Star Wars: Squadrons VR Review – The Galaxy’s Finest Space Combat

Star Wars: Squadrons is finally here and it absolutely delivers. From the incredible set piece moments, excellent new characters, and fantastic VR space combat, this is an adrenaline-fueled blast in the galaxy far, far away that you won’t want to miss. Here’s our Star Wars: Squadrons VR review with all the details!

I don’t typically play space combat games, space sims, flight sims, or any of that sort of stuff. Furthermore, I’ve never played a game with a flight stick for more than just an hour or two to test things out. All of that changed with Star Wars: Squadrons.

From the very first moment I booted it up I played the entire game with a VR headset and flight stick, specifically the Thrustmaster T.16000M HOTAS, and it was so good — so authentic even — I don’t really want to play it any other way. I’ve tried keyboard and mouse and gamepad too, both get the job done and it really feels great with a gamepad for my tastes, but I surprisingly prefer the flight stick or full HOTAS instead. For a game that’s designed for VR and non-VR across PC and consoles with cross-play on everything, this is perhaps the best compliment I can give: it feels made for VR. And from what we’ve heard, it basically was from the very start.

Star Wars: Squadrons Story Mode

In Star Wars: Squadrons the story shows both perspectives and bounces back and forth between the Galactic Empire and New Republic. The Prologue is split into two parts, introducing both sides, immediately after Alderaan is destroyed during the events of A New Hope. Then it fast-forwards a few years and the rest of the game takes place after Return of the Jedi in the aftermath of the Battle of Endor.

Right at the start of the game you get to customize each of your pilots down to their face, voice, and name. I wasn’t expecting this considering you don’t really see them much, but these are the same avatars you’ll use in multiplayer so getting ownership of your identity across the game for both the Republic and Empire is a great touch.

The entirety of Squadrons takes place from a first-person perspective whether you’re talking to crewmates in the hangar or flying your starfighter during a mission; it’s a big reason why the VR support feels so natural. The only times the camera is not inside of your face are during the cutscenes that take place before and after missions.

For these moments, when the camera is sweeping across your squadron or zooming in on characters while they fly, you see a rectangular letterbox floating in front of you, sort of like the Cinematic Mode on PSVR. It’s absolutely immersion breaking, no doubts about that, and a bit of a bummer, but cutscenes like this are expected in non-VR games so this is a price to pay in order to get VR support out of a AAA project like this. Sacrifices needed to be made and I’d rather have a VR hanger and briefing room than 30 second cutscenes in VR.

star wars squadrons tie fighter cockpit

The other sticking point about Squadrons’ VR support is that there is zero motion controller functionality here. You have no hand presence in the cockpit at all — it’s just a head tracking only game. Some die hard VR purists will likely be upset about this, but honestly, give me a great flight stick over inaccurate motion controllers that lack realistic resistance and tension any day. You’re sitting still when you play a game like this so all you need is head tracking. It works great, looks great, and most importantly, feels great.

Even if Squadrons was just its Story Mode and practice/training map and that’s it, this would feel like a complete game. My playthrough came in around the 10 hour mark, but it could probably go higher if you played on a high difficulty setting or replayed missions to get more medals. There are four difficulty modes to pick from so there is some replayability, but I imagine most people will spend the majority of their time in multiplayer..

Surprisingly, the cast of new characters is memorable and full of personality for both the Republic and Empire. Between missions there are opportunities to chat with all of them to learn more about their backstories and motivations that helps add a lot of context to how they act. One of the Republic pilots used to race previously and your squad mates poke fun at her for being a show off. Eventually, she teaches you how to drift in an X-Wing and it’s an exhilarating moment reminiscent of scenes with Poe from the new trilogy.

Most of the missions can be boiled down to taking out squadrons of enemy fighters, defending larger ships, eliminating big ships, and escaping or escorting. I’d be lying if I didn’t say this gets repetitive, but the way EA Motive mixes things up, shuffles these pieces around, and introduces one-off set pieces here and there keeps you on your toes. By the time you reach this midpoint of the story in Mission 6 things get pretty interesting with bombing runs in a Y-Wing and a big, bombastic finale that rivals the spectacle of the films themselves. Chase sequences were also some of the best moments and it made me wish for more time trials or flight trials to put my pilot skills to the test.

