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 No.28641[View All]

It actually looks like a pretty good game after skimming this video. I hope the combat will be more dangerous and punchy though and that the quest/dialogue aspect of the game which wasn't the focus the vid will be good.
Planned to release for September 6th, I think I'll pirate it on day one, or whenever empress does her magic if it's under Denuvo.
Well I would need a better PC, whenever I thought about upgrading my decade old machine to play releasing AAA titles such as Cyberpunk or Callisto Protocol I ended up not doing it because those games were shit, most of the big games recently were shit actually, hope Starfield breaks the trend.
168 posts and 32 image replies omitted. Click reply to view.

 No.30678

>>30675
Almost every sci-fi game that is not ripping off some sci-fi franchise is NASApunk to some extent as it is so it does not impress me too yeah. I'd like to see a game use colorful and sleek Soviet space race poster aesthetics for a change, that is something I barely see nowadays besides maybe Atomic Heart.

 No.30680

>>30673
I keep mixing them up with the Borderlands guys sorry.

 No.30776

File: 1696191382461.png (481.72 KB, 1080x1810, 1696174153614238.png)

todd is losing his touch

 No.31694

File: 1699977746944-0.png (125.6 KB, 728x389, sf.png)

File: 1699977746944-1.png (122.52 KB, 724x389, sse.png)

File: 1699977746944-2.png (138.99 KB, 718x392, bg3.png)

Steam numbers aren't a complete picture but I'm shocked that Starfield is performing roughly on par with Skyrim at this point, and is completely eclipsed by Baldur's Gate 3. It doesn't have anywhere near the same cultural impact as the latter two games either. Speaking from my own experience it really doesn't deserve the hate but it's extremely average overall, they went all in on procedural generation without giving the player meaningful tools to tell their own story, so of course a handcrafted, thoughtful world is going to win out. It's like the Daggerfall vs Morrowind design debate more than 20 years ago but this time they took the completely wrong path, but with how bad development sounded I guess it's a good thing the game even came out playable. I hope they take the lukewarm reception as a sign to mix up their formula, but if anything they'll probably get more risk-averse and more aggressively monetized in response.

 No.31695

>>30776
RPG mechanics are just a matter of making games addictive. Just slap a number that goes up in there and there's a whole chunk of people who can't stop playing.

 No.31696

File: 1699979662821.jpg (31.76 KB, 580x365, ayy todd.jpg)

>>31694
I am not really shocked by the fact that people are realizing how in-your-face this game's mediocrity at this point, especially after them rereleasing Skyrim three times in a row and then making a shitty online spinoff of Fallout. Here they thought they could just regurgitate FO4 and put it into space age decorations, but first of all FO4 was not a good game itself to begin with, and secondly they barely did anything to make their new setting stand out except putting on a cassette futurist aesthetic that still felt like a derivative of other sci-fi like Alien and Firefly. And this is not even getting into details like the fucked economy where you can buy a ship for the price of a several dozen sandwiches and absolutely boring gunplay where opponents just play a variation of Skyrim's spinning death animation when killed and there is not even a gibbing system that gave just a bit.
I gave them a bit of benefit of doubt when looking at pre-release footage, but I can surely say at this point that Bethesda cannot get anything right and their execs do not really care about improving it as long as it brings them and Zenimax cash. Forget about TES6, it is going to suck even more.

 No.31699

File: 1699994064127.jpg (52.64 KB, 500x922, apolitical_games.jpg)


 No.31710

>>30218
Dude have you ever watched a synthetic man video he's every stereotype of a reactionary game reviewer, obsession with race and sexuality, thinks any female characters who are strong is """woke""" it's actually sad if he didn't have a big following.

 No.31711

>>31710
Here is take on starfield

 No.31712

>>31710
>synthetic man
fitting name for a animal that looks like a test tub baby made at PragerU.

 No.31724

I stopped playing after reaching mars and starting some side missions. Such a boring and soulless game. The dialogue was already pretty bad, now imagine it written by an AI.

Also when it comes to all the fashoid gamers do you think og nazies were like that? They were bunch of retarded nerds so do you think they would seethe about pronouns in vidya if they were still around.

 No.31727

>>31710
>giving zelda huge tits
i am so angry right now

 No.31737

>>31710
i remember that thumbnail, is that the guy who kept being horny for interracial cuck futa porn while being outraged at it in a review of a nintendo babby game

 No.31738

>>31710
People listen to this dimwit?

