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Starfighter Inc.

Platform(s): PC
Genre: Action
Developer: Impeller Studios
Release Date: 2017

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'Starfighter Inc.' Kickstarter Campaign Successful - Screens & Trailer

by Rainier on April 14, 2017 @ 9:38 a.m. PDT

Starfighter Inc. is a space warfare game that pits teams of mercenary pilots against each other in online battles featuring single-seat interceptors, multi-seat gunships, and massive capital ships.

Starfighter Inc. is a hardcore online multiplayer space combat simulator developed by Impeller Studios, a new team led by X-Wing series game designer David Wessman and MechWarrior franchise director Jack Mamais, along with Homefront producer Coray Seifert.

Starfighter Inc. puts you in the cockpit of the future in a hard science-fiction based multiplayer space combat simulator, featuring hardcore shooter gameplay in the spirit of X-Wing vs. TIE-Fighter, but with unprecedented depth and sophistication. Starfighter Inc. combines the lethality and permadeath of Counter-Strike with the technical depth and customization of World of Warships. The key difference is that players operate a variety of nuclear-powered single and multi-crew fighters, reconnaissance ships, strike craft, and support ships, with weapons ranging from lasers, railguns, and missiles, to electronic and cyber warfare capabilities.

Players customize almost every aspect of their ship, from flight characteristics to weapon configurations to visual aesthetics. As multiplayer matches are won and lost, individual and team decisions affect the overall game universe, blending emergent gameplay with hard-science futurism to create a community-driven storytelling experience.

Great science fiction begins with respecting the science, and great simulator games are faithful to the reality they portray. Starfighter Inc’s setting, ships, weapons, tactics, and even the reasons for conflict are based on believable extrapolations and predictions of what is actually possible in next 150-200 years.

After a failed kickstarter back in 2015, Impeller Studios launched a new kickstarter campaign, looking for $150,000, to finish up development and has succeeded with time left for additional funding as the campaign closes tomorrow on Saturday, April 15 at 1:50PM EDT.

The team felt it was time to celebrate early with fans of their serious science approach to game design and released an in-engine peak at the player's starting environment in Starfighter Inc.: a carrier's airlock and spacecraft hangar.

The latest video is noteworthy as it demonstrates much of the game's core design in one continuous shot: a pilot's helmet spinning weightless in zero-G , the hard-science on display on an interactive display, the near future visual look and feel, and the voiceover by beloved British actress Emma Samms sets the stage for the evolving multiplayer story of "corporations that are no longer bound by mere terrestrial laws".

"This is not only my dream project but also the entire development team's. I couldn't be happier  with the support we've received from gamers and industry partners for our realism-based vision of space combat " said Project Director, Jack Mamais, designer of critically acclaimed Crysis and director behind the popular MechWarrior 2: Mercenaries title. Impeller's hardware partners for Starfighter Inc. currently include Alienware, HTC Vive, Logitech, Nvidia, Oculus, and Thrustmaster.

Lead designer, David Wessman (X-Wing series of Star Wars Space Combat Simulators, Blood Wake, and Saints Row) noted, "We're very excited! The surge in support over the last week shows that all our efforts are paying off and people are seeing that Starfighter Inc. really is something new and different. We're very grateful to all of our partners and backers for their unending support."

Aspiring pilots can still secure the exclusive Founder's Edition of Starfighter Inc. for only $25 USD by backing the Kickstarter before it ends tomorrow.


It’s all about facing a worthy opponent and proving who’s best. Players develop their flight combat skills in a variety of combat scenarios that challenge the mind as much as the reflexes. Specialized roles such as weapon systems officer, electronic warfare officer, and drone operator allow players to continuously evolve their tactics and abilities. Players' reputations are based on their combat and piloting skills, their mission success rate, their cost effectiveness, and their adherence to the mercenary code. Players can rise to fame and fortune as they proceed through their mercenary career.

A typical strike / defend scenario might have the attacking side decide to have one player flying a Pegasus in the "Missile Truck" role - armed with a huge missile load, another player flying an Hyperion in the escort role - armed with multiple laser turrets and countermeasures, while the third player takes a Shrike in the ISTAR role (information, surveillance, target acquisition, and reconnaissance) - configured to detect, track, and target the opposing force's assets. You then enter the battlespace and there's a rock-paper-scissors moment when you discover whether your plan is going to survive contact with the enemy.

Missions are more than just opportunities to prove your skills, make money, and gain a reputation. Mission outcomes affect the balance of power and allow players to drive the evolving narrative. Thus the player community will collectively have a real effect on the corporate power struggles and politics of the Starfighter Inc. universe.

In addition to robust in-game narrative, we will be offering other ways to enjoy the underlying fiction of the Starfighter Inc. world, initially offering digital comics and fiction directly related to events in the game. Players may even find their exploits depicted in our stories.

We have partnered with Oculus Rift, HTC VIVE, and OSVR to ensure that Starfighter Inc. is fully supported on their hardware. VR takes immersion to a whole new level. It’s quite a spectacle to turn your head and see the surroundings change from the seat of your own ship, but it’s quite another to see the world move with you. Players with joysticks will be in for a special treat, as the pilot’s use of the in-game controls corresponds to the player’s real world movements - shift the stick or press a button, and the pilot will do the same.

Although this is Impeller Studios' first project, the international team of designers, artists, programmers, writers, sound engineers, and scientists is led by very well-known industry veterans whose reputations were built with combat action games. The team is lead by Director Jack Mamais, best known for his work on such illustrious titles as the MechWarrior 2 franchise, Heavy Gear 2, Far Cry and Crysis, and David Wessman, whose titles include Blood Wake, The Chronicles of Riddick: Escape from Butcher Bay, Saints Row, and of course, the standout space combat franchise: the X-Wing series of Star Wars Space Combat Simulators. Rusel DeMaria is leading the narrative design for the game and is a well-known author for multiple games and game design books as well as original Star Wars fiction associated with X-Wing and TIE Fighter. Tim Hoffman, best known for his visual effects work on MechWarrior 2: Mercenaries and Hollywood and comic franchises Transformers, Game of Thrones, Rise of the Planet of the Apes, Serenity, and upcoming features Thor Ragnarok and Spider Man: Homecoming, is contributing to Starfighter Inc.'s look and overall feel.


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