Star Wars: Squadrons Gameplay And Ships

In a lot of ways this feels like a dream game for Star Wars fans. We’ve gotten dozens of games focused on the Jedi vs Sith with lightsabers and force powers and there have even been a heavy share of ground combat games that require you to know your way around a blaster. But not since the 90s and early 2000s have we gotten a game that was really focused on space combat in the Star Wars universe. Until now.

The industry has made huge strides with technology in recent years and visually it’s hard to find any faults at all with Star Wars: Squadrons. The overall presentation quality is on par with DICE’s Star Wars Battlefront II. Each map has a similar layout — they’re all in space after all — but the planet backdrops are gorgeous to behold and various bits of debris add enough variety here and there.

In VR there have been some performance concerns. For me personally VR mode only worked if the game was windowed, but after a patch it works from Borderless mode as well. I notice some very occasional stuttering on Ultra with an RTX 2060 Super, i5-9600K, and 32GB RAM but it’s not enough to really impact the experience. I’ve heard of others having far more issues with crashes and freeze ups in VR but haven’t experienced that personally.

The hangar is the unexpected highlight of the package due to how immersive it is to chat with crew members and just watch people working in the background. You really get a sense for what the inside of a hangar might truly feel like, almost like waiting in line at a big Disneyland Star Wars ride. And Squadrons features an excellent score that swells in combat appropriately and punctuates every moment with just the right emphasis. And yes, it’s all functional in VR — including the hangar and briefing room, complete with NPC conversations.

Star Wars Squadrons HOTAS Support

Squadrons is a special kind of wish fulfillment in that regard. Every cockpit is painstakingly recreated here with insane attention to detail so that instruments and indicators are all in different places depending on which ship you’re flying. From the wide, open canopy of the X-Wing and A-Wing to the closed tunnel vision of the TIE Fighter, each ship feels and plays dramatically different.

As far as I can tell equipment loadout options are the same or on par across factions, for balance, but the choices you make will change based on the ship. Since the X-Wing has shields maybe you sacrifice a bit of its hull capacity for better acceleration or speed? Perhaps you want to beef up the TIE’s maneuverability even more to go all-in on a zippy ship that’s hard to hit? You can get really creative there.

Star Wars: Squadrons VR Review – Comfort

Since Star Wars: Squadrons is an always first-person VR space combat game, it’s impossible to eliminate all artificial motion. By nature you’re flying a ship in space, banking, turning, and rotating during combat. For some people it’s going to be uncomfortable no matter what, but some ships may be better than others. For example, the TIE Fighter has a very enclosed cockpit so the field of view outside of the cockpit is more limited than the more open X-Wing and A-Wing. Playing with a flight stick also helps to ground you and aid immersion which can combat sickness.

When you’re out of the cockpit you can turn on snap turning instead of smooth turning if you’d like for hangar exploration, or you can just turn your head around instead. Compared to other space combat games I’ve played, it seems quite smooth and comfortable but I don’t typically get sick so it’s hard to say. As long as performance is good, framerate is consistent, and you’re not seeing any major issues it should be okay for most people. No one on staff has been affected by playing. it.

The first three missions of the story after the prologue have you flying X-Wings and A-Wings, so switching back to a TIE Fighter in the next mission after that is a huge shock to the system. Not only do these fast and nimble fighters not have any shields, but they’re far more agile as well. Drifting in a TIE Fighter feels like you’re doing a donut in a street racer and watching the stars swim by as you flip around is extremely exciting.

star wars squadrons cockpit

Even though Squadrons isn’t a space combat simulator game, it’s more of an arcade-style experience, there is still a lot of depth here. For starters, you’ve got to manage your system’s power flow. For Republic, that means engine, lasers, and shields. By flicking the switch on the top of my joystick I can reroute power on the fly to whatever I’m doing at that moment. On top of that, you can designate shields for the front, back, or balanced during combat, boost, drift, and more.

At first it’s a lot to take in; there is a steep learning curve when using a stick essentially for the first time and being in VR, you can’t exactly see the buttons easily, but you eventually get the hang of things. I tried playing with a gamepad a little bit and the learning curve is far less steep. It feels really, really good with a controller in your hands and you don’t lose out on any functionality playing that way. I also tried out keyboard and mouse, but for me, that felt like a huge step backwards in terms of immersion.