 No.31739

>>31738
don't underestimate the amount of chinlets in the world

 No.32476

You can tell their (Bethesda dudes) pride is really hurt because their game is a bestseller but they still feel the need to argue online. It's not enough that you buy their garbage with your hard earned money you must also unquestioningly praise it.
Here's a 15-tweet-long thread by the main writer of Starfield whining that people didn't like their fast travel simulator.
https://nitter.net/Dezinuh/status/1734978421736738978#m

 No.32479

>>32476
Fuck them retards. I am not giving them any more respect until they learn how to make games actually worthy of a 9/10 rating rather than watered down crap that requires player-made modifications to be palatable.

 No.32483

>>32479
>watered down crap that requires player-made modifications to be palatable
Sonic fans: "First time?" On a serious note, mods can really make a game wonderful, that's the reason why games should be libre software, the project should be improved by the community post-release even if the game was already good, there is zero excuse for this other than a propertarian mindset.

 No.32498

>>32476
No matter how many millions of copies a game sells, everyone responsible knows deep down that they are making garbage and they hate themselves for it.

 No.32740

I recently finished getting every achievement for Starfield on Steam without mods and kept track of my thoughts while playing, so I figured I'd write them down here. Rather than Skyrim or Fallout 4 in Space think of it more like Daggerfall in Space (or maybe more appropriately Arena in Space, since you can't really travel between spots on planet surfaces and points of interest are procedurally generated). If you really enjoy the Bethesda style you can get it now and probably be happy with what you get. For everyone else, maybe in a few months to a year when modding is easier, and/or if they have a Phantom Liberty-style turnaround in a year or two it will be worth it.

TL;DR: The level of quality is hugely variable from one moment to the next, there are genuinely enjoyable parts but every aspect of the game has flaws, sometimes major flaws, some of which can be easily fixed and others which are unlikely to be.

Technical Aspects
I didn't have any crashes but there are bugs. It really is the least buggy Bethesda release, believe it or not. Every faction/main quest can be completed, but three side quests completely broke for me. I managed to complete one of those side quests by using a different bug to undo the quest bug. I played on a potato so some areas of the game (the main cities and planets with dense foliage) ran like shit. There's also an unresolved bug where long saves (200+ hours) run into a dynamic formID bug where old formIDs aren't getting recycled and saves start to break, but I started a new game+ right before it became an issue.

Tutorials
The tutorials in this game are terrible. I still don't fully understand how environmental hazards work and just accept that I'll get injuries randomly while running around on planets. I didn't realize I could tell the local planet's exact time from the tab menu, fast travel without using the map and scan the cargo of other ships by using the scanner while in space, or toggle spacesuits/helmets in settlements and breathable areas until more than 100 hours in. A ton of stuff regarding surveying, outpost management, and resource families are never explained to the player. There's a weapon that does more damage when the trigger is held down, but I had no idea until I was almost done with the game and couldn't figure out why the damage output wasn't matching the item description. I didn't realize you could purchase items directly to your ship's cargo bay until today.

Art and Design
I don't have a great aesthetic sensibility but for what it's worth I like the art design overall. The planet map UI is cool too. I was really impressed by the system map accounting for day and night on the planet itself but unfortunately it doesn't accurately map where planets and moons are in their orbits, even if it does so when you're on the planet itself. Every planet has its own local time, and when you wait on that planet it waits in that planet's hours, so 1 hour on Venus would make 100 hours of universal time pass. I also enjoyed the soundtrack and was surprised at how many voice actors they used, and they're pretty good overall. The facial animations and gestures seem dated and don't hold a candle to games like Cyberpunk, but the few interactions that are motion captured are surprisingly well done. There's an extremely annoying quirk where most NPCs can't be engaged in conversation unless they're standing in a neutral position, so you have to wait for them to get up from a chair or finish their idle pose before they can talk which can take 3-5 seconds. This was possible in Skyrim and Fallout 4, I don't know why they've taken a step back here. Worth noting this also extends to hostile NPCs, you can unload an entire magazine into them while they take the time to stand up from their chair and they won't react until they've stood up completely. The randomly generated unnamed citizens wandering around cities are very, very weird looking, like they're rendered in lower detail to save processing power. Might be my own personal taste but I think a lot of NPCs talk for way too long. The game mostly ignores the physiological and architectural implications of living on planets and moons with wildly varying climates and gravity, which is a shame. Named NPCs don't have any kind of schedule and cities are populated by the randomly generated citizens (who do have schedules, interestingly) so things feel somewhat lifeless. Maybe a minor point for others but I intensely dislike that enemies are no longer shown with their equipped gear but instead have faction uniforms that show regardless of what they're wearing, and have only a 10% chance of dropping any of their armor (which doesn't reflect in their appearance when you loot it). Also, there's a pirate graffiti font the game uses all over the place and once you realize it, it becomes distracting.

