Daggerfall in SPAAACE - Starfield

Personally, the bigger question is "why did no one build shelters there in the first place." If they can create a city on Mars, it should be much easier to do on Earth and be a viable supplement to full evacuation. But that goes into the discussion above about the contradictory information about how successful the exodus was as well as things like "magnetospheres do not work like that and neither do atmospheres" and "so where did the oceans and mountains go".

Even with the ocean nonsense (which is dumber than it was in 40k because of the time and tech), Earth's ground water is all still there and readily accessible in known areas. That's a big, big leg up on Mars. People are colonizing lots of marginal at best places where you need suits and airlocks. Earth is by far superior even if starting from scratch - and as you say, they wouldn't be.

Some of the writing indicates that someone on Bethesda's story team has the space brainbug of "we need a backup for Earth" where anything remotely plausible that could happen to Earth would in fact still leave it more livable than anywhere else in Sol. So they went massively overboard on "something happens to Earth" that also gets out of having to render it and it still is more habitable than a lot of these rocks. I'd rather live on Earth with an artificial habitat environment than on a 1.5g world where you have to hide from super predators anyway.

Should have just had the UC and Earth separate over the UC's conduct in the Colony War and/or alien biosphere spills causing minor disasters on Earth. Earth's still there but landing areas for trade are highly restricted because Earth hates spacers. There, solved.
 
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I think if you can fly a spaceship sans skill points, a jetpack should be doable...
This logic if applied consistently would demand the removal of every single skill system in the game.

Starfield is a video game, some things are going to be gated behind mechanics while others will not be. Realism arguments will always be vacuous and frankly irrelevant.
 
One of the first missions on Cydonia is one where you're supposed to put a tracker beacon on a tower that is apparently only reachable by jetpack.

I assumed that boosting was a basic skill and hiked my dumb ass all the way out there and tried to get up there for a good fifteen minutes until I realised that boosting was a skill that I needed to invest a skill point in. And I had no skill points left because I had used them for other basic things like lockpicking and some basic damage upgrades.

It's pretty obvious to me that the devs designed the environment around boosting and the skill balancing team decided to put the basic skill behind a gate for balancing reasons, and because all the Devs had boosting as a skill, no one considered what the end result for a new player like me might be.

Which is like top-grade Bethesda tbh so I guess I'm the dumbass for expecting different

The skills are the way they are to vamo for new game plus. There is, in total, over 300 skills to spend for. Bethesda intends for you to play through the new game plus a lot.

It means gating basic shit behind points plus a whole lot of trivial bullshit skills too
This logic if applied consistently would demand the removal of every single skill system in the game.

Starfield is a video game, some things are going to be gated behind mechanics while others will not be. Realism arguments will always be vacuous and frankly irrelevant.
Them putting boosting behind a skill point was a dumb as shit descision
 
The boost pack skill feels like they can't think up a fourth skill that would actually be beneficial so they just locked "using jet packs" as the first one. It'd be the equivalent of not being able to use Pistols without a point in Pistol Cert, Shotguns in Shotgun Cert, etc. Or using the Scanner with the Scaning skill or whatever dozens of examples you can think of.

Realistically, a person wouldn't know how to use any sort of combat skills, especially if you don't choose any violence related background. Therefore, they should have just made jetpacks usable without one. After all, you don't need Grenade training to throw a grenade or Sneaking to crouch. They just add useful stuff like a stealth meter or a Throwing arc, which IMO are actually well designed. I haven't put a single point into grenades and have been using them nonstop no problem.

So anyway, it's a dumb design decision because jetpacks are such a fun method of traversal and combat, the gameplay is absolutely elevated with its inclusion. Absolutely nonsensical to lock it behind a skill point.

Here's my armchair gameplay development suggestion: hide the fuel meter if you don't have boostpack training. Done. Easy as shit. You don't lock anything behind it and you entice the player the same way you entice them with a stealth meter for sneaking.
 
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This logic if applied consistently would demand the removal of every single skill system in the game.

Starfield is a video game, some things are going to be gated behind mechanics while others will not be. Realism arguments will always be vacuous and frankly irrelevant.
"Good game design" arguments are, however, highly relevant. And Bethesda has been shit there, what with the dire FO4 skill system being their previous effort.
 
Anyway, I've played through most of the story content once, including going into NG+ on a first character.

Re: NG+ spoiler

NG+ doesn't know what to do with the Starborn if you opt to replay the quest in a "normal" universe. There is some dialogue from NPCs acknowledging the ship you are flying - but zero from Constellation. Or for using powers before doing the first power quest again. Or any heat from the UC for parking obvious advanced technology in their spaceport. Or wearing the suit in public. You do get occasional short-circuit dialogue choices that rattle the NPC because you know what they're thinking - but you can't skip many steps of wild goose chases even though you know where the person or item really is.