After I got a feel for where each button was it all started to feel like second nature. Keyboard and mouse, as well as gamepad, have the same sort of muscle memory that kicks in after a while to a lesser extent, but after trying all three formats the HOTAS is absolutely my favorite way to play, followed by gamepad.

Star Wars: Squadrons Multiplayer

There are two main multiplayer modes: Dogfight and Fleet Battles. You can do a solo Fleet Battle with everyone else filled by AI allies and enemies, or invite friends in for a co-op affair against the AI as well. As far as I’ve seen there is no way to do a solo Dogfight match against AI or to have a co-op Practice flight, but you can spawn squadrons during Practice to sharpen your dogfighting skills.

You don’t even unlock Fleet Battles until your online rank is at least 5, so Dogfight is all you can do at first. There is a ton of map variety ranging from destroyed docking yards, massive relay stations with trenches and debris, or even huge asteroid fields that resemble obstacle courses. Not crashing becomes just as difficult as avoiding enemy fire. There’s even a giant, empty map that’s just a void of space. Keeping up with speedy TIE Fighters there is extremely difficult.

In Fleet Battles though, that’s where Squadrons really comes alive. In this game mode there are two armies with massive flagships anchoring their spot in space. First, the fighters battle it out in a game of tug of war to try and earn enough “morale” to wage an assault. From there, whoever wins the tug of war, takes the fight to the enemy’s two medium-sized capital ships. Once those are down you can attack the opponent’s massive flagship to win the match — but it’s not that simple.

At any time during a Fleet Battle the enemy can win back the morale tug of war and flip to the offensive, forcing you to go on the defensive. Once you’re attacking a flagship, like a Star Destroyer, you can take out its subsystems such as the shields, its power supplies, its turrets, and so on to slowly chip away until it’s destroyed in an epic ball of fire.

There is an in-game tutorial that takes you through all of this against AI, as well as the aforementioned AI enemies only mode you can play solo or with friends.

The biggest problem facing Star Wars: Squadrons though is a question of longevity. Once you finish the campaign all you can do is Dogfighting (Team Deathmatch) and Fleet Battle, that’s it. There are no plans for DLC, no plans for new maps, new ships, or anything like that. The developers have been very clear that Squadrons is sold as-is and will not be a live service game. It’s a great game already, but it could offer so much more had EA been willing to fund an ongoing support cycle. Instead, it’ll never grow beyond what it is right now. Hopefully there is enough interest to generate plans for a sequel that does get ongoing support.

Squadrons also contains a seasonal ranking structure, similar to most AAA online games, complete with ranks, rewards, daily missions, and so on. There are plenty of carrots to keep you moving along and coming back to earn juicy cosmetics since EA has stated there will be no microtransactions at all this time.

star wars squadrons empire republic

Star Wars: Squadrons Review Final Impressions

While I would say that Star Wars: Squadrons has exceeded my already lofty expectations overall, it’s not without its faults. It still manages to out-perform every other VR space combat game I’ve tried across the board for my tastes and offers a ton of nuance in its gameplay and immense entertainment with its full campaign. If you got a chance to try the brief, but magical, X-Wing VR Mission in the first DICE Battlefront game on PS4 with PSVR and wished it could have been made into a full game, then this is exactly that and so much more. Multiplayer is thrilling and extremely fun, but is lacking in options and variety a bit. There were some tiny performance issues and a lack of VR motion controller support, but all that is forgivable.

Minor gripes aside, for fans of Star Wars, fans of arcade-style space combat, and fans of just flat-out immersive VR, it doesn’t get a whole lot better than Star Wars: Squadrons.

 


4 STARS

good bad pro con squadrons review

For more on how we arrive at our scores, check out our review guidelines. This review was originally published on October 1st as a review-in-progress and has since been updated and finalized  throughout.


Review Scale

Star Wars: Squadrons is out now for PC, PS4, and Xbox One for $39.99. VR support is included with PSVR on PS4 and any PC VR headset on PC through Origin, Steam, and the Epic Store. This review was conducted primarily via Link cable on PC with an Origin copy of the game using an Oculus Quest and Quest 2 via Link cable and Virtual Desktop. It was also tested on a Rift S.