Setting and Locations
The setting and worldbuilding doesn't pull you in like it would for Fallout or TES, nothing about it is very compelling or makes you want to learn more. It serves as a decent backdrop for space shenanigans but the space magic stuff comes out of left field and has nothing to do with the rest of the game. Cities are tiny, and there are only 3 of them with a handful of smaller towns on top. I'm not the first to mention that the game's cyberpunk-esque city Neon feels weirdly safe and not very cyberpunk; the entire game feels very "safe" overall. I do like that you can walk outside a city and explore the surrounding area, for what it's worth. Planets are in rough categories (with/without life, terrestrial, moon, ice) and within those categories it's pretty hard to tell one planet apart from another, there aren't many distinguishing features and no really interesting weather effects or unique fauna. The handcrafted dungeons and locations are good, and even the reused POIs are interesting the first time you see them.

Systems and Mechanics
>Landing areas and POIs
Planets have procedurally generated terrain, and if they have life they'll have flora and fauna scattered around as well. The landing area then gets populated with points of interest from a list, either manmade structures or natural landmarks. You're restricted to walking within the landing area, but I've never bothered walking to the edges to figure out where the boundaries are (it's pretty big, at least a 4kmx4km square). You end up seeing a lot of the same plants and animals reused and even buildings down to the detail. I didn't believe it was THAT bad when I started playing, until I found an abandoned research lab that was exactly the same I had seen a couple hours before, and had the exact same story down to character names in lore notes scattered around. I'm not totally against the idea of pulling from a list but I swear there's only like 30 locations max and you end up running through the same areas again and again, and the decision to have specific location backstories with specific characters' names reused multiple times is totally baffling, and sometimes you'll find locations that make no sense whatsoever, like a cave with mushrooms on a planet without atmosphere and a burning hellscape surface. If they're going to make it work they need at least a hundred more locations to pull from, maybe even hundreds more. The first time I saw a location reused it took me completely out of the game. POIs end up being both too far away and too close together as well. Even on remote inhospitable moons in barely populated systems, there are outposts and buildings everywhere and ships constantly landing and taking off, but they're far enough away with nothing to do between them that they're tedious to get to. Given their current design I don't know how they would address this. The NPCs you find at friendly POIs are all unnamed and give you radiant busywork quests (one told me to find their friend who had been attacked by a wild animal, this quest being given on a barren, frozen moon without an atmosphere and no life anywhere), and once you finish it they forget who you are and nothing changes at all. Nothing you do at any of these random locations matters.

>Surveying

Planets have resources, flora, fauna, and natural features the player can scan. I did it for a while and surveyed the entire starting area system but it was a huge time and skill point investment with very little payoff. I assume the intention is to have an exploration loop like other Bethesda games where the player is busy surveying, then sees something off in the distance, goes to check it out, clears a dungeon, goes back to surveying, etc. etc. It doesn't really work in practice, especially on planets without flora and fauna. Plus there are a lot of little annoyances with the surveying UI, like not being able to open doors or certain containers and not being able to use hotkeyed items.

>Fast travel

Unlike other Bethesda titles fast travel is absolutely essential. In other games, the trade off is that you would miss out on any exploration along the way to the destination. Here there is absolutely no reason not to except to make getting anywhere take 10x longer with nothing interesting in between. You often end up rapidly hopping between systems trying to find vendors to offload all your junk to and buy resources for crafting, and without fast travel this would be intolerable. The exploration-encouraging design from Skyrim and Fallout 4 fundamentally does not exist in this game.

>Leveling and perks

It works sort of like Fallout 4, where there's no level cap and the player can get all the perks if they play long enough. In practice, leveling slows down massively and by the time I finished every quest and a bunch of exploration on the side I was level 80, reaching level 100 was a slog. There are outpost crafting methods the player can use to get fast levels but I didn't want to use them. You get one skill point per level and each skill has 4 ranks, making the skill stronger each rank and usually adding something extra that the skill does. You have to perform tasks related to the skill (do x damage with laser weapons, persuade x people, etc.) in order to unlock the next rank for investing in, some of them are easy and will unlock easily as you play while others are a huge pain in the ass and require up to an hour of grinding out because you never do it otherwise. Skills are separated into categories (physical, social, combat, science, tech) and are sorted into 4 tiers, so you can pick one of 5 entry level skills in each category but need to invest more points into the category as a whole before you can unlock higher tier skills. I think the system is fine and wouldn't be mad if that's how TES6 does it, but I'd prefer if some of the skill challenges were reworked to be less time consuming. Some skills are pretty much mandatory for any playthrough, you can't use boost packs or even have a stealth meter without spending a skill point in either for example. A couple skills are completely useless unless you have an extremely specific playstyle.

