Choose to trade or raid in this epic sandbox sci-fi title that continues the Elite legacy.
Publisher: Frontier Developments
Type: Sci-fi Sandbox
EXP Rate: Medium
PvP: Yes – Bounty System and Open PK
Pros: +Expansive sandbox play. +Multiple sandbox elements and policing system. +Realistic controls. +Meaningful dogfighting. +Large variety of well designed ships. +Beautiful recreation of the galaxy.
Cons: -Game lacks functionality towards building a community in-game. -Can be overwhelming and even cause motion sickness to the uninitiated. -Space is a lonely place in this MMO. – Player impact on political system seems limited.
Elite: Dangerous Overview
Elite: Dangerous is an expansive science fiction sandbox based on the Elite game franchise. Take the center stage as you take the role of trader, pirate, bounty hunter, team player, leader, assassin, schemer, or more. Though you may start with only a few credits and a ship to call home, you can do whatever you want – or whatever it takes – to become elite.
Fight, trade, and hunt in a galaxy filled with billions of star systems. Make money through trading goods, bounty hunting, or raiding others for cargo. Explore, go on missions, upgrade your ship, and explore endless possibilities.
Elite: Dangerous Screenshots
Elite: Dangerous Featured Video
Elite: Dangerous Launch Review
by CMDR Zelus
Elite: Dangerous is a beautiful open-ended galactic adventure that delivers on most all of its Kickstarter and design promises. The fourth in a series of games that spans many gaming generations, Elite: Dangerous carves out a piece of history for itself by being the first 1:1 scale explorable representation of the Milky Way galaxy with over 400 billion star systems. This one is quite the looker with up to 16k texture scaling and technically impressive simulations of trade and real-time constellation positions. However, despite the technical and graphical achievements there are some major mechanical and narrative issues within Elite: Dangerous that threaten its longevity as an open-ended MMO.
In Elite: Dangerous you take on a variety of space faring roles starting out in a small outpost roughly 100 lightyears (LY) from Sol – our solar system – and 100 credits (CR). 100CR is not very much, and 100LY is quite a distance in the beginning. All players start out in a free and fully insured “charity” Sidewinder ship, affectionately referred to as the ‘Sidey.’ With little cargo room and limited jump range, the Sidey is just enough to take on some courier missions, tiny trading endeavors, and small-fry bounties. Because of the Sidewinder’s limitations, new players won’t be able to go very far until they upgrade some components or buy their own Eagle, the starter fighter, or Hauler, the starter trading ship. Purchasing a new ship is the first real step towards Elite: Dangerous’ ultimate goal: To become ‘Elite’ ranked in Combat, Trade, and Exploration.
The main roles of Combat, Trade, and Exploration define the sub-roles that players can actively take part in, these include the following: bounty hunter, mercenary, pirate, smuggler, trader, miner, and explorer. Fulfilling these sub-roles solely depends on the outfitting of a ship. For example, being a miner requires a mining laser, a decent size cargo hold, and a mining refinery in an internal compartment. Of course, different ships have different sized compartments, hardpoint configuration, and power resources, so some ships are more specialized for a couple of sub-roles over others.
“Mining in the dark – great idea, me.”
Players are never locked into a specific sub-role at any one time, but switching roles requires going to a neutral or friendly station or outpost with outfitting options and plonking down some credits for the correct components for the job. Mixing and combining roles occurs quite frequently; crossing the mining, trading, and exploring roles in an hour long mining run is not too uncommon in semi-remote system. Role switching is well done in its ease and variety, and it’s refreshing to switch between roles on a whim to try another angle at making credits.
The ‘Elite’ title is the highest pedigree a pilot can achieve in the Elite series, and each of the three main roles has this title at the end of their title ladder. Each of the main role title trees starts out with shameful titles like ‘Harmless,’ ‘Penniless,’ and ‘Aimless,’ but they progress to more noteworthy ones like ‘Competent’ and ‘Dealer’ on the way up to ‘Elite.’ These title ladders give scope to the main objective of the game, but they’re not actually as important as the acquisition of credits and new ships. Titles play somewhat into the universe building that players take part in, for instance, you’re less likely to mess with someone of a higher combat rank than yourself, but titles don’t actually mean anything in the grand scheme of things. Stations and outposts will never turn a player away because they’re not of a high enough rank in a main role, so titles are mostly around for showing who has played the most so far, as well as all important bragging rights. For now, titles as they currently exist are alright, but giving them more meaning down the line would be appreciated.