For more on Star Wars: Squadrons, such as the best HOTAS controllers and flight sticks to try, check out our coverage hub for everything VR in Star Wars: Squadrons.

Best Flight Sticks And HOTAS Controllers For VR Space Combat And Flight Games Like Star Wars: Squadrons

Star Wars: Squadrons releases October 2nd (check out our info roundup for more details) and is fully playable not only in VR, but with a flight stick or full HOTAS (Hands-On Throttle And Stick) setup on both PC VR and PSVR. This is our list of the best options!

[When you purchase items through links on our site, we may earn an affiliate commission from those sales.]

One note worth mentioning is that Star Wars: Squadrons is not a space flight sim. This is an arcade-style space combat game. While you will need to manage power systems and fly well during dogfights, it’s relatively pick up and play compared to more complex games. As a result, it’s totally playable on just a controller, keyboard and mouse, or even a single flight stick without a full HOTAS if you wanted.

Since this very well may be the first real game many people have played with a flight stick or HOTAS, we’ve got a list of the best controllers to get for that game — or any compatible VR game.

 

Best Flight Sticks And HOTAS Controllers For Flight Sims and Star Wars: Squadrons

 

thrustmaster t.16000M fcs flight pack

Thrustmaster T.16000M FCS (PC)

Amazon: $320 for HOTAS, $100 for stick only, or $380 for HOTAS and pedals

This is the HOTAS I have at home that I have continued to use personally after reviewing it back in 2017. while I haven’t too spend much time with it since I don’t play a lot of flight sims, it’s still been a great experience every time I have used it. The stick itself is extremely sturdy and feels fantastic in my hand. There is a throttle as well, but I personally usually just use the stick because it has a built-in slider at the bottom that acts like a throttle. So I rest my left hand on the left side and move the throttle slider with my thumb.

One feature I love is that you can twist the stick (in addition to pushing it forward, back, left, and right obviously) which is great in flight games for yaw control, or rotation of your ship. You can get just the stick for around $100 instead, which is what I prefer on PC as explained.

 

Thrustmaster T-Flight HOTAS X (PC)

Thrustmaster T-Flight HOTAS X (PC)

Amazon: $160

I have not personally used this one but it’s recommended often across message boards and Reddit, plus it has great reviews coming in at 4.5 stars after over 5,000 ratings. That’s quite solid. It’s more affordable than the previous option with similar functionality here — although the stick and throttle do seem to be connected. I love the ergonomic design and easily accessible buttons on both sides of the device though.

 

logitech extreme 3d pro

Logitech Extreme 3D Pro Joystick (PC)

Amazon: $40

I have not used this stick, but plenty of people recommend it (4.5 stars on nearly 4,000 ratings) as an extremely affordable entry-level stick-only device. There’s no throttle included at all, but for this price it’s hard to beat. You get 12 buttons and enough stick movement to play most VR games that function with a stick only.

 

Ace Combat 7 Thrustmaster 2

Thrustmaster T.Flight HOTAS 4 (PC, PS4)

Amazon: $140, GameStop: $80

If you’re planning to play Squadrons on PSVR (or other games like Ace Combat 7 or EVE Valkyrie Warzone) then this is a great HOTAS to get. Jamie played Ace Combat 7 in PSVR with this and loved using it. I haven’t used it recently, but I did use it at an event once and really enjoyed the feel and design. It’s similar to the HOTAS X from above, but a little cheaper, and with PS4 support. There are only 440 reviews on Amazon as of the time of this writing, but it seems to be a good all-around choice if you want a decent HOTAS setup without breaking the bank.

 

hori hotas flight stick

HORI HOTAS Flight Stick For PlayStation 4 (PS4)

Amazon: $330 HORI: $200

This setup is a little pricier, but you get the benefit of a device that is tailor-made for the PS4. This even has a built-in PS4 touchpad so you don’t need to take off the headset or grab a controller at all. Additionally, like the T.16000 for PC and most other premium HOTAS setups, you can separate the throttle and stick for a more comfortable arrangement.