>Combat

Pretty much like Fallout 4 but with jetpacks and variable gravity. Zero-G fights are a lot of fun but there are 3 or 4 in the entire game, criminally underutilized in my opinion. There are rudimentary cover mechanics which are helpful but unreliable, where you can aim and poke your head out from cover from some things but not others and it isn't clear when it'll be the case. Both the player character and enemies get extremely spongy as they level up, where low level enemies can't even make a dent in your health. Combat AI is pretty braindead and sometimes enemies seem to just "switch off" right in front of you and stop moving. On the other hand, they do have demoralization mechanics and will run away if things are panning out, which I think is pretty cool. Unlike other weapons, melee and unarmed don't scale and aren't viable.

>Difficulty

The usual for Bethesda, it tweaks outgoing damage and boosts enemy health. Also increases the number of legendary enemies encountered so you get more rare gear. I kept the game on the highest difficulty the entire time and (ground) combat was for the most part extremely easy, I invested only a couple points into combat skills and didn't have any issues for the entire game. I don't mean that in a bragging way, the scaling on gear and health is all out of wack and you get aid items in abundance, I only died if I was being lazy and standing there unloading on enemies instead of taking cover, and even then it was rare. Getting armor piercing weapons (and the skill, if needed) helps deal with spongy legendary enemies. There's also some other mechanic where enemies who outlevel you seem to do more damage based on how large the disparity is so you could quickly die from a couple shots if the level gap is huge. Space combat on the other hand is a lot more challenging and is the only time I considered turning down the difficulty, but I'll get more into that later.

>Gear

Again similar to Fallout 4 but this time weapons and armor have quality tiers of base, refined, calibrated, and advanced, while armor has an additional final tier of superior. Legendary gear is in the game too, but this time there are rarity levels of common, rare, epic, and legendary, where each rarity tier has its own perks it pulls from and includes random perks from tiers below it (so a legendary weapon will also have epic and rare perks). Players can't add quality or rarity to weapons and need to find them out in the world. Some of the perks are extremely strong, at level 70 I found an advanced magsniper (the strongest rifle in the game) with perks that did double damage to enemies at full health and had extra armor penetration, meaning it could one shot most enemies even without investing any skills into stealth bonuses or rifles. Armor mods are very weak and not worth the investment and there seems to be a bug where none of the armor you loot is modded anyway. Weapon mods on the other hand are extremely useful and well worth the skill investment. For whatever reason melee weapons lack both quality tiers and the ability to mod them so they scale extremely poorly past level 15 or so, but at the same time they have an outsize drop rate on the rare gear drop table so you'll be swimming in useless legendary axes and knives. A couple other weapons (including the only non-ballistic heavy weapon) lack quality tiers as well. Grenades also have no damage scaling or quality tiers so by level 30 or so you're safer just staying in cover and tanking it than you are trying to avoid them. Some mines on the other hand have unavoidable CC abilities like stunning or freezing and are extremely useful throughout the game. Enemy mines are so slow to detonate that you'll rarely ever take damage from them. There are ballistic, laser, particle beam, and EM weapons, but ballistic weapons are by far the most plentiful and powerful. There aren't many laser or particle beam weapons and I think there are only two (base) EM weapons, though other weapons can be modded into EM type. EM weapons can do non-lethal stuns, which is interesting but poorly implemented, as not many combat-related quests give you the option of not killing quest targets.

>Space combat

I enjoy space combat, but encounters tend to be very one-sided. At its best, you spawn into an asteroid cluster against multiple enemies and weave through them picking off enemies one by one until you board the last one, kill everyone and taking their ship. At its worst, after traveling to a planet's orbit you get thrown into empty space in a 4v1 with no time to react and get torn apart. Like regular combat, you have multiple weapon systems to choose from but here particle beams are far and away the best choice, only using EM if you need to disable and board ships. Boarding and taking over ships is a lot of fun but it becomes cumbersome once you actually take the ship, as you can't sell it right away, can't just take it while using your normal home ship, need to pay money to register it before you can change anything about it, and your cargo gets all messed up. You really can't skirt along with just the basics here like you can with regular combat, this is one area where you really need to invest skill points in piloting and ship design on the higher difficulties so you can pilot more powerful ships and install better components. At that point most encounters will be a breeze while you'll run into others where you just get stomped and there's nothing you can do about it. Legendary (class M) ship fights are a fun challenge.

>Ship building

A very strong aspect of the game, where you can tear your ship apart and completely rebuild it to your liking as long as it has the basic essentials for flight. It also functions as an effective gold sink that pushes you to go out and make money to upgrade your ship, at least until you have everything you need and don't feel like editing any of your other ships.

