Xeno Threat - This is Only The Beginning : A Star Citizen Fan-made Xeno Threat Cinematic Trailer
Come join my discord ( https://discord.gg/eVGFQzpdrg ) Yes i help new people! this video does not contain the actual Xeno threat missions, i made this video with leaked audio clips and a couple leaked clips to help get people as pumped for this event as i am. hope you've enjoyed it! and if you did consider leaving a like and a comment!
Star Citizen is an in-development multiplayer space trading and combat simulation game developed and published by Cloud Imperium Games for Microsoft Windows. A spiritual successor to 2003's Freelancer, Star Citizen is being led by director Chris Roberts. The game was announced in 2012 through a successful Kickstarter campaign which drew in over US$2 million. Pre-production of the game began in 2010, with production starting in 2011.
After the initial Kickstarter ended, Cloud Imperium Games continued to raise funds through the sale of ships and other in-game content, and is now noted for being the highest crowdfunded video game and one of the highest-funded crowdfunding projects overall, having raised over US$300 million as of June 2020. Such methods of generating crowdfunded revenue have however led to criticisms and ethical issues surrounding the project. In addition to crowdfunding, marketing[8] is now also funded through external investment having received US$63.25 million as of March 2020.
Squadron 42, a single-player game set in the same universe, was announced in the Kickstarter as part of the same game universe, accessed through the same game client as Star Citizen. The player character's performance in Squadron 42 will reportedly have an impact on their career in Star Citizen.
Star Citizen combines features from space simulator, first person shooter, and massively multiplayer online genres across its four playable modes. These modes, called modules, provide different player experiences from one another. Three of the modules, Hangar, Arena Commander, and Star Marine, provide examples of gameplay features that would appear in the Persistent Universe module, but also have their own mechanics.
Persistent Universe
The Persistent Universe, initially referred to as Crusader, combines the gameplay aspects of the Hangar, Arena Commander, and Star Marine modules into a single multiplayer platform.Players can freely navigate around and on the surface of four planets, nine moons, a planetoid, and a (currently untraversable) gas giant.
Players can create male or female avatars for the Persistent Universe. Upon entering the mode, players spawn at a space station or one of the available planets in the game. Once spawned, players are given the freedom to choose what they pursue, whether it is trading, bounty hunting, mining, or taking on missions. A law system keeps track of player activities and penalizes players for engaging in criminal behavior with a rating that blocks access to certain areas and can lead to bounties or violent reactions from law enforcement. In order to reduce their criminal rating, players must hack the law enforcement network or pay off fines they may have incurred.
Movement is available in both gravity and zero-gravity environments. Different planets have different gravitational pulls which alter player jump heights. In zero-gravity, players can move with six degrees of freedom, with forward movement possible through thrusters on their backs. If a player enters a ship, they can freely traverse it with artificial gravity affecting them.
While the final game will use an in-game currency called UEC, the current early-access version uses a temporary currency called aUEC, which will be reset from time to time and at the release of the game.
Any purchased or rented ship or vehicle can be spawned by the player at a landing zone. Ships can be purchased with real-world funds or at in-game kiosks with earned credits. Rental ships can be procured at separate kiosks for intervals ranging from a few days to a month. If a ship is destroyed, players must file an insurance claim and wait a period of time for it to be delivered. Players can pilot ships both in space and in atmospheres; transitions between the two occur without loading screens in real time.
Planets in the game are procedurally generated with distinct biomes and areas of interest. On each planet is a landing zone, often within a city, where players can disembark and explore the zone on foot. Some cities include transit systems that connect various sections together. Stores that carry various weapons and items can be found in these zones, allowing players to purchase equipment and trade goods for their character and ships. On most planets, cave systems are available for players to explore, in which they can take on investigation missions or mine for rare ores.
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