… tons of games from indie developers have cringeworthy voice acting and “cinematics” I could easily do without. With Rebel Galaxy, it certainly helps that Travis IS a voice actor and recorded quite a few of the characters and lines himself. This approach does not scale, though: once the number of distinct voices and the number of lines increase, it becomes more and more obvious if it is only one (or a few) person doing it. Plus, it becomes a time tradeoff with everything else Travis is doing. Professional voice acting is expensive, it is as simple as that. There is a reason that mods (for whatever game) often struggle with this particular aspect.

I really think that increasing the variety or the depth of individual mechanics is the best bang for the buck: more varied mission types, better loot, more fine tuning of the progression / loot curve, improved procedural generation of random stuff to find or explore in each star system - things like that.

Hell, I want the next “proper” Wing Commander as much as anybody around here, but I just don’t think that that is where Double Damage’s competitive advantage lies…

I’d be fine with text briefings. I want a campaign, that’s the gameplay I desire.

It was a joke man. Geez.

Heck, if I remember correctly, he did all the mocap for the first game (and maybe the second?) himself, too- using ax Xbox Kinect hooked up to his PC!

Goddamn it, I still want to play this, been champing at the bit for a console release for a year now!

That’s certainly fair. Branding can be just as important as design. :)

Oh, I don’t think anyone other than Brian took it as such. But I do think it’s worth pointing out that Rebel Galaxy Outlaw’s approach to the whole turning paradigm is a Big Deal, capital B, capital D. I couldn’t say whether it’s for you, but I can say it feels dramatically different from other games about spaceships turning in tight circles!

-Tom

Always seems to me that having a bunch of different windows corresponding to cameras (and weapons) pointing in different directions would bring this genre from the 1940s right up to the 1970s.

Quick answers to a couple things since hey, whoa, a bunch of posts -

  1. No further DLC is planned at present -
  2. The reason I went Privateer vs WC/Campaign style was twofold - I have more fondness for the prior, and while I like a campaign, I also think it presents more hard cliffs for players. Setting up a bunch of mission ‘puzzles’ of escalating difficulty means that you git gud or you don’t progress. A freeform game gives you safety valves. There’s more reasons, honestly, but those are the big ones.
  3. somebody asked about steam/consoles somewhere. Soon. Console versions are all done, one last one finishing cert, and our community manager is out for medical leave for a few weeks - we’re not going to release them while she’s out of commission.

Will you ever return to Rebel Galaxy for a sequel to that?

Consoles incoming! Yee-haw! Any preference PS4 Pro/XboneX? (I have both)

Awwwww :(

There are lots of ways around #2, branching campaigns allowing failure for example. Wing Commander had that in 1990, the “retreat missions”. They were deliberately designed to be easier to get the player back on track.

Of course that’s a lot more work so you could also do adaptive difficulty, giving the player optional advantages when they replay a mission after failing it, etc. Nintendo games do that.

I totally respect that you wanted to make Privateer, that wasn’t a dig at you, lots of people loved Privateer. I just happen to be a Wing Commander man, myself.

I mean that’s also why this has a much more structured main campaign inside the open world - complete with wingmen and inflight banter and set pieces. It’s a bit of a mix of both. Certainly much more so than Privateer.

I just personally prefer ps4pro over Xbox.

Never say never but … probably never? For various reasons :)

That being that Disney gave you Phat Monies in the order of eight figures to build their next star wars game called Millenium Falcon, yeah?

I believe the going rate is 330 million and counting, but no idea when it will be released.

Heard Attenborough is up for the job.

Haha! See, that’s the thing, though: I would expect someone out there would want to eat Star Citizen’s lunch!

September 22nd for xbox/ps4/switch/steam

Finalry!

Now I have to figure out how I’m gonna squeeze it into my current gaming roster.

I’ll be playing on Xbox One unless people know of a good reason why it would be better on Steam.

Awesome. Can’t wait! I should be done with Anthem by then.