>Injuries

Probably a holdover from when Starfield had a more survival bent, they happen only rarely (usually from doing something stupid like jumping off a cliff or standing in a cloud of toxic gas). Treatment for them is handed out like candy and weighs barely anything, but if you're lazy they also heal on their own. They have a severity and a prognosis, which determines how many debuffs there are and how long it'll take to go away. Most of the time they're mild cases and not a real inconvenience. Oddly enough you generally can't get injuries from normal combat when there are things like flammable rounds and cryo mines and swords, although some fauna have special abilities that can cause injuries.

>Crafting

In order to craft anything, first you need to have the skill level and then you need to do research (spend resources) to unlock that specific type of crafting. I don't know why this is the case, it seems like they had two different systems for gating higher tier crafting and ended up using them both. Weapon crafting is extremely useful and after some investment chems can turn you into a (drug addicted) god. Cooking is not very useful at all, the progression is strange with higher tier foods being strictly worse than lower tier ones, there are only a handful of recipes the player can automate ingredient production for, and potatoes and carrots are harder to find than hardcore drugs so the vast majority of useful recipes are never going to be readily available to the player. Resources for crafting are in general annoying to get, and while you can track resources for mods/research it won't actually tell you how many of the resource you need and there's no way to find out what you're tracking the resources for until you actually craft/research it. For most of the game I had aluminum highlighted as tracked because I mistakenly toggled tracking on a weapon mod for a weapon I sold a long time ago, but I couldn't remember which weapon it was and had no way to turn it off without finding that weapon again. The player can craft injury curing items but oddly not healing items, or ammo, explosives, or repair parts for ships. Ammo in particular is a major money sink throughout the game and would be extremely useful to automate production for, seems like a big missed opportunity. There's also no way to scrap items unlike Fallout 4, so you'll end up leaving a lot of valuable stuff on NPCs because you don't want to take the time or inventory space to sell it and have no other use for it.

>Outposts

Hard to overstate what a letdown this part of the game was. My impression given Fallout 4 and a faction within Starfield called LIST (comprised of colonists on remote outposts which the player can even recruit members for) was that the player would be able to build up settlements and attract colonists, but the game instead ends up being a much more frustrating version of Factorio. There are 75ish resources in the game and 30 or so manufactured components the player can make, but to set up an industry for even the basic level of manufacturing is a huge time and level investment and the in-game information and UI for this is terrible. If you want to build any building on any planet you need at least 10 levels invested, but if you want to make the process bearable and efficient you'll need at least 30 levels. The player will need to spend a while looking for proper locations for inorganic resources across systems, but scouting out organic resources is even worse: you need to invest two levels into scanning flora and fauna to be able to build the production facilities, then you need to fully scan each plant and animal to find out if you can produce their resources at an outpost; if you can, you can only produce their resources on that specific planet and if it's fauna you'll also need a production chain to produce food for them, and if that food resource for some reason not available on the planet (as is often the case; what the fuck do they eat?) you need to ship it in from another planet. You can scan a planet to find out where inorganic resources are but there's no similar system for organic resources: you need to spend the time surveying everything and then just remember where everything is and whether you can produce it at your outpost. I ended up consulting a community guide for all the resources and needed to make a flow chart to plan out how to make stuff and I still only made two out of the three tiers of manufactured goods because the third level was a whole new level of frustration. And unlike Fallout 4, cargo links are one way and only for the specific resources linked, there is no shared inventory between linked outposts. Incoming cargo can't be sorted either so you'd better hope you don't end up with resource imbalances that eventually break your production chain. There's also no way to see what you're actually building at each outpost unless you're at the outpost. Add to this no way to favorite a planet or system for easy finding later on. Plus each part of production requires different resources to build so this means constant trips back and forth and then to cities when you don't have everything and then you need to dump cargo from your ship because you don't have room but then you need to go to multiple cities because the one didn't have what you needed and now you're overencumbered and can't fast travel and FUCK

The process of getting an outpost producing anything useful at all is a huge pain in the ass and I really hope they fix it. Building placement sucks too. Once you get a chain of outposts producing useful stuff it's pretty satisfying but not at all worth the effort, since shops have whatever you want (even otherwise extremely rare and valuable resources) in abundance anyway.

>Companions and crew

Companions are core characters who are part of the main quest, and crew are other characters who are mainly recruited in bars. You get 5 companions early on in the main quest who have a large amount of dialogue and all of them except the robot have companion quests and can be romanced. Then there are named recruitable crew members who have some dialogue and backstory but no quests, romance, or likes/dislikes, and their dialogue is a lot more restricted. Then there are unnamed generic characters with one skill. You can assign any of them to be on your ship or man your outposts, and companions and non-generic crew can accompany you as well. They all have different skills that give buffs to space combat or outpost production, but some skills share names with player skills and don't have the same effects. It isn't really clear what some of the skills do or what their bonuses are, but companions and crew do provide very strong buffs to ship combat. The companions aren't Baldur's Gate 3-level but they're a nice addition, although Barrett isn't very consistently characterized and is sort of all over the place.

