this post was submitted on 10 Feb 2024
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[–] HipsterTenZero@dormi.zone 42 points 9 months ago (3 children)

Hard disagree that taking the chance on a new IP was a bad call. It didn't work out, but more of the same thing forever would be worse.

[–] RealFknNito@lemmy.world 11 points 9 months ago (1 children)

New IP would have been fine if they didn't drag Gamebryo's corpse into it, as well as the worst part of Fallout 4's perks, "+5% pistol damage at night" and adding requirements onto those like it made them special. Almost every RPG part of this game is bland and uninteresting and it's so fucking unfortunate. Star Citizen might be taking a dozen years to complete but at least they're using Unreal Engine and actually adding some fucking depth to their shit.

[–] zaphod@feddit.de 3 points 9 months ago (1 children)

Did Star Citizen change engine? I thought they used a modified CryEngine. Just checked, they now use Lumberyard, which is based on CryEngine.

[–] RealFknNito@lemmy.world 1 points 9 months ago (1 children)

Wait, really? I would have bet real money on it being UE4. Whelp, my mistake.

[–] zaphod@feddit.de 1 points 9 months ago (1 children)

I'm pretty sure UE4 wasn't even close to being released when Star Citizen started, and changing engine is a good way of wasting a lot of time.

[–] RealFknNito@lemmy.world 2 points 9 months ago

UE4 released in 2014 and Star Citizen started releasing modules in 2013, so pretty close actually.

[–] GoodEye8@lemm.ee 1 points 9 months ago

If they wanted to create something fresh then sure, but the end result was the same game they've released multiple times, except this time it's with a new coat of paint.

They could've spent that time adding to an existing IP instead of creating a new IP to make the same thing again.

[–] Demuniac@lemmy.world 0 points 9 months ago

Yeah, also imagine waiting this long for the next elder scrolls and it was this quality. Now they have one more chance to get things right and apparently they needed it.