It seems that after its initial crowdfunding success, there's no stopping Star Citizen. Chris Roberts' super-ambitious space sim just hit the $17 million mark and now there's stretch goals for $19 million. However, fans have expressed displeasure about the launch of a microtransaction-based store as one of the few elements of the game they have access to.
Players can currently access a hanger that hosts their purchased ships as well as the Voyager Direct store that lets them buy in-game items with real money. Roberts has tried to appease the dissatisfied by informing them that all items will be able to unlocked in-game, without any need for purchases. The problem seems to be that players are unable to work out what items are really worth purchasing as there's no way to use them fully in-game yet.
My concern about Star Citizen is really the game's scope; will it get the balance right between its ambitious mix of space combat, trading, and huge online scale? If the game manages to make all three elements mesh together, then I can absolutely see myself losing hours in space.
Rogue Wizards has a bad name but it looks like a cool dungeon crawler/city builder
3:15 PM on 10.06.2014