 

Thrustmaster HOTAS Warthog (PC)

Thrustmaster HOTAS Warthog (PC)

Amazon: $999+, eBay: $380+

Good luck finding one, but this is one of the most premium HOTAS setups you can get for PC. As a premium offering, this setup is more than just a game controller — it’s an actual replica from the U.S. Air Force A 10C aircraft. All the buttons, switches, and physical components look just like they do in that aircraft’s cockpit. That’s pretty wild and it features over 19 buttons with fantastic precision.


That’s our list of flight stick and HOTAS recommendations for VR space combat and flight sim games. Are you excited for Star Wars: Squadrons? Do you have other recommendations? Let us know down in the comments below!

Humble Fight For Racial Justice Bundle Includes Elite Dangerous, With VR Compatibility

The new Humble Fight For Racial Justice Bundle is raising money for relevant organisations in light of the Black Lives Matter movement, and it includes a copy of Elite Dangerous on Steam, which is compatible with VR headsets. You can pay $30 or more for the bundle, all of which goes to relevant organisations and includes games totaling $1,200 in value.

In light of the Black Lives Matter movement, there have been a number of different game bundles popping up in order to raise money for relevant organisations and charities. The first prominent one was the Bundle for Racial Justice and Equality on Itch.io, which ended yesterday and including 1,741 games for just $7 — it raised over $8.1M. However, while we didn’t spot any high profile VR titles in that bundle that we could tell, the Humble Fight For Racial Justice Bundle does include Elite Dangerous, which does have a VR mode. So far Humble Bundle has already raised $1.6M with over five days to go.

The chosen organisations for the bundle are the NAACP Legal Defense and Education Fund, Race Forward, and The Bail Project. Unlike other Humble Bundles, all of the proceeds go to these organisations, with no split for the Humble organisation or the game developers. By default, the amount you choose to pay is split between the three organisations equally, but you can adjust the split to your preference.

You can donate any amount for the bundle, but if it’s under $30 USD you won’t receive the associated games and it will just be considered a straight donation to the organisations. Any donation of $30 USD or above will grant you a copy of Elite Dangerous and heaps of other non-VR PC games too. You can view the full list here.

The bundle is for an excellent cause and you get a ridiculous amount of games for the price. It’s also a great time to get into Elite Dangerous if you haven’t already — the game just received a new Fleet Carriers update.

The Humble Fight For Racial Justice Bundle is available online now for a limited time.

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Humble Fight For Racial Justice Bundle Includes Elite Dangerous, With VR Compatibility

The new Humble Fight For Racial Justice Bundle is raising money for relevant organisations in light of the Black Lives Matter movement, and it includes a copy of Elite Dangerous on Steam, which is compatible with VR headsets. You can pay $30 or more for the bundle, all of which goes to relevant organisations and includes games totaling $1,200 in value.

In light of the Black Lives Matter movement, there have been a number of different game bundles popping up in order to raise money for relevant organisations and charities. The first prominent one was the Bundle for Racial Justice and Equality on Itch.io, which ended yesterday and including 1,741 games for just $7 — it raised over $8.1M. However, while we didn’t spot any high profile VR titles in that bundle that we could tell, the Humble Fight For Racial Justice Bundle does include Elite Dangerous, which does have a VR mode. So far Humble Bundle has already raised $1.6M with over five days to go.

The chosen organisations for the bundle are the NAACP Legal Defense and Education Fund, Race Forward, and The Bail Project. Unlike other Humble Bundles, all of the proceeds go to these organisations, with no split for the Humble organisation or the game developers. By default, the amount you choose to pay is split between the three organisations equally, but you can adjust the split to your preference.

You can donate any amount for the bundle, but if it’s under $30 USD you won’t receive the associated games and it will just be considered a straight donation to the organisations. Any donation of $30 USD or above will grant you a copy of Elite Dangerous and heaps of other non-VR PC games too. You can view the full list here.

The bundle is for an excellent cause and you get a ridiculous amount of games for the price. It’s also a great time to get into Elite Dangerous if you haven’t already — the game just received a new Fleet Carriers update.

The Humble Fight For Racial Justice Bundle is available online now for a limited time.

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Elite Dangerous: Fleet Carriers Update Available Now, Compatible With VR

The latest update for Elite Dangerous is now available, bringing a whole new type of mobile starship called the Fleet Carrier, and it’s fully compatible with VR.