Sarah can help fly my ship even though it has no controls, no seats, looks like nothing she has ever seen before and can pull acceleration that would break normal ships and anyone standing up in mine in half. She has no comments.

If this had a branching world based on doing Masquerade-breaking behavior (a big deal to the Starborn the first time you play, to the point they won't even communicate what the problem is for fear of breaking things) it could be great. Instead its mostly easter eggs.

As a general review, this game is a little like Cyberpunk 2077. Super ambitious in features but it's just not done, some of the technical faults are unacceptable and there isn't enough story content that's strong enough to justify more than a couple characters. TL;DR 7/10 as a game, 5/10 as a product you're spending money on.

Long review (no story spoilers):
The new release from Bethesda Game Studios, Starfield is what happens when a rough draft is published. It works to a certain degree but is clearly unfinished, parts don't fit together well and it could be so much better. Unfortunately, some of those things that need work are critical progress and stability bugs that should not exist in a $70 full release AAA game. I played this on Xbox Life; I would be annoyed if I had paid for it standalone.

Starfield is a soft sci-fi shooter game set three centuries in the future. Earth has been abandoned for the stars following the development of instantaneous faster-than-light flight called the grav drive. The main quest is centered on the player discovering a physics-defying, definitely not human artifact and joining an explorer's guild named Constellation to search for more across dozens of star systems surrounding Earth's Sol. This is Starfield's main quest where you ostensibly learn about the game world and get your NPC companion characters. All four of the major companions are Constellation members.

This is a new original IP and mystery is a dicey way to introduce a world people are not familiar with. Worldbuilding is hard and good fantasy and sci-fi works in any medium are usually longer to lay out the rules. This is especially difficult in open-world games where the "author" does not have control over where the "reader" goes. Bethesda games are infamous for players opting out of the main quest early and that could certainly happen here. The Constellation quest is generic and boring over its first several missions, which will eat up several hours of gameplay between travel, fighting and housekeeping. Your adversaries through the first six missions are exclusively the same pirates and raiders you would fight in sandbox exploration. There's no antagonist, and even after one is introduced, it's shadowy for potentially a lot longer.

The game doesn't put its best foot forward. The more unique, dramatic narrative is all in the back one-quarter of the main quest.

The faction, companion and side quests are of widely varying quality. The United Colonies quest chain has solid writing and many unique assets. It generally feels like it was considered for the main quest at some point; it certainly explains more about the game universe most people experience. Players will usually encounter this first as Constellation is housed in the UC's capital of New Atlantis in Alpha Centauri. The rival Freestar Collective questline is much weaker, with sudden illogical jumps and goofy Space Western worldbuilding down to specific dying American subcultures. Some sidequests have extensive unique art and scripting while others are sorely lacking. At one point you can board a generation ship that was built without any of the space technology currently in use including artificial gravity – and it is laid out like other large ships and stations.

The game's writing and design has many issues like that where the worldbuilding is inadequate to explain what we're seeing, or what we are seeing means the world should be different. For a new sci-fi property this isn't good. Sci-fi is all about rules changing modern reality and how humans act with those rules. Unfortunately, the narrative, hand crafted content is the stronger part of Starfield.

The combat is serviceable with entertaining weapons and good graphics offset by dumb AI, an unfriendly economy that gets in the way of converting loot to money, and several intuitive skills like headshots locked behind talents. There also isn't that much combat in the Constellation quest and little is any challenge. A player is intended to do this on their own as they explore the open galaxy.

Starfield's sandbox exploration features four general ideas – outpost building, starship building, procedural generation of planets to survey and "points of interest" or POI on those planets. This is supposed to be the meat of the game that will keep people playing. None of these features work as intended.

Outpost building lacks any explanation inside the game and overall mostly serves as an XP grind exploit if you read a 3rd party guide. In the game as released they serve no apparent other purpose. Starship building again lacks a guide, has a clunky interface that does not highlight where your errors are, and has a bewildering array of unlocks based on building talent, piloting talent, level, and shipyard owner. You can't readily control how the interior comes out in terms of ladders and hatchways and the game dropped with a bug that strips and duplicates the decorations on your ship if you so much as paint a fender. This can carpetbomb your inventory space with hundreds of miscellaneous decorations. Your inventory will also switch between your "home" ships, which also blows up your inventory because ships have widely differing amounts of cargo hold capacity.

Then there are the planets. In theory, a given game has more than 1000 to explore with a limitless permutation of POIs and resources. In practice the system doesn't generate cohesive worlds. I've seen human structures occupied by pirates on Venus – which you can land on – and shipwrecks with castaway survival housing on airless moons with a temperature of -200c. I've encountered animals on airless moons. I've found abandoned military bases with arsenals and 20 pirates on the capital world of the UC, who do not like pirates and do like military. I've been rained on with H2O in temperatures well below 0 Celsius and somehow contracted frostbite through a spacesuit. I've contracted lung damage from inert argon through my vacuum sealed helmet.

