Star Citizen
A friend hyped me up about this game. The tl;dr version:
it's either a grossly mismanaged project that's a bug-riddled mess, or it's an outright financial scam. Do NOT spend money on this. They've already got several million invested in the game with nothing meaningful to show for it aside from a buggy tech demo.
The first hiccup was discovering my computer, that has a high-end Nvidia 10xx card, fantastic CPU, etc, came up with warning messages about running it due to only having 8 GB RAM. Apparently minimum requirement is 16 GB, which I flat out wasn't expecting since comparable open universe games have 8 GB as recommended, many PS4 to PC ports on Steam I have run flawlessly at high settings, etc. Even in the game's much smaller, first person shooter deathmatch mode, it was hiccupping when doing something as basic as firing a gun. This suggests that it's suffering from programming bloat and has essentially no optimization done whatsoever. My fault for not checking the minimums before buying it, but the game still mostly ran decently if a bit choppily, aside from intense slowdown at one or two dense spaceports. Most of my problems with the game ended up being issues other people have had and don't appear to be the fault of my system specs.
That being said, it did run, and aside from a bit of choppiness here and there (probably due to moving tons of assets in an out of virtual memory on the hard drive) it was playable. Had one issue where running into my friend literally killed him, perhaps due to jitteriness confusing the game engine about my velocity? The last time I played a game where simply running too fast into a wall hurt was System Shock 2, where too much Quickness + using a speed booster could do that (which isn't super fun if you get hung up on something).
The actual piloting itself isn't too bad once you're actually in a ship, but it's missing a lot of quality of life features, along with having tons of glare and light effects on the windows when looking out of a ship - you can barely see anything without some kind of distortion effects. The screens on ships you have to interact with are also obnoxious about glare effects, making them absurd to read. In one case, I was in a remote turret backseating with a friend and in the turret view there's absolutely no target information, and the screens when in the seat view were largely superfluous information. It's a far cry from the glory days of Wing Commander: Privateer where the interface was simple, crisp, and always legible, or current gen games such as Elite: Dangerous which has far more easily visible cockpit interfaces. Your suit presumably has an elaborate HUD, but all of the details such as when your landing gear is up or down, when your engines are online, etc, are all on the tiny ship console icons itself. The HUD doesn't offer a space for convenient quality-of-life messages providing feedback on what the player is interacting with to see if it responded correctly.
The main problem is for a game in such lengthy development, it appears that development is focused mainly on its website, specifically its shop (where there's a joke that it's the only thing that ever works reliably) where it asks players to shell out absurd amounts of cash for ingame items, presumably to support the game but also looking suspiciously like pay to win setup. It doesn't have any real meaningful persistence yet aside from items you've purchased, where it thankfully allows you to recover your ship for free with an insurance policy if you've glitched out and lost it or such. If you die, or have to exit the game, you respawn at the last space station you were at. There's no way to log out and despawn your ship and respawn where you were at (with something like a 5 minute log out timer so you can't just log out in the middle of combat). There's also no way to revive another player like a bleeding-out system when running around in first person. My friend suggested I try shooting him to see how much damage something did. Out of curiosity I tried the melee, rifle-butting him. It instakilled him, without any way to revive him where he was, forcing him across the galaxy to a space station. There's no way to provide emergency recovery in the first person mode to a dead player suffering what should have been a bump on the noggin inside of a heavily-armoured spacesuit, such as a 60 second emergency first aid/resurrection thing common in other games with a mechanic where someone injured doesn't die unless they're cared for quickly.
Remember, this is a game that has, apparently, been in the works since 2011 and it doesn't even have basic stuff in it yet. Is their dev team all hype and no substance? Is it all graphical assets they're working on?
The worst part of the game is the constant bugginess of everything. I consistently ran into issues that my friend was like "oh yeah, it's a known bug, don't do that". These include:
• Picking up rocks or interesting plants you can interact with in caves will create a bug where it's impossible to open your primary suit interface menu with comms, equipment options, the map, etc. I was warned in advance about this but like a schmuck I assumed that the risk of it triggering was minimal. It looks like when the bug triggers it's moving the interface to the top left of the screen outside of where your mouse cursor can move. I can't remember how I fixed this but I think it involved exiting and re-entering the game, which shunted me off the planet I was on and back to a space station, so hardly an actual fix.
• The sidearm pistol I started the game with and was equipped with in the menu was not selectable with the 1 key until I'd spent several minutes fiddling with it unequipping it and re-equipping it until it miraculously worked. Or it started working when friend handed me a rifle and I equipped that, and then was able to switch to the pistol. I'm not actually sure what fixed it.
• There's a mantling system where you can attempt to climb into objects, but it's wildly inconsistent. Some tables only work from one side, and several ledges in caves only allowed climbing if standing in a super specific spot with a tiny error tolerance. Unlike Gears of War or Vanquish which give you icons showing when you can do specific interactions with objects, the game doesn't show when you're in a specific "hey you can mantle here" and unlike System Shock 2 the mantling doesn't appear to correctly trigger if you make a small running jump at a ledge. It's very unforgivingly implemented and I thought at one point we were stuck in a cave due to a ledge that absolutely could not be mantled onto except at one spot we eventually trial and errored into being able to climb out.