>Inventory and economy

There never seems to be enough inventory space or ship cargo space and managing inventory is a frustrating game all to itself, but you are given a container with infinite storage early on (which is still inconvenient to get to). None of the vendors have enough money so you end up hopping planet to planet hoping to sell half of what's in your ship, and eventually you start jettisoning cargo because it's not worth the time. Once you reach a high level your only real expense is ammo, so you stop looting anything except ammo and med packs and end up with millions of credits with nothing to spend it on except vanity ships.

>Crime

The lockpicking minigame sucks and I stopped picking locks above advanced because I loathe it. Smuggling isn't worthwhile because vendors don't have any money, and money is a lot easier to come by through other methods. Piracy is enjoyable. There's a trespassing mechanic that is underutilized, even quests that involve trespassing rarely use it. I still don't understand how crime and bounties work. Sometimes I'll attack hostile robots in an abandoned settlement in a remote system and end up with a murder bounty for one of the factions.

>Stealth

It's a lot harder than in other Bethesda games, and is nearly impossible in a spacesuit (due to its weight) unless you invest heavily in skills and use the right gear/chems. As mentioned above you don't even get a stealth meter unless you spend a skill point.

>Speech

Persuasion and other speech options are surprisingly useful and prevalent in quests, sometimes even overpowered (there's one Crimson Fleet quest in particular where it's fucking ridiculous). There are social skills for CC abilities like pacifying, fearing, and mind controlling but the game doesn't tell you they also play a role in the persuasion minigame. Character background, traits, and skills all play a role in speech checks and conversations, which really impressed me. This is probably the most reactive Bethesda game since Morrowind, but it still drops the ball in a lot of places.

>New game+

You lose literally everything except your level and skills. In return you get a shitty spaceship and garbage tier armor which both get slightly better with each iteration up to 10, and get to hunt down your powers (explained below) all over again to make them even stronger up to 10 times. Enemies also get slightly stronger each iteration, capping out at +10 where they do twice as much damage and take half as much. The main quest has variations every new game+ but I've never seen them, and you can expedite the main quest if you want to in successive new games. I might end up taking it to +10 but I'll probably mess around with mods first. Weirdly you can't choose a new background or traits with each new game+, I think it'd add a lot more reason to replay quests each iteration to see what new options are presented.

 No.32741

>>32740

Factions
>United Colonies
Starship Troopers played straight
>Freestar Collective
Space Texans, complete with cowboy larpers and rule by CEO oligarchs
>Crimson Fleet
Pirates
>Ryujin Industries
Evil megacorp
>Spacers
Pirates (not Crimson Fleet)
>House Va'ruun
Foreign-sounding cultist bad guys

Quests
>Overall
In some parts there's an impressive amount of reactivity and player choice (not just for a Bethesda game, but in general), while other parts leave you going wtf why can't I tell this person something they clearly would like to know, or why doesn't this person have ANYTHING to say about this after the fact. For multiple quests there are unstated options to resolve them, which I appreciate a lot and was surprised to find. In the vast majority of cases when you complete the quests hardly anything changes, and people will still talk to you as if nothing's different, even after completing entire questlines. Many quests require you to accompany a walking NPC but they walk slightly faster than the player character. This gets irritating quickly.

>Main quest

I mentioned it earlier but it's surprising how little the main quest has to do with the rest of the game. I saved it for last and was blindsided when I realized you get magic powers since the rest of the game is fairly grounded scifi. It seems like this was added at the last minute or something. That said the main story wasn't bad, it builds toward something interesting but then ends pretty abruptly. There's an interesting narrative around new game+ that I wish they explored more. I think I used the powers one time so I didn't know enough to include a section about it in mechanics. The side quests to get all the powers and artifacts are shockingly bad. For the artifacts, you get sent to procedurally generated dungeons you've seen a dozen times before, and for the powers you 1) go to a planet and 2) do a braindead minigame, then repeat steps 1 and 2 23 more times.

