Some say Star Citizen is the biggest hoax in the video games industry, so I returned to the game to, this time in version 3.17, see for myself how things are going for this game. Believe it or not, not much has changed.
I return to Star Citizen quite regularly with each major update and I must admit that in July, after the release of version 3.17, for the first time ever I didn’t feel the urge to immediately uninstall this game after an hour. The stability has improved, and most of the critical bugs that prevented the gameplay can be bypassed in one way or another, which, unfortunately, doesn’t mean that I had much more fun in the game this time around. To the contrary: it’s difficult for me to grasp the essence of Star Citizen, if it exists at all, because at times, my blood was boiling.
Star Citizen stands at the crossroads between Chris Robert’s GREAT vision and the fact that the game is still only available in the shape of a bug-ridden alpha. Interestingly, when said vision comes to the surface, I find it more discouraging than the bugs. In Star Citizen, we are literally a star citizen, who spends most of their time on performing trivial activities, such as riding space trains, looking for hot dogs and soda, finding weapons and armor stores, waiting for 10 minutes for a damaged ship to recover (this can be skipped… by coughing up in-game currency). It’s a hard life; no jokes, no food delivery services.
An excursion for space burrito
Hey, do you like… prison-type gameplay?
Imagine this: you have already devoted 15-20 minutes to buying the necessary equipment, your ship is ready to go and carry out the mission. However, the risks of crashing during take-off and losing another few minutes to repeat the steps above is quite high. Taking off and landing in this game can be extremely dicey, and it’s easy to blow yourself up by bumping into fragments of the hangar. There’s also that huge bug which makes a block appear in front of the ship.
This big holiday gift has one more important element – animations that enhance immersion. Our character takes the sit ever so slowly in the wonderful pilot’s chair, which rolls our at a snail’s pace, and part of the getting out of bed routine seems to be thorough examination of whether they still have their arms and legs, proceeded by stretching, even though we just spent a few seconds in the bed – in order to avoid the bug that makes the avatar clip through the floor of our ship.
There are not enough activities available here, too – we can do courier tasks, loot wrecks, play bounty hunter and hunt down AI or players, or clear out bunkers on planets. The most interesting mode are time-limited events set up by the developers from time to time, during which players have to fight a common threat.
Sometimes during a mission, everything goes smoothly – we land, find a corpse in the wreckage, mission completed; profit. Other times, however, we go where we weren’t supposed to, and fall below the map textures. Basically, it’s mobile-game level of quest design – I know it, because I’ve done this kind of thing myself. A short storyline, two triggers, an object to salvage on a planet… the so-called “content.”