Star Citizen – Gary Oldman, Mark Hamill & Gillian Anderson To Be Featured, New Gameplay Footage Revealed

Cloud Imperium today revealed more details about the single-player campaign of Star Citizen, called Squadron 42. Squadron 42 will feature top actors/actresses like Gary Oldman, Mark Hamill and Gillian Anderson (alongside other actors and actresses).

In Squadron 42, players take the role of a rookie UEE Navy combat pilot. battling in the stars and face-to-face as they seamlessly transition between dogfighting and ground combat.

Players will serve aboard a massive Navy capital ship as their custom character interacts and builds relationships with a living, breathing crew.

Squadron 42 is powered by CryEngine, aiming to push gaming graphics and fidelity to the next level. The game also promises to feature cutting-edge performance capture that will bring unprecedented emotion and life to some of your favorite actors.

Squadron 42 is planned for a 2016 release on the PC, and you can view below some new videos/trailers dedicated to it!

Squadron 42: Facial Animation Technology

Squadron 42: Bishop Senate Speech

Star Citizen Alpha 2.0: Press Demo

Squadron 42: Behind the Scenes

49 thoughts on “Star Citizen – Gary Oldman, Mark Hamill & Gillian Anderson To Be Featured, New Gameplay Footage Revealed”

  1. Man, Squadron 42 stuff was just mind blowing. The cast is legendary! AC 2.0 also looks huge improvement over gamescom demo. It had more polish and it was visually more appealing too. CIG delivered big time as always.

      1. he said it will not limit the game sale …. so even GOG is ok since you will have to login in your account 😀

        1. Why should offline hinder GOG? No DRM is a bonus, not a negative.
          No reason to have DRM for any game, it stops nothing.

  2. “Star Citizen is slowly shaping up to be the ultimate space game we were all promised and I have no doubts it will exceed everyone’s exceptions when it goes gold”.

  3. They got best guy to play Aliens… Andy Serkis (the guy who played King Kong, Dragon in Hobbit movies, Ceaser in Planet of the Apes, and so many other movies featuring awesome sh*t)..

      1. Really? Didn’t know that. Anyways,,, the best creature performance is still done by Andy Serkis, Golem in Lords of the Rings.

  4. Imho They really look photorealistic during development, but when shown in in-game engine the illumination make them look less realistic for some reason, you can clearly understand that that’s a game while in the developmet demo it’s almost indistinguishable from reality. Can someone explain me why.

      1. So WTF, we could have photorealism in videogames years ago (imho texture quality is more than enough) just adjusting lightining and shadowing? Why no one didnt even try? So far the Fox Engine looks quite realistic but it’s models and textures are a bit disapponting.

        1. You have to compress stuff to render it in real time. It’s hardware limitation. Real Time rendering will always be behind CGI. And it’s not just the matter of hardware as well, sometimes it’s API limitation as well. Ashes of Singularity (DX 12 title) for example is displaying thousands of light sources in real time on battlefield, while previously devs could only render only few of them per scene (8 I think,,, if not mistaken), not because of hardware but limitation of DX11. Just an example.

        2. Fox Engine is a console engine now. The early tech demos like that conference room would look different in the current version that was used for MGS5. Forget about Fox Engine, no console-based engine will keep up with PC games this gen.

  5. “Squadron 42 is planned for a 2016 release on the PC, ”

    What will it feature? Linear campaign? Open world only dogfights?

    1. 50+ Missions. Branching paths with multiple endings. RPG style conversation system and at event Roberts also said that in between missions you’ll be able select secondary missions. It won’t be full linear like Uncharted for example.

      Levels will be “Sandboxy”. In between missions you’ll be able interact with different characters, build relationships etc. It’ll have almost all the elements of PU ie- on foot FPS + Space dogfights without loading screens like we saw in the 20 minutes of demo (which was the hardest part to achieve because currently no FPS engine can support more than 8km x 8km maps. After that limit, things start to fall apart but this re-engineered Cry Engine, now known as “Star Engine” is made to support millions of KM long maps, which can be filled with a lot of high fidelity objects and we saw that in action twice).

      Sq42 will also feature some Co-op missions/scenarios and it’ll be standalone title and first part of the trilogy. There will be two more sequels like ME2 and ME3. Squadron 42 will be 20+ hours long according to CIG.

      1. excellent but i think the fps combat is propably gonna take place in space station to combat that limitation or they confirmed you can go down on planets?

        1. There will be Planet based FPS. For example: Your mission is to fight pirates, you go there and shoot bunch of guys, their leader runs away, then new mission will be activated where you’ll be chasing him with your ship. Then after few minutes let’s say he lands on a planet and hides himself inside his base. Then your mission will be to find him and and kill him (along with his friends).

          Just a small example that Chris talked about few months ago. So yeah, there will be FPS on ground in Squadron 42 but since it’s primarily a Space Sim, most missions will be about space ships. And FPS is designed to promote stealth. One bullet in the head can kill you. So, you’ll have to lean through corners, crouch, use radar, gadgets and other tools to kill enemies (or just destroy gravity generator). In Squadron 42 when you die, you load last checkpoint like in other SP games but when you die in PU, you end up in hospital.

