Starfield Review: The Definitive Space RPG

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Starfield Review: The Definitive Space RPG
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Starfield is the definitive space RPG and another masterclass in character agency from Bethesda - one giant leap for gamers.

If Neil Armstrong’s first walk on the moon was one small step for man, Starfield feels like one giant leap for gamers. It’s hard to equate what Bethesda has accomplished with this massive space RPG to any other game, notably in size and depth. I think many people expected Starfield to be big. Still, no one could have predicted that the developers behind Fallout 76 would be able to follow up an outright disaster with arguably one of the greatest space games ever made.

So far, I’ve discovered ten cities or settlements that seem important enough to be called “major.” Keep in mind I still have 30-50 star systems I need to visit, and I’m not including all of the massive Staryards and party yachts that are equal in size to some of the on-planet towns. Each one of these is crawling with NPCs – both generic and named – that are dying to dish out quests.

At the time of writing, I’ve only completed one faction questline, UC Vanguard, all the way through. It was incredible. The story felt like it could have been the game’s main story had it been stretched a bit further, and the dynamic range of outcomes for several quests along the way made it feel like I was indeed in control of the narrative.

Starfield changes things, which becomes apparent when players delve into crafting, base building, and decorating. From the get-go, you’ll start noticing bits and bobs with longer descriptions when you pass over them with your crosshair. And yes, I mean all of it. There are poseable mannequins for armor sets, various display cases and mounts for weapons, racks for boost packs, and special units for helmets. But what about all those real-world novels turned digital you’re carrying around? Throw ‘em on a shelf! There are even multiple stands to display Dataslates.

Starfield is similar, as some of its procedural locations are nearly identical copies. The loot changes. The enemies may belong to a different faction. But for all intents and purposes, if you’ve spotted an abandoned hangar on the horizon, it likely has the same layout as the last one you visited. As for the planets themselves, I have no complaints. In fact, some of them are a marvel of procedural engineering. Mountain ranges seem hand-placed, biomes blend together naturally, and some incredibly gorgeous scenic settings had me wishing I could urge players to visit it.

I’ve been playing through Starfield with a neutral good alignment. The game doesn’t impose this, but it’s how I’ve chosen to venture around the galaxy my first time around. But in the back of my mind, I’m always wondering how it would feel to join up with the pirates and live a life of crime. Or what if I decided to be a lawful good narc who only ever lives by the highest moral standards?

The only thing that slows players down is the skills tree. You can’t really be a jack of all trades, at least not within your first 100 hours, and some basic mechanics are locked behind skills. Pickpockets, sneaking, sliding, and using boost packs are inaccessible until you put a point in those skill slots.

Even if you want to take your first Eon pistol with you throughout your entire journey, mods, skills, and buffs make it just as viable as a shotgun you might find at level 50. I wish Starfield had implemented automatic inputs for things like fast barrel rolls or 180° half-flips to make dogfights feel less like a game of chicken. There’s also no reliable way to dodge incoming fire, so you’re often forced to face tank a barrage of lasers—something really annoying at the start of a player’s journey.

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