Meaningful progression comes in the forms of ships and credits; the larger and better outfitted the ship you fly, the more capable and badass you are in relation to everyone else. Like cars in real life, certain ships show off a player’s economic status more than being useful, for example, the almost impossibly expensive Anaconda that costs a fortune to repair and outfit.
Acquiring new ships is very straightforward and only gated by how quickly one can make credits. Purchasing a new ship requires going to a friendly station with a shipyard, and trading in or storing your old ship before buying the new outright. There is a bit of an issue with ship swapping though: There is no way to transport a ship other than by piloting it yourself, so if you have several ships then you’re stuck playing musical chairs with them being haphazardly parked across the galaxy.
“Bringing home the bacon.”
That said, credits are the most important aspect of progression; if you want to get to ‘Elite’ rank in any of the main roles then you’ll need to find a way that brings home the bacon in a consistent nature and large enough quantity, but right now there is only one way to do this: Trading rare goods. Over the course of 80 hours of play, I split my time between mining (~100K CR/h), bounty hunting (~75K CR/h), faction/courier missions (~50K CR/h), exploration (~25K CR/h), and rare goods trading (~750K CR/h). Trading rare goods is far and away the most unbalanced and dominant strategy for bringing in credits; doing anything else is simply a waste of time. Rare goods trading is so safe and easy I would recommend that every player abuse it until they have enough credits to bootstrap themselves into a combat, long-distance, or super-high capacity ship so they may actually pursue ‘Elite’ status in any of the main roles. If decent ships were not so insanely costly or if bounties and faction/courier missions paid out more then this would not be an issue, but for now, sub-roles are very much economically imbalanced.
Factions, Influence, and The Story
The universe is always in political flux… sort of, but not really.
Elite: Dangerous launched with an ongoing story, mostly surrounding the current affairs of The Empire. At the time of writing, the Emperor is extremely ill, there’s political turmoil abound, and the borders of Empire space are being rewritten by war with The Federation. In-game story arcs like this influence the state of the populated star systems; each star system has a measure of influence and political stance with each of the three major powers: The Federation, the Empire, and The Alliance. Additionally, each star system has influence measures for each of the sub-factions of people that exist in the system; these range from mining companies to civil disobedience groups. The political state and sub-factions of each system determine the types of missions that are available from local stations and outposts, trade goods going both in and out of the system, and what types of goods are considered contraband. As a result, Elite: Dangerous has a changing web of politics, conflicts, and trade.
It was originally promised that, “Players will decide the fate of the Empire as they take sides in a conflict which threatens to push the entire galaxy to war. A new Emperor will rise, and you will decide who takes the throne. What comes next will be determined by player actions,” however, this doesn’t seem to be the case.
Players may choose to engage in local system missions, bounties, and trade at any time, and as a result faction and sub-faction influences shift while player reputation with major factions changes. However the faction and sub-faction shifting part of the puzzle seems to only be happening in theory right now. Over the course of a couple weeks, dozens of players on the Elite: Dangerous forums and subreddit have instigated three civil wars in the Lugh star system in order to change it from Federation controlled to Independent, but none of the wars “stuck” and the player driven effort fizzled out and failed. As a result, nothing in-game has changed, but this has prompted Frontier Developments to tweak their faction-influence model. So far, the influence and reputation mechanics are either very shallow, or are not quite working properly. In either case, these mechanics are not living up to the dynamicity that was originally promised.
“It’s easy to read up on the ongoing story when trading and refueling.”