I've also gone through the same abandoned mine and robot lab several times. Down to the body placement, locked doors and the clutter on the desks. The procedural points of interest will repeat; some players have reported seeing the same one within a kilometer. Why is this even possible? It's a few lines of code to exclude. I suspect the POI instances (where you go through a loading screen) all point to the same place because they have uniform gravity.

Some of this is wryly amusing. Other major technical faults are not and encourage use of the autosave function. Crashes, lost saves and NPC triggers breaking quest lines are common; most players will experience at least one of these in a playthrough. One nasty progress wipe isn't even a bug, but a consequence of doing quests in a specific common order. It annihilates all the worldly possessions you have decorated your New Atlantis penthouse with, including unique armor, valuable illegal items and player-modded weapons, and marital gifts. This will happen if you complete Quest A (UC), decorate, then complete Quest B (Constellation). Again, these quests are scripted to share a major city.

This game is being sold as a full release for $70. It should be free of obvious game breaking bugs. Future patches or 3rd party modders fixing this is not okay.

All and all, the recurring theme is that Starfield could be a great game but at every turn from writing to QA Bethesda hasn't finished the job. The parts don't fit together and no one aspect is strong enough to carry the game.

7/10 as a game, 5/10 as a complete product.
 
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Pretty sure that with NG+,

If you choose to do the normal way, game kinda has to ignore your ship and armor. Although you can meet Hunter even before really playing through that main quest, so the armor itself doesn't rouse suspicion.

But with choosing to "walk the Constellation", in order to allow for the quest to function at all it needs to pretend you aren't using starborn stuff unless you explicitly do stuff. Otherwise, whole setup kinda breaks instantly. That is why you are given choice to either commit to regular questline or skip it.

Personally, if I do the main quest I will first steal a regular ship and gear so i can pretend to have "disguised" myself.
 
I want to! But I already spent them on other basic skills!

I mean, this is the essential trade off in character creation. I could pick locks from the start because I picked a background with security experience. But I was also considering starting with boost pack training but had to decide against. It was a much more meaningful choice because there were distinct downsides.
 
Yeah, let's not forget that every design path has a price. Sure reducing the skill requirement to access content will decrease the amount of blocked players and thus annoyance but it also decreases the consequences of your choices. If all players can access all content at all times then the game ceases to have any kind of meaningful interaction with the story and your skills.

Which to be fair is not a no-brainer, if you want to maximize accessibility and minimize irritation then this is a valid way to go about things. In-fact that's essentially how Bethesda has designed their games at least since Oblivion, if not earlier. However I think there is something to be said for exclusivity.
 
Also, like I said: I don't think the game has any quest that 100% requires you to have one specific skill, or any skill really. They all offer alternative routes how to achieve their goals.

Like the Cydonia Tracker Alliance mission. Yeah, at first it looks like you need a boost back, but if you look around you can climb to the top without one.

Most of the "requires specific skill" are alternative routes that let you open new options or skip stuff. There is always an option for "has no skills", which is quite often "shoot everyone".
 
I understand engine limitations. I am willing to suspend my suspension of disbelief on most things. But, I admit, every once in a while I can't help but giggle looking at how expansive the ventilation ducts are.

You don't even need to worry about bonking your head on the ceiling and you can stretch your arms out at your sides in a T pose. It's fine.
 
Traversable ventilation ducts are already a bit unrealistic and everything in that broad category of Deus Ex-alike are always especially unrealistic, but ducts in the Settled Systems are absolutely luxurious lol
 
Yeah, let's not forget that every design path has a price. Sure reducing the skill requirement to access content will decrease the amount of blocked players and thus annoyance but it also decreases the consequences of your choices. If all players can access all content at all times then the game ceases to have any kind of meaningful interaction with the story and your skills.

Which to be fair is not a no-brainer, if you want to maximize accessibility and minimize irritation then this is a valid way to go about things. In-fact that's essentially how Bethesda has designed their games at least since Oblivion, if not earlier. However I think there is something to be said for exclusivity.

It's just busywork. You are expected to play this game a long long long time. Getting boost pack is just something you grind to first.
 
It's a basic skill you only need to level up once to get and you can even start with it just by choosing an appropriate background, you literally don't even need to do any grinding for it if you don't want to.

"This is bullshit, why doesn't my chef character know how to use a jetpack?"

Fucking hell.
 