• My friend had a physics bug when he was attempting to hop into my open cockpit in space and his movement locked up until I got close enough for him to interact with the ship cockpit again.
• I ragdolled multiple times when doing fairly basic stuff. The game does not gracefully handle anti-gravity suit flight into gravity zones (inside a ship bay, over a gravity pad). Trying to go from suit flight to landing on top of a pad, the top of a docked ship, a piece of pipe, all ragdolled me on landing in spite of the transition drop dealing little or no actual fall damage. Also happened in a cave with full gravity when going off a ledge while in a crouching/prone state. The ledge was clearly there to be climbed back up, but apparently no graceful way to descend it. The game doesn't simply put you in a controllable standing state when you start falling it seems. This appears to be a widely known problem with the physics as I found multiple complaints about it elsewhere on the official forums.
• Attempting to get back into a ship by means of the elevator (just a flat platform that lowers down) also ragdolled me because apparently it doesn't have an animation where you "stick" to the elevator when it's rising. Eventually I got in via luck but it woulda been easier to hover above the entrance and have friend hit the in-ship switch. I also tried manually flying into both the elevator opening and a larger cargo opening, and both were ragdolling me when gravity kicked in, making me fall out.
• We attempted a "find a lost person" in a cave, and had absolutely no success finding this person. As I discovered in a later Youtube video complaining about the current 3.7 version of Star Citizen, apparently caves are very basic, pretty much all look the same, and the missions sometimes bug out and never spawn the person/dead body you're looking for.
• My cockpit at one point decided to repeatedly open and close on its own. Bugginess with some of the cockpit behaviours are known apparently.
• The game is really finicky with some objects in terms of how close or how far you need to be to interact with it. This mostly applies to ship's elevators and entrances. Buttons on other objects were mostly painless.
• Missions are very bare-bones. AI for enemy ships is "functional" at best and apparently was atrocious for a long time, and absolutely zero hostiles or meaningful interactions in the environment when on-foot exploring a planet. In at least one new set added, cave exploration, there are apparently issues (that we may or may not have experienced) where the mission objective never spawns correctly.
This is a post about the game from someone else in 2018:
It's more accurate to say it's in a very early alpha stage, like maybe 20% of the way to being an actual full alpha version of the product where all the core gameplay loops are in place and testable. Right now all they've got is ship-to-ship combat (due to be overhauled "eventually" because it's borked beyond all reason), picking up boxes (mostly functional, though the box will occasionally vanish or never appear, and you may not be able to deliver it), a very very rudimentary "tier zero" implementation of mining (a mining laser to get chunks of ore you can sell, no other use for it yet, oh, and it's only available on a single ship which you currently can only get by paying cash money for), and if you put a lot of effort into it you can sometimes get a bunch of other players together and pretend to have a race, or try to jam as many people into a single ship as possible, or have gunfights on barren moons for fun.
My advice to anyone looking at Star Citizen in 2018 is do not under any circumstances buy it until it is done and released. This is a crowdfunded project that's already racked up $190m -- if they fail to make the game they've promised, it won't be because you didn't give them forty bucks today, it'll be because they simply can't do it at all.
Wait until they get to an actual honest-to-god retail release, then look at it and decide if it's a product that's worth your money. Right now, in September 2018, it absolutely isn't. Feel free to check out those Twitch streamers, but do yourself a favor: ignore the marketing spiels and optimistic discussions of what will "eventually" be in the game and just take a cold, honest look at what they are playing. The game itself makes a more eloquent case for not buying it right now than any person ever could.
This is a game that's been in development for over 5 years. It's missing tons of basic playtesting and bugfixes, which it gets away with by billing itself as being perpetually in an Alpha state, and having a fancy website with a slick marketing/promo campaign. It might as well be vapourware at this point, because there are far more functionally competent games out there that didn't require millions of dollars in backing to complete. I am fortunate I am out only 40 bucks on the game (money I should have spent on Earth Defense Force 5, oh well), but I feel genuinely bad for people who've sunk tons of money into this and received essentially nothing after almost a decade. And now big-money backers are desperately hoping the game will come to fruition and not make their investment look like a huge, colossal waste into a project that made massive promises it has no evidence of keeping, and has a still current shop where it asks players to spend $100 USD or more on buying ships to support the game (apparently the game wipes in-game currency earned and progress quarterly, retaining only shop items).
My friend expressed his disappointment to me that I was not enthused about the game. I don't frankly care about how far it's come along if it's taken this long and is still honestly trash. For the record, Space Station 13, a complex space station simulation that also does complicated physics interactions (for a 2D game that is), was built on a relatively terrible game engine and still feels more interesting without having had a million dollar budget. Star Citizen feels more like some kind of elaborate yet badly mismanaged project where all the focus is on making art assets. The idea of being on multi-person interactive starships is an exciting one, so I can see why there's so much hype for the game, but frankly the game's gone absolutely nowhere given the budget and the supposed size of the development team (and the very obviously large portion of the budget that's gone to marketing the game via videos and its slick website and not development of the game itself). The physics engine may be complex, but it doesn't feel particularly fun or polished, and the game itself qualifies as "barely playable". I feel bad for people who sunk more than the bare minimum into this game, but honestly,
you're being taken for a ride.