The story arcs in Elite: Dangerous are currently told through short text-based news bulletins that are posted galaxy-wide, which I find to be wholly uninteresting and inorganic. These news bulletins are not actually the result of player behavior, but rather predetermined storyboarding from the developers. The news bulletins can be useful in figuring out where the next conflict zone between the Federation and the Empire will occur or to score some easy reputation changing kills, but they don’t allow players to engage with the story on any significant level. On a related note, I think news bulletins should be differently worded and spun depending on the faction influence of the station or outpost that they’re being read from; this would promote the idea that each faction actually is different in something other than their name and color on the galaxy map.
Controls and Schemas
Elite: Dangerous enables just about any modern control method, giving it the best control options of nearly any game. Though an Xbox 360 gamepad works well enough, the mouse and keyboard works a lot better, and flight sticks work extremely well if they have enough buttons and modifiers. In all my playtime so far, I’ve spent the most time with a standard mouse and keyboard setup; however, the Saitek X52 flight stick is becoming a close runner-up. Elite: Dangerous also has out-of-the-box Oculus Rift support, which, I believe, makes it the first retail and high quality game to do so. With the correct NVIDIA or AMD drivers, desk space, and adequate number of USB ports, the Oculus Rift with a mouse and keyboard or a solid flight-stick is extremely fun and hard to beat. At the time of writing, I’d say Elite: Dangerous is the current leader in Oculus Rift experiences and will be for some time.
“Stations like these are gorgeous obstacle courses.”
Through the use of some 3rd party software, Elite: Dangerous can respond to voice commands. Very few things come close to saying, “Engage” to start hypercruise mode. Also, Elite: Dangerous seems to be very friendly to modified audio files, textures, and GUI elements; I plan on switching in F-Zero GX’s “You’ve got boost power” audio clip when afterburners are at the ready and using custom green-black interior ship GUI.
By default, there are over 150 different keyboard commands, shortcuts, and settings; a search function is almost needed for finding specific bindings. Every action and key can be rebound with up to three additional modifier keys, meaning that if you don’t like the placement of the ‘Eject All Cargo’ button then you can set it to something like Ctrl+Shift+Alt+Spacebar to avoid accidentally hitting it – beware of Windows’ sticky keys though.
Game Feel and Friction
Every first-time experience in Elite: Dangerous is nerve wracking and intimidating, and thus, amazing. The first time you flight check, dock, scoop fuel, and get interdicted out of system super-cruise will put you on the edge of your seat and make you take the game seriously. Every first-time is thrilling and interesting, and I think the ‘why’ lies in the fact that everything about you and your ship is incredibly fragile in the beginning. Your first time flying is full of questions like ‘How do I do this,’ ‘What the hell is that,’ and ‘Where do I go?’ Your first ship has crummy shields, poor heat tolerance, the second worst pulse lasers, and is tiny compared to everything else that is immense, loud, and threatening to kill you.
“Fuel scooping is downright frightening, at first.”
Combat is where Elite: Dangerous shines, and it shines very brightly. Properly coordinating hardpoints, power distribution, throttle position, and reticles is a purely skill based affair that rewards skillful play. Successfully defending your cargo in your first brush with a pirate is deeply satisfying, and turning in your first bounty is fulfilling. Everything about the cockpit interface during combat simply ‘clicks’ together in a cohesive and functional manner, too. The sensor readouts, targeting, ammunition, power, fuel, communication channels, warnings – everything is right there when and as you need it.
Controlling a ship properly takes precision, and every ship is a little bit different. Hardly anyone starts out with the dexterity to master a ship immediately, but it does come to you over time. Docking is a nightmare at first, but when you master it, you feel amazing. Cargo scooping chunks of ore while mining is also a nightmare at first, but again, once you master it, you feel incredible. Elite: Dangerous’ strength is in the mastery of ship movement and subsystems, and it feels really, really good.
Music and Sound Design
The music and sound design is generally minimalistic and nonintrusive. Every ship has their own distinctive engine rumbles and whines, but the sound effects related to the GUI and actions rarely change, if ever. Ambient music comes in and goes out every once in a while, but expect to hear nothing but silence for long stretches of playtime. Though it makes sense to have many silent periods in a space game and some high-octane tracks for combat, some more ambient music would be more than welcome. Thankfully, none of the musical cues are without visual indicators, so it’s fine to turn off music all together and play something on a media player in the background.