The new content was announced back in March and a beta was set to run in April. Now, a few months later, the Fleet Carriers update is available to all Elite Dangerous players. The new Fleet Carriers ships are the “most expensive investment to date” in the game, costing 5 billion credits. The carriers are “individually owned and contain 16 landing pads of varying sizes for other players to dock their starships in, with a galaxy-spanning jump range of 500 light years.” You can read more about the details of the update here.

All of the Fleet Carriers content is compatible with the VR version of the game, so no players are left out of the action this time around. However, the newly announced Odyssey expansion won’t be VR compatible at launch. Frontier Developments said that “the new gameplay, mechanics and features that will be introduced with Elite Dangerous: Odyssey means that we had to re-examine if we could deliver that same experience without compromise, which, for launch, means Odyssey will not be VR-compatible.”

For now though, you’ll still be able to jump into Elite Dangerous and still enjoy the latest update in VR — the Odyssey expansion is not scheduled to release until next year anyway. The full patch notes for the Fleet Carrier update are available on Steam.

You can download the update now and if you don’t own the base game already, it’s currently discounted on Steam at 70% off, bringing it down to just $17.99 from $59.99.

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Elite Dangerous: Odyssey Won’t Have VR Support ‘For Launch’

The huge Odyssey expansion for Elite Dangerous coming in early 2021 won’t be VR-compatible “for launch.”

UploadVR confirmed with Frontier Developments the planet-based addition to its popular cockpit-based space game won’t have VR compatibility, at least initially.

“We’re big fans of VR and we are truly proud of the amazing experience that we currently offer in Elite Dangerous. However, the new gameplay, mechanics and features that will be introduced with Elite Dangerous: Odyssey means that we had to re-examine if we could deliver that same experience without compromise, which, for launch, means Odyssey will not be VR-compatible,” an email from a Frontier Developments representative explains.

In a follow up email we confirmed that VR support is still an open possibility sometime after launch, “with no defined date,” according to the company.

The Odyssey downloadable content for Elite Dangerous will allow players to disembark their ships and “Explore distant worlds on foot and expand the frontier of known space” and “explore with unrestricted freedom.” Players will be able to “Take on a wide variety of contracts and play your way, from diplomacy and commerce to lethal stealth and all-out combat. Diverse settings, objectives, and NPCs offer endless mission variety and a near infinite amount of content.”

There will also be social hubs which are public outposts where players can “Form alliances, procure services, and even find expert support in highly coveted Engineers” as well as upgrade weapons and gear.  Odyssey will also include first-person combat.

The game’s recent Carriers update still includes VR support but Odyssey looks like too much of a departure from the cockpit-centered game to make the inclusion of VR an easy update. Still, VR in the base cockpit-based game with its massively multiplayer universe could make for some interesting combinations when the update hits next year.

We’ll keep you updated as we learn more.

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‘Elite Dangerous: Odyssey’ Won’t Support VR at Launch in Early 2021

Elite Dangerous: Odyssey is a new update to the space-faring simulator which is slated to arrive sometime in early 2021. If you were hoping to explore distant worlds in VR, this time on-foot, you’ll be waiting a bit longer than flatscreen players.

Elite Dangerous: Odyssey will not be VR-compatible at launch,” Tim Smith, Frontier Community Manager says in an official forum post. “We’re big fans of VR and we are truly proud of the amazing experience that we currently offer in Elite Dangerous. However, the new gameplay, mechanics and features that will be introduced with Elite Dangerous: Odyssey means that we had to re-examine if we could deliver that same experience without compromise, which, for launch, means Odyssey will not be VR-compatible.”

Additionally, Smith says that base building is “not currently on the roadmap for Elite Dangerous.”

Planned features do however include on-foot exploration, new planetary tech, social hubs, and combat, some of which can be seen in the new trailer.

Up until now, all paid expansions for Elite Dangerous have included VR support, likely because they were either ship or vehicle-based and didn’t require an entirely new movement scheme that a first-person, embodied game might.

Still, the studio hasn’t outright said VR support isn’t coming, so there may still be hope. In any case, you can now wishlist Elite Dangerous: Odyssey on Steam. There’s no pricing info yet, although Frontier has at very least confirmed that Lifetime Expansion Pass holders will have it for free when it launches in early 2021.

