Regardless of how its mechanics pan-out, Star Citizen is slated to claim the throne as one of the most graphically intense PC games in recent history. This is something we discussed with CIG's Chris Roberts back when the Kickstarter was still running, diving into the graphics technology and the team's intent to fully utilize all tools available to them.

We've been trying to perform frequent benchmarks of Star Citizen as the game progresses. This progress monitor comes with a massive disclaimer, though, and is something we'll revisit shortly: The game isn't finished.

The recent launch of the GTX 980 Ti, R9 Fury X, and AMD 300 series cards almost demands a revisit to Star Citizen's video card performance. This graphics benchmark looks at GPU performance in Star Citizen's 1.1.3 build, testing framerates at various settings and resolutions.

In a move reminiscent of Far Cry's over-the-top, 80s-inspired “Blood Dragon” title, CIG has launched its “Hyper Vanguard Force IV” in-fiction mini-game using official Star Citizen ships. The arcade-style game draws basic concepts from the likes of Galaga, which is, consequently, one of a few arcade cabinets present at CIG's offices we toured.

If nothing else, we’ve learned one very critical item when working with Chris Roberts: Film everything. With most of our interview subjects, we go through a brief “pre-interview” process that provides a synopsis of the forthcoming questions and builds comfort between the presenter, the subject, and the camera. Every time we’ve done that with Roberts, we’ve accidentally dived into the actual content of the interview – I’m then forced to interrupt the CIG CEO and turn our cameras on.

This time, we did it differently.

“Just – just set the camera up right when we start talking and hit ‘record,’” I told Keegan Gallick, our camera operator and video editor. “Chris immediately starts talking about usable content items.”

Star Citizen, the highly anticipated space sim from Cloud Imperium Games, just announced its sale of the Aegis Vanguard ship to its backers. The ship has been long-awaited by fans of the yet unfinished game, serving as a United Empire of Earth deep-space fighter. CIG's sale of the ship begins effective immediately and extends through April 6.

Three One Zero revealed new gameplay for its first-person space survival title Adr1ft at PAX East. I played through this never-before-seen demo, detailing my impressions of the game’s presentation, mechanics, and overall immersion.

Adr1ft puts players in the first-person perspective of an astronaut who wakes up following the destruction of her space station and the death of her crew. The game uses simple mechanics but challenges the player to wisely conserve oxygen and repair the astronaut’s suit to upgrade their health throughout the playthrough. Adr1ft debuts on PC this September and features Oculus Rift support, ranking it among the slew of impending “First-Person Experience” titles now trending.

Cloud Imperium Games CEO Chris Roberts today unveiled PTU 1.1.0, additionally detailing the roadmap for Star Citizen over the course of 2015. Today’s announcements include information on the damage modeling, animations, FPS module graphics, a new ‘sports mode,’ and more.

Our video coverage of the entire event can be found below:

We always manage to include the site's technology-driven coverage spectrum in conversations with Star Citizen visionary Chris Roberts. This has been true since the very beginning of our Star Citizen coverage, which heavily [focused on the technology] of the colossal space sim. Our hardware content greatly benefits from these conversations with game systems engineers, too: Such discussions lend a basic understanding of engine architecture, assisting in the development of GPU, I/O, and CPU test methodology as it pertains to real-world gaming use cases.

In this case, the CIG CEO joined us for an extensive discussion on Star Citizen's great engineering challenges, to include the recently-discussed zone system and instancing mechanics.

A recent post on the official Star Citizen website unveiled the concept art for the game's first-shown mining ship. The concept of the ship pegs it as more of a “mobile platform” than a proper ship, noting that it's equipped with mining drones and its own ore refinery.

With the likes of Dreadnought and Star Citizen looming ominously on the horizon, there's a fair split between impending combat-intensive and sim-intensive space games.

In our preview of Dreadnought, we explain that it plays like an FPS might, but casts players into battleships that move on six axes; this creates a fast-paced, competitive atmosphere without imposing the simulation aspects deployed in most space games. Then there's Star Citizen, which has gone off the deep-end with strategic depth, story telling, combat and mercantile mechanics, and roleplaying options. This leaves little room for players who want a space sim without the inaccessible complexity of X3, Evochron Mercenary, and depth of Star Citizen. Elite: Dangerous took a chunk of this niche, but there's room for more.

As exciting as 2015 will be for video game releases, it will be equally as exciting for news and developments emerging from post-2015 titles. We’ve known the next Mass Effect game has been in development for at least several months, and probably longer than that, but the game is far from release. Bioware GM Aaron Flynn posted on Neogaf about his team’s outlook on expanding the Mass Effect universe and supporting that through the gameplay.

The next Mass Effect -- which has not been named “Mass Effect 4” -- will mark the series’ debut on the new consoles, assuming we don’t get a remastering of a series collection (we’ve seen enough of those). Dragon Age may be Bioware’s next-biggest existing IP, but even so, Flynn is adamant that Mass Effect’s core experience, or gameplay “template,” will not be the same; in other words, it won’t be as closely linked as From Software titles (Dark Souls and Bloodborne) or Ubisoft’s heavy-hitters Assassin’s Creed & Watch Dogs.

Below, we examine Flynn’s insight and discuss some of the ways Bioware can take its IP and construct a stronger core gameplay offering. This article does not explore storyline continuity or love interests among quarians and volus, as much as I’d love to get into that, so prepare yourself for some Mass Effect meat & potatoes.

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