The Cool Little Things
While playing it’s easy to overlook some of the background details, but there are some that caught my eye and had me thinking, “They didn’t need to do this, but I like that they did.” For example, by default your character is male but in the options menu you can change your character model to be female, and different stations have different holographic in-universe advertisements and arrangements of advertisements outside of the docking ports.
“Docking, while the intercom announces ‘Loitering is a crime, punishable by death.’”
As you traverse the stars you’ll encounter NPCs, stations, and items with names referring to both real and fictional people related to the space genre, like Malcolm Reynolds (Firefly) and Azure Milk (Blue Milk, Star Wars). On the semi-technical side, screenshots can be taken at the native resolution, and also at insane 8K resolutions by hitting Alt+F10. These little things, and more, show the caring detail of the developers and make the game feel more polished. On a related note, I’ve heard that in the past there were bobbleheads that could be placed in ship cockpits; it would be nice to see those make a comeback.
Always Online, Yet A Lonely Solo MMO
When the development of Elite: Dangerous was in its infancy there was some promise for a single-player mode to be available at some point. Since then, Frontier Developments has changed their stance on this feature, and for a good reason, in my opinion: A space game as large as this, with simulations, a changing story, and faction conflicts is going to be more enjoyable with an online data streaming component than without. However, I think that Frontier Developments needs to make the rolling story more engaging and faction/influence mechanics much more refined before this decision can be fully justified. I have also heard of promises regarding landable planets and explorable space station interiors; these would certainly make star systems and areas feel livelier since there isn’t a single visible NPC character model in the game right now, but we’ll see.
“Finally, some action! This is extremely rare, really.”
From the perspective of a follower since the beta and now as an active player, I think Frontier Developments has improperly marketed and handled Elite: Dangerous as an MMO. My reasoning for this are two-fold: firstly, there are no co-op missions or co-op mechanics whatsoever, and second, seeing another player naturally during open-play mode is extremely rare.
Though there is an option to play the game as a private group, presumably to play with people like a party, the only effect this has is exclusively seeing fellow group members when in the same system or local space – no other players can appear. As far as coordinating or cooperating with another player, options are incredibly limited: There is no way to give credits or easily give cargo to another player, players cannot give or share fuel, players cannot share bounties that they cooperatively put effort into, directly chatting to another player in-game with either text or voice requires an annoying amount of menuing and a very small range, and following another player, be it friend or foe, is nearly impossible even with the assistance of a frame shift drive wake scanner.
Besides talking over a third party program, it’s frustrating to do anything with another player. In a recent forum post and series of tweets, Frontier Developments promises that these co-op issues will be addressed in a forthcoming update titled “Wings,” but until then, the issues remain. In a recent forum post and series of tweets, Frontier Developments promises that these co-op issues will be addressed in a forthcoming update titled “Wings,” but until then, the issues remain. Though space is a very big place, stations and outposts display how many player ships have been in the area in the last 24 hours; near Sol, this number is usually in the thousands.. In all of my time playing, and even in the Gamma build with “over 100,000 players playing,” I have only seen two other players during open-play – clearly something is amiss with this being labeled as an “MMO.”
“My co-pilot’s chair, never sat in.”
Elite: Dangerous is lonely, too. If you travel more than 500 LY from Sol you’ll only encounter uninhabited star systems devoid of any faction influence, stations, or even pirates. Many ships have multiple cockpit chairs, and no way to populate them with AIs or other players. Socially, Elite: Dangerous feels very outdated and playing it feels empty and dead.
Conclusions and Take Aways: Good – 3/5
I want to love and recommend Elite: Dangerous because the combat, control options, and scale is so great and technologically advanced, however, the faction and influence systems are clearly not up to snuff and trading rare goods endlessly for near meaningless credits is a chore. Despite it being an MMO, it is the loneliest MMO I have ever played. The game is incredible at first, but once you have tried everything a few times it grows very boring with the only exception being the combat, to a point.