          If you loose your arm in combat then it’s replaced by mechanical one. So basically, death means something in this universe, so run and gun is not going to work. And after your character is revived in hospital couple of times, his body expires and he dies permanently. Then his property goes to his son/daughter that you create during character creation screen but that heir will have to earn his place like his father and live up to his legacy. Cool mechanic.

          And the reason why FPS is taking so long to develop is because they are combining third and first person animations. In other multiplayer/Co-op games, watching other characters fight each other seems pretty odd while they don’t feel that oddness in first person because devs don’t care how the character will look like in third person, they only focus on animating hands around the camera for cutscenes or handling guns etc. In Star Citizen everyone will share same animation system (it has to because characters will be doing more than just shooing… managing ship computers for example (Both players and NPCs), so it has to look right for immersion factor of the game) but the problem is then it can affect controls’ responsiveness. It’s all about finding the right balance, and that’s what they are doing right now and it’s looking better with each update. It’s getting there.

  6. they said faces and animations are temps … not final… They have balls to show them. Not some prerender crap that look cool but in the final version are downgraded to death…

    1. Yup,,, and it still looks awesome. The game’s visuals have improved so much since the release of first hangar.

        1. Not true usually, due to consoles, only partly. Lower powered PC’s are equally a cause. Basically, because more potential customers, means more potential profit. Which is the main aim of any game publishers.

          A fully crowdfunded game succeeds the moment it’s backers get it.
          Sales after that point are a bonus, a dev studio could start a new crowdfunded game, without a single sale of the old one.

          Crowdfunders have no financial profit motive, getting the finished game to play is their only profit.
          No publisher would risk paying for Star Citizen. PC Gamers have to take the risk of failure themselves, if they want great, cutting edge, AAA PC games.

          No publisher funding is essential, these types of games should only be crowdfunded. That allows the devs to keep control of the game.
          The open developement, shows the backers the progress made.
          The devs only have to really try their best to make the promised game.
          Not succeed, that’s not guaranteed, with any game.

  7. Scam Citizen still pretending they will ever release a full game. Enjoy your “modules” up until people stop boarding the train / investing in imaginary space ships. When they stop receiving additional funding there’s a little delay where it gets awfully quiet (most of the staff fired, management trying to find new investors on the down low), and then they’re bankrupt.

    1. Maybe it will, as a backer, I say that’s fine. If it suceeds it will be worth every penny I’ve spent. If it fails, so be it, that’s the risk I took.

      They are spending my money on making the game, that’s all I ever expected, that’s all I payed for and always can be, all I get.

      Nobody but the million backers paid for this game to be made, no publisher would.

      We all see all the twists and turns of game developent, normally hidden away behind locked doors.

      Look at Bethesda Game Studios and Fallout 4, worked on since 2009, ramped up to full developement from 2012, out at the end of 2015. 6 years and 3 in full developement with an established team and engine.

      The provisional dates often quoted with “missed” and “late” attached, are not set in stone.They are simply best possible targets from an ambitious lead developer. No sensible backer cares how long this game takes. So far, starting from nothing to where CIG is now, is good enough.

      The developement could be more open, in my opinion, but as the first project of it’s kind, the non backer public are treating this more like publisher made games. CD Projekt Red is the closest to this, but even they must sell games to survive.

      Fully Crowdfunded games don’t need to sell, the game itself is the backers profit.
      To get that profit, I knowingly risk my money, it’s OK if Star Citizen fails, that’s the risk needed to get my desired profit.

      1. “They are spending my money on making the game” – Well, they’re spending it on ridiculously expensive “conferences” and several known Hollywood actors, I’m not sure that is reasonable for a kickstarter game dev who has been missing milestones for four years.

        “Fallout 4, worked on since 2009, ramped up to full developement from 2012, out at the end of 2015” – Wanna bet it’s delayed into 2016? I get your point, games take a long time to develop. But that doesn’t excuse the clearly faulty planning. Again, doesn’t lying repeatedly about their project count as a red flag to you? When you admit that games take so long to develop you admit just how badly they have been lying. They’re professionals, they know better than either of us how long games take to develop and yet they always lie about how long it will take.

        “They are simply best possible targets from an ambitious lead developer.” – Why would you give your audience optimistic target dates, rather than feasible/realistic ones, or keeping it vague? How is it in the public’s interest to repeatedly hear dates everyone knows aren’t going to be met? If you keep telling me when your game is NOT YET going to launch, what have I learned? How is this acceptable? Devs should make realistic estimates or keep it in their pants. I don’t think there’s a reasonable excuse for CIG’s knowing false announcements.

        “To get that profit, I knowingly risk my money, it’s OK if Star Citizen fails” – What I and many others are saying is that Roberts and crew KNEW they wouldn’t make a MMO for 20 million dollars and yet they pretended they could. And they KNEW they wouldn’t release anything finished in 2016 and yet they’re STILL claiming they will. Right now they are still pretending that Squadron 42 will be done next year! That is what should worry you. Not that they might fail but that their intention might not be “success” in the first place. Seems to me they just like to generate hype, reap an ever growing budget and continue to collect nice salaries for their “work” indefinitely.

        If that’s too extreme for you then consider this: They are setting themselves up for failure by bloating the game’s scope and over-promising constantly. Even if you believe their intentions are good it still baffles me that you will excuse that.

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