelity.
Stay off the blow.
Yes sir, will do
Keep working it? Sure but for how long
Ideally until it's ready and I know that when it comes to most games these days, ready never comes. But this game is looking in a pretty good state the way it is, so hopefully they'll stick to that 2026 release window and don't let scope creep rear it's ugly head.
I don't think my ASUS 670 can handle this game
Yeah seems like a lot of us are gonna need a few upgrades 😋
oh the game they said they would release in 2016 only took 8 more years?
nevermind it's now set to release next year so, no it's took an extra 10 years, until they delay it till 2028
Lol yeah we'll see what happens. Hopefully a delay isn't in the works, they do have a whole year, so fingers crossed 🤞
In 2016 the alpha was planned, not the release of the game. 2016 it was practically like Wing Commander, it was not planned that you walk through the spaceships, do FPS Combat, land on planets and so on. It's a completely different game
That would've been quite an interesting thing to see in modern day gaming though, a modern day Wing Commander? I think that'd be cool af.
They basically had to start over with a new game engine right after that release date announcement (something about a legal dispute with CryTek).
No. Don't kneecap this game by dumbing it down for console. It has trouble running on even the best of PC's. Porting it to console would only rob valuable time from making it better on the tech that can run it.
I mean, they wouldn't necessarily need to dumb down the game that already exists. All they would need to do is finish this version, then make a native port for the consoles. It would have no affect on the game currently.
@@FullSpecStudios That's basically the approach that Chris Roberts has said he'll take *if* it comes to consoles. The original sales pitch he gave on Kickstarter was that he wasn't going to be sacrificing anything just to get a console release. It'll be prioritized as a pc game; but, he's talked a few times about being willing to do a console port if console hardware ever gets powerful enough to port it over without too many sacrifices to the original vision.
That's fair and I honestly think he said that back in the day simply because the PS4 and Xbox One were the main consoles at the time. Those would be nowhere near powerful enough to even start the game up. I think it could be done on the PS5 and Series X, but tactfully.
We might have to wait for the next gen of consoles in order for him to consider it, but that's fine because that'll give me plenty of time to play through it on PC and when he ports it, I'll just buy it again and play it again 😏
Should have seen it in person, it crashed at least 4 times. but that was edited out of the youtube release.
It was NOT edited out of the youtube release. You can still see the live stream of it. Rich Tryer went back to the office and did another play through that was complete without crashes and that is what you are seeing here today.
Yeah, but you know what? I'm glad they showed the crashes and hitches. It makes everything that these devs do a little more grounded and I hope people appreciated what they saw and how difficult it is to make games of this complexity. I understand that they want to show off their game in the best light, but sometimes things just don't go as you plan. Good on them for sticking it out though, regrouping and finding a solution to their issue. 👍
- Dragon Age The Veilguard = 100% WOKE.
- Squadron 42 = 0% WOKE.
Does anyone trust Mass Effect?
So far, all we can do is take the director at his word....but no....not until I see proof that they do Mass Effect justice. Either way, we're still getting SQ42 and that's a win in my book.
It's ridiculous to call this a gameplay trailer. It's an hour long (admittedly impressive) cutscene with like 5 minutes of actual gameplay that couldn't be more generic if it tried. Speaking of generic, I feel like I've seen these aliens a dozen times before. It's all a lot of glitzy presentation and nothing behind it.
