A crafty crew of space-outlaws can scrape by on the edge of known space by trading, stealing, scavenging, negotiating, exploring, and fighting as long as they have a reliable spaceship, popular media tells me. Now imagine such an outfit of scamps in control of a destroyer bristling with guns. That’s Rebel Galaxy, the first game from Travis Baldree and Erich Schaefer’s new outfit Double Damage Games. You might remember those two as founding members of Torchlight devs Runic Games, or from Mythos and Diablo respectively before that. This isn’t quite an action-RPG, though.
Double Damage call Rebel Galaxy “a swashbuckling space adventure” — not a strategy game but more than just a shooter. It’s set in a procedurally-generated space-sandbox where you can get by as you please, but violence and skulduggery seem particularly encouraged. Ships have big old broadside guns as well as moveable turrets, making for battles of manoeuvres. They still look jolly nippy though, not lumbering old boats. And, of course, rebels can buy different ships, from corvettes to dreadnoughts, and customise them with weapons and equipment.
It has a social side too. Captains develop relationships with military and civilian factions, or can simply giggle to themselves as they go for insulting dialogue options. Provoking people is an important part of a maverick outlaw captain’s duties, after all.
PSX (that would be PlayStation eXperience, not Codename PSX for the PS1 or PSX as the Japanese PS2 Media Centre ) interview and some more footage. Definitely in love with this.
I don't know whether to find it funny or just downright shameful that a team of TWO can create such a living and breathing universe filled to the brim and able to make the player feel like he can actually impact it, while FD, with all of their money and manpower, struggles to script a mission correctly. But hey, they have 5 billion systems, right?
Anyway, more recent footage of a developer playing for an hour and a half (thanks for the link SpykeZ! ).
An active faction system
An active commodity market
Influencing market states by, for instance, destroying relief ships
Bounties
Beacons
An actual fucking story
Pretty much everything Elite has and more (excluding docking and MP), by a team of two, and probably on far less of a budget.
This game was more or less unknown to me till yesterday, but I'll be damned if I don't start keeping an active eye on this now. Its got me really excited!
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
I've been fapping myself raw over this for months now, the Twitch videos (there *was* another one but it seems to have been deleted) look absolutely amazing. Something about this game is ticking all my boxes and I'm ridiculously hyped for it. As I said to SpykeZ though; there's still no tangible information about the release... not even a tentative release date, just "2015"
They've got a press/streamer build "release candidate" ready now, which will be going out soon, and they confirmed on Facebook/Twitter that "you" (generalised) can now play the entire first act start to finish without issue, the first act is supposedly longer than Torchlight 1, and there's three acts in total for the full game. The whole game is "feature complete", all art and general content is done, including new voice over work, all that's left is mission assembly and overall tuning... and yes, it's coming this year.
Steam page up, no release date or price though. Also; press/streaming demo builds have gone out today and there's LOTS of people streaming the game. It's a time-limited build though and it expires on the 18th.
Quicklook. This isn't a 40m Giantbomb-esque quicklook, this is a real QUICK look... but oh god, want. Wantitty want! It's also the first video that showcases and discusses the keyboard and mouse controls.
Puuuuuuuuurrrrrrrrrrrrrrrrrrrrrrrrr!!! The devs were handing out weekend "press" build codes before they shut it down tomorrow morning, they sent me on Twitter and it's.... it's glorious!
~edit~
Visuals are yummy as all hell and the performance is *flawless*, everything cranked up max, including 8xMSAA *and* 4K res downsampling, doesn't flinch a ms below 60. The 360 controller is strongly recommended, it feels more natural with that, though you can play with m/k.. it's just not really finetuned yet. Acceleration seems to be in effect and oh how I wish it wasn't Still, aiming with the mouse is infinitely more preferable to the analogue stick.
I've only been playing for 30 minutes and I know I'm in love. Completely and utterly.
I'm reeeaaalllly not sure about the no up and down thing, feels like dumbing down in a very unneeded kind of way. Even AC4 had waves so it doesn't look so dull movement-wise.
Hopefully they fine tune the mouse controls, because I REALLY don't want to have to stoop to using a controller for it. But yea, I'd be lying if I said I wasn't green with envy right now! Enjoy, but try not to burn yourself out on it (I'm assuming it's not a content complete build).
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
I'm reeeaaalllly not sure about the no up and down thing, feels like dumbing down in a very unneeded kind of way. Even AC4 had waves so it doesn't look so dull movement-wise.
It works, it really does "Large" ships stay on the X axis but fighters, bombers, drones, etc all fly around in full 3D space and it works a lot better than you'd think
Immunity wrote:
Hopefully they fine tune the mouse controls, because I REALLY don't want to have to stoop to using a controller for it. But yea, I'd be lying if I said I wasn't green with envy right now! Enjoy, but try not to burn yourself out on it (I'm assuming it's not a content complete build).
I've actually switched to using m/k primarily and while it took a little bit to adjust to the strange mouse sluggishness, I'm enjoying myself a whole lot more now. The more I played, the more the controller felt restrictive for some reason. Also, whether you're on the controller or k/m; every button is remappable \o/
Don't worry about me burning out though bud, the press build right now is only the first sector... and there are at least 13 in the full univere, the devs said that one sector's worth of gaming is larger than Torchlight 1 was in full The key/game will be revoked at 10AM UTC, so about 7 hours left, but I've backed up the game files just in case.. perhaps it could be played offline? I've not seen any online capabilities or checks, so who knows? I'll find out tomorrow
Ok that's good enough I guess. But honestly what I really want from this is a lot of customizations, even if this game doesn't offer it, hopefully modding could fix that.
I misread the shutdown time, it's 10AM PST, not UTC. So I've still got a few more hours left to play ^_^ As for customisation, there's a *lot* of weapons and ship upgrades you can buy, as well as plenty of ships too - I don't think you'll be hurting for content in this. I'm not sure about modding, I think I remember the team talking about it a while back but I can't remember the outcome.. though I know they mentioned how FATE and Torchlight modding kept those games alive for years.
Some more previews and impressions from the preview build;
Modding. The team aren't going to prevent it, but they won't be providing full modding tools like they did in FATE/Torchlight, though they may end up release tools to help people do modding, such as importers/exporters and whatnot.
It's a shame there's no full kit but then, the company really is only two people, so I guess supporting tools might be beyond their scope right now.
Just noticed Sabin playing this on steam and immediately headed to the store page thinking it was out already... god damn :/
Looks excellent though, I can't wait.
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