“Hello, empty space Vegas. At least it has palm trees?”
Frontier Development is doing great with minor updates on a near daily basis and communicating well with patch notes and forum posts, but the big issues that I’ve seen with the game don’t have a public timeline for fixing, and it seems I’m not alone in my findings looking over the subreddit and forum. Elite: Dangerous didn’t release to much fanfare, but it’s worth noting it’s a AAA looker, a technological feat, and that it was one of the few games released in 2014 without any major server issues and downtime. I’d say come back to it in six months and see where it’s at; maybe it just needs some grind time to reach Elite status.
Previous Beta Coverage
Elite: Dangerous State of the Beta Preview
By Blair Nishkian (Tagspeech)
Recently I was assigned by my editor to have a look at a game called Elite: Dangerous, so I could update the community on the game’s progress since the most recent look at the game by one of my colleagues. I went into this experience knowing absolutely nothing about the game – I never even knew it existed before I was directed to it and invited to explore the beta. For better or worse, I went into Elite: Dangerous with fresh eyes and no bias for or against the game. What follows is an accounting of my experiences with it, in its current beta state.
Anyone who knows me or my reviews can tell you that I’m an immersion freak. In fact, most of my favorite games are practically simulations. Given that Elite: Dangerous is built to be as immersive as possible, it stands to reason that this game might quickly become one of my favorites. But it’s more complicated than that. With my big monitor and surround-sound setup, do I feel like I’m in the cockpit of an interstellar fighter? I do. I can free look around, see all of the controls, even see my own boobs, or the pull of the trigger finger when I fire my weapons. The entire experience is just utterly rich and engrossing, and for fans of space flight simulators, I imagine the game is abit of a promised land.
After all, the intentions of the development team behind Elite: Dangerous are to make something with the comparable depth and community espirit d’corps as EVE Online. That’s a tall order, but the possibilities are fascinating. EVE is a success, but often what keeps it from being a runaway success is the alienating, cold gameplay that is quite impersonal and difficult to get into, for most people. Even in its current state, Elite: Dangerous has a far more engaging approach, with gameplay that’s atmospheric, tactical, and action-packed. It’s a recipe for success.
There’s just one problem! In its current state, Elite: Dangerous is extremely difficult to play. You might be thinking that’s rather the point, it’s a simulation, and not just any, but one that drops you in front of the controls of a complex spacecraft – in space. That’s just it, unfortunately. There’s a huge difference between flying on a planet, and flying in space. In space, there isn’t the constant, reassuring point of reference called the ground. When you’re upside-down in a jet, you know you’re upside-down and have a much easier time re-orienting yourself. In space, there’s blackness everywhere, and it’s terribly easy to not only get turned around, mixed-up, and lost, you’re also likely to get a bad case of motion-sickness. I know I did. It was not fun.
Nausea aside, this sort of thing usually gets better with acclimation and practice. The game has a radar system that’s meant to help you orient yourself and nearby objects better, but I found that it had limited range, was often difficult to read, and left me confused more often than on target. I hope they put more work into the radar HUD, because it’s absolutely critical to use properly when engaged in dogfights, or even just trying to ram floating containers in the tutorial. There are ways the game can be made easier to play without sacrificing the spirit of the immersive atmosphere, and beefing up the short-range radar and adding some more positional-marking HUD elements would be huge for that.
This is just the basic gameplay. It has promise. Now, the macro-game is meant to be vast. Allegedly, Elite: Dangerous wants to add in economic systems, elaborate space stations, large corporations and guilds, a complex law and security system, and plenty more. I couldn’t really find much of this in my exploration of online play. What I did find was an endlessly spinning cube that was apparently a space station, and some NPC police cruising around it. My efforts to ‘dock’ in this space station were initially met with death, since I mistook one of its many nooks and crannies for a docking port. It was harrowing and hilarious when I got caught in said crannie like a shoe in a washing machine, and was quickly pounded to death by the rotating walls of the space station.