As much as I enjoyed this presentation, it's hard to argue. I did actually end up mentioning that it was quite the long cutscene lol
This was just the prologue my friend. This was setting up the launching point for the game and its story. The tone setter for what comes next. Rather than focusing what the game appears not to be, rather focus on what it does appear to be: "An Interactive Movie." This game is setting out to be a solid hybrid between rich story telling and the feeling of immersion along with it as you, the protagonist, are the main character of the story. Sure you may not be able to control a huge amount of dialogue, but you get to watch the movie from the perspective of the main character. This is how this game should be viewed as. That being said, this didn't even show a fraction of the possible gameplay that this game has to offer. Look at all of the gameplay from Star Citizen. Star Citizen is the "alpha test environment" for Squadron 42. The big highly detailed features and mechanics that we have been testing in the multiplayer game, were also for the purpose of getting them playable and fun in their single player game. S42 won't have every single mechanic from Star Citizen, but quite a bit of the mechanics you see live in Star Citizen will also be in S42. Some mechanics have also been held back away from Star Citizen so we get to experience those mechanics for the first time in S42. Sure the aliens are generic, but they managed to give those generic aliens a bit of personality despite looking the part of a villain. That being said, there was still enough gameplay to merit this "gameplay trailer" status. Remember, most gameplay trailers of other triple A titles will show like 5-10 minutes of total "gameplay" and cut-scenes. We got like an hour and a half of gameplay/cutscenes. So sure, it was heavy on the cutscenes, but this is why it felt like there wasn't much gameplay. If you just look at the gameplay/cutscene ratio, it looks tiny. But you compare that with how much in total we ended up getting and there actually was more gameplay than what most games would show in their reveals.
I'm sorry I sound like a white knight for this, but I just want to help you realize this before you talk borderline negative towards this trailer. Context matters.
@@MidnightWolfSDJ Yes, context matters. So how about this: the initial tentative release date for this game was 11 (!) years ago. In the meantime, Star Citizen has grown into a veritable behemoth of ambition that is still years from completion if it ever gets completed at all, while SQ42 has hardly been talked about publicly except for when it got delayed again. Now, after many, many years, we get an hour-long "gameplay trailer" that is 5% gameplay and 95% trailer. But instead of at least showing us how that gameplay they have been working on for over a decade will stand out, it is super generic and unremarkable. While I agree that other so-called gameplay trailers also don't show a whole lot of actual gameplay, at least they have the good sense to not package it in an hour of fluff to make that fact stand out even more. If I want to watch a movie, I'll watch a movie. What I was promised and expect is a game, wich I have still hardly seen anything of, and what little I've seen has been pretty underwhelming. I am not a hater. While I have no interest in SC at all, I still hope SQ42 will be good. And while I don't care whether or not you sound like a "white knight" for it, even you should be able to realize that everything you have written sounds like a press release from CIG. It's all a bunch of promises and projections we've heard and read a lot about, but none of which we've actually seen. Just like the multiple release dates that have been announced and then changed in the past. This massive trailer could (and should) have been a statement, a demonstration of what they have achieved, an FU to the doubters and the proof that all the waiting was worthwhile. Instead, it's basically an hour of cutscene that left me with even more skepticism. If nothing else, that was a clumsy move on their side. We'll see how it all turns out in the end, but I for one am not holding my breath.
@ the game is still a game. But it’s a game focused on a rich story. The point of a gameplay trailer is to show just enough content to get people interested. CIG accomplished this. In the “5%” gameplay as you say, CIG showed more gameplay than many other games. The thing is, you don’t want to be spoiled. I don’t want to be spoiled, any more gameplay would be a bonus but not required.
I don’t get why you aren’t content with a video game focused on being both a video game and a movie all in one. There is a lot of gameplay that we don’t even get to see in this trailer:
Ship v ship combat (dogfight style)
Physics based and logistics based puzzles.
Are just a couple of examples that didn’t get shown off.
@@MidnightWolfSDJ "There is a lot of gameplay that we don’t even get to see in this trailer"
So why don't they show it? It has nothing to do with spoilers. Seeing a dogfight won't spoil anything, neither will seeing a bit of a puzzle. This is an hour of admittedly good cinematics and not much else. To me, it's a missed opportunity, and nothing you say will change that.
It ain’t never coming out in 2026 lol…Chris Roberts has been saying 2 more years since 2014
Yeah we can only hope for it, but I'll believe it when I see it. But hopefully, this is the last "2 more years" 😏