>Faction quests

There are a lot of problems in-universe but none of the factions seem to tackle ones that really matter and are instead self-contained without any wider effects. You can join every faction without conflict, the Freestar Rangers and UC Vanguard don't care if you're a pirate, and UC and Freestar don't care if you join each others' factions even though they were just at war. None of them were bad, although they were pretty short. The Freestar Rangers questline ends as abruptly as the main quest does. The worst any are guilty of is false advertising and lack of consequences. You do absolutely no piracy in the Crimson Fleet questline, and the UC Vanguard implies you'll be doing a lot of piloting when none of their quests involve space combat at all. The Crimson Fleet and UC Vanguard quests feel the most complete of any of the faction quests. Ryujin's story is sort of all over the place and oddly enough the other factions have harder (optional) stealth missions than the actual stealth faction. You don't need to pick any locks harder than novice level. I understand why, but it's disappointing.

>Side quests

Some are pretty good. Most are confined to the main cities and are meant to get you sightseeing or to give you background on the area. I think there are maybe 10 total unique quests outside the systems containing the cities and towns, which is 10 quests spread out over 100+ systems.

>Radiant quests

Only do mission board quests if you want quick landing spots for xp and loot. Best to just plug your nose and get it over with if you really want to grind. For some reason UC and Freestar radiant quests can take place WAY outside their settled areas.

Closing Thoughts
One thing I noticed again and again is that a lot of the systems and stories don't interact with each other much, if at all. None of the crafting skills will help you with space combat, for example. Some parts of the game feel like they were in early while others seem rushed and half-finished. There are mods that change a lot of things I dislike about the game, but other more serious flaws seem pretty fundamental to its design. There are some major steps back that make me extremely nervous about TES6, especially with none of the old influential designers or developers working at Bethesda anymore. I got a ton of play time out of it but I'm ambivalent about the game overall, I don't know if I'll continue on with new game+ or come back to the game at some later time. It really makes me wonder what the state of the game was during its intended release window. There's apparently still 250 people working on the game, so we'll have to see where things go from here. People are whispering about a survival mode update that will save the game but I won't hold my breath.

Also I could do a whole write up about capitalist realism or unexamined settler-colonialism but I don't think there's enough interest in the game to warrant that.

 No.32742

>>32741
>You do absolutely no piracy in the Crimson Fleet questline

TBF there is like one mission in the quest where you have to do piracy but if you're a moralfag you can negotiate with them instead

 No.32745

yeah, what the fuck was bethesdas strategy for this game. The x4 and star sector gamers arent going to play this in the long term, since star field doesnt have a economy. The elite dangerous and star citizen gamers arent going to play this in the long term because starfield doesnt really do first person combat or exploration better than these games. The no man sky, astrox, and avorion gamers wouldnt play this in the long term because nothing starfield offers wouldnt really appeal to them long term either.
The only thing going for this game would be the rpg mechanics, and appealing to the old bethesda gamers, but starfield seems to be worse or at least suffers a lot of the problems fallout 4 did in the rpg department.
WHAT WAS THE PLAN HERE>

 No.32746

File: 1703520671860.jpg (101.44 KB, 604x551, space kotblini.jpg)

>>32745
Its literally just Todd's attempt at getting his dream game Skyrim With Guns In Space done, not much really.

 No.32747

File: 1703531625751.png (386.72 KB, 1457x533, 1703531180138468.png)

………

 No.32748

>>32745
I'm the one who wrote that bigass post above and I really think this is like Daggerfall in Space. I happen to like Daggerfall a lot and I appreciate what it was going for, it's just that a lot of the systems aren't fully fleshed out. You can technically be
>a smuggler (but the risk/reward isn't worth it and there's only one reliable source of contraband)
>a pirate (but for some reason you need to pay the registration for ships you steal before you can sell them, even to the pirate faction; you can demand ships hand over their cargo but all they have is cheap crap)
>a colonist (but the building interface sucks and you can only send crew members to the outposts)
>a mining/manufacturing magnate (but you have no way to import or export supplies with contracts and setting it all up is way more complicated than it needs to be)
and some other stuff, but all of them have their own flaws.

I mentioned it before but I think the main quest was added pretty late into development, the rest of the game pushes you into treating the game like a sandbox and then the end of the main quest tells you to throw out all the stuff you built and do it all over in new game+. Once you start the new game+ you end up wanting to follow it through to new game+10 to get all the benefits, and during the meantime you don't want to build anything or do any quests so the final iteration can be the "real" game.

 No.32750

>>32745
I'm sure the game made boatloads of money even if it's not that good, this game isn't really for 'serious space game fans"

 No.32763

>>32745
>THE PLAN
to make money by throwing whatever was hyped at the time of dev (2+ years ago)

 No.32885

>>32740
>>32741
Currently trudging my way through to new game+10 for reasons unknown, but if anyone wants a detailed takedown of the million little frustrating things about Starfield, vid related is fantastic. He doesn't cover just how bad melee and unarmed are but I agree 100% with everything he points out.

 No.32934

lol

 No.32936

I haven't played this game but this is the most obsessed I've ever seen redditors about a game. You'd think Todd Howard killed everyone they loved or some shit. Honestly, if the most insufferable mentally ill losers on the planet hate it this much I'm thinking it might actually be decent lmao.

 No.32937

>>32936
I think a lot of it is people losing whatever hope they had left for TES VI. "Most innovative gameplay" is definitely a stretch, I'd hesitate to call the game bad because I put well over 100 hours into it, but I don't think it's good either. Years after Fallout 4's release people started to begrudgingly reevaluate it and admitted it was pretty good at environmental storytelling and getting the player to explore. I don't think Starfield will get the same kind of treatment unless Bethesda puts in massive amounts of work. Some important things players want (like being able to land on planets or travel from one planet to another themselves) just aren't possible without completely reworking the engine, so I can't imagine the devs doing much more than smoothing out the rough edges and calling it done.

 No.32938

>>32936
Most of them are probably either hardcore Bethesda fans themselves or normies who never played a space game before.
I myself just wonder what kind of lewd mods there will be dor it.

 No.33285

File: 1706202610830-0.png (249.84 KB, 1087x591, starfield.png)

File: 1706202610830-1.png (237.43 KB, 1081x573, skyrim.png)

Have things ever been more over than they are now?

 No.33287

>>32936
It's something of a hail mary for people who have hated Bethesda, and Todd especially, for a long time. Gratifying to see people wake up to how terrible their games are (pure product), even if only superficially.

 No.33294

It has been several months now and there are still no news regarding the Creation Kit.You would Bethesda would be hyping it like hell considering how barren the game is and Bethesda's history of relying on modders to fix issues with their games.

 No.33295

>>33294
imagine, bethesda cant figure out how to create a proper creation kit for starfield.

 No.33316

>>33294
Maybe it's cancelled and they are full on Elder Scrolls now

 No.33335

>>33316
Not holding out for TES6 either given they supposedly do not even have a prototype. Bethesda is going to just take Fallout 4, add magic, remove guns, add furries and elves and call it a day.

 No.33480

File: 1707088672148.png (783.33 KB, 580x799, exexclusive.png)

Star sisters, not like this…

 No.33503

>>33480
Yeah, so sad for a multi-billion dollar anti-GNU/Linux and anti-FLOSS bourgeois scum.

Good for you, PS5 owners. But Sony is not better than Microsoft.

 No.33504

>>33480
haha it wasn't good enough to bother keeping it an exclusive I guess

honestly Outer Worlds was better even with everyone being disappointed by it

 No.33505

>>33504
Honestly, fuck Microsoft, they should die in a fire and Bill Gates should hang himself.

I do not get this shilling for exclusives, it's bourgeois. Every game should be available on every platform. Especially on GNU/Linux and BSD PCs.

You know what? Forget the consoles, the console market is cancer that is killing the PC gaming. Like a parasite, it's feasting on its carcass, enriching the platform holders and empoverishing our wallets.

 No.33506

>>33505
I mean PC gaming is hardly dying, it's annoying to miss out on some console exclusives sure but we still have by far the best choice of games

 No.33507

>>33506
It's not only that we get no console exclusives. We also barely get good PC poris either (of bigger-budget games at least). Even if PC gaming isn't dying, the sheer existence of console gaming makes PC gaming worse. There is not enough incentive to make good PC ports. The same way there's not enough incentive to remove Denuvo and third-party launchers as Steam has a very deregulationist policy (despite having a heavy taxation policy, peak neoliberalism) unlike GOG.

 No.33508

>>33507 (me)
The final solution is therefore communism the collapse of the console market.

 No.35089

8 months after release it sounds like they're finally getting their footing with the latest update. Some of these changes were sorely needed back when I played, and it looks like they're introducing the first pieces of survival mode with the modular difficulty settings; I'm hoping they'll carry over the separate incoming and outgoing damage multiplier settings into TES VI, at the very least. Still no creation kit, but it sounds like they're giving paid modders access to it first so the monetized creation club has a leg up compared to free mods. Exploration still has glaring problems but maybe they'll fix it somehow when the DLC comes out this fall.

 No.35090

>>35089
ehhhh starfield was dead on arrival.
>Generic visuals and art direction
>Generic setting and characters
>Generic gameplay and mechanics
It’s just boring.

 No.35091

>>35089
>release bad game
<maybe they'll fix it a year later with a bunch of updates
absolute state of AAA god damn

 No.35102

>>35091
This is how the life of a Sonic fan feels like, now every company will become Sonic Team, welcome to the club, buddy.


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