• @[email protected]
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    4110 months ago

    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
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      1010 months ago

      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.

      • @[email protected]
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        310 months ago

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

        • @RealFknNito
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          110 months ago

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

          • @[email protected]
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            110 months ago

            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
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              210 months ago

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

    • @[email protected]
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      110 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
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      010 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.