When I respawned, I was inside the station in a new ship – that’s one way to get indoors, I suppose. I found that the dock was in fact on the topmost part of the station, rotating in a much more gentle motion, and far easier to slip into. It was a good note for the future. What followed after that was me spotting a red-marked ship scrapping with the local police. I thought I’d have some fun and get involved. What followed was a wild goose chase through the system, with me helping to gun down the outlaw, only to have the police inexplicably turn on me once he was taken care of. Had I accidentlly shot a police craft? Were the laws for interfering with police business in this sector punishable by death? We may never know. What I do know is that I died trying to flee back into the space station. It was fun, and a little nauseating.
I looked far and wide, and couldn’t really find anything else to the game beyond this small area. Perhaps right now the beta is sparsely populated. I would have loved to pilot different kinds of ships, perhaps something small and nimble, but I couldn’t for the life of me figure out how that was to be done. I thought about visiting the forums to see if this was all the game had to offer, but that would have killed the point of a glancing review. So here lies my experience, untainted and pure. The takeaway is that Elite: Dangerous has an incredible base to build on. What I played felt more like an alpha than a beta, but this could be because there were many features hiding beneath the arcane murk of the game’s starting experience. Very little is explained. The single-player tutorials are quite rich, though. If only there was something to guide you gently into the online portion.
Elite: Dangerous First Look
By Remko Molenaar (Proxzor)
Last week I got the chance to play two of the most promising space simulation games that are currently in development and both these games can only be tested by the backers. I myself am a huge fan of space simulation games; unfortunately there aren’t a heck lot space-sim games on the market and even though a lot in the past have been released, by now most of them are all dated and not interesting anymore. Honestly if you’re not a fan of EVE Online, there isn’t much else to turn to currently in the genre!
While some might have the patience to wait till Star Citizen arrives, Elite: Dangerous offers a far nearer option. Developed by David Braben, it’s been in the oven for quite a while and the results are clear. This fourth installment in the Elite series couldn’t come too soon, as the technology is now available to bring Braben’s vision of a true space simulator to life. Though it’s been a while, as most people reading this might not even be aware of the Elite series. The last rendition of it was released in the mid 90s after all. The goal of the game remains focused on realism.
Elite: Dangerous will be set around 50 years after the events of Frontier: First Encounters. And just like in the first three games, trading is set as the main setting in this space jam. And while features remain slim in the currnet beta, you can still trade away and influence the market! Currently in the beta you are able to travel to five different star systems, and each one of these star systems has at least one station that you can dock. And before I tell you more about this game, it’s important to know about docking and gameplay controls. Elite: Dangerous doesn’t let you set cruise control and relax while transporting your goods. Actually most find the controls take weeks to reach any level of mastery. Since you are in space and have a space ship full of fuel, you can basically go anywhere. Space has no invisible boundaries, and wild maneuvers in zero gravity are the name of the game. Though the limitations of your ship may determine just how quickly you can accomplish them.
Thankfully as a new player you start out in a simple ship free of charge, the Sidewinder. With this ship you are also given a simple pulse laser gun and if you crash this tiny ship, you are given a new one without paying a dime for it! This really comes in handy when you are new and still trying to figure out the controls. I highly recommend using your basic ship and getting into deep space to test out your limitations and maneuverability where obstacles are few. You’ll need it when you have an expensive shipment on board and need to dock successfully at a station. As I mentioned, everything is manual so any failure is entirely on your head! Through your communication system you will come in contact with the docking crew, they will give you a landing pad to land on and that is all, sounds easy huh? Well you’re wrong, and if you are new your first try of going through the gate alone is probably going to end up in a big explosion.
All the stations right now rotate. This means that the gate that is only on one side of the station is also rotating. So when trying to enter the station with your ship, you will have to rotate your ship while going through the gate. That’s the first step to a successful landing luckily, and once you made it inside your ship has a nifty option to connect to the gravitation field of the station to rotate automatically with the core. This makes landing a hell of a lot easier, and even though you can turn this option off, you’d have to be the kind of driver confident in racing down the highway intoxicated to do so. The challenge scales through the stratosphere and I advise players to only untick this option on a dare. Anyway, once inside you need to find an available landing pad to light up your descent. Then the fun truly begins!