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Elite Dangerous To Receive New Fleet Carriers Update, Beta Begins Next Month

Elite Dangerous is set to receive an eagerly anticipated update in June, with two betas running across April and May ahead of launch. The update will introduce new “Fleet Carrier” mobile starships and trading hubs to the popular space pilot simulator.

Frontier Developments described Fleet Carriers as “the most expensive investment to date” and will cost 5,000,000,000 credits. They are “individually owned and contain 16 landing pads of varying sizes for other players to dock their starships in, with a galaxy-spanning jump range of 500 light years.”

elite dangerous fleet carrier

Those who purchase a Fleet Carrier can choose to open up services on their hub, including “repair docks, refuelling stations, shipyards and more.” The Fleet Carriers update will also introduce player-to-player commerce for the first time, allowing owners of Fleet Carriers to place tariffs on goods that are traded on their Carrier’s services. The tariff system will feed back into the Carriers, allowing owners to maintain the high upkeep cost and also ensuring they have enough Tritium — a new type of fuel needed to power Fleet Carriers.

Fleet Carriers will also be fully customizable, but players “will also need to plan and balance their finances to cover running costs, as persistent debt that eventually exceeds the debt threshold could see carriers decommissioned and sold for parts.”

The first Fleet Carriers beta will begin on April 7th for PC, which presumably includes VR players as well. The second beta will include console players alongside PC players, and will take place in May on a date to be announced. The full update is expected to launch in June, and a Frontier livestream on YouTube will share more details and feature some initial gameplay on April 2nd at 11am PST.

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Tinker Pilot Is A Customizable Spaceship Sim Built From The Ground Up For VR

Tinker Pilot Is A Customizable Spaceship Sim Built From The Ground Up For VR

Tinker Pilot is a recently announced space sim built from the ground up for virtual reality. It’s being built by four developers in Barcelona.

The core interaction system of Tinker Pilot is called TinkerCore. It supports a wide range of input devices as well as immersive peripherals such as motion rigs and USB fans. TinkerCore will eventually become a Unity package for other developers to use too in the future.

TinkerCore allows you to customize the position of your physical input hardware such as flight sticks so that the virtual stick is in the exact same position as the real stick. Players can even import their own models of custom hardware such as switches and button panels.

The system has full support for the Leap Motion finger tracking addon. The floating virtual UI supports direct finger input. When you start using your flight stick your hand will fade out, and when you let go of it your hand will reappear so you can interact with the UI.

As with all great space sims, Tinker Pilot has a realistic physics simulation for thrusters, sensors, stabilizers, and other flight control systems. Beginners can enable automatic control systems while advanced users can disable these systems for finer control.

Tinker Pilot is one of the most promising VR space sims yet. While other sims focus on scale and graphics, these developers are solving the hard practical problems of using varying input devices while essentially blindfolded. As with many genres, when a game is built for the ground up in VR the result is almost always better than a port.

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Thousands Of Elite: Dangerous Players Are Embarking On An Epic Eight-Month Voyage

Thousands Of Elite: Dangerous Players Are Embarking On An Epic Eight-Month Voyage

Starting on January 13th over 4,600 players in Elite: Dangerous are embarking on the most ambitious and far-reaching journey the game’s world has ever seen. Over the course of eight months players from around the world and across all three platforms (PC, PS4, and Xbox One) will leave the Pallaeni system to venture 200,000 light years to the very edge of the game’s galaxy. And if you have the means you can do it all in VR on PC.

Of all the games that I can play with a VR headset on, Elite: Dangerous is very near the top of the list of titles I desperately wish I had more time for. I love getting immersed into games and really feeling like I exist inside the experience and Elite: Dangerous does an incredible job of that.

Elite: Dangerous is about as hardcore of a spaceflight simulator as you can find on the market right now. It’s got full, immersive VR headset support and if you pair that with a HOTAS and some voice control mod you could start living your starship commander fantasy in no time.

With a slew of updates and expansions over the years, intricate game systems to simulate all aspects of space flight, and even a robust surface-level gameplay system there’s basically infinite content in this game. That’s what happens when you simulate 400 billion star systems.

You can visit the official Distant Worlds 2 website for more details and sign up for the expedition yourself right here. Let us know what you think down in the comments below!

h/t: Polygon

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