Find Awesome Games
Select the tags you're interested in to get a personalized feed of games and help others.
In games that have you moving around, it is very easy to get motion sickness from the disjointed experience between the character walking while the player's sitting still. By being a cockpit game, Elite Dangerous provides a frame of reference for the player's mind to attach himself to, preventing motion sickness. See More
The really bad choise for VR experience. You can touch any planet by hands and use a mop stick to touch a star. See More
Дмитрий Данилин's Experience
Looking up FAQs and trade routes from first hand users will be the norm for figuring out many aspects of Elite: Dangerous. On top of this notes will have to be taken, which is made more difficult by the fact the game does not support in-game note taking. So a pad and paper is recommended to remember all of the minutia of the game. See More
More so than FPS games, Elite Dangerous achieves incredible immersion by positioning the player where the pilot is. When using a HOTAS (flight stick and throttle), player's arms are positioned exactly as they are in game, and move in game when the player moves them. This puts the player's entire body in the same position as the character, which adds to the feeling of actually being there. See More
Shadows are something that can really help immersion and realism, however the current implementation of shadows in the game makes judder unbearable in a lot of areas, such as inside stations or in some high-density asteroid belts. Turning off shadows is currently recommended for a smooth VR experience, but fixing shadows would be better. There's also some temporary judder issues when entering or exiting hyperspace (though it's better than it was in beta) and occasionally when you get close to a planet. Still not bad enough to stop me playing it for hours, but definitely has room for improvement. See More
When Elite Dangerous comes out, development won't stop. To build a game with the huge scope of Elite Dangerous, not all of it can be done at once, so the developers have adopted an approach of incremental improvement. Various gameplay elements are being designed as a foundation for later features. For example, although planetary landings were only added with the Horizons Season Pass, the engine has been designed to be able to support going from lightyears away to meters away. See More
Elite Dangerous uses publicly available real world star maps that are available of the Milky Way consisting of 150,000 star systems. Although in the current beta, full access to the entire galaxy is limited, in the final game, it will be possible to visit any of the 400 billion stars in our galaxy on a 1:1 scale. Stars that are known of are properly mapped in place and are of the correct type given the information known about them. Stars that don't have collected data on are procedurally generated which allows exploring any of the 400 billion of them. Star systems are intelligently simulated using the "Star Forge", a generator that simulates the creation of a star system forming from its nebular cloud to determine what celestial bodies appear and what orbits they have. This feature leads to many varied and unique star systems possibly with planets that can co-orbit around each other, or with binary star systems, and infinitely more possibilities. See More
Full exploration of the galaxy is planned, allowing the player to be able to jump from star system to star system, and fly around within a solar system from planet to planet, eventually going all the way down to a planet's surface at a 1:1 scale in a later update. Planetary landings will require a lot of details to be developed and designed, but the player can still see the level of detail shift in action when flying into a planet's rings, where getting close enough show the individual asteroids within, which the player can then interact with through mining, or by having a battle among them. See More
The cockpit interface for controlling ones ship (where the majority of the gameplay takes place) is pretty minimal but easy to understand. The player will not be bogged down with too many controls and menus, meaning it is easy to figure out what to do and how to do it. See More
Objects tend to not have any particular certainty of size. Sometimes a desk may appear as though it is for a child, while other times an object may be way too big for what it is. On top of this the textures when close to objects are not that great. basically it is quite easy to see that there is a lack of polish in the game, while it does not detract from the gameplay itself, it does interfere with the immersiveness of the title. See More
Help millions of people find awesome games.
Each month, over 2.8 million people use Slant to find the best products and share their knowledge. Pick the tags you’re passionate about to get a personalized feed and begin contributing your knowledge.