I mean, this is the essential trade off in character creation. I could pick locks from the start because I picked a background with security experience. But I was also considering starting with boost pack training but had to decide against. It was a much more meaningful choice because there were distinct downsides.
Except that the issue is that you don't actually knows how the skills work at character creation, since all you have by then is walk through a mine, mine some rocks, and then pick up a thing. So I think that as a new player, it's more or less impossible to actually make meaningful decisions about skills at that point. I can't help myself contesting that the choice of skills is actually a meaningful choice under those circumstances. Oblivion at least gave you an option to try out all the different skills and then respec after a decently lengthy tutorial and starter dungeon so your choice was not done in complete ignorance. I know why they didn't do it here, since there are so many systems to introduce bit by bit, but as far as I am concerned it's still bad tutorializing and signposting. Saying it's a conscious game design choice is not actually a useful defense, game design choices can work for one person and fail to have the desired effect on another. C'est la vie.
 
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While I don't think three skill points perks are a terribly big deal in the long run, I do know that I probably wouldn't have picked Professor if I had known just how little use I'd get out of Geology. I've appreciated some of the dialogue choices it's given me, however.

Though, as someone who tends to try and read all the available perks because I don't know what shiny perk to invest in next, I did make sure to get the boostpack skill at like, level 5 or so, before I actually got a boost pack.

Because I pretty much always rush for the mobility improving abilities.
 
While I don't think three skill points perks are a terribly big deal in the long run, I do know that I probably wouldn't have picked Professor if I had known just how little use I'd get out of Geology. I've appreciated some of the dialogue choices it's given me, however.

Weirdly I do consider Geology to be one of the "underrated skills" of my playthroughs, but that's mostly because I haven't interacted much, if at all, with the outpost system.

Being able to pick up notable amounts of Rare and Unique (as in the tier rank, rather than actually "unique") resources every time I collect Common resources is surprisingly time-saving. It got to the point I was selling raw Platinum to vendors just to save some mass capacity, while having more than enough for the rest of the crafting.
 
The descriptions are vague for a whole lot of them.

Really now?

Pistol Certification:"Pistols do 10% more damage" is vague?
Stealth: "Adds a Stealth Meter. You are 25% more difficult to detect when sneaking. Suppressed weapons do an additional 5% sneak attack damage"
Theft: "Unlock the ability to pickpocket targets"
Negotations: "You now have access to Bribery in speech challenges"

Please, do tell me which of these skill descriptions is "vague".
 
Speaking of skills....

I considered this a while back; roughly 82 base skills in the tree. So, 79 skills left to get from after the initial start with creation.

82 x 4 = 328

....and the game still uses the same system as Skyrim and Fallout with few changes console wise... [just pointing this out as a reminder]

Anyway, may I point out that some skills maxed can be just as bad as no skill at all?

Take Max concealment + Max stealth for instance; there are unintentional side effects using chameleon bonused gear with these skills [Ryujin stealth suit].

Like the character being invisible while their spacesuit is not.

Or finding out that the NPCs are technically talking to shimmering air instead of true conversation...

Walking around Akila or New Atlantis normally, but the chameleon is active and character is a ghost basically.

And of course, this wonkiness doesn't really display on quests or combat areas.

Typical Bethesda game really.
 
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Chameleon doens't affect player unless they are in sneaking mode, what are you talking about?
 
Chameleon doens't affect player unless they are in sneaking mode, what are you talking about?
  • Sprinting and power attacks now use significantly less oxygen (how much less?)
  • Unarmed attacks do 100% more damage and have a chance to knock down opponents (how much of a chance?)
  • Reduced chance to gain afflictions from environmental damage sources (how much of a chance?)
  • Move faster in Zero-G. Take 20% less fall damage (how much faster?)
  • Become more stable when firing in Zero-G. Take 30% less fall damage. Replenish some O2 after mantling (how much more stable? For how long? How much O2?)
  • Increased jump height. Run faster after combat sliding or mantling (how much higher? How much faster? For how long?)
  • 5% to ignore physical damage when your health is low (how low?)
  • Slightly increased chance to recover from injuries naturally (What is the chance %?)
  • Moderately increased chance to recover from injuries naturally (What is the chance %?)
  • Noticeably increased chance to recover from injuries naturally (What is the chance %?, does this mean the first two ranks don't have a noticable effect?)
Stopping here, but I think I've made my point.
 
You'd think Bethesda would learn to just put in, hard numbers, instead of this vague wibbly nonsense but nah. Same ol Bethesda with horrible UI.

Dont forget how if you invest in Outpost research, the game doesn't actually tell you what you can now build. So you need to save and reload to see what you can actually build. Then you have a tiny indie game like RimWorld that lists EVERYTHING you can make right there on the research screen.

Really, research really shouldn't be in the game. Just pick the skill and let us be on our way. It's padding for the sake of padding and adds nothing to the game. Oh you wanna decorate your nice apartment? Go to hell, invest four skill points and be sure to buy all the raw mats to make them. Also if you bought an apartment in New Atlantis, we're going to wioe everything you own because you did the main questline later. No, we will not fix this in a timely manner.
 
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