After a few well expected explosive failures, you may get lucky enough to hit the ground in one piece. At that point the station’s market is accessible, allowing one to purchase repairs, buy new ships, or customize ones already in your possession. While this is currently a purely UI system, Elite: Dangerous is aiming towards enabling avatars to allow players to walk around the station on foot, checking out the various purchase options on a more personal level.
The Elite: Dangerous market system is a dynamic one, constantly influenced by supply and demand. Each station and each system requires a different resource, and it is up to the traders to figure out which one of the resources sell the best and get them there while the prices are still strong. If you are a big fan of trading, I am sure you will love Elite: Dangerous, but I for one am more of an action pirate myself. For aggressive players like myself, Elite: Dangerous offers the possibility of bounty hunting. This will involve hunting down and destroying NPC targets as well as mischievous players as well! There will be plenty of incentive I’m assured to play the villain, ensuring black market zones where dog fighting is encouraged. These battles are the ultimate test of your mastery over ship controls. Just like a car, you break when turning, and use your boost when catching up to a fleeing pirate! And just like in real life, if you spot a pirate on the highway you chase it and shoot his vehicle until it explodes.
Current State: Good
Elite: Dangerous still doesn’t have much to offer, even though it’s further in the development process than Star Citizen. Based on the developer promises, it seems far from finished. Currently it just went out of alpha and into beta, perhaps prematurely due to market competition. I’m sure the team behind this game knows what they’re doing though, and this is the beginning of a long drawn out beta phase to get as many potential testers fleshing out bugs before an end of year launch. I might be wrong for making assumptions but at least the game is in a functioning playable state for now. Elite: Dangerous is definitely on the way to become the best space simulation game, and currently there is more content than its big brother Star Citizen that only recently launched its dog fighting module. For a game that’s behind Star Citizen by a funding ratio of 1:50, Elite: Dangerous still stands as a valid competitor that should find a nice niche of space simulation lovers this summer.
Elite: Dangerous Videos
‘Elite: Dangerous’ Alpha – Bounty Hunter (Flight Assist Off)
‘Elite: Dangerous’ Alpha 4.01 – Supercruise with Flight Assist Off
Elite Dangerous: Voice Attack commands, Alpha 4.3 (Cobra MkIII)
Elite: Dangerous Teaser
Elite: Dangerous Links
Elite: Dangerous System Requirements
Elite: Dangerous Articles
- PAX South Day 3 Recap: Moonrise, Broken Bots, & Dreadnought - Posted on January 26, 2015
While the third day of PAX was on a sleepy Sunday, that didn’t stop anyone from showing up and milking everything the show still had to offer.
- 2015 MMO Predictions – The Rise of Buy to Play Sandboxes - Posted on January 15, 2015
2014 was, for me, the year of failed games and lost hope. Maybe 2015 will prove to be the year of great buy-to-play sandbox MMOs. My predictions are: ESO will continue to lose its player-base until it's forced to reconsider its payment model and will hopefully switch to the Buy-to-Play model.
- Elite: Dangerous Review - Posted on January 14, 2015
Meaningful progression comes in the forms of ships and credits; the larger and better outfitted the ship you fly, the more capable and badass you are in relation to everyone else. Like cars in real life, certain ships show off a player’s economic status more than being useful.
- Elite: Dangerous Available Now - Posted on December 16, 2014
Frontier Developments plc (AIM: FDEV) today launched Elite: Dangerous, the fourth game in the groundbreaking, genre-defining Elite series.
- Elite: Dangerous Pre-Launch Press Preview Event - Posted on December 10, 2014
Last Thursday I had the wonderful opportunity to play one of the latest builds of Elite: Dangerous with some of the fellows from Frontier Developments. The event was held in the St. Regis Hotel in the heart of San Francisco, and it was quite the treat.
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