Impressions: Starfield
TL;DR: Consider me… whelmed. Not overwhelmed, not underwhelmed. Just whelmed.

The initial few hours of Starfield are incredibly weak. Like, insultingly bad for a Bethesda game. I had no sense of grounding in the game world like with Skyrim, Fallout 4, Fallout 3, or even Oblivion. After an hour or so, you get dumped into New Atlantis, which is the Starfield equivalent of Dragon Age: Inquisition’s Hinterlands. There is plenty of things to do in the city, all of which you absolutely should not be doing. Not to say the quests are bad per se, but I felt myself burning out of the game after sessions 2 and 3 were all just questing in the city with zero combat.
I decided to break away from New Atlantis and things began to improve. Following the main quest, I get to Mars. Instead of going to the bar where the quest wants me to go, I instead strike out towards an unknown marker. Looks like some kind of rocket structure. I see a spaceship just sitting nearby… so I steal it. The devs have a heavy thumb on the economic scale in this game, so while you can certainly steal a better ship than you have, it costs like 90% of the sell price of a ship to register it, which you need to pay before you can sell it (or customize it). My profit is like 1700 credits, which is the equivalent of selling four guns from dead pirates.

I fast travel back to the rocket pad, climb all the way to the top, which it seems like the devs intended. At the very tippy-top, I see three chests up there containing common gun drops and ammo. Yay.
That is when it hits me. “Exploration” only happens in instanced content in Starfield. Had this been a Fallout title, there would have been a skeleton up there or some other environmental storytelling (audio log, etc). Had this been Elder Scrolls, there may have been some Daedric portal or a unique item or something. The rocket pad is a Point of Interest, yes, but I will no doubt be seeing similar rocket pads across the 1000s of planets in the game, and they all need to have a chest at the tippy-top.
Or maybe I am wrong, and the launch pad on Mars was specifically hand-crafted. In which case… yikes.

On my next play session, I go into the bar as intended. Along the way, I overhear a conversation about how some miners are being turned away by the mining supervisor. I talk with him, and he asked me to mine some Iron “off the books” so that it looks like his team exceeded quota and thus will get approval to some badly-needed upgraded equipment. I do that, and now he’s asking me to become an executive assistant to “help” the Fiscal manager to sign the paperwork. No doubt there will be further shenanigans in the space station as I try to get the request approved.
The above is the type of thing I’m actually impressed with while playing the game: mundane-sounding side-quests end up becoming more involved and interesting. There are a tons of these and you can do them or not do them at your leisure. It makes the game world feel a bit more alive and interconnected. As opposed to the literal game world, which is dead and fragmented by loading screens.

Having said all that, I am becoming increasingly okay with it. In Buddhism, “unfulfilled expectations” are the root of all suffering. In a recent Starfield play session, I cleared out a random den of Spacers on Mars, went outside, fast traveled to New Atlantis and off-loaded my loot to vendors, then fast traveled back to the Martian surface to continue looting the building. Is that, strictly speaking, dumb game design? Yes. Is it all that different than fast traveling to vendors in any other Bethesda game? Er… no. It only feels dumb because I have some unfulfilled expectations that this is a good game space games are necessarily immersive sims that play out more like No Man’s Sky.
I dunno. I typically do not mod games on a first playthrough, but I’m feeling like maybe giving myself 1000 more carry weight might actually make the game more immersive than leaving it as-is.
Posted on September 11, 2023, in Impressions and tagged Bethesda, Fast Travel, Immersion, Space, Starfield, Vendor. Bookmark the permalink. 4 Comments.
My motivation to play this is currently at a zero thanks to BG3. Why go from an A+ RPG to what sounds like a B+, especially when the B+ has characters that looks like your first screen shot compared to BG3 characters.
Just horrible release timing for Starfield. I’m sure down the line when the need to play an RPG strikes again it will be an option, but right now, nope.
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It does make for an interesting hypothetical as to what would have happened if Larian didn’t move up the BG3 release date. I agree that BG3 is the more polished product and would likely have won in any head-to-head quality scenario. But would Starfield nevertheless have sucked the oxygen out of the room? Would the gaming news sites have had to pick sides to not flood their viewers with articles (although most pump out shit articles on the daily already)?
In any case, I personally stopped playing BG3. It’s (thus far) the better RPG from a story perspective, but that also means I am less tolerant of the rapid patching and additional endings/epilogues being added/discussed. I didn’t go the evil route, for example, but would have been pissed had I progressed into Act 3 and thus lost an entire companion arc because it was bugged. The “true” BG3 experience is only going to be revealed over time. Meanwhile, Starfield is what it is, and only mods will make it better.
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I think I’m more than halfway through Act 2, playing mostly the good side. Fully plan to play it again a second time as evil and mixing up who I bring, but not for a while after I finish this playthrough.
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Hotfix #5 made me think of your earlier post about this because the problem it fixes seems considerably worse than merely missing out on some Karlach content.
I suspect the patching may get more dramatic still. I made it to one of the big moments of Act II centered around Shadowheart, and the rushed sequence of several dialogues in the immediate aftermath sure made it seem like there was at